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  GM’S MISCELLANY: 
  RAGING SWAN PRESS 
  URBAN DRESSING II 
  A SYSTEM NEUTRAL RESOURCE 
  
   
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  GM’S MISCELLANY: URBAN DRESSING II 
  Tired	of	your	towns	and	cities	being	boring,	bland	places	in	which	your	PCs	show	little	or	no	interest?	Want	to	bring	them	alive	with	cool,	
  interesting	minor	features	of	note?	Then	Urban	Dressing	is	for	you!	Each	instalment	in	the	line	focuses	on	a	different	kind	of	town	and	
  gives	harried	GMs	the	tools	to	bring	such	locales	to	life	with	interesting	and	noteworthy	features.		
  	
  This	compilation	presents	loads	of	great	features,	NPCs	and	minor	encounters	to	add	to	the	towns	in	your	campaign.	Designed	to	be	used	
  both	during	preparation	or	actual	play,	GM’s	Miscellany:	Urban	Dressing	II	is	an	invaluable	addition	to	any	GM's	armoury!	
  	
  Design:	Josh	Vogt	
  Development:	Creighton	Broadhurst	
  Editing:	Creighton	Broadhurst	
  Cover	Design:	Creighton	Broadhurst	
  Layout:	Creighton	Broadhurst	
  Interior	 Art:	 Daniel	 Comerci	 (Hounworks),	 Paul	 Daly,	 Larry	
  Elmore,	 Jeff	 Freels,	 Elizabeth	 Shippen	 Green,	 Manlyl	 Hall,	
  Rick	Hershey,	Aaron	Henson,	William	McAusland,	Bradley	K	
  McDevitt,	Noel	Patton,	Claudio	Pozas,	Michael	Syrigos,	Frank	
  Walls	and	Maciej	Zagorski	(The	Forge	Studios).	Some	artwork	
  copyright	 Paul	 Daly,	 used	 with	 permission.	 Some	 artwork	
  copyright	 William	 McAusland,	 used	 with	 permission.	 Some	
  artwork	 by	 Claudio	 Pozas,	 copyright	 Expeditious	 Retreat	
  Press,	used	with	permission.	Frank	Walls,	Standard	Stock	Art:	
  Issue	 1	 by	 Empty	 Room	 Studios	 Publishing.	 ©	 2008	 Jeff	
  Freels,	 used	 with	 permission.	 Resale	 or	 redistribution	 of	
  these	images	is	forbidden.	Some	artwork	©	Michael	Syrigos,	
  used	with	permission.	Standard	Stock	Art	#1	by	Empty	Room	
  Studios	 Publishing.	 Some	 artwork	 in	 this	 book	 is	 ©2006	
  Reality	 Deviant	 Publications,	 used	 with	 permission.	 Some	
  artwork	 from	 Fantasy	 Filler	 Art	 copyright	 Rick	 Hershey,	 All	
  Rights	Reserved.		
  Thank	you	for	purchasing	GM’s	Miscellany:	Urban	Dressing	II;	we	
  hope	you	enjoy	it	and	that	you	check	out	our	other	fine	print	and	
  PDF	products.		
  	
  Published	by	Raging	Swan	Press	
  April	2016	
  	
  	
  ragingswan.com	
  gatekeeper@ragingswan.com	
  Product	Identity:	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	deities,	artefacts,	places	and	so	on),	dialogue,	
  plots,	 storylines,	 language,	 incidents,	 locations,	 characters,	
  artwork	and	trade	dress	are	product	identity	as	defined	in	the	
  Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	Open	
  Content.	
  	
  Open	Content:	Except	material	designated	as	Product	Identity,	
  the	 contents	 of	 GM’s	 Miscellany:	 Urban	 Dressing	 II	 are	 Open	
  Game	 Content	 as	 defined	 in	 the	 Open	 Gaming	 License	 version	
  1.0a	 Section	 1(d).	 No	 portion	 of	 this	 work	 other	 than	 the	
  material	designated	as	Open	Game	Content	may	be	reproduced	
  in	any	form	without	written	permission.	The	moral	right	of	Josh	
  Vogt	 to	 be	 identified	 as	 the	 author	 of	 this	 work	 has	 been	
  asserted	in	accordance	with	the	Copyright	Designs	and	Patents	
  Act	1988.	©Raging	Swan	Press	2016.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  	
  	
  
  	
  2
  C O N T E N T S  
  Foreword	......................................................................................	2	
  How	to	Name	the	Streets,	Alleys	and	Lanes	in	Your	Campaign	...	3	
  Borderland	Town:	Sights	&	Sounds	..............................................	6	
  Borderland	Town:	Businesses	......................................................	8	
  Borderland	Town:	Folk	of	Interest	.............................................	10	
  Borderland	Town:	Hooks,	Complications	&	Opportunities	........	12	
  Bridge	Town:	Sights	&	Sounds	....................................................	14	
  Bridge	Town:	Businesses	............................................................	16	
  Bridge	Town:	Remarkable	Bridges	.............................................	18	
  Bridge	Town:	Hooks,	Complications	&	Opportunities	................	20	
  Decadent	Town:	Sights	&	Sounds	...............................................	22	
  Decadent	Town:	Businesses	.......................................................	24	
  Decadent	Town:	Folk	of	Interest	................................................	26	
  Decadent	Town:	Hooks,	Complications	&	Opportunities	...........	28	
  Dwarven	Town:	Sights	&	Sounds	................................................	30	
  Dwarven	Town:	Businesses	........................................................	32	
  Dwarven	Town:	Folk	of	Interest	.................................................	34	
  Dwarven	Town:	Hooks,	Complications	&	Opportunities	............	36	
  Elven	Town:	Sights	&	Sounds	.....................................................	38	
  Elven	Town:	Businesses	..............................................................	40	
  Elven	Town:	Folk	of	Interest	.......................................................	42	
  Elven	Town:	Hooks,	Complications	&	Opportunities	.................	44	
  Logging	Town:	Sights	&	Sounds	..................................................	46	
  Logging	Town:	Businesses	..........................................................	48	
  Logging	Town:	Folk	of	Interest	...................................................	50	
  Logging	Town:	Hooks,	Complications	&	Opportunities	..............	52	
  Marsh	Town:	Sights	&	Sounds	....................................................	54	
  Marsh	Town:	Businesses	............................................................	56	
  Marsh	Town:	Folk	of	Interest	.....................................................	58	
  Marsh	Town:	Hooks,	Complications	&	Opportunities	................	60	
  Mining	Town:	Sights	&	Sounds	...................................................	62	
  Mining	Town:	Businesses	...........................................................	64	
  Mining	Town:	Folk	of	Interest	....................................................	66	
  Mining	Town:	Hooks,	Complications	&	Opportunities	...............	68	
  Pirate	Town:	Sights	&	Sounds	....................................................	70	
  Pirate	Town:	Businesses	.............................................................	72	
  Pirate	Town:	Folk	of	Interest	......................................................	74	
  Pirate	Town:	Hooks,	Complications	&	Opportunities	.................	76	
  Plague	Town:	Sights	&	Sounds	...................................................	78	
  Plague	Town:	Businesses	............................................................	80	
  Plague	Town:	Folk	of	Interest	.....................................................	82	
  Plague	Town:	Hooks,	Complications	&	Opportunities	...............	84	
  Port	Town:	Sights	&	Sounds	.......................................................	86	
  Port	Town:	Businesses	................................................................	88	
  Port	Town:	Folk	of	Interest	.........................................................	90	
  Port	Town:	Hooks,	Complications	&	Opportunities	...................	92	
  Slum	Town:	Sights	&	Sounds	......................................................	94	
  Slum	Town:	Businesses	..............................................................	96	
  Slum	Town:	Folk	of	Interest	.......................................................	98	
  Slum	Town:	Hooks,	Complications	&	Opportunities	................	100	
  Trade	Town:	Sights	&	Sounds	...................................................	102	
  Trade	Town:	Businesses	...........................................................	104	
  Trade	Town:	Folk	of	Interest	....................................................	106	
  Trade	Town:	Hooks,	Complications	&	Opportunities	...............	108	
  War-Torn	Town:	Sights	&	Sounds	............................................	110	
  War-Torn	Town:	Businesses	.....................................................	112	
  War-Torn	Town:	Folk	of	Interest	..............................................	114	
  War-Torn	Town:	Hooks,	Complications	&	Opportunities	.........	116	
  Did	you	Know?	.........................................................................	117	
  OGL	V1.0A	................................................................................	117	
   
  F O R E W O R D  
  I	 didn’t	 think	 Raging	 Swan	 press	 would	 do	 a	 second	 GM’s	
  Miscellany:	Urban	Dressing.	When	we	released	the	first	volume,	
  I	 was	 pretty	 confident	 we’d	 covered	 the	 subject	 of	 urban	
  dressing	quite	comprehensively.	But,	of	course,	I	was	wrong.		
  	
  It	turns	out	that	as	well	as	focusing	on	specific	features	in	a	
  town—say	a	statue	or	the	docks—it’s	also	a	really	good	idea	to	
  focus	 on	 specific	 kinds	 of	 town.	 For	 a	 GM,	 having	 all	 the	
  information	 for—say—a	 logging	 town	 easy	 to	 access	 helps	 to	
  quickly	build	theme	and	flavour.	That’s	what	Josh	has	managed	
  to	do	in	the	instalments	that	make	up	this	book.	Simply	flip	to	
  the	 section	 that	 best	 describes	 the	 town	 your	 PCs	 are	 visiting	
  and	get	rolling!	You	can	use	the	various	tables	as	inspiration	or	
  you	can	use	them	on	the	fly—urban	adventures	are,	after	all,	a	
  hassle	as	the	PCs	can	go	literally	anywhere!	
  	
  In	any	event,	I	hope	you	enjoy	this	book	and	that	it	makes	
  your	campaign	better	and	easier	to	run.		
  	
  A B O U T  T H E  D E S I G N E R  
  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."	
  	
  	
  
  3	
  H O W  T O  N A M E  T H E  T H O R O U G H F A R E S  I N  Y O U R  C A M P A I G N  
  Every	GM	I’ve	ever	met	names	the	various	villages,	towns	and	
  cities	 in	 his	 campaign.	 It’s	 as	 normal	 and	 natural	 as	 naming	 a	
  world’s	rivers,	forests	and	mountain	ranges.	What	few	GMs	do,	
  however,	is	take	the	time	to	name	the	streets,	alleys	and	other	
  thoroughfares	of	their	settlements.		
  	
  Don’t	 get	 me	 wrong;	 no	 GM	 has	 the	 time	 to	 name	 every	
  road,	street	and	alley	in	a	given	town,	but	naming	a	few	helps	
  bring	the	settlement	alive	in	the	players’	minds.	For	example:		
  § 
  Why	is	that	shady	lane	called	Dagger	Alley?	
  § 
  Why	is	that	road	called	Dead	Troll	Road?		
  § 
  Is	it	worth	avoiding	Beggars'	Way?	
  § 
  Is	Temple	Avenue	a	good	place	to	find	magical	healing?	
  § 
  What	could	possibly	go	wrong	on	Cutthroat	Alley?	
  Such	 questions	 not	 only	 breathe	 life	 into	 the	 setting,	 but	 can	
  even	lead	to	interesting	minor	encounters	or	even	the	genesis	of	
  the	PCs'	next	adventure.	Adventurers	venturing	down	Cutthroat	
  Alley,	 for	 example,	 deserve	 everything	 they	 get	 while	 those	
  wandering	 Market	 Street	 might	 discover	 a	 bargain	 or	 hear	 a	
  particularly	juicy	rumour.		
  N A M I N G  C O N V E N T I O N S  
  There	are	many	different	ways	a	road	could	be	named.	Here	are	
  a	few	of	the	most	common	styles:		
  § 
  [Descriptor]	 street/alley/lane:	 Example,	 Dagger	 Lane,	 North	
  Street	and	so	on.	
  § 
  Street	of	[Descriptor]:	Example,	Street	of	Swords,	Road	of	the	
  Dragon	and	so	on.	
  § 
  [Feature]	 street/alley/lane:	 Example,	 Water	 Street,	 Church	
  Way	and	so	on.	
  § 
  [proper	
  name’s]	
  street/alley/lane:	
  Example,	
  Krorz’s	
  Promenade,	Sorn’s	Alley	and	so	on.		
  § 
  [Race,	creature	or	monster]	street/alley/lane:	Example,	Giant’s	
  Street,	Orc	Alley	and	so	on.	
  T H I N G S  T O  N A M E  A  R O A D  A F T E R  
  Once	 chosen,	 a	 name	 can	 enhance	 a	 town's	 flavour	 and	
  verisimilitude.	 Roads	 can	 be	 named	 for	 or	 after	 a	 variety	 of	
  features,	events	or	personalities.	For	example,		
  § 
  Major	Building	or	Urban	Feature:	If	a	road	runs	to	or	passed	
  an	 important	 urban	 feature,	 sometimes	 the	 road	 becomes	
  known	by	that	feature.	For	example,	a	road	running	passed	the	
  lord’s	 castle	 may	 be	 known	 as	 Castle	 Street,	 while	 a	 road	
  festooned	with	temples	might	be	called	Temple	Way.	Streets	
  could	also	one	named	for	churches,	local	markets,	town	gates	
  and	 so	 on.	 Similarly,	 a	 street	 linking	 the	 town	 to	 a	 nearby	
  village	may	become	known	by	the	name	of	the	village.	
  § 
  Business	 Type:	 In	 an	 urban	 area,	 businesses	 often	 cluster	
  together,	 and	 within	 this	 mercantile	 district	 sometimes	
  businesses	 of	 the	 same	 type	 establish	 themselves	 nearby	 to	
  one	another.	So,	for	example,	a	street	might	become	known	as	
  the	Street	of	the	Smiths	for	all	the	metalworkers	found	there.	
  The	more	important	locally	a	trade	is,	the	more	likely	a	street	
  will	be	named	after	it.	
  § 
  Proper	Name:	Perhaps	someone	famous	lived	or	once	lived	on	
  the	 street.	 Alternatively,	 a	 street	 could	 be	 named	 after	 a	
  legendary	personage	thought	to	have	once	visited	the	area	or	
  even	 someone	 who	 died	 there.	 Some	 streets	 could	 even	 be	
  named	 after	 deities	 and	 other	 semi-mythical	 beings.	
  Additionally,	 streets	 could	 be	 named	 after	 important	 local	
  families,	famed	bands	of	adventurers	and	so	on.		
  § 
  Feature:	A	street	running	by	a	river	might	become	known	by	
  the	name	of	the	river—for	example,	Fleet	Walk—while	a	road	
  running	in	a	cardinal	direction	may	be	called	North	Street.	For	
  example,	 in	 my	 home	 town,	 Abbey	 Road	 leads	 toward	 the	
  ruins	of	an	abbey,	Market	Street	still	hosts	a	market	and	Fleet	
  Walk	 runs	 over	 the	 River	 Fleet	 (which	 now	 flows	 under	 the	
  road).	Other	examples	could	include	Water	Street,	Marsh	Lane	
  and	so	on.	
  § 
  History:	 Sometimes	 streets	 are	 named	 for	 events	 of	 either	
  local	or	national	importance.	Perhaps	a	troll	was	slain	on	Dead	
  Troll	Street	and	it	was	named	(or	renamed)	to	commemorate	
  the	 event.	 Alternatively,	 a	 street	 could	 be	 named	 after	 a	
  prominent	local—perhaps	Culven’s	Way—or	for	some	feature	
  that	 no	 longer	 exists	 (or	 which	 is	 now	 buried	 beneath	 the	
  modern	town).		
  § 
  Flavour:	 If	 the	 party	 head	 down	 Dagger	 Alley	 before	 turning	
  into	 Cutthroat	 Lane	 it’s	 a	 pretty	 clear	 indication	 they	 are	
  entering	 an	 unsavoury	 part	 of	 town.	
  Similarly,	 the	 Street	 of	 Silks	 likely	
  stands	in	a	nicer	part	of	
  town	while	many	towers	
  probably	
  flank	
  the	
  Avenue	of	Spires.	Street	
  names	 are	 a	 quick	 and	
  simple	way	to	impart	a	
  location’s	flavour.		
  	
   
  
  4	
  O T H E R  T H I N G S  T O  N A M E  
  Of	course,	a	GM	doesn’t	have	to	stop	at	naming	streets.	There’s	
  lots	of	other	things	to	name	in	a	town.	Such	features	include:		
  § 
  Bridges	
  § 
  Gates	
  § 
  Markets	
  § 
  Squares/plazas	
  § 
  Wharfs/docks	
  § 
  Hills	
  § 
  Rivers/streams	
  N O T  A L L  R O A D S  A R E  C R E A T E D  E Q U A L  
  When	 naming	 a	 street,	 road	 or	 alley	 the	 GM	 should	 be	 aware	
  that	some	kinds	of	streets	occur	only	in	certain	parts	of	town.	
  For	 example,	 alleys	 and	 lanes	 probably	 don’t	 have	 much	 of	 a	
  place	 in	 the	 posher	 areas	 while	 boulevards	 and	 avenues—
  normally	wide,	tree-lined	roads—have	no	place	in	the	slum.	Thus	
  make	certain	to	only	place	the	various	roads	types	where	they	
  make	sense	these	definitions:		
  § 
  Anywhere:	Street,	road,	way,	walk	
  § 
  Nice	Parts	of	Town:	avenue,	boulevard	
  § 
  Seedier	Parts	of	Town:	Alley,	lane	
  § 
  Mercantile	Parts	of	Town:	Row,	end	
  A  F I N A L  N O T E  
  The	 information	 herein	 can	 easily	 be	 adapted	 to	 naming	 the	
  streets	and	lanes	of	any	village	or	city—even	those	inhabited	by	
  nonhumans.	 Remember,	 even	 a	 small	 village	 with	 only	 two	
  streets	probably	has	names	for	both—otherwise	how	do	locals	
  get	around,	give	directions	to	travellers	and	so	on?		
  	
  	
  
  5	
   
   
   
   
   
   
   
   
   
   
  BORDERLAND TOWN 
  	
   
  
  6	
  B O R D E R L A N D  T O W N :  S I G H T S  &  S O U N D S  
  Use	 this	 table	 to	 generate	 the	 sights	 and	 sounds	 the	 PCs	
  experience	 as	 they	 move	 about	 the	 borderland	 town.	 Ignore	
  such	results	and	simply	re-roll.	
  D%	
  	
  1	
  The	town’s	walls	are	scorched	by	fire	and	pitted	
  with	age.	
  2	
  Lewd	graffiti	covers	the	town’s	main	gate.	
  3	
  Watchmen	patrol	the	guard	towers	set	along	the	
  walls.	
  4	
  Several	 tarred	 heads	 are	 stuck	 on	 iron	 spikes	
  above	every	gate.		
  5	
  The	bell	tower	at	the	centre	of	town	looks	so	tall	
  and	spindly	it	might	topple	at	any	second.	
  6	
  The	river	passing	by	town	is	full	of	churned	mud	
  and	debris.		
  7	
  Everywhere	 you	 go,	 there’s	 a	 babble	 of	 foreign	
  languages	that	tickles	the	ear.	
  8	
  A	 band	 of	 foreigners	 stride	 along,	 seemingly	 at	
  ease	 despite	 the	 odd	 looks	 the	 townsfolk	 give	
  them.	
  9	
  A	 series	 of	 inns	 entices	 prospective	 customer	
  with	brightly	painted	shingles.	
  10	
  A	 gaggle	 of	 street	 urchins	 dart	 through	 the	
  crowd,	laughing	as	they	dash	along	in	bare	feet.	
  11	
  A	guard	patrol	shuffles	down	the	street,	eyeing	
  every	house	and	alley	they	pass	with	suspicion.	
  12	
  Soldiers	on	horseback	trot	off	through	the	open	
  gate	toward	the	border.	
  13	
  A	strange,	tiny	shrine	dedicated	to	a	foreign	god	
  huddles	in	the	shadow	of	a	larger	church.	
  14	
  Wild	 dogs	 scrounge	 in	 the	 town’s	 gutters	 and	
  alleys,	growling	at	anyone	who	gets	too	close.	
  15	
  A	trader	walks	down	the	street	selling	tepid	meat	
  pies	from	a	wheelbarrow.	
  16	
  Several	soldiers	work	at	maintaining	a	ballista	set	
  atop	a	watchtower.	
  17	
  Off-duty	 guards	 laugh	 and	 shove	 each	 other	
  around	as	they	head	for	the	nearest	tavern.	
  18	
  A	small	herd	of	pigs	grunts	and	roots	around	the	
  rubbish	strewn	along	the	street.	
  19	
  A	 man	 in	 chains	 hollers	 his	 innocence	 as	 he’s	
  prodded	along	at	the	end	of	a	guard’s	spear.	
  20	
  The	grizzled	man	lounging	in	the	nearby	doorway	
  has	the	look	of	a	veteran	soldier.	
  21	
  A	 squad	 of	 fresh	 recruits	 tromp	 into	 town,	
  looking	barely	old	enough	to	shave.	
  22	
  The	party	pass	by	a	tidy	row	of	gardens	that	look	
  vibrant	and	healthy.	
  23	
  While	 the	 fields	 butt	 up	 against	 the	 town	 wall,	
  several	 farmsteads	 are	 barely	 visible	 in	 the	
  distance.	
  24	
  The	road	winding	away	from	the	gate,	leads	off	
  into	dense	fog.		
  25	
  Drab	 foreign	 flags	 hang	 off	 the	 eaves	 of	 this	
  building.	
  26	
  This	 bar	 has	 numerous	 painted	 signs	 indicating	
  “No	Foreigners	Allowed.”	
  27	
  A	beggar	has	been	following	the	party	for	several	
  streets	now,	constantly	asking	for	alms.	
  28	
  This	 body	 has	 hung	 so	 long	 on	 the	 gallows	
  nothing	is	left	but	the	skeleton.	
  29	
  The	 street	 is	 cleared	 so	 the	 escort	 of	 a	 visiting	
  dignitary	can	make	their	way	along.	
  30	
  A	 hunting	 party	 sets	 off	 with	 dogs	 and	 horses,	
  their	voices	loud	and	cheerful	in	anticipation	of	
  fresh	game.	
  31	
  A	fur	trader	has	opened	up	his	cart	to	display	his	
  expansive	and	expensive	wares.	
  32	
  These	 guards	 appear	 to	 be	 harassing	 a	 foreign	
  beggar	 who	 is	 shouting	 at	 them	 in	 his	 native	
  language.	
  33	
  This	young	man	has	stood	on	the	corner	all	day,	
  crying	for	war.	
  34	
  Enemy	armour	and	weapons	have	been	strapped	
  to	the	wall	as	trophies...and	warnings.	
  35	
  The	party	catch	a	whiff	of	rot	floating	over	from	
  the	town’s	graveyard.	
  36	
  The	stones	of	this	wall	are	painted	with	the	sigil	
  of	a	foreign	god	of	death.		
  37	
  The	 rock	 and	 wood	 walls	 of	 a	 nearby	 building	
  have	hundreds	of	names	carved	into	them.	
  38	
  A	 handful	 of	 figures	 lurk	 in	 the	 shadows	 of	 a	
  nearby	alley.	
  39	
  Sailors	 call	 out	 for	 news	 from	 a	 barge	 passing	
  along	the	river	that	marks	the	nearby	border.	
  40	
  A	 bloodstained	 robe	 lies	 on	 the	 ground,	 and	
  everyone	is	taking	care	to	walk	far	away	from	it.	
  41	
  The	clothes	sold	in	a	nearby	shop	look	to	be	of	a	
  foreign	fashion.	
  42	
  This	little	booth	down	a	side	street	sells	a	variety	
  of	idols	crafted	in	all	manners	of	precious	metal.	
  43	
  The	streets	are	littered	with	thousands	of	winged	
  insects	that	most	townsfolk	just	crush	underfoot.		
  44	
  Strong	winds	have	kicked	up	a	riotous	dust	storm	
  that	blasts	the	town	and	obscures	vision.	
  45	
  All	 night	 long,	 pounding	 drums	 sound	 in	 the	
  distance.	
  46	
  The	 rain	 has	 not	 let	 up	 for	 several	 days	 now,	
  turning	the	muddy	streets	into	miniature	rivers.	
  47	
  Along	 this	 street,	 every	 single	 window	 is	
  shuttered	and	barred.	
  48	
  Odd	 fetishes	 of	 hair	 and	 bone	 dangle	 off	 the	
  doorway	of	this	home.	
  49	
  A	 pair	 of	 grimy	 men	 have	 been	 skulking	 along	
  behind	the	party	now	for	several	minutes.	
  50	
  These	 bones	 have	 been	 lying	 in	 the	 road	 long	
  enough	 to	 have	 been	 trampled	 and	 shattered	
  into	yellowed	shards.	
  
  7	
  51	
  Graffiti	 scrawled	 on	 a	 wall	 is	 a	 political	 slogan,	
  decrying	the	current	mayor.	
  52	
  Nobody	bothers	to	stoop	and	pick	up	a	handful	
  of	copper	coins	scattered	in	the	mud.	
  53	
  The	field	beyond	the	main	gate	has	been	burnt	
  and	the	trees	chopped	to	stumps.	
  54	
  A	large	flock	of	black	carrion	birds	soar	overhead,	
  circling	near	the	town’s	centre.	
  55	
  The	 stripped	 and	 mutilated	 body	 in	 the	 gutter	
  looks	like	it	has	been	there	for	several	days.	
  56	
  The	 fields	 leading	 up	 to	 the	 town	 are	 littered	
  with	bodies.	
  57	
  The	party	can	hear	the	shrieks	and	roars	of	wild	
  animals	in	the	nearby	woods.	
  58	
  The	 strong	 smell	 of	 smoke	 emanates	 from	 the	
  structure	the	party	are	standing	nearby.	
  59	
  This	booth	sells	an	array	of	exotic	foods,	some	of	
  which	may	still	be	alive.	
  60	
  A	 band	 of	 drunken	 mercenaries	 stagger	 down	
  the	street.	They	seem	happy	and	good-natured.	
  61	
  The	 foreign	 dignitary	 everyone	 is	 chattering	
  about	appears	to	be	a	child	in	fine	robes.	
  62	
  A	warrior	stomps	past	the	party,	clad	in	strange	
  gear	 and	 bearing	 a	 weapon	 unlike	 any	 they’ve	
  seen	before.	
  63	
  Several	 guards	 have	 stopped	 a	 wagon	 and	 are	
  inspecting	the	goods	under	the	leather	tarp.	
  64	
  Unnerving	 stone	 statues	 of	 slightly	 humanoid	
  fish-like	creatures	line	the	streets.		
  65	
  The	shadows	in	this	portion	of	town	seem	longer	
  and	darker	than	normal.	
  66	
  The	howling	of	dogs	fills	the	air.	
  67	
  Every	 house	 has	 bundles	 of	 antlers	 strapped	 to	
  the	eaves.	
  68	
  This	 house	 has	 been	 designed	 to	 reflect	 the	
  exotic	architecture	of	a	neighbouring	kingdom.	
  69	
  This	 portion	 of	 town	 looks	 like	 it	 caught	 fire	
  recently,	 with	 at	 least	 a	 dozen	 homes	 burnt	
  down.	
  70	
  The	 party	 see	 the	 same	 person	 around	 town	
  several	 times	 now,	 always	 making	 notes	 on	 a	
  scrap	of	paper.	
  71	
  Exotic	 dancers	 in	 shimmering	 veils	 and	 robes	
  have	drawn	a	crowd.	
  72	
  The	 fight	 that	 broke	 out	 in	 the	 street	 has	 now	
  engulfed	at	least	a	dozen	people.	
  73	
  A	shrill	scream	trails	off	into	a	weeping	babble.	
  74	
  Horses	 whinny	 in	 the	 stables,	 made	 restless	 by	
  an	unidentified	disturbance.		
  75	
  There	is	a	constant	pounding	on	one	of	the	town	
  gates,	and	the	booms	can	be	heard	from	a	good	
  distance.	
  76	
  Animal	 hides	 of	 all	 sorts	 are	 stretched	 out	 on	
  tanning	 frames	 along	 the	 street.	 A	 foul	 stench	
  hands	in	the	air.	
  77	
  The	 well	 in	 the	 middle	 of	 town	 is	 guarded	 and	
  covered	with	a	locked	wood	panel.	
  78	
  The	 whack	 of	 wood	 on	 wood	 fills	 the	 air	 as	
  soldiers	strike	at	rows	of	sparring	dummies.	
  79	
  Townsfolk	cast	glares	at	the	foreign	militia	squad	
  marching	down	the	main	street.	They	seem	to	be	
  escorting	a	noble	of	some	sort.	
  80	
  The	 flags	 of	 the	 kingdom	 of	 which	 the	 town	 is	
  part	wave	proudly	from	every	parapet.		
  81	
  The	pamphlets	nailed	to	this	post	are	all	written	
  in	a	foreign	language.	
  82	
  A	foreign	priest	rambles	in	an	unknown	tongue	
  as	he	makes	arcane	signs	with	his	hands.	
  83	
  The	 caravan	 wagons	 are	 brightly	 painted,	 but	
  each	wagon	remains	locked	tight.	
  84	
  A	 band	 of	 dusty	 riders	 clops	 along	 the	 street,	
  looking	weary	and	grim.	
  85	
  A	tent	camp	is	set	up	outside	one	of	the	gates;	
  hundreds	of	refugees	wait	to	be	let	inside.	
  86	
  Smoke	from	a	large	fire	mars	the	horizon.	
  87	
  A	child	stands	by	the	side	of	the	road,	crying.	
  88	
  Suddenly	from	above,	the	contents	of	a	chamber	
  pot	are	emptied	into	the	road	at	the	party’s	feet.	
  89	
  Cracked,	dry	earth	surrounds	the	town	as	far	as	
  the	eye	can	see.	
  90	
  The	 road	 detours	 around	 a	 towering	 oak	 tree	
  that	has	clearly	stood	here	for	centuries.	
  91	
  The	 night	 is	 speckled	 with	 campfires	 in	 the	
  distance.	
  92	
  A	nomad	camp	has	been	arrayed	outside	of	town	
  for	weeks,	and	people	are	muttering,	wondering	
  when	they’ll	move	on.	
  93	
  Every	 door	 in	 town	 has	 been	 engraved	 with	
  some	manner	of	rune	or	sigil.	
  94	
  A	 carter	 moves	 down	 the	 street.	 Small	 boys	
  running	 by	 the	 cart	 shovel	 excrement	 into	 the	
  cart.	
  95	
  A	 ramshackle	 fence	 surrounds	 an	 area	 of	
  overgrown	 gardens.	 Amid	 the	 weeds,	 the	
  remnants	 of	 a	 tumbled	 stone	 buildings	 are	 still	
  visible.	
  96	
  As	 the	 party	 pass	 by,	 a	 small	 sinkhole	 opens	 in	
  the	ground.	The	sinkhole	is	about	20	ft.	deep	and	
  deems	to	intersect	with	a	small	cave.	
  97	
  A	carter	moves	down	the	street.	Every	now	and	
  then	 he	 stops	 to	 make	 a	 delivery.	 A	 mercenary	
  guard	accompanies	the	carter	and	keeps	an	eyes	
  on	his	cart.	
  98	
  Thanks	to	the	gaps	in	the	walls,	a	desolate	wind	
  cuts	through	the	town	without	ceasing.	At	dusk,	
  the	 wind	 picks	 up	 and	 the	 townsfolk	 securely	
  shutter	their	windows	to	guard	against	the	chill.	
  99	
  Haunting	 music	 follows	 the	 party	 around	 town	
  all	day,	but	they	can’t	tell	from	where	it	comes.	
  100	
  In	 the	 black	 of	 night,	 a	 fiery	 arrow	 is	 suddenly	
  loosed	from	the	northern	wall’s	guard	post.	
  	
  	
  
  8	
  B O R D E R L A N D  T O W N :  B U S I N E S S E S  
  Use	this	table	to	provide	the	basic	details	of	businesses	the	PCs	
  come	across	as	they	explore	the	borderland	town.	Some	may	be	
  inappropriate	based	on	the	locale’s	set	up;	ignore	such	results	
  and	simply	re-roll.	
  D%	
  	
  01-02	
  McMorrow’s	 Hearth	 (inn)	 is	 the	 main	 stop	 in	
  town,	 where	 most	 travellers	 stay	 over	 before	
  heading	 across	 the	 border.	 The	 food	 is	 good,	
  though	the	rooms	can	be	drafty.	
  03-04	
  Stitch	 in	 Time	 (tailor)	 sees	 to	 the	 townsfolk’s	
  clothing,	 mending	 and	 patching	 to	 extend	 their	
  life	for	another	year.		
  05-06	
  Tolley’s	 Tongs	 (blacksmith)	 has	 kept	 the	 town	
  forge	burning	through	times	of	war	and	of	peace.	
  Both	 are	 profitable	 for	 a	 good	 blacksmith,	
  though	the	latter	is	preferable.	
  07-08	
  Eyeholes	(shoemaker)	keeps	the	townsfolk	from	
  having	 to	 wander	 the	 dusty	 streets	 barefoot.	
  Most	 of	 the	 guards	 wear	 boots	 made	 by	 the	
  elderly	craftsman.		
  09-10	
  Stalls	(stables)	has	a	lone,	grubby	stableboy	who,	
  despite	his	surly	nature,	loves	horses	and	tends	
  them	with	a	careful	eye	and	hand.	
  11-12	
  The	 Den	 (garrison)	 is	 where	 the	 guard	 live	 and	
  train,	 ever	 ready	 in	 case	 of	 a	 foreign	 attack.	 A	
  wall	courtyard	serves	as	a	practise	ground.	
  13-14	
  Father’s	Flame	(church)	is	the	demesne	of	priest	
  Arors,	 who	 preaches	 the	 necessity	 of	 cleansing	
  both	the	body	and	the	soul.	
  15-16	
  Buckets	o’	Luck	(fire	brigade)	keep	the	wood	and	
  hay-roofed	 homes	 from	 going	 up	 in	 flames	
  during	the	dry	season.	They’ve	saved	the	town	at	
  least	half-a-dozen	times	now.	
  17-18	
  Squire’s	 Square	 (training	 ground)	 is	 where	 the	
  local	guards	go	to	keep	their	martial	skills	fresh,	
  though	most	hope	they’ll	never	need	them.	
  19-20	
  The	 Square	 (market)	 is	 a	 daily	 market	 where	
  townsfolk	get	their	groceries	and	other	essential	
  supplies,	 so	 long	 as	 the	 latest	 shipments	 have	
  arrived.	 Many	 townsfolk	 –	 as	 well	 as	 several	
  minor	merchants	–	have	pitches	here.	
  21-22	
  Bubbling	Brews	(alchemist)	works	with	tinctures	
  most	 mysterious,	 with	 its	 patrons	 often	 being	
  adventurers	or	hunters	passing	through	town.	
  23-24	
  The	Help	(adventuring	supplies)	has	a	wide	range	
  of	equipment	and	tools	groups	of	mercenaries	or	
  freelancers	 might	 want	 while	 looking	 to	 make	
  their	fame	and	fortune.	
  25-26	
  Weary	
  Rested	
  (convalescence)	
  is	
  where	
  wounded	 townsfolk	 or	 soldiers	 are	 taken	 to	 be	
  healed	and	given	time	to	recuperate.	
  27-28	
  The	 Flock	 (carrier	 pigeons)	 is	 a	 rookery	 tower	
  that	
  provides	
  swift	
  communication	
  with	
  surrounding	communities.	
  29-30	
  Teamster’s	 (coach	 house)	 provides	 swift	 travel	
  from	 the	 town	 in	 either	 direction	 across	 the	
  border.	It	does	not	guarantee	the	safety	of	any	
  travellers	at	any	time.	
  31-32	
  The	Majestic	(fancy	inn)	is	an	oddly	gaudy	affair	
  in	the	midst	of	the	dusty	town,	but	serves	as	the	
  waystation	 for	 any	 visiting	 nobles	 or	 foreign	
  dignitaries.	
  33-34	
  Bite	 Back	 (wild	 game)	 brings	 in	 shipments	 of	
  salted	or	iced	meat	from	over	the	border,	giving	
  townsfolk	the	chance	to	sample	exotic	meats	for	
  a	hefty	price.	
  35-36	
  Thunter’s	Trophies	(taxidermist)	works	with	local	
  hunters	to	tan	hides	and	mount	heads	as	exhibits	
  of	their	prowess.	The	air	around	his	shop	smells	
  terrible.	
  37-38	
  Take	 it	 For	 You	 (refuse	 collector)	 is	 a	 team	 of	
  beggars	who	have	banded	together	to	keep	the	
  streets	 clean	 of	 rubbish	 for	 a	 copper	 a	 week.	
  They	sell	what	they	can	salvage	from	the	rubbish	
  and	dump	the	remaining	garbage	outside	town.		
  39-40	
  The	Clomps	(town	watch)	is	a	civilian	night	patrol	
  nicknamed	for	their	penchant	for	clomping	over	
  rooftops	 in	 the	 dead	 of	 night	 while	 inspecting	
  the	streets	below.	
  41-42	
  Durgan’s	Band	(mercenaries)	owns	a	small	room	
  behind	a	weapons	shop	where	they	try	to	recruit	
  adventurers	to	join	their	mercenary	band.	
  43-44	
  Be	 Seen	 (torchlighters)	 is	 a	 small	 guild	 of	 old	
  gentlemen	 who	 keep	 the	 lamps	 and	 torches	
  around	town	blazing	through	the	night.		
  45-46	
  Walls	A’Mighty	(masons)	is	a	family	business	that	
  is	almost	constantly	at	work	repairing	the	town	
  walls	as	well	as	shoring	up	other	stone	and	brick	
  constructions.	 They	 are	 available	 for	 large	
  commissions.	
  47-48	
  Sheathed	(weaponsmith)	claims	to	sell	the	finest	
  weapons	this	side	of	the	border.	As	far	as	what’s	
  sold	 on	 the	 other	 side,	 if	 you	 want	 to	 know	 so	
  much,	go	over	and	ask	them	yourselves.	
  49-50	
  O’Mead’s	(armoursmith)	is	a	retired	soldier	who	
  keeps	 the	 local	 guards	 in	 shipshape	 gear	 while	
  dreaming	of	his	glory	days.	He	has	many	friends	
  among	the	watch.		
  51-52	
  Papersnatch	(government	office)	is	the	nickname	
  for	the	mayor’s	office,	which	any	foreigner	must	
  visit	
  to	
  present	
  proper	
  identification	
  or	
  credentials	stating	their	business.	
  53-54	
  Horizon	
  (surveyor)	
  bases	
  their	
  charting	
  operations	out	of	the	town,	not	only	working	to	
  expand	 town	 construction	 but	 also	 plot	 out	
  further	settlements	in	the	area.	
  55-56	
  Cantry’s	 (magic)	 is	 run	 by	 a	 youthful	 and	
  bumbling	 wizard	 who	 has,	 on	 occasion,	 almost	
  been	run	out	of	town	by	angry	mobs.	
  
  9	
  57-58	
  Bunkhole	(prison)	always	seems	to	have	at	least	
  one	 drunken	 malcontent	 rattling	 its	 iron	 bars,	
  yelling	to	be	let	out.	This	building	also	serves	at	
  the	watch’s	headquarters.	
  59-60	
  Tidy’s	(moneychanger)	helps	travellers	exchange	
  coins	 for	 the	 currency	 of	 choice	 in	 whatever	
  kingdom	 they’re	 heading	 into,	 and	 provides	
  small	loans	in	exchange	for	securities.		
  61-62	
  Lead	 a	 Horse	 to	 Water	 (alehouse)	 gives	 its	
  patrons	 what	 they	 want	 –	 cheap	 beer,	 cheap	
  wine	 and	 a	 semi-clean	 floor	 to	 drool	 on	 until	
  they’ve	sobered	up.	
  63-64	
  Easy	 Does	 It	 (outhouse)	 is	 a	 public	 bathroom	
  near	 several	 drinking	 houses,	 offering	 more	
  hygienic	relief	than	the	alleys	for	a	few	copper	a	
  use.	
  65-66	
  On	 the	 Path	 (maps)	 sells	 detailed	 sketches	 of	
  both	kingdoms	for	travellers	in	either	direction,	
  though	 the	 veracity	 of	 these	 maps	 is	 up	 for	
  debate.	 Occasionally,	 the	 owner	 has	 treasure	
  maps	for	sale.	
  67-68	
  There	and	Back	(guides)	offers	to	guide	travellers	
  over	 the	 border	 and	 back,	 promising	 to	 lead	
  them	along	only	the	safest	roads	and	help	them	
  get	along	with	strange	foreign	customs	and	laws.	
  69-70	
  Sly	 Wink	 (drug	 den)	 is	 a	 squalid	 smoke	 pit	
  beneath	 one	 of	 the	 town’s	 drinking	 houses.	 A	
  secret	entrance	can	be	found	in	the	alley	behind	
  the	tavern.	
  71-72	
  Rumble’s	(gambling	den)	is	overseen	by	the	self-
  named	 Lady	 Luck,	 a	 lovely	 woman	 who	 wears	
  fluffy	 dresses	 and	 who	 is	 believed	 to	 be	 an	
  effeminate	man	in	drag,	hiding	from	an	unknown	
  past	crime.		
  73-74	
  Read	and	Weep	(books)	offers	a	slim	collection	
  of	books,	mostly	histories	and	a	few	story	books.	
  Occasionally,	 the	 shop	 has	 minor	 spellbooks	 or	
  scrolls	for	sale.	
  75-76	
  The	 Sheriff’s	 Office	 (sheriff)	 handles	 local	 legal	
  matters	the	militia	doesn’t	want	to	be	bothered	
  with	(or	can’t	handle),	such	as	horse	thieves	or	
  murders.	
  77-78	
  White	 Hands	 (baker)	 is	 run	 by	 a	 plump	 matron	
  who	sends	her	children	around	town	every	day	
  with	trays	of	fresh	bread	and	pastries	to	entice	
  customers	to	her	shop.	
  79-80	
  All	 Accounted	 (general	 goods)	 is	 run	 by	 a	 jolly	
  man	 who	 loves	 to	 haggle,	 but	 who	 throws	 out	
  customers	 if	 he	 thinks	 they	 are	 trying	 to	 cheat	
  him.	
  81-82	
  The	Gulls	(docks)	monitors	all	ships	passing	by	on	
  the	 river	 next	 to	 the	 town,	 watching	 for	
  smugglers,	 pirates	 and	 taxing	 any	 goods	 put	
  ashore.	 Small	 warehouses	 nearby	 are	 available	
  for	hire	for	both	short-	and	long-term	contracts.	
  83-84	
  Swift	 and	 True	 (fletcher)	 is	 run	 by	 a	 retired	
  hunter	who,	despite	her	fading	eyesight,	can	still	
  carve	marvellous	bows	and	arrows.	
  85-86	
  Next	of	Skin	(cloth)	believes	life	is	short,	so	why	
  bother	with	anything	but	the	best	clothes?	More	
  frugal	 townsfolk	 tend	 to	 just	 take	 theirs	 to	 the	
  tailor	for	mending.	
  87-88	
  Fresh	 Daily	 (fishers)	 brings	 in	 nets	 full	 of	 fish	
  from	the	nearby	lake,	which	has	become	one	of	
  the	staples	of	the	townsfolk’s	diet.	Busy	early	in	
  the	 day,	 but	 closes	 before	 dusk.	 The	 stench	 of	
  fish	hangs	in	the	air.	
  89-90	
  The	
  Tenders	
  (spies)	
  seems	
  a	
  common	
  paraphernalia	shop,	but	is	actually	a	front	for	a	
  pair	of	foreign	spies	posing	as	a	married	couple.	
  91-92	
  Lucky	 Strike	 (miners)	 has	 been	 sending	 forays	
  into	 the	 nearby	 hills	 for	 years,	 searching	 for	
  deeper,	richer	veins	of	ore.	
  93-94	
  Lamplight	(brothel)	has	dozens	of	glass-panelled	
  windows	where	candles	and	lanterns	burn	at	all	
  hours	of	the	night.	
  95-96	
  Sleep	 Cheap	 (hostel)	 offers	 little	 more	 than	
  rickety	cots	and	thin	blankets	for	patrons,	but	it’s	
  just	a	few	coppers	a	night.	
  97-98	
  Dust	 and	 Ashes	 (brawl	 house)	 celebrates	 the	
  ethereal	 nature	 of	 the	 soul	 by	 pounding	
  combatants	 into	 the	 nothingness	 they	 came	
  from.		
  99-100	
  Burnin’	 Throat	 (distillery)	 creates	 and	 sells	 an	
  array	of	fine	whiskeys	and	moonshine,	of	which	
  the	 locals	 are	 quite	 fond.	 The	 heady	 smell	 of	
  fermentation	 hangs	 in	 the	 air	 around	 this	 low,	
  rambling	building.	
  	
  	
   
  
  10	
  B O R D E R L A N D  T O W N :  F O L K  O F  I N T E R E S T  
  Use	 this	 table	 to	 generate	 the	 basic	 details	 of	 folk	 the	 PCs	
  encounter	 as	 they	 explore	 the	 borderland	 town.	 Use	 these	
  details	as	a	base	from	which	to	portray	the	NPC.	
  D%	
  	
  01-02	
  Tassy	 Radtsi	 (N	 female	 half-elf)	 is	 famed	 about	
  town	 for	 her	 ability	 to	 drink	 anyone	 under	 the	
  table.	
  03-04	
  Cinnina	 Edhon	 (N	 male	 gnome	 cleric	 3)	
  constantly	 patrols	 the	 town,	 trying	 to	 sniff	 out	
  any	enemy	magic	at	work.	
  05-06	
  Skelyn	 Dena	 (CN	 female	 human)	 is	 a	 winsome	
  sort,	 untroubled	 by	 rumours	 she	 killed	 her	 last	
  husband	in	cold	blood.	
  07-08	
  Gajitas	 Oacho	 (LG	 male	 human	 cleric	 1)	 eyes	
  everyone,	 even	 old	 friends,	 with	 a	 perpetually	
  distrusting	glare.	
  09-10	
  Lyever	 Enthald	 (CG	 male	 half-elf)	 never	 goes	
  anywhere	without	a	bow	and	arrows	strapped	to	
  his	slim	back.	
  11-12	
  Kelath	 Ackburo	 (LG	 male	 human)	 is	 the	 town	
  greeter,	making	sure	all	visitors	are	welcome	and	
  given	directions.	
  13-14	
  Fyom	Essr	(CN	male	halfling	fighter	2)	is	always	
  late	for	his	night	watch	patrols,	though	he	never	
  offers	an	explanation	for	his	tardiness.	
  15-16	
  Urnodi	Kelkel	(NE	female	half-orc	fighter	3)	is	a	
  bald	fighter	who	loves	to	defeat	any	victims	by	
  getting	 her	 fingers	 twined	 in	 their	 hair	 and	
  threatening	to	yank	their	scalp	off.	
  17-18	
  Cremas	 Awingt	 (CN	 female	 dwarf)	 is	 a	 stout	
  smith	 who	 can	 turn	 around	 even	 the	 most	
  complicated	repair	within	a	day	or	two.	
  19-20	
  Maden	 Ratent	 (LG	 male	 dwarf)	 has	 memorized	
  all	 foreign	 relations	 regulations	 and	 chides	 any	
  fellow	townsfolk	who	make	a	misstep.	
  21-22	
  Akima	 Sydyn	 (LG	 female	 gnome)	 looks	 at	 folk	
  from	under	thick	eyelashes,	and	speaks	so	softly	
  she	is	often	misunderstood.	
  23-24	
  Olsva	Gusseck	(CE	female	dwarf	fighter	3)	never	
  seems	to	have	fully	washed	off	the	dried	blood	
  on	her	scarred	face.	
  25-26	
  Whop	Olril	(LE	female	half-orc)	wears	 gorgeous	
  dresses	 wherever	 she	 goes,	 complete	 with	 a	
  string	of	teeth	necklaces	around	her	throat.	
  27-28	
  Shesmor	 Wori	 (CE	 male	 gnome)	 is	 a	 wizened	
  pickpocket	 who	 leads	 a	 small	 band	 of	 thieves	
  that	makes	life	hell	for	every	shopkeeper.	
  29-30	
  Ardyld	 Tairt	 (NE	 male	 human)	 is	 a	 blustering,	
  broad-shouldered	 man	 who	 is	 said	 to	 have	 at	
  least	half	the	townsfolk	in	his	pocket.	
  31-32	
  Oadu	Danund	(CG	male	human	cleric	3)	is	a	thin	
  young	man	who	often	disappears	from	town	for	
  days	at	a	time.	
  	
  33-34	
  Bitha	Mosynt	(N	female	halfling)	always	appears	
  sick,	with	a	greenish	pallor,	pockmarked	skin	and	
  bleeding	gums.	
  35-36	
  Gadja	 Bandel	 (LN	 female	 human	 fighter	 1)	
  follows	 her	 orders	 to	 the	 letter,	 often	 ignoring	
  the	spirit	of	the	law.	
  37-38	
  Naris	Kurukel	(NG	female	human	fighter	1)	lives	
  in	 town	 in-between	 being	 hired	 for	 mercenary	
  work	 abroad.	 She	 prefers	 a	 trusty	 sword	 over	
  anything	else.	
  39-40	
  Vesimara	 Tinotin	 (CN	 female	 human	 fighter	 3)	
  demands	 payment	 for	 her	 mercenary	 jobs	
  upfront,	 and	 then	 it’s	 anyone’s	 guess	 whether	
  she’ll	actually	show	up	for	it.	
  41-42	
  Esta	 Eendo	 (LG	 female	 half-orc)	 has	 arrested	
  more	hooligans	around	town	than	all	the	other	
  guards	put	together.		
  43-44	
  Ghaen	Oughel	(LE	male	dwarf	fighter	3)	constant	
  skulks	through	the	town	graveyard	with	a	rusty	
  battleaxe	in	hand.	
  45-46	
  Agece	 Vuruen	 (N	 male	 elf)	 bemoans	 being	
  stationed	 in	 town	 for	 his	 father’s	 business,	 and	
  makes	everyone	feel	they’re	beneath	him.	
  47-48	
  Draon	Lemi	(LE	female	half-elf)	keeps	the	town	in	
  a	 steady	 supply	 of	 finely	 crafted	 bows	 and	
  arrows.	 She	 is	 as	 willowy	 as	 the	 weapons	 she	
  makes.	
  49-50	
  Issiv	 Luffle	 (NG	 female	 halfling	 cleric	 3)	 is	 the	
  local	 healer,	 a	 tired-looking	 woman	 with	 sad	
  brown	eyes	but	an	easy	smile.	
  51-52	
  Rother	Elmint	(CG	male	dwarf	fighter	2)	is	a	mute	
  fighter	 who	 makes	 his	 living	 by	 tracking	 down	
  bounties	across	the	border.	
  53-54	
  Gule	Sust	(N	male	human)	shuffles	around	town	
  at	all	hours,	looking	half-asleep	and	fully	drunk.		
  55-56	
  Onkin	Burer	(LG	male	half-elf	cleric	2)	is	part	of	
  the	 lumberjack	 troop	 in	 town,	 keeping	 the	
  surrounding	 land	 clear	 of	 trees	 for	 defensive	
  purposes.	
  57-58	
  Ovuirt	 Upole	 (CE	 male	 halfling)	 likes	 tickling	
  unwary	 townsfolk.	 And	 by	 tickling,	 he	 means	
  stabbing	with	his	needle-thin	dagger.	
  59-60	
  Liastria	 Hineim	 (LE	 female	 gnome	 cleric	 1)	 is	 a	
  local	licensed	witch	whose	spells	and	prophecies	
  have	a	way	of	coming	true	in	the	worst	possible	
  manner.	
  61-62	
  Etyl	Vesis	(NG	male	elf)	spends	most	of	his	days	
  lounging	 in	 the	 drinking	 house,	 complaining	
  about	the	lack	of	quality	wine	in	town.	
  63-64	
  Miq	 Woro	 (NE	 male	 human)	 is	 a	 rough-faced	
  beggar	 who	 either	 possesses	 one	 leg	 or	 two,	
  depending	on	what	time	of	day	you	catch	him.	
  65-66	
  Aughima	Irine	(CG	female	dwarf	fighter	3)	joined	
  the	town	guard	in	the	hopes	of	being	called	off	
  to	war,	but	has	so	far	been	disappointed.	
  
  11	
  67-68	
  Hach	 Ledero	 (LE	 male	 human	 fighter	 3)	 has	 a	
  sagging	 gut	 and	 a	 penchant	 for	 getting	
  promotions	 by	 framing	 his	 fellow	 soldiers	 for	
  crimes	and	bringing	them	to	“justice.”	
  69-70	
  Isa	Nadum	(CN	male	gnome	cleric	2)	is	a	youthful	
  gnome	 known	 about	 town	 for	 his	 magical,	 and	
  mostly	harmless,	pranks.	
  71-72	
  Cheyer	 Swair	 (LG	 male	 human)	 is	 a	 slate-eyed	
  man	 who	 has	 risen	 through	 the	 town’s	 social	
  hierarchy	through	hard	work	and	determination.	
  73-74	
  Kelita	 Danity	 (CN	 female	 halfling)	 swans	 about	
  town,	 forever	 dainty	 and	 delicate	 despite	
  wearing	a	tattered	old	dress.	
  75-76	
  Kalf	Thruckson	(NE	male	dwarf)	has	bought	out	
  several	 close	 mines,	 ensuring	 the	 wealth	 they	
  produce	stays	far	out	of	the	townsfolk’s	hands.	
  77-78	
  Uyera	Loat	(LE	female	half-orc)	owns	the	fighting	
  den	in	town	and	make	good	money	by	having	a	
  lackey	bet	on	rigged	brawls.	
  79-80	
  Enysi	Hateld	(N	male	half-elf	cleric	1)	sells	spells	
  and	potions	to	all	comers,	so	long	as	the	buyer	
  signs	a	paper	stating	they	won’t	hold	Enysi	liable	
  for	the	consequences.	
  81-82	
  Maem	Dreik	(CE	male	dwarf)	has	a	wicked	scar	
  across	 his	 throat,	 under	 his	 beard.	 He	 exposes	
  this	 before	 every	 fight	 and	 calls	 it	 his	 “Second	
  Grin.”	
  	
  83-84	
  Yehil	 Lovil	 (NG	 female	 gnome)	 is	 an	 aging	
  priestess	who	spends	her	fading	days	giving	food	
  and	medicine	to	the	poorer	townsfolk.	
  85-86	
  Orer	 Poyet	 (LN	 male	 human)	 oversees	 tax	
  collection	for	the	town	and,	as	such,	is	one	of	the	
  most	 despised	 citizens	 despite	 his	 courteous	
  nature.	
  87-88	
  Listin	Radilor	(CG	male	half-elf	cleric	1)	is	a	wiry	
  local	 hunter,	 dressed	 all	 in	 greens	 and	 browns,	
  with	his	hound	forever	at	his	side.	
  89-90	
  Mosra	Aemo	(NG	female	elf)	is	a	guard	with	the	
  loveliest	 voice,	 and	 her	 musical	 strains	 often	
  waft	down	from	the	tower	she	watches	from.	
  91-92	
  Dadin	 Dleck	 (NE	 male	 halfling	 cleric	 3)	 tries	 to	
  manipulate	people	into	fights	so	he	can	loot	the	
  body	of	the	loser.	
  93-94	
  Etira	 Rilan	 (CE	 female	 half-elf)	 is	 suspected	 of	
  being	 a	 spy	 who	 sells	 secrets	 to	 the	 highest	
  bidder.	
  95-96	
  Rynmor	 Errod	 (CN	 male	 human	 fighter	 2)	 is	 a	
  brooding	sort	who	loves	to	start	fights	both	on	
  and	off	duty.	
  97-98	
  Negh	Soints	(LN	male	half-orc	fighter	1)	has	been	
  one	 of	 the	 most	 efficient	 and	 ruthless	 gate	
  guards	for	as	long	as	anyone	can	recall.	
  99-100	
  Elmorm	 Coale	 (LG	 male	 dwarf)	 rules	 the	 town	
  with	 a	 quiet	 humility,	 though	 no	 one	 can	 quite	
  remember	how	he	came	to	power.	
  	
  	
  
  12	
  B O R D E R L A N D  T O W N :  H O O K S ,  C O M P L I C A T I O N S  &  O P P O R T U N I T I E S  
  Although	the	PCs	may	simply	want	to	visit	the	borderland	town,	
  sometimes	 fate	 intervenes.	 Use	 this	 table	 to	 determine	 what	
  opportunities	or	complications	the	PCs	encounter.	
  D20	
  	
  1	
  Alarm	bells	toll	over	the	town,	signalling	the	need	
  to	 prepare	 for	 invaders	 or	 marauders.	 The	
  marauders	 will	 probably	 not	 attack	 the	 town,	 but	
  might	 instead	 fall	 on	 and	 slay	 a	 small	 merchant	
  caravan	 trying	 to	 reach	 the	 safety	 of	 the	 town’s	
  walls.	
  2	
  A	 man	 in	 a	 dingy	 robe	 approaches	 the	 PCs	 and	
  claims	 to	 be	 a	 foreign	 noble	 in	 disguise	 who	 has	
  fallen	 on	 hard	 times.	 He	 needs	 money	 to	 return	
  home,	but	won’t	forget	the	PCs’	generosity.	
  3	
  The	PCs	are	offered	a	good	deal	of	money	to	gather	
  details	 about	 the	 town	 militia	 and	 provide	 the	
  information	 to	 a	 merchant	 who	 will	 be	 passing	
  through	the	town	in	a	few	days.	
  4	
  The	 land	 on	 the	 other	 side	 of	 the	 border	 hasn’t	
  been	well-mapped	yet,	and	the	PCs	are	offered	the	
  scouting	job.	
  5	
  The	PCs	wake	in	the	morning	to	find	the	town	has	
  come	under	siege	by	enemy	troops.		
  6	
  In	 the	 dead	 of	 night,	 a	 PC	 glimpse	 someone	
  climbing	over	one	of	the	town’s	outer	walls.		
  7	
  The	 PCs	 round	 the	 corner	 to	 find	 the	 men	 of	 a	
  watch	 patrol	 sprawled	 about	 the	 street.	 Of	 their	
  attackers,	there	is	no	sign.	
  8	
  The	town	well	has	been	poisoned,	resulting	in	ten	
  deaths.	 As	 newcomers	 to	 town,	 the	 PCs	 are	 the	
  prime	suspects.		
  9	
  The	 latest	 shipment	 of	 goods	 and	 food	 the	 town	
  needs	to	survive	has	not	arrived.	Rumours	swirl	of	
  bandits,	marauding	orcs	and	worse.	
  10	
  Several	 dead	 townsfolk	 have	 been	 found	 just	
  within	the	town’s	precincts,	apparently	mauled	by	
  wild	animals.	
  11	
  A	 unit	 of	 foreign	 soldiers	 have	 been	 found	
  massacred	just	a	mile	the	other	side	of	the	border.	
  12	
  A	 scouting	 squad	 has	 not	 returned	 to	 town	 after	
  leaving	 the	 week	 before.	 They’re	 now	 well	
  overdue.	The	local	authorities	approach	the	PCs	to	
  find	out	what	happened	to	the	soldiers.	
  13	
  All	the	horses	in	town	have	somehow	been	stolen,	
  cutting	off	quicker	travel	or	communication.	
  14	
  A	royal	courier	is	found	dead	on	the	road	leading	to	
  town,	 horse	 missing	 and	 his	 message	 satchel	
  empty.	
  15	
  A	 foreigner	 runs	 at	 a	 random	 PC,	 sword	 drawn,	
  screaming	in	an	unknown	language.	
  16	
  The	 mayor	 has	 been	 found	 dead	 in	 his	 office,	 a	
  foreign	blade	sticking	out	of	his	back.	
  17	
  Smoke	 rises	 from	 the	 nearby	 farmlands,	 which	
  supply	 the	 town	 with	 much	 of	 its	 necessary	
  produce.	
  18	
  A	 rat	 infestation	 is	 spreading	 a	 nasty	 disease	
  through	town,	and	one	of	the	party	just	got	bit	by	a	
  rodent.	
  19	
  An	invasion	of	the	nearby	kingdom	has	begun,	and	
  the	PCs	are	approached	by	a	recruitment	sergeant	
  to	sign	up	and	defend	the	kingdom.	
  20	
  A	government	agent	tells	the	PCs	a	foreign	spy	is	
  believed	 to	 be	 in	 the	 town	 and	 they	 need	 the	
  party’s	help	to	track	him	down.	
   
  
  13	
   
   
   
   
   
   
   
   
   
   
  BRIDGE TOWN 
  	
   
  
  14	
  B R I D G E  T O W N :  S I G H T S  &  S O U N D S  
  Use	 this	 table	 to	 generate	 the	 sights	 and	 sounds	 the	 PCs	
  experience	 as	 they	 move	 about	 the	 bridge	 town.	 Ignore	
  inappropriate	results	and	simply	re-roll.	
  D%	
  	
  1	
  Wheels	rattle	as	a	wagon	crosses	the	wide	slats	
  of	a	bridge	made	entirely	of	rickety	wood.	
  2	
  Rusting	 metal	 cages	 hang	 on	 chains	 dangling	
  from	a	steel-spiked	bridge.	
  3	
  The	tromp	of	feet	nears	as	a	guard	patrol	makes	
  its	way	over	the	bridge.	
  4	
  Children	laugh	as	they	scamper	from	one	end	of	
  the	bridge	to	another	in	a	friendly	race.	
  5	
  A	 raucous	 parade	 pauses	 in	 the	 middle	 of	 the	
  bridge	to	sing	the	mayor’s	praises.		
  6	
  Stonemasons	 hammer	 and	 chisel	 large	 blocks,	
  which	will	soon	form	a	new	bridge.	
  7	
  Pallbearers	 carry	 a	 casket	 over	 a	 bridge	 that	
  symbolizes	the	passage	between	life	and	death.	
  8	
  Mounted	guards	shout	for	people	to	make	way	
  as	they	thunder	after	a	fleeing	criminal.	
  9	
  Wind	 whistles	 through	 the	 arches	 of	 this	 fine	
  stone	bridge.	
  10	
  The	complex	web	of	ropes	holding	up	the	bridge	
  creaks	alarmingly	as	the	party	crosses.	
  11	
  Wherever	 they	 go	 in	 town,	 swarms	 of	 biting	
  insects	follow	the	PCs.	
  12	
  The	 water	 level	 in	 the	 canal	 is	 surprisingly	 low,	
  reveals	glistening	mud	flats.	
  13	
  Every	 guard	 bears	 a	 breastplate	 or	 shield	
  adorned	with	a	stylized	bridge.	
  14	
  People	whisper	excitedly	that	the	town’s	“ghost	
  bridge”	is	supposed	to	be	manifesting	soon.	
  15	
  Dozens	of	shop	fronts	line	this	canal,	but	each	of	
  them	is	only	accessible	via	the	waterfront.		
  16	
  Lifelike	faces	of	stone	peer	out	unblinkingly	from	
  their	settings	in	the	side	of	this	bridge.	
  17	
  A	 messenger	 boy	 walks	 past,	 calling	 out	 an	
  advertisement	for	the	Underbridge	Inn.	
  18	
  A	cloaked	trio	of	people	glide	past,	faces	masked	
  to	resemble	a	variety	of	unearthly	creatures.	
  19	
  The	nearby	craft	shop	resounds	with	hammering,	
  and	the	occasional	thud	of	a	heavy	object	falling.	
  20	
  The	stagnant	water	under	the	bridge	is	covered	
  with	algae	and	crowded	with	frogs	and	turtles.	
  21	
  A	 mucus-covered	 salamander	 flops	 out	 of	 the	
  water	and	blinks	bulging	eyes	up	at	the	party.	
  22	
  A	priest	walks	by,	loudly	preaching	the	dangers	
  of	offending	the	“God	of	Bridges.”	
  23	
  A	sign	decorated	with	a	person’s	face	etched	in	
  charcoal,	 wanted	 for	 crimes	 of	 “Bridge	 Burning	
  and	other	Acts	of	Arson”	is	nailed	to	the	bridge.	
  24	
  The	woman	who	just	walked	by	had	gills,	scaled	
  skin	and	webbed	hands	and	feet.	
  25	
  Signs	are	posted	all	around	town	proclaiming	the	
  official	Bridge	Festival	begins	in	a	fortnight.	
  26	
  Water	from	the	canals	has	been	cleverly	diverted	
  into	beautiful	fountains	arrayed	all	over	town.	
  27	
  Children	 play	 and	 chant,	 “One	 bridge,	 two	
  bridge,	red	bridge,	blue	bridge...”	on	the	bridge.	
  28	
  Two	fighters	take	up	duelling	poses	in	the	middle	
  of	a	bridge	as	onlookers	place	bets.	
  29	
  A	hawker	yells	out	the	prices	of	his	scale	model	
  wooden	carvings	of	various	bridges	from	around	
  town.	
  30	
  Fishermen	shout	excitedly	as	they	haul	in	nets	of	
  still-flopping	fish	from	the	day’s	catch.	
  31	
  An	 old	 hag	 in	 a	 black	 robe	 stands	 before	 the	
  bridge,	asking	questions	of	everyone	who	wishes	
  to	cross.	
  32	
  Bells	chime	with	every	step	the	party	take	across	
  this	bridge,	though	they	are	never	in	discord	with	
  one	another.	
  33	
  One	man	complains	to	another	that	he’s	stuck	in	
  this	district	because	he’s	afraid	of	heights.	
  34	
  A	 sign	 boasts	 of	 this	 cafe’s	 famous	 “Canal	 Tea”	
  which	 they	 promise	 is	 brewed	 fresh	 every	 day	
  with	authentic	ingredients.	
  35	
  A	 tiefling	 wanders	 past,	 grumbling	 to	 herself	
  about	“lighting	the	water	on	fire.”	
  36	
  Polished	 stones	 are	 set	 in	 the	 street	 to	 form	
  arrows	 and	 names	 pointing	 to	 various	 bridges	
  and	districts.	
  37	
  The	stone	bridge	rumbles	from	time	to	time,	but	
  no	one	seems	to	worry.	
  38	
  A	 thick	 fog	 swamps	 the	 town,	 not	 letting	
  travellers	see	the	other	end	of	any	bridge	when	
  they	start	to	cross.	
  39	
  Bridge	 menders	 swap	 stories	 and	 jokes	 as	 they	
  take	a	break,	lounging	around	a	broken	portion	
  of	a	bridge.	
  40	
  Children	 fish	 along	 the	 edge	 of	 a	 canal,	 letting	
  their	feet	dangle	over	the	edge	as	they	chatter	
  among	themselves.	
  41	
  A	 PC	 overhears	 a	 young	 man	 tell	 a	 woman,	
  “Meet	me	at	the	Lover’s	Bridge	at	midnight.”	
  42	
  The	 bronze	 statue	 of	 a	 pig	 stands	 before	 this	
  bridge,	nose	polished	by	everyone	touching	it	as	
  they	pass	for	good	luck.	
  43	
  A	 group	 of	 acrobats	 draw	 applause	 as	 they	
  perform	balancing	acts	on	the	bridge’s	railing.	A	
  troupe	member	passes	a	hat	around	for	tips.	
  44	
  An	 old	 man	 whistles	 to	 himself	 as	 he	 sweeps	
  debris	off	the	bridge	into	the	canal	below.	
  45	
  The	person	the	party	just	passed	was	clutching	a	
  bundle	of	firewoods	in	their	arms,	along	with	a	
  gleeful	expression.	
  46	
  A	 bloody	 set	 of	 footprints	 smears	 their	 way	
  toward	the	nearest	canal	and	across	the	bridge.	
  
  15	
  47	
  Birds	 chirp	 from	 their	 roosts	 within	 the	 nooks	
  and	crannies	of	the	bridge’s	stone	arches.	
  48	
  A	 paper	 flutters	 past,	 and	 a	 PC	 sees	 the	 words	
  “Bridge	Tax”	inked	on	it.	
  49	
  In	 the	 distance,	 shrieks	 rise	 as	 a	 bridge	 cracks	
  and	crashes	into	the	river	below.		
  50	
  A	 forlorn	 man	 leans	 against	 the	 bridge	 railing,	
  sighing	wistfully	as	he	gazes	off	into	the	distance.	
  51	
  A	 ghostly	 moan	 wavers	 out	 from	 under	 the	
  darkness	beneath	the	bridge.	
  52	
  Two	mobs	brandishing	swords	and	torches	yell	at	
  each	other	from	either	side	of	a	bridge.	
  53	
  A	 guard	 strides	 past,	 his	 booming	 voice	
  announcing	a	bridge	curfew	is	about	to	start.	
  54	
  A	 PC	 overhears	 several	 architects	 debating	 the	
  virtues	of	various	bridge-building	techniques.	
  55	
  A	 passerby	 mutters	 at	 a	 PC	 under	 his	 breath,	
  calling	them	a	“no-bridger	barbarian.”	
  56	
  A	loud	snap	sounds	in	the	distance,	followed	by	a	
  multitude	of	screams.	
  57	
  High	above	the	water,	a	figure	perches	on	the	lip	
  of	a	bridge,	as	if	preparing	to	jump.	
  58	
  The	 water	 in	 the	 canal	 is	 foamy,	 and	 the	 foam	
  itself	has	an	odd	greenish	tinge	to	it.	
  59	
  A	horse’s	hooves	sound	oddly	hollow	as	it	clops	
  its	way	across	a	lengthy	span	of	stone.	
  60	
  The	canal	below	moves	sluggishly,	looking	like	a	
  thick,	muddy	churn	full	of	trash	and	debris.	
  61	
  A	 gondolier	 rows	 past,	 calling	 out	 the	 prices	 of	
  being	ferried	to	various	parts	of	town.	
  62	
  A	 crowd	 cheers	 as	 several	 folk	 hang	 from	 a	
  bridge’s	railing	in	a	test	of	strength.	
  63	
  A	 sign	 posted	 at	 eye-level	 reads,	 “Only	 people	
  this	tall	or	higher	can	cross	the	bridge.”	
  64	
  The	 gentle	 sound	 of	 lapping	 water	 follows	 the	
  party	everywhere	they	go	in	town.	
  65	
  The	 stink	 of	 raw	 sewage	 fills	 the	 air	 near	 this	
  plain	wooden	bridge.	
  66	
  This	artist’s	paintings	display	locations	of	notable	
  bridges	 from	 around	 town,	 except	 the	 realistic	
  images	lack	the	bridges	themselves.	
  67	
  You	hear	grumbles	and	mutters	wherever	you	go	
  as	town	citizens	complain	about	“bridge	imps.”	
  68	
  A	 sign	 directs	 half-orcs	 to	 take	 an	 alternate	
  bridge	rather	than	the	main	one.	
  69	
  People	gather	to	watch	a	wooden	bridge	go	up	in	
  flames.	No	one	seems	to	be	putting	out	the	fire.	
  70	
  Whacking	 noises	 echo	 as	 a	 couple	 gondoliers	
  spar	with	their	paddles	as	they	pass	each	other.	
  71	
  Rival	 gondolier	 teams	 mock	 each	 other’s	 gaudy	
  outfits	and	the	quality	of	their	competing	boats.	
  72	
  Frogs	 chirrup	 from	 the	 abundance	 of	 lily	 pads	
  clogging	the	canals	from	end	to	end.	
  73	
  A	man	screams	for	justice	as	he	is	lashed	hand	
  and	foot	to	a	bridge,	where	he’ll	be	left	to	starve.	
  74	
  Every	bridge	in	town	looks	identical,	down	to	the	
  exact	shape	and	size	of	their	planks.	
  75	
  Fish	 fling	 themselves	 out	 of	 the	 canals	 by	 the	
  hundreds	to	flop	about	and	die	on	the	streets.	
  76	
  Graffiti	of	a	generic	bridge	has	been	splashed	in	
  crimson	paint	on	every	door	on	this	street.	
  77	
  Rows	of	rocking	chairs	line	the	span;	people	sit	
  here	to	watch	the	sunrise	and	sunset	every	day.	
  78	
  The	water	in	the	canal	has	an	oily	scum	to	it	that	
  stinks	of	sulphur	and	ripples	with	rainbow	hues.	
  79	
  A	troll	sits	in	the	open	at	one	end	of	the	bridge,	
  simply	holdings	its	clawed	hand	out	for	people	to	
  drop	coins	into.	
  80	
  A	clock	tower	gongs	somewhere	in	the	distance,	
  and	people	hurry	in	all	directions.	
  81	
  Someone	screams	before	the	party	hear	a	loud	
  splash	and	cries	for	help.	
  82	
  A	 bridge	 sentry	 is	 yelling	 at	 a	 half-giant,	 telling	
  the	brute	he’s	far	too	heavy	to	cross	the	span.	
  83	
  Two	 merchants	 are	 yelling	 at	 each	 other,	 their	
  carts	 having	 crashed	 into	 one	 another	 after	
  trying	to	cross	the	bridge	at	the	same	time.	
  84	
  Two	 black	 coaches	 race	 directly	 toward	 one	
  another	 from	 either	 end	 of	 the	 bridge;	 neither	
  shows	signs	of	slowing.	
  85	
  A	folded	parchment	flutters	in	the	breeze,	having	
  been	stuck	in	a	gap	between	two	stones.	
  86	
  Rows	of	canal	boats	line	dozens	of	small	wooden	
  piers,	bobbing	on	the	current.	
  87	
  A	 person	 points	 to	 the	 sky	 and	 gasps,	 saying,	
  “Did	you	see?	The	heavenly	bridge	is	back!”	
  88	
  Every	 bridge	 in	 town	 has	 tall	 statues	 on	 either	
  end	carved	with	demonic	visages.	
  89	
  Iridescent	 beetles	 cluster	 by	 the	 hundreds	 on	
  almost	 every	 flat	 surface,	 making	 an	 oddly	
  musical	humming	once	the	sun	sets.	
  90	
  A	 red	 velvet	 carpet	 has	 been	 laid	 along	 the	
  street,	leading	all	the	way	to	the	next	bridge.	
  91	
  A	drunken	band	of	musicians	launches	into	their	
  new	song,	“100	Reasons	We	Love	Bridges!”	
  92	
  This	bridge	is	glistening	wet.	
  93	
  A	 robed	 woman	 stands	 in	 the	 middle	 of	 the	
  bridge,	 her	 face	 in	 shadow	 beneath	 the	 pink,	
  frilly	umbrella	she	holds.	
  94	
  Several	 monks	 shuffle	 past,	 their	 robes	 stylized	
  with	gray	arches,	ripples	and	white	clouds.	
  95	
  A	stack	of	planks	lies	nearby,	drying	out	before	
  being	used	for	bridge	repairs.	
  96	
  A	 man	 groans	 as	 he	 tries	 to	 roll	 an	 enormous	
  block	of	stone	down	the	street.	
  97	
  A	few	canals	over,	a	chorus	of	worship	songs	rise	
  over	the	town.		
  98	
  A	stranger	in	a	blank,	black	mask	silently	watches	
  the	street.	He	nods	at	the	party.	
  99	
  At	ship-maker’s	shop	workers	carve	a	tree	trunk	
  into	the	crude	shape	of	a	canal	boat.	
  100	
  As	the	party	step	on	a	bridge,	a	kindly	voice	asks,	
  “Excuse	me,	but	could	you	get	off	my	back?”	
  
  16	
  B R I D G E  T O W N :  B U S I N E S S E S  
  Use	this	table	to	provide	the	basic	details	of	businesses	the	PCs	
  come	 across	 as	 they	 explore	 the	 bridge	 town.	 Some	 may	 be	
  inappropriate	based	on	the	locale’s	set	up;	ignore	such	results	
  and	simply	re-roll.	
  D%	
  	
  01-02	
  Up’n’Over	 (Masons)	 provides	 a	 majority	 of	 the	
  worked	stone	the	town	needs	to	build	and	repair	
  its	many	bridges.	
  03-04	
  Deep	 Grooves	 (Woodworkers)	 works	 with	 local	
  lumber	mills	to	provide	the	town	with	wood	that	
  won’t	warp	despite	the	damp	conditions.	
  05-06	
  Fleeters	(Couriers)	is	known	for	getting	messages	
  and	small	packages	anywhere	in	town	within	the	
  hour,	guaranteed.	
  07-08	
  Ne’er	Lost	(Guides)	makes	a	pretty	penny	guiding	
  visitors	 through	 the	 confusing	 maze	 of	 bridges	
  and	canal-bordered	districts.	
  09-10	
  Scamping’s	 (Rickshaws)	 is	 a	 speedy	 way	 to	 get	
  through	town,	but	be	prepared	to	pay	a	hefty	tip	
  at	the	end.	
  11-12	
  The	Float	(City	Engineer)	works	around	the	clock,	
  maintaining	 existing	 bridges	 and	 ensuring	 new	
  bridges	are	built	according	to	code.	
  13-14	
  Munchles	 (Grocer)	 maintains	 a	 ready	 supply	 of	
  fresh	 produce	 that,	 for	 a	 fee,	 can	 be	 delivered	
  straight	to	your	domicile.	
  15-16	
  Dropses	(Demolitionist)	is	unique	in	their	ability	
  to	 destroy	 bridges	 with	 little	 to	 no	 damage	 to	
  surrounding	structures.	
  17-18	
  E’er	
  Watchers	
  (Statuary)	
  creates	
  statues,	
  gargoyles	and	other	decorative	fixtures	for	both	
  houses	and	bridges.	
  19-20	
  Ye	Shall	Pass	(Temple)	is	the	hallowed	ground	of	
  the	 so-called	 Bridge	 God,	 though,	 so	 far,	 his	
  followers	remain	few.	
  21-22	
  Scuttles	 and	 Scrum	 (Bridge	 Cleaners)	 works	
  tirelessly	 to	 sweep	 and	 scrub	 all	 bridges	 so	
  they’re	nice	and	tidy	for	foot	traffic.	
  23-24	
  Tinderlight	 (Lamplighters)	 keeps	 the	 town’s	
  many	lamps	and	lanterns	burning	bright.	
  25-26	
  The	Drawlings	(Gondoliers)	 is	 the	 primary	 team	
  of	gondoliers	providing	swift	travel	about	town.	
  27-28	
  Slippery	Coin	(Bank)	is	all-too-happy	to	keep	any	
  funds	safe	and	sound	(for	a	monthly	fee).	
  29-30	
  The	Masked	Pylons	(Cult)	are	a	mysterious	group	
  who	 are	 believed	 to	 have	 some	 sort	 of	 occult	
  connection	with	bridge-related	mysticism.	
  31-32	
  None	 Soggy	 (Bakery)	 is	 known	 for	 fresh	 bread	
  every	 day,	 though	 townsfolk	 readily	 admit	 the	
  crust	has	a	bit	of	a	“canal	water”	aftertaste.	
  33-34	
  Drawstrings	 (Tax	 Office)	 ensures	 all	 townsfolk	
  remain	paid	up	on	their	monthly	taxes,	which	go	
  directly	to	bridge	repair	and	construction.	
  	
  35-36	
  Papers	 ‘Ere	 (Licensing)	 oversees	 any	 business	
  done	 in	 town,	 whether	 mercantile	 goods,	
  services	or	otherwise.	
  37-38	
  Canal	Cups	(Teahouse)	claims	the	canal	water	is	
  the	 best	 source	 of	 tea	 brews	 anywhere	 in	 the	
  world.	Its	health	claims	are	in	dispute.	
  39-40	
  Low	 Tide	 (Embassy)	 receives	 dignitaries	 from	
  both	 land	 and	 sea,	 often	 travelling	 to	 or	 from	
  more	important	locales.	
  41-42	
  Copper	 n’	 Gold	 (Entertainers	 Guild)	 tends	 to	
  have	troupes	block	bridges	with	their	shows	until	
  they’re	paid	enough	to	clear	the	way.	
  43-44	
  Twinners	 (Rope	 Shop)	 crafts	 much	 of	 the	 rope	
  used	in	bridge	construction	and	support,	as	well	
  as	netting	for	boaters	and	fishers.	
  45-46	
  The	Leaps	(Roof-Runners)	is	a	secret	network	of	
  messengers	 for	 the	 town’s	 criminals,	 skilled	 at	
  using	roofs	as	paths	to	avoid	bridge-ways.	
  47-48	
  Quivering	Blade	(Butcher)	most	often	sells	fresh	
  fish	 and	 seafood,	 but	 imports	 some	 even	 rarer	
  red	meats	as	well.	
  49-50	
  Signed	 and	 Sealed	 (Waxworks)	 helps	 protect	
  documents	 and	 important	 scrolls	 from	 getting	
  wet.	
  51-52	
  The	 Currents	 (Canal	 Market)	 is	 a	 wandering	
  marketplace	that	can	be	set	up	on	both	bridges	
  and	the	canals	below.	
  53-54	
  Roundabouts	 (Mapmaker)	 provides	 accurate	
  maps	 of	 all	 town	 bridges	 and	 districts,	 though	
  they	warn	it’s	not	always	drawn	to	scale.	
  55-56	
  The	 Span	 (Town	 Hall)	 is	 the	 mayor’s	 office	 and	
  where	 meetings	 are	 held	 to	 discuss	 everything	
  from	bridge	tolls	to	festival	planning.	
  57-58	
  The	Girders	(Guards)	patrol	the	town	at	all	hours,	
  defending	 against	 everything	 from	 would-be	
  saboteurs	to	cultists	to	troublemaking	visitors.	
  59-60	
  Flute	 Shoot	 (Bird	 Hunters)	 keeps	 the	 town’s	
  pesky	avian	population	under	control—especially	
  those	roosting	on	bridges.	
  61-62	
  One	 t’Next	 (Tavern)	 offers	 a	 wide	 range	 of	
  drinks,	 including	 a	 local	 brew	 so	 strong,	 even	
  lifelong	 locals	 get	 lost	 trying	 to	 find	 the	 right	
  bridge	home	after	just	a	few	sips.	
  63-64	
  Floppits	 (Fishing	 Guild)	 oversees	 all	 fishing	
  operations	 in	 town	 and	 keeps	 an	 eye	 out	 for	
  fighting	between	fishing	crews.	
  65-66	
  The	 Ropes	 (Docks)	 is	 where	 in-	 and	 outbound	
  ships	dock	to	send	in	smaller	skiffs	for	trade	or	to	
  drop	off	passengers.	
  67-68	
  No	 Name	 (Masks)	 can	 make	 masks	 out	 of	 just	
  about	anything,	to	resemble	just	about	anything.	
  No	questions	asked.	
  69-70	
  Skiff	 Cutter	 (Boat	 Makers)	 is	 a	 generational	
  business	 of	 master	 crafters	 renowned	 for	 their	
  boat	construction.	
  
  17	
  71-72	
  Underbridge	(Black	Market)	deals	in	all	manner	
  of	 illegal	 goods,	 undesirable	 services	 and	
  inhuman	pleasures,	and	meets	below	a	different	
  bridge	each	month.	
  73-74	
  Quillian’s	(Quartermaster)	triple-checks	all	goods	
  brought	in	and	out	of	town,	via	land	or	water,	to	
  make	sure	the	local	lord	gets	his	fair	share.	
  75-76	
  Even	Keel	(Ship	Repairs)	keeps	the	town’s	fleet	of	
  gondolas	and	other	watercraft	afloat.	
  77-78	
  Topper’s	(Sewage)	is	in	a	constant	battle	to	keep	
  the	town’s	filth	from	overflowing	into	the	main	
  canals	and	causing	all	sorts	of	health	problems.	
  79-80	
  Muckshin’s	(Canal	Dredges)	has	a	fleet	of	rickety	
  boats	 used	 to	 drag	 nets	 through	 the	 canals,	
  searching	 for	 salvage	 (or	 bodies)	 they	 can	 turn	
  over	for	coin.	
  81-82	
  Ever	Higher	(Architects)	is	a	trio	of	brothers-for-
  hire	 who	 design	 homes	 from	 the	 water	 up	 and	
  ensure	they’ll	never	fall	into	a	canal.	
  83-84	
  The	Dangles	(Jail)	is	a	set	of	cages	hung	over	a	
  wide	 canal,	 where	 prisoners	 are	 placed	 until	
  their	trial	or	execution.	
  85-86	
  Stumpfire	(Troll	Hunters)	is	on	constant	patrol	to	
  drive	 out	 or	 destroy	 any	 bridge	 trolls	 foolish	
  enough	to	cause	trouble	in	town.	
  87-88	
  Drench	Not	(Water-Proofers)	ensures	gear	such	
  as	 leather	 or	 iron	 is	 proofed	 against	 the	 damp	
  environs	in	order	to	avoid	mould	or	rust.	
  89-90	
  Pass	 On	 (Toll	 Collectors)	 monitors	 the	 main	
  bridges,	asking	a	copper	per	person	who	passes	
  over.	Coming	back	over	also	costs	a	copper.	
  91-92	
  Underbridge	Cafe	(Cafe)	sits	beneath	the	town’s	
  biggest	bridge	and	offers	a	wide	variety	of	fresh	
  drinks	and	meals	for	a	fair	price.	
  93-94	
  Stone	Known	(Engravers)	is	constantly	chiselling	
  names	 into	 the	 stone	 and	 metalwork	 of	 the	
  town,	often	to	honour	important	citizens.	
  95-96	
  Blessed	Brush	(Artists)	is	responsible	for	painting	
  and	decorating	many	of	the	bridges	around	town	
  with	colourful	murals.	
  97-98	
  Span’do	(Martial	School)	specializes	in	a	fighting	
  style	that	uses	narrow	ledges,	narrow	passes	and	
  fighting	on	higher	ground.	
  99-100	
  The	 Crossing	 (Activists)	 is	 a	 group	 of	 young	
  idealists	who	believe	bridges	are	sentient	beings	
  deserving	equal	rights	alongside	all	other	races.	
  	
  	
   
  
  18	
  B R I D G E  T O W N :  R E M A R K A B L E  B R I D G E S   
  Use	 this	 table	 to	 generate	 the	 basic	 details	 of	 bridges	 the	 PCs	
  encounter	as	they	explore	the	bridge	town.	Use	these	details	as	
  a	base	from	which	to	portray	the	bridge.	
  D%	
  	
  01-02	
  A	 bridge	 of	 solid	 ice	 glistens	 under	 the	 sun,	
  refusing	to	melt	no	matter	how	warm	it	gets.	Yet	
  its	surface	is	quite	slick.	
  03-04	
  This	 bridge	 is	 formed	 of	 floating	 wooden	 slats	
  that	have	no	obvious	support,	yet	do	not	bob	or	
  wobble	under	any	weight.	
  05-06	
  This	 all-wood	 bridge	 is	 rife	 with	 notches	 and	
  carvings,	 mostly	 crude,	 of	 random	 names	 and	
  phrases,	such	as	“Oggles	was	here.”	
  07-08	
  This	rope	bridge	offers	a	single	taut	cord	to	walk	
  across,	with	a	rope	set	higher	up	on	either	side	
  for	handholds.		
  09-10	
  This	bridge	is	carved	in	the	shape	of	a	serpent’s	
  arched	back,	complete	with	spines	and	scales.	It	
  is	noticeably	warm	underfoot.	
  11-12	
  In	order	to	cross	this	bridge,	the	PCs	must	let	a	
  golem	 carry	 them	 across,	 one	 by	 one.	 The	
  golems	 become	 violent	 against	 any	 who	 try	 to	
  cross	without	being	carried.	
  13-14	
  Is	there	a	need	for	this	bridge?	It’s	no	more	than	
  a	foot	long	and	spans	a	drainage	ditch	alongside	
  the	main	road.	
  15-16	
  This	 has	 to	 be	 the	 ugliest	 bridge	 in	 the	 town;	
  formed	 of	 hardened	 mud	 and	 jutting	 wooden	
  pylons	it	has	no	right	angles	or	straight	lines.	
  17-18	
  The	span	of	this	bridge	is	formed	of	what	looks	
  like	a	single	sheet	of	clear	glass.	It	never	cracks,	
  and	travellers	can	see	the	canal	waters	below.	
  19-20	
  Despite	 being	 made	 of	 solid	 stone,	 this	 bridge	
  shifts	 and	 sways	 like	 a	 piece	 of	 parchment	
  caught	in	a	gust	of	wind.		
  21-22	
  The	wind	cuts	through	the	odd-shaped	holes	in	
  the	 sides	 of	 the	 bridge,	 creating	 a	 strange,	
  unearthly	whistling.	
  23-24	
  The	 eyeballs	 set	 in	 this	 bridge’s	 railing	 are	
  certainly	made	of	carved	marble,	yet	they	swivel	
  to	watch	people	cross	its	span.		
  25-26	
  The	 bridge’s	 railing	 has	 thousands	 of	 padlocks	
  cinched	to	it,	apparently	it	brings	good	luck.	
  27-28	
  The	 well-known	 Lover’s	 Bridge	 is	 infamous	 for	
  late-night	
  rendezvous	
  and	
  stolen	
  kisses.	
  Unfortunately,	 suspicious	 spouses	 are	 well-
  aware	of	its	existence.		
  29-30	
  This	is	less	of	a	bridge	and	more	of	an	enormous	
  net	strung	across	the	gap,	forcing	folk	to	either	
  walk	the	ropes	or	crawl	across	on	all	fours.	
  31-32	
  Whenever	 someone	 steps	 on	 this	 bridge,	 the	
  canal	 below	 seems	 to	 drop	 away	 into	 a	
  bottomless	gulf.	Only	when	on	the	other	side	do	
  normal	dimensions	restore	themselves.	
  33-34	
  This	 bridge	 is	 formed	 of	 wooden	 and	 stone	
  blocks	 that,	 by	 some	 arcane	 magic,	 constantly	
  shift	 and	 rearrange	 themselves.	 It	 never	 looks	
  the	same	from	one	day	to	the	next.	
  35-36	
  When	a	PC	steps	on	this	bridge,	they	experience	
  a	 brief	 vision	 of	 their	 greatest	 fear.	 When	 they	
  step	 off,	 they	 experience	 a	 brief	 vision	 of	 their	
  greatest	desire.	
  37-38	
  The	 middle	 section	 of	 this	 bridge	 has	 been	
  damaged,	 leaving	 a	 wide	 gap	 between	 either	
  side.	The	current	runs	fast	and	deep	below.	
  39-40	
  Rather	than	arching	or	going	straight,	this	bridge	
  bows	 downward,	 almost	 touching	 the	 canal	
  before	swooping	back	up	to	the	other	side.	
  41-42	
  Dozens	 of	 homeless	 people	 and	 creatures	 are	
  camped	 out	 on	 this	 bridge,	 gathered	 around	
  small	fires	cooking	pigeons	and	getting	into	short	
  territorial	spats.	
  43-44	
  When	someone	crosses	this	bridge,	they	see	an	
  image	of	themselves	passing	by	the	other	way.		
  45-46	
  The	entirety	of	this	bridge	is	carved	with	stylized	
  flowers	 and	 plants,	 with	 intense	 detail	 given	 to	
  the	thorns	and	petals	
  47-48	
  This	 wooden	 bridge	 is	 so	 newly	 built,	 the	 oils	
  used	to	christen	it	in	honour	of	the	Bridge	God	
  continue	to	glisten	on	the	wide	slats.	
  49-50	
  A	PC	hears	dark	whispers	when	you	start	walking	
  over	 this	 bridge.	 The	 longer	 they	 remain	 on	 it,	
  the	 louder	 the	 whispers	 get	 until	 they	 become	
  deafening	screams.	
  51-52	
  No	matter	how	fast	the	PCs	travel	or	how	short	it	
  looks,	 it	 always	 takes	 a	 full	 day	 to	 cross	 this	
  otherwise	ordinary-looking	bridge.	
  53-54	
  This	 pure	 white	 bridge	 is	 made	 of	 an	 unknown	
  stone	that	refuses	to	scuff	or	get	sullied	in	any	
  way.	Even	blood	soaks	in	immediately	and	leaves	
  it	spotless.	
  55-56	
  Somehow,	 this	 bridge	 has	 been	 crafted	 from	 a	
  single	gigantic	metal	ingot.	It	looks	like	it	should	
  collapse	under	its	own	weight.	
  57-58	
  Not	 a	 single	 bridge,	 this	 is	 an	 arrangement	 of	
  countless	 planks	 set	 in	 place	 to	 facilitate	 the	
  town	couriers	racing	to	and	from	deliveries	and	
  pickups.	
  59-60	
  A	 plain	 and	 simple	 wooden	 drawbridge	 lets	
  outside	merchants	into	town,	and	can	be	drawn	
  up	 at	 night	 to	 keep	 the	 town	 safe	 from	 land-
  based	threats.	
  61-62	
  This	 bridge	 has	 hollows	 in	 the	 side	 where	
  people—monks	mostly—can	climb	down	and	sit	
  within	to	meditate	without	being	disturbed.	
  63-64	
  Built	from	a	strange	crystal,	this	bridge	sends	out	
  pulses	 of	 vibrant	 colour	 in	 all	 directions	
  whenever	anyone	takes	steps	on	it	or	touches	it	
  in	any	way.	
  
  19	
  65-66	
  A	 hastily	 erected	 bridge	 of	 tattered	 rope	 and	
  splintered	boards	crosses	the	gap	across	one	of	
  the	town’s	wider	canals.	
  67-68	
  This	 has	 to	 be	 the	 narrowest	 stone	 bridge	 the	
  PCs	 have	 ever	 seen,	 with	 each	 block	 just	 large	
  enough	to	accommodate	travellers.	There	are	no	
  railings.	
  69-70	
  This	 bridge	 floats	 above	 the	 canal	 thanks	 to	
  hundreds	of	wings	attached	to	either	side,	which	
  tirelessly	flutter	to	keep	it	aloft.	
  71-72	
  No	matter	what	the	time	of	day,	the	underside	
  of	 this	 bridge	 remains	 cloaked	 in	 impenetrable	
  darkness.	
  73-74	
  This	 rusting	 bridge	 looks	 ready	 to	 collapse	 the	
  first	 time	 someone	 so	 much	 as	 tip-toes	 across,	
  but	locals	cross	without	hesitation.	
  75-76	
  A	barrier	of	fog	sits	over	the	middle	of	this	bridge	
  day	and	night,	no	matter	how	sunny	and	bright	
  the	weather.	
  77-78	
  This	huge	metal	bridge	is	made	of	old	helmets,	
  shields,	 swords	 and	 other	 pieces	 of	 armour	 all	
  welded	together	into	a	massive	span.	
  79-80	
  Gargoyles	 sit	 perched	 along	 every	 inch	 of	 this	
  bridge’s	 railings.	 A	 PC	 happens	 to	 notice	 this	 is	
  one	of	the	few	bridges	in	town	devoid	of	any	bird	
  droppings	whatsoever.	
  81-82	
  This	 is	 a	 covered	 bridge,	 with	 the	 opening	 on	
  each	end	shaped	to	look	like	a	demon’s	gaping	
  mouth,	waiting	to	swallow	travellers	whole.	
  83-84	
  This	bridge	has	a	gong	set	at	the	centre	of	it,	and	
  any	who	crosses	it	is	required	to	strike	it	or	else	
  risk	the	bridge’s	curse.		
  85-86	
  The	sign	says	“Invisible	Bridge.”	No	one	seems	to	
  be	using	the	bridge	making	it	hard	to	locate.	
  87-88	
  Comprised	 of	 white,	 semi-sticky	 strands,	 this	
  bridges	 looks	 to	 have	 been	 created	 by	 a	 giant	
  spider	of	some	sort.	
  89-90	
  Shrines	 to	 many	 gods	 have	 been	 constructed	
  along	the	length	of	this	bridge,	and	the	PCs	are	
  keenly	watched	by	the	shrines’	clergy	to	see	at	
  which	they	worship.	
  91-92	
  Censers	 have	 been	 strung	 across	 the	 girders	 of	
  this	 bridge,	 so	 travellers	 have	 to	 inhale	 incense	
  the	whole	passage.	The	incense	is	highly	pungent	
  and	 a	 thin	 haze	 of	 the	 stuff	 hangs	 over	 the	
  bridge.	
  93-94	
  Bronze-cast	 faces	 have	 been	 placed	 in	 this	
  bridge’s	span	so	travellers	tread	on	a	variety	of	
  visages	 ranging	 across	 all	 species,	 genders	 and	
  expressions.	
  95-96	
  This	is	an	ordinary	stone	bridge.	There	is	nothing	
  strange	about	it	whatsoever.	Absolutely	nothing,	
  rest	assured.	Move	along.		
  97-98	
  A	gnome	is	offering	passers-by	the	chance	to	try	
  his	 “bridgeless	 bridge”	 which	 appears	 to	 be	 an	
  oversized	 catapult	 of	 sorts	 designed	 to	 hurl	
  travellers	across	the	river.	Strangely,	few	people	
  seem	keen	to	take	the	gnome	up	on	his	offer.	
  99-100	
  This	bridge	appears	to	be	constructed	of	a	giant	
  humanoid	skeleton,	with	its	bony	feet	planted	on	
  one	end	and	an	enormous	skull	on	the	other.	
  	
  	
  	
  
  20	
  B R I D G E  T O W N :  H O O K S ,  C O M P L I C A T I O N S  &  O P P O R T U N I T I E S  
  Although	 the	 PCs	 may	 simply	 want	 to	 visit	 the	 bridge	 town,	
  sometimes	 fate	 intervenes.	 Use	 this	 table,	 to	 determine	 what	
  opportunities	or	complications	the	PCs	encounter.	
  D20	
  	
  1	
  Every	 bridge	 in	 town	 has	 a	 troll	 under	 it,	 each	
  demanding	a	unique	manner	of	toll	from	travellers.	
  2	
  The	PCs	are	invited	to	participate	in	the	Bridge	Run	
  annual	 event,	 an	 obstacle	 course	 race	 where	 the	
  winners	receive	an	enormous	prize	of	gold	coins.	
  3	
  The	 PCs	 come	 across	 a	 bridge	 that	 isn’t	 listed	 on	
  any	official	map,	and	no	matter	who	they	point	it	
  out	 to,	 none	 of	 the	 townsfolk	 seem	 aware	 of	 its	
  existence.	
  4	
  A	 band	 of	 sharpshooting	 archers	 are	 keeping	
  anyone	 from	 leaving	 a	 bridge-bound	 district	 until	
  their	exorbitant	payoff	demands	are	met.	
  5	
  An	entire	bridge	has	been	stolen	in	the	middle	of	
  the	 night	 and	 the	 mayor	 is	 offering	 a	 reward	 for	
  anyone	who	aids	in	its	return.	
  6	
  A	 graven	 face	 in	 the	 side	 of	 the	 bridge	 suddenly	
  animates,	looks	at	the	PCs	and	asks,	“Could	you	do	
  me	a	favour?”	
  7	
  A	 local	 priest	 has	 declared	 all	 town	 bridges	 as	
  sacred	ground	and	is	threatening	to	burn	alive	any	
  “heretic”	who	attempts	to	cross	them	without	his	
  god’s	permission	(which	is	obtainable—naturally—
  with	a	small	tithe).	
  8	
  An	architect	asks	for	the	party	for	help	in	gaining	an	
  audience	 with	 the	 mayor.	 Seems	 he’s	 designed	 a	
  new-fangled	 “drawbridge”	 that	 could	 allow	 larger	
  ships	 and	 greater	 trade	 into	 town,	 but	 he	 keeps	
  being	laughed	out	of	town	meetings.	
  9	
  A	merchant	slyly	asks	the	PCs	to	sabotage	the	main	
  bridge	into	town	so	a	competitor’s	caravan	won’t	
  make	it	in	until	after	the	next	big	market	gathering.	
  10	
  Several	 bloated	 corpses	 have	 bobbed	 to	 the	 surface	
  of	 the	 canals	 recently	 and	 guards	 are	 asking	 for	
  helping	in	dredging	up	other	possible	victims.	
  11	
  The	 PCs	 hear	 word	 of	 a	 criminal	 committing	 daring	
  robberies	and	escaping	with	the	help	of	a	wand	that	
  makes	bridges	appear	and	disappear	on	command.	
  12	
  The	party	start	to	cross	a	bridge	but	are	stopped	by	
  guards	who	claim	they’ve	used	up	their	daily	“bridge	
  crossing	 allotment.”	 Luckily,	 this	 can	 be	 replenished	
  with	a	hefty	fee.		
  13	
  A	woman	who	says	her	son	crossed	a	cursed	bridge	
  on	a	foggy	night	and	has	never	come	back	approaches	
  the	party.	She	begs	them	to	find	and	return	him.	
  14	
  A	 group	 of	 robed	 and	 masked	 figures	 draw	 the	 PCs	
  aside	 and	 ask	 if	 they	 would	 be	 interested	 in	 joining	
  the	Secret	Society	of	Bridges.	
  15	
  A	bridge-builder	asks	for	the	PCs’	help	in	uncovering	
  evidence	 that	 a	 competitive	 construction	 company	
  has	been	sabotaging	his	projects.	
  16	
  The	mayor	would	like	to	hire	the	party	to	round	up	a	
  bunch	 of	 homeless	 people	 who’ve	 turned	 a	 bridge	
  into	 their	 personal	 tent	 city	 and	 run	 them	 out	 of	
  town.	
  17	
  A	 young	 child	 runs	 up	 and	 tugs	 on	 one	 PC’s	 arm,	
  saying	the	bridges	have	a	message	for	them,	and	they	
  must	come	with	her	to	find	out	what	it	is.	
  18	
  No	 matter	 what	 bridge	 the	 party	 start	 out	 crossing,	
  they	keep	winding	up	getting	off	the	end	of	another	
  bridge	altogether.	
  19	
  A	vigilante	who	calls	himself	“Bridge	Man”	has	been	
  causing	 havoc	 in	 town,	 randomly	 assaulting	 people	
  and	 reprimanding	 them	 for	 their	 supposed	 crimes	
  against	bridges.	
  20	
  Whenever	the	PCs	ask	anyone	about	all	the	bridges	in	
  town,	 they	 look	 at	 them	 blankly	 and	 say,	 “Bridges?	
  What	bridges?	There’s	only	one	bridge.”	
  	
  	
   
  
  21	
   
   
   
   
   
   
   
   
   
   
  DECADENT TOWN 
   
   
  
  22	
  D E C A D E N T  T O W N :  S I G H T S  &  S O U N D S  
  Use	 this	 table	 to	 generate	 the	 sights	 and	 sounds	 the	 PCs	
  experience	 as	 they	 move	 about	 the	 decadent	 town.	 Ignore	
  unsuitable	results	and	simply	re-roll.	
  D%	
  	
  1	
  A	lady	walks	by	with	a	pair	of	miniature	ponies	
  on	leashes.	
  2	
  A	mime	stands	on	a	street	corner,	tugging	on	an	
  invisible	rope.	
  3	
  Two	 duellists	 have	 drawn	 swords	 and	 are	 now	
  pacing	off	a	circle	in	which	to	fight.	
  4	
  Street	 criers	 run	 by,	 shouting	 about	 several	
  deaths	that	occurred	the	previous	night.	
  5	
  Guards	tromp	by,	shields,	armour	and	weapons	
  gleaming	in	the	sun.	
  6	
  The	 noble’s	 bodyguards	 give	 the	 party	 a	 nasty	
  look	whenever	they	move	too	close	to	their	boss.	
  7	
  The	 massive	 estate	 rears	 over	 the	 town,	 large	
  enough	 it	 looks	 like	 it	 could	 hold	 the	 entire	
  population	at	once.	
  8	
  This	 vine-covered	 wall	 stretches	 for	 several	
  blocks	without	a	single	gate.	
  9	
  A	PC	feels	the	unique	sensation	of	a	pickpocket	
  dipping	their	hand	into	his	purse.	
  10	
  The	drunk	in	the	gutter	wears	a	vibrant	crimson	
  and	purple	coat,	gilded	with	silver.	
  11	
  A	noble	with	a	scarred	cheek	stares	at	a	PC.	
  12	
  The	 priest	 striding	 down	 the	 street	 wears	 an	
  ornate	robe	and	numerous	jewelled	rings	on	his	
  fat	fingers.		
  13	
  A	distant	baying	suggests	a	group	of	nobles	have	
  begun	a	fox	hunt.	
  14	
  A	 line	 of	 chained	 slaves	 trudges	 towards	 the	
  marketplace.	
  15	
  A	 caged	 wagon	 rolls	 by,	 the	 prisoners	 within	
  proclaiming	 their	 innocence	 even	 as	 urchins	
  throw	mud	at	them.	
  16	
  A	crowd	throws	rotten	fruit	at	a	theatrical	troupe	
  bumbling	its	way	through	a	scene.	
  17	
  The	savoury	smell	of	fresh	bread	fills	the	street.	
  18	
  Patrons	 lounge	 in	 the	 chairs	 of	 an	 open-air	
  restaurant,	tended	by	uniformed	waiters.	
  19	
  Gated	 estates	 crowd	 this	 section	 of	 town,	 each	
  separated	by	high	walls.	
  20	
  A	 fancy	 carriage,	 with	 servants	 clinging	 to	 the	
  outside,	lumbers	its	way	down	the	road.	
  21	
  Guards	
  patrol	
  the	
  block,	
  swords	
  drawn,	
  obviously	looking	for	troublemakers.		
  22	
  The	 throaty	 arias	 of	 an	 opera	 singer	 float	 out	
  from	the	theatre	down	the	way.		
  23	
  Street	 entertainers	 juggle,	 joke	 and	 jiggle	 as	
  passersby	toss	them	the	occasional	coin.	
  24	
  Lavishly	 dressed	 prostitutes	 toss	 perfumed	 silk	
  handkerchiefs	down	from	their	balconies.	
  25	
  An	 unflattering	 portrait	 of	 a	 local	 official’s	 has	
  been	painted	on	a	wall.	
  26	
  A	statue	of	the	town’s	founder	is	erected	here,	
  cast	in	bronze	and	covered	in	bird	droppings.	
  27	
  Fruit	 trees	 and	 lilies	 adorn	 this	 well-tended	
  garden.	
  28	
  An	 oversized	 marble	 fish	 spouts	 water	 into	 the	
  base	of	this	magnificent	fountain.	
  29	
  Wooden	 scaffolding	 surrounds	 a	 portion	 of	 a	
  home	 as	 workers	 build	 an	 addition	 to	 the	
  building.	
  30	
  An	elderly	gardener	works	clippers	along	a	row	
  of	thorny	rose	bushes.	
  31	
  The	sweet	scent	of	grapes	fills	the	air	beneath	a	
  vine-covered	trellis.	
  32	
  A	series	of	nobles’	portraits	are	displayed	in	the	
  window	of	this	art	gallery.		
  33	
  Grim	gargoyles	leer	down	from	the	rooftops	all	
  around.	
  34	
  With	 a	 gasp,	 a	 woman	 swoons	 and	 is	 barely	
  caught	before	she	falls	into	the	mud.		
  35	
  A	 wine	 barrel	 rolls	 off	 the	 back	 of	 a	 cart	 and	
  crashes	 to	 the	 ground,	 spilling	 crimson	 liquid	
  everywhere.		
  36	
  A	 window	 shatters,	 and	 a	 cry	 of	 alarm	 rises	
  around	the	corner.		
  37	
  A	grungy	street	sweeper	trudges	along,	brushing	
  up	the	rubbish	littering	the	ground.	
  38	
  A	 puppet	 show	 has	 drawn	 a	 crowd	 of	 children	
  who	laugh	at	the	ongoing	antics.	
  39	
  As	 they’re	 both	 wearing	 lacy	 dresses	 and	 short	
  hair,	it’s	impossible	to	tell	if	the	two	children	are	
  boys	or	girls.	
  40	
  An	 official	 rides	 a	 horse	 down	 the	 street,	
  accompanied	
  by	
  guards	
  who	
  bear	
  the	
  unmistakable	royal	crest	on	their	armour.		
  41	
  Stained	glass	windows	cast	rainbow	reflections	in	
  shattered	fractals	over	the	area.	
  42	
  The	 exterior	 walls	 of	 this	 church	 are	 plated	 in	
  what	looks	like	gold.	
  43	
  A	shrine	to	a	god	of	prosperity	has	been	erected	
  in	the	middle	of	the	main	town	square.	
  44	
  Noble	 crests	 adorn	 every	 major	 estate	 or	
  business,	denoting	their	allegiance.		
  45	
  Flags	fly	from	almost	all	eaves,	a	kaleidoscope	of	
  colour,	showing	nationalistic	pride.	
  46	
  Whoever	constructed	this	part	of	town	must’ve	
  had	a	thing	for	marble	columns.	
  47	
  The	 town	 park	 is	 surprisingly	 green,	 and	 full	 of	
  flourishing	plants.	Well	attired	folk	stroll	among	
  the	flower	beds.	
  48	
  A	man	jumps	from	rooftop	to	rooftop,	carrying	a	
  small	sack.	
  49	
  A	 band	 of	 gray-cloaked	 figures	 loiter	 by	 the	
  mouth	of	an	alley.		
  
  23	
  50	
  Beggars	shake	alms	bowls	and	cry	tales	of	woe	
  and	pain	to	passers-by.	
  51	
  A	merchant	in	furred	robes	sniffs	in	disdain	at	a	
  shopkeeper’s	haggling	attempts.	
  52	
  A	 priest	 has	 stripped	 himself	 to	 the	 waist	 and	
  lurches	down	the	street,	flogging	himself	with	a	
  whip	as	he	goes.	
  53	
  Caws,	 mewlings	 and	 hisses	 come	 from	 a	 shop	
  selling	exotic	pets.	
  54	
  A	 shifty	 set	 of	 rapscallions	 scan	 the	 market	
  crowd	 as	 if	 picking	 out	 their	 next	 victim	 for	 a	
  mugging.		
  55	
  A	person	lies	slumped	in	the	alley.	His	velvet	vest	
  is	torn	and	blood-stained.	
  56	
  Doves	and	pigeons	coo	as	they	peck	the	ground	
  for	scraps	of	food.	
  57	
  Roars,	 bellows	 and	 screeches	 sound	 from	 the	
  public	menagerie,	where	all	manner	of	creatures	
  prowl	and	flap	in	their	cages.	
  58	
  Hawking	 vendors	 try	 to	 outshout	 one	 another,	
  clamouring	for	passers-by’s’	attention	and	coin.	
  59	
  Musicians	 play	 an	 assortment	 of	 stringed	 and	
  metal	instruments,	though	a	bit	out-of-tune.	
  60	
  Artists	have	set	up	easels	and	are	now	painting	
  the	buildings,	landscape	and	people.	
  61	
  Fliers	 have	 been	 tacked	 up	 everywhere,	
  announcing	an	upcoming	opera	with	exorbitant	
  admission	prices.	
  62	
  A	 performing	 wizard	 conjures	 all	 manners	 of	
  illusions	to	the	delight	of	the	crowd.	
  63	
  Intricate	paint	and	gem-studded	murals	decorate	
  almost	every	flat	surface	in	sight.	
  64	
  Dancers	twirl	and	spin	to	a	drumbeat	and	chant	
  as	onlookers	clap	along.	
  65	
  The	party	overhear	a	couple	of	wealthy	patrons	
  discussing	the	exploits	of	their	favourite	artists.	
  66	
  This	 grim	 alley	 leads	 into	 the	 slum	 hidden	 by	
  otherwise	elaborate	facades.	
  67	
  Servants	dash	about	on	errands	for	their	masters	
  or	mistresses.	
  68	
  Slaves	are	led	to	an	auction	block	as	the	crowd	
  calls	out	bids	for	each	in	turn.	
  69	
  A	 man	 and	 woman	 draw	 daggers	 and	 begin	
  circling	one	another.		
  70	
  With	 a	 scream,	 a	 commoner	 is	 trampled	 by	 a	
  team	 of	 horses	 –	 yet	 the	 carriage	 in	 question	
  careens	on	without	slowing.	
  71	
  Dozens	 of	 incredibly	 lifelike	 marble	 sculptures	
  line	the	street.	
  72	
  The	mausoleums	in	the	graveyard	could	double	
  as	whole	homes	in	poorer	towns.	
  73	
  A	 large	 bell	 tower	 tolls	 the	 time	 in	 a	 sonorous	
  tone.	
  74	
  The	clang	of	rapiers	echoes	through	the	street	as	
  students	train	in	a	fencing	court.	
  75	
  Plates,	saucers	and	other	fine	china	are	displayed	
  in	the	windows	and	shelves	of	a	shop.	
  76	
  Exotic	herbs	and	spices	fill	the	air	with	the	heady	
  scent	of	far-off	lands.	
  77	
  People	dressed	in	rags	line	up	to	receive	a	ladle	
  of	soup	for	the	day	from	a	soup	kitchen.	
  78	
  A	 man	 clothed	 in	 nothing	 but	 sackcloth	 decries	
  the	rich,	proclaiming	their	doom	for	their	selfish	
  ways.	
  79	
  Muscled	bouncers	keep	scruffier	patrons	out	of	a	
  well-lit	tavern.		
  80	
  At	 least	 a	 dozen	 footmen	 and	 attendants	 clear	
  the	street	to	make	way	for	a	woman	reclining	on	
  an	opulent	litter.	
  81	
  The	goods	in	this	store’s	window	are	covered	in	
  thick	 dust,	 as	 if	 no	 one’s	 shopped	 inside	 for	
  years.	
  82	
  Several	 foreign	 ambassadors	 in	 odd-looking	
  robes	and	hats	stride	by.	
  83	
  Vibrantly	coloured	tents	have	been	set	up	in	the	
  square.	The	circus	has	arrived!	
  84	
  Every	 building	 along	 this	 block	 is	 heavily	 gilded	
  and	glitters	blindingly	in	direct	sunlight.	
  85	
  Trumpets	 resound	 in	 the	 distance,	 announcing	
  the	arrival	of	some	important	official.	
  86	
  Masons	 patch	 up	 a	 crumbling	 stone	 wall	 with	
  plaster	and	bricks.	
  87	
  The	 clash	 of	 metal	 fills	 the	 air	 as	 the	 local	
  garrison	practices	weapon	skills.	
  88	
  The	lady’s	trained	parrot	repeats	a	series	of	pithy	
  phrases,	to	her	endless	entertainment.		
  89	
  A	trained	monkey	dances	on	the	street	corner	to	
  the	tune	sung	by	its	mistress.	
  90	
  A	 well-dressed	 half-orc	 saunters	 along,	 a	 silver	
  and	black	cane	in	hand.	
  91	
  A	purse-snatcher	cuts	the	strings	of	his	victim’s	
  pouch	and	dashes	away	in	front	of	the	party.	
  92	
  A	 band	 of	 black-masked	 strangers	 sprint	 down	
  the	street,	shoving	people	aside	in	their	haste.	
  93	
  The	festival	is	in	full	swing,	with	singing,	dancing,	
  food	and	drink	everywhere.	
  94	
  Emerald,	 ruby	 and	 golden	 illusions	 burst	 into	
  shimmering	flowers	in	the	sky.	
  95	
  Sounds	of	loud	carousing	echo	from	one	of	the	
  nearby	bars.	
  96	
  A	 leather-clad	 bounty	 hunter	 strides	 by,	 hard	
  eyes	constantly	seeking	his	prey.	
  97	
  The	scrap	of	paper	floating	in	a	puddle	looks	to	
  be	an	invitation	to	a	fancy	ball	later	in	the	week.	
  98	
  The	 same	 Wanted:	 Dead	 or	 Alive	 poster	 is	
  plastered	all	around	the	town.		
  99	
  The	 person	 with	 the	 flowing	 blond	 hair	 and	
  wearing	 the	 purple	 dress	 definitely	 has	 a	 thick,	
  black	beard.	
  100	
  People	 point	 and	 shout,	 just	 as	 a	 figure	 leaps	
  from	the	top	of	a	nearby	tower.	
  	
   
  
  24	
  D E C A D E N T  T O W N :  B U S I N E S S E S  
  Use	this	table	to	provide	the	basic	details	of	businesses	the	PCs	
  come	across	as	they	explore	the	decadent	town.	Some	may	be	
  inappropriate	based	on	the	locale’s	set	up;	ignore	such	results	
  and	simply	re-roll.	
  D%	
  	
  01-02	
  The	Hub	(large	market)	brings	together	all	major	
  business	 owners	 and	 merchants	 in	 an	 open-air	
  market	that	is	the	town’s	centre	of	commerce.	
  03-04	
  Lila’s	 Sips	 and	 Sups	 (tea	 parlour)	 offers	 private	
  parties	and	sitting	rooms	for	the	women	in	town	
  who	 prefer	 the	 company	 of	 others.	 Plenty	 of	
  gossip	is	exchanged	in	these	rooms.	
  05-06	
  Done-Ups	(hairdresser)	tends	to	the	increasingly	
  elaborate	hairstyles	that	are	all	the	fashion	these	
  days.	
  07-08	
  The	 Fire	 Within	 (jewellery)	 caters	 to	 gem	
  collectors	and	jewellers,	and	carries	a	guarantee	
  against	any	sort	of	forgery.	
  09-10	
  The	Personage	(family	crests)	craft	family	crests	
  into	 any	 sort	 of	 memento	 or	 artistic	 piece	
  desired,	 allowing	 anyone	 with	 a	 heritage	 worth	
  displaying	to	do	so.	
  11-12	
  The	 Shades	 (drug	 maison)	 is	 a	 discrete	
  establishment	 that	 satisfies	 the	 most	 illicit	
  appetites	 and	 provides	 personal	 attendants	 to	
  oversee	any	indulger	during	their	visit.	
  13-14	
  The	 Vusivier	 (opera	 house)	 commands	 a	 rapt	
  audience	 with	 the	 performances	 of	 its	 current	
  diva,	Lady	Offly.		
  15-16	
  When	 in	 Need	 (fine	 weapons)	 provides	 well-
  crafted	weapons	for	nobles	as	well	as	the	local	
  guard	garrison.	
  17-18	
  Polished	 Wares	 (silversmith)	 has	 been	 the	
  unfortunate	 victim	 of	 several	 robberies	 lately,	
  losing	 a	 pair	 of	 particularly	 valuable	 silver	
  candlesticks	 to	 one	 such	 thief.	 They	 have	
  increased	security	as	a	result.	
  19-20	
  Certain	Shavings	(carpenter)	is	the	establishment	
  of	 Slately	 Mundulv,	 a	 renowned	 woodworker	
  who	handcrafts	every	piece	he	sells	throughout	
  the	town	and	beyond.	
  21-22	
  Wendel’s	 Mendings	 (blacksmith)	 offers	 every	
  service	from	horse-shoeing	to	weapon	mending	
  and	beyond.	His	services	are	in	high	demand.	
  23-24	
  There	 and	 Back	 Again	 (couriers)	 sees	 to	 it	 that	
  any	message	is	delivered	on	time	to	the	intended	
  recipient	reputedly	without	fail.		
  25-26	
  Blooms	 Tended	 (gardener)	 dispatches	 highly	
  trained	 gardeners	 to	 oversee	 the	 verdant	 lands	
  and	estates	around	town.	
  27-28	
  Wise	 Preparations	 (coffin	 maker)	 cautions	
  everyone	to	invest	wisely	in	the	details	of	their	
  final	 days.	 Why	 live	 a	 life	 of	 luxury	 and	 yet	 be	
  buried	in	an	ordinary	box?		
  29-30	
  Graven	 and	 Co.	 (law	 office)	 manages	 the	 town	
  courts,	seeing	justice	is	done	–	so	long	as	they’re	
  paid	their	enormous	fees.	
  31-32	
  First	 Blood	 (duelling	 court)	 teaches	 would-be	
  duellers	the	fine	art	of	swordplay.	Many	students	
  go	to	this	school	and	return	either	permanently	
  scarred	or	in	a	coffin.	
  33-34	
  Tacked	(coach	rentals)	provides	for-hire	coaches	
  and	livery	for	the	wealthy	who	need	a	trip	across	
  town	 without	 getting	 their	 boots	 dirty	 or	 who	
  want	to	get	home	from	the	opera	in	the	rain.	
  35-36	
  Fashioned	to	Fit	(dress	maker)	creates	the	most	
  delicate	and	detailed	dresses,	worn	to	the	many	
  major	balls	or	events	in	town.	
  37-38	
  Salma’s	 Savouries	 (bakery)	 delivers	 dozens	 of	
  loaves	 to	 customers	 each	 day,	 sprinkled	 with	 a	
  variety	of	exotic	herbs.		
  39-40	
  Edwurd’s	 Spirits	 (fine	 wines	 &	 spirits)	 sells	 only	
  top-of-the-line	drinks	and	has	several	wines	that	
  date	back	at	least	two	centuries.		
  41-42	
  Finely	 Framed	 (art	 gallery)	 brings	 together	
  patron-funded	artists	and	displays	their	work	for	
  the	 world	 to	 see,	 often	 holding	 numerous	
  exhibits	each	month.	
  43-44	
  Beddleston’s	 Beds	 (bunkhouse)	 caters	 more	 to	
  transient	labourers	who	can’t	afford	rent	in	even	
  the	poorest	sections	of	town.	
  45-46	
  South	 Quarter	 HQ	 (military	 garrison)	 keeps	 a	
  constant	patrol	on	the	streets	to	ensure	citizens	
  remain	safe	at	all	hours.	
  47-48	
  Cormick	Currency	(moneylender)	helps	out	those	
  who	are	down	on	their	luck	and	don’t	have	the	
  coin	to	sustain	the	lavish	lifestyle	they’ve	come	
  to	take	for	granted.	
  49-50	
  Royal	 Union	 (bank)	 provides	 highly	 guarded	
  vaults	 for	 those	 whose	 wealth	 needs	 safe-
  keeping.		
  51-52	
  Powder	 &	 Lace	 (courtesans)	 requires	 a	 hefty	
  entrance	 fee,	 and	 the	 services	 the	 men	 and	
  women	within	provide	come	with	exponentially	
  rising	costs.		
  53-54	
  Sir	 Nalm’s	 Centre	 of	 Reading	 (library)	 was	
  founded	 as	 a	 institute	 to	 bring	 literacy	 to	 even	
  the	poorest	child,	and	is	one	of	the	few	buildings	
  open	to	full	public	access	in	town.	
  55-56	
  The	 Hardtack	 (gentleman’s	 club)	 gives	 the	
  wealthier	 men	 a	 private	 gathering	 place	 where	
  they	can	imbibe	their	favourite	drinks	and	enjoy	
  the	special	attention	of	“personal	attendants.”	
  57-58	
  Billory’s	Betting	(race	track)	specializes	in	horse	
  and	dog	races,	though	it	is	often	claimed	these	
  events	are	rigged	from	the	start.	
  59-60	
  The	 Toss	 (casino)	 is	 a	 high-stakes	 gambling	 hall	
  where	 many	 a	 fortune	 has	 been	 lost	 or	 made	
  within	a	matter	of	hours,	if	not	minutes.		
  
  25	
  61-62	
  Claimant’s	 Union	 (guild	 hall)	 handles	 the	 needs	
  and	 interests	 of	 most	 manual	 labourers	 within	
  the	 town,	 from	 carpenters	 to	 masons	 to	
  merchants	and	beyond.	
  63-64	
  Iron	Edge	(private	security)	hires	out	well-trained	
  bodyguards	contracted	to	risk	their	lives	for	their	
  employers.	The	fee	for	a	single	day	of	this	service	
  is	more	than	most	commoners	make	in	a	month.	
  65-66	
  Willow	 Reeds	 (country	 club)	 hosts	 numerous	
  town	parties	and	is	a	general	events	centre	for	
  when	 high	 society-types	 gather	 to	 flaunt	 their	
  lifestyles.	
  67-68	
  The	 Busker	 (gymnasium)	 is	 where	 many	 young	
  men	 go	 to	 engage	 in	 a	 variety	 of	 fitness	
  regimens,	 including	 boxing,	 vigorous	 stretching	
  and	foot	races.	
  69-70	
  Steam	 &	 Soap	 (public	 &	 private	 baths)	 allows	
  citizens	to	scrub	off	the	dust	of	the	day,	as	well	
  as	enjoy	secluded	rendezvous	in	the	back	rooms	
  for	an	extra	fee.	
  71-72	
  The	 Wendelston	 Theatre	 (theatre)	 excels	 in	
  drawing	 in	 wandering	 acting	 troupes,	 rotating	
  through	an	annual	schedule	of	shows	to	delight	
  all	ages.	
  73-74	
  Institute	of	Etiquette	(school)	turns	wayward	and	
  unruly	 children	 into	 the	 epitome	 of	 politeness	
  and	culture	–	whether	they	want	it	or	not.	
  75-76	
  Essence	 of	 Essentials	 (accessories)	 stocks	 its	
  shelves	 with	 purses,	 trinkets,	 monocles,	 canes	
  and	 all	 the	 other	 important	 style	 statements	 a	
  person	needs	to	distinguish	themselves.	
  77-78	
  Top	 It	 Off	 (hat	 shop)	 handles	 the	 latest	 in	 hat	
  fashion	 for	 both	 men	 and	 women,	 including	
  custom-fit	pieces.	
  79-80	
  The	 Livery	 (stables)	 delivers	 full-service	 stabling	
  seeing	that	all	horses	are	groomed,	fed	and	kept	
  comfortable.	
  	
  81-82	
  Windings	 (fine	 metalworks)	 crafts	 many	 of	 the	
  fences	 and	 gates	 and	 metal	 sculptures	 warding	
  the	many	noble	estates	in	town.	
  83-84	
  Glint’s	 (glassworks)	 not	 only	 repairs	 broken	
  windows,	 but	 also	 crafts	 detailed	 etchings	 and	
  stained	glass	for	its	wealthy	clientele.	
  85-86	
  The	 Iceblock	 (butcher)	 delivers	 the	 freshest,	
  juiciest	 cuts	 of	 meat	 to	 those	 with	 a	 hankering	
  for	 cooked	 flesh.	 Supposedly	 they	 even	 have	
  unicorn	steaks,	on	occassion.	
  87-88	
  In	 Every	 Corner	 (house	 furnishings)	 provides	
  furniture	 of	 all	 shapes	 and	 sizes	 for	 those	 who	
  need	to	fill	the	many	rooms	of	their	mansions.	
  89-90	
  The	Waystation	(bard	lodging)	dedicates	itself	to	
  lodgings	 for	 travelling	 bards	 who	 frequent	 the	
  town,	 as	 their	 comfort	 is	 paramount	 to	 being	
  able	to	perform	well	while	visiting.	
  91-92	
  Cozy	 Corner	 (private	 rooms)	 is	 where	 anyone	
  goes	who	wants	to	perform	business	in	absolute	
  privacy,	 protected	 from	 prying	 eyes,	 ears	 or	
  spells.	
  93-94	
  Puffery	(cigar	&	pipe	shop)	is	most	often	visited	
  by	 elderly	 gentlemen	 and	 young	 dandies	 who	
  think	 themselves	 quite	 cultured	 for	 smoking	
  rolled,	dried	leaves.	
  95-96	
  Lace	 and	 Things	 (unmentionables)	 serves	 the	
  discerning	 woman	 (and	 occasional	 man)	 who	
  wishes	 to	 accessorize	 their	 smallclothes	 with	
  more	unique	options.	
  97-98	
  The	 Red	 Pony	 (inn)	 welcomes	 all	 the	 town’s	
  guests,	 giving	 them	 warm	 beds,	 hot	 breakfasts,	
  and	a	comfortable	meeting	pace	for	business.	
  99-100	
  The	 Gutter	 (black	 market)	 is	 where	 people	 go	
  clad	 in	 large	 cloaks	 and	 hoods	 to	 hide	 their	
  identity	 while	 perusing	 all	 manner	 of	 illegal	 or	
  stolen	goods—including	the	occasional	person.		
  	
   
  
  26	
  D E C A D E N T  T O W N :  F O L K  O F  I N T E R E S T  
  Use	 this	 table	 to	 generate	 the	 basic	 details	 of	 folk	 the	 PCs	
  encounter	as	they	explore	the	decadent	town.	Use	these	details	
  as	a	base	from	which	to	portray	the	NPC.	
  D%	
  	
  01-02	
  Skella	Omrsale	(CN	female	human	fighter	3)	is	a	
  sword-for-hire	who	rotates	through	protecting	a	
  number	of	nobles	and	wealthy	merchants	in	the	
  town.	
  03-04	
  Rakkina	Issame	(CG	female	half-elf	cleric	2)	is	a	
  gutter	 cleaner	 who	 enjoys	 her	 job	 and	 often	
  stops	to	chat	with	everyone	she	sees	along	her	
  routes.	
  05-06	
  Whasl	 Krump	 (NG	 female	 dwarf)	 is	 a	 server	 in	
  one	 of	 the	 drinking	 houses.	 She	 loves	 social	
  environments,	 but	 won’t	 abide	 a	 pinch	 on	 the	
  rump.		
  07-08	
  Vorlvor	 Shraight	 (LG	 male	 dwarf)	 owns	 a	 hefty	
  portion	 of	 the	 town’s	 real	 estate	 and	 has	
  parleyed	this	into	massive	power	which	he	tries	
  to	wield	with	a	sense	of	honour	and	justice.	
  09-10	
  Banelma	Kotai	(CE	female	gnome)	fancies	herself	
  a	 master	 thief	 and	 is	 forever	 cooking	 up	 one	
  scheme	or	another	to	rob	from	the	rich	to	give	
  to...herself.	
  11-12	
  Zhain	 Umdhi	 (LG	 male	 halfling	 cleric	 1)	 is	 a	
  crossbow-wielding	 guard	 who	 often	 monitors	
  the	town	from	the	rooftops	where	few	take	note	
  of	his	presence.	
  13-14	
  Dage	 Howor	 (LG	 male	 gnome)	 is	 the	 town	
  engineer,	 responsible	 for	 finding	 new	 ways	 to	
  expand	its	property	holdings	or	raze	old	buildings	
  in	
  exchange	
  for	
  bigger,	
  more	
  luxurious	
  establishments.	
  15-16	
  Radagh	 Etich	 (NE	 male	 half-elf)	 is	 a	 scraggly	
  beggar	who	survives	by	luring	victims	into	alleys	
  and	 stripping	 their	 corpses	 of	 everything	 down	
  to	their	smallclothes.		
  17-18	
  Iahon	Roduntu	(CG	male	halfling	cleric	1)	uses	his	
  minor	magical	talents	to	keep	the	town	clear	of	
  rodents	and	other	pests.	
  19-20	
  Deori	Arrady	(CG	female	elf)	is	a	guild	leader	who	
  fights	 to	 secure	 fair	 wages	 and	 working	
  conditions	for	any	sort	of	labourers	serving	the	
  town.	Consequently,	he	has	many	enemies.	
  21-22	
  Kim	 Delm	 (LE	 male	 human)	 masquerades	 as	 a	
  servant	to	infiltrate	rich	estates	and	then	makes	
  off	with	whatever	silver	he	can	hide	beneath	his	
  coat.	
  23-24	
  Kalath	Ireche	(CN	male	human)	is	a	patron	of	the	
  arts	 who	 sponsors	 a	 wide	 variety	 of	 creative	
  persons	within	the	town,	so	long	as	they	provide	
  him	with	steady	sales	(and	profits).	
  	
  25-26	
  Toro	 Lerzad	 (N	 male	 gnome	 cleric	 3)	 is	 a	 town	
  crier	 who	 does	 his	 best	 to	 ensure	 everyone	 is	
  informed	of	the	latest	happenings,	be	they	good	
  or	ill.	His	shrill	voice	carries	far	and	causes	many	
  passersby	to	wince	until	out	of	range.	
  27-28	
  Dyn	Cheuv	(LN	female	human)	is	one	of	the	most	
  polite	 beggars	 in	 town	 and	 is	 sure	 to	 thank	
  benefactors	 with	 a	 kiss	 on	 the	 hand	 and	 regal	
  bow.	
  29-30	
  Rilya	Quemle	(CE	female	elf	cleric	2)	is	linked	to	
  several	cases	of	poisoning	that	has	felled	various	
  nobles	over	the	years.	Yet	her	beauty	and	charm	
  has	kept	her	in	high	standing	in	the	social	circles.	
  31-32	
  Entim	 Emaugh	 (LG	 male	 elf	 fighter	 1)	 loiters	
  around	 the	 town’s	 graveyard	 at	 all	 hours,	 as	 if	
  he’s	guarding	the	dead	from	an	unknown	threat.	
  33-34	
  Nits	 Shyl	 (LE	 female	 human)	 is	 a	 wiry,	 tense	
  woman	who	seeks	political	power	and	influence	
  through	any	means,	consequences	be	damned.	
  35-36	
  Nalwor	Angrovir	(NG	male	half-elf	fighter	2)	is	a	
  night	 watch	 guard	 who	 patrols	 the	 areas	 near	
  the	
  rowdier	
  drinking	
  holes	
  to	
  ensure	
  drunkenness	doesn’t	get	out	of	hand.	
  37-38	
  Wechy	 Achsin	 (NE	 male	 dwarf)	 is	 blamed	 for	
  several	fires	that	have	ravaged	the	town	in	the	
  past,	but	the	accusations	could	never	be	held	up	
  in	court.	
  39-40	
  Ghapereng	 Rytold	 (LG	 female	 human	 fighter	 2)	
  wears	full	plate	armour	as	she	patrols	the	town	
  walls,	 a	 stalwart	 defender	 of	 the	 innocent	 and	
  defenceless.	
  41-42	
  Rakimtor	Orshay	(NG	male	half-elf	fighter	2)	is	a	
  retired	soldier	who	is	always	ready	to	give	a	coin	
  to	beggars	and	sweets	to	children.	He’s	seen	as	
  one	of	the	most	eligible	bachelors	in	the	area.	
  43-44	
  Laich	Tryad	(LN	female	dwarf)	is	a	sculptor	who	
  is	 funded	 by	 one	 of	 the	 wealthiest	 patrons	 in	
  town.	Her	work	can	be	seen	gracing	the	grounds	
  of	many	estates.	
  45-46	
  Yero	 (NE	 male	 gnome)	 loves	 defacing	 artwork,	
  and	many	a	statue,	painting	or	mural	has	been	
  ruined	by	his	hammer	and	chisel.		
  47-48	
  Quin	 Vesack	 (NE	 male	 gnome)	 is	 a	 spy	 for	 a	
  foreign	nation,	seeking	ways	to	compile	military	
  and	 economic	 intelligence	 in	 light	 of	 a	 brewing	
  war.	
  49-50	
  Kain	 Driser	 (NE	 male	 human	 cleric	 2)	 kills	 any	
  wild	 animals	 found	 within	 the	 town	 confines,	
  supposedly	as	a	social	service.	However,	he	then	
  sells	the	remains	to	various	food	merchants.	
  51-52	
  Nikin	Cluthon	(LE	male	human	 fighter	2)	enjoys	
  goading	 people	 into	 fights	 and	 then	 thrashing	
  them	 —	 though	 he	 stops	 just	 short	 of	 killing	
  them,	so	he’s	never	been	charged	with	murder.	
  	
  
  27	
  53-54	
  Ustag	Yedeng	(LN	male	dwarf	fighter	2)	is	a	gate	
  guard	 with	 a	 keen	 eye	 for	 faces	 and	 strong	
  memory	 for	 names.	 Anyone	 who	 passes	 under	
  his	 scrutiny	 is	 remembered	 long	 after	 they’ve	
  gone.	
  55-56	
  Sali	 Reughs	 (LG	 female	 halfling)	 is	 a	 marvellous	
  cook	who	often	receives	personal	invitations	to	
  create	 meals	 for	 nobles	 and	 other	 wealthy	
  individuals	 in	 the	 comfort	 of	 their	 own	 homes.	
  She	 loves	 to	 cook,	 but	 hates	 the	 waste	 these	
  events	often	create.	
  57-58	
  Nadrany	 Coorald	 (NG	 female	 half-elf)	 is	 an	
  innkeeper	who	loves	to	provide	good	food,	good	
  drink	and	soft	beds	for	travellers.	He	charges	fair	
  prices	and	doesn’t	turn	anyone	away.	
  59-60	
  Lorace	 Quiathe	 (CN	 female	 elf)	 is	 a	 wealthy	
  heiress	 who	 takes	 little	 note	 of	 current	 affairs	
  and	 prefers	 to	 simply	 acquire	 as	 much	 new	
  artwork	as	possible	for	her	private	collection.	
  61-62	
  Smey	 Keebin	 (LE	 male	 gnome	 cleric	 3)	 has	 an	
  unhealthy	 fascination	 with	 corpses,	 but	 his	 job	
  running	 the	 town’s	 morgue	 leaves	 many	 happy	
  they	don’t	have	to	deal	with	such	dirty	business.	
  63-64	
  Keldan	Zoash	(CG	male	halfling	cleric	1)	is	often	
  seen	 in	 a	 pristine	 white	 robe,	 providing	 free	
  healing	services	for	beggars	and	nobles	alike.		
  65-66	
  Mough	Shatenth	(NG	male	human)	is	a	bard	of	
  some	note,	though	he	has	yet	to	go	beyond	local	
  fame	or	small	theatrical	performances.	
  67-68	
  Ettun	 Munlye	 (CN	 male	 half-orc)	 provides	 basic	
  labour	 around	 town,	 often	 being	 hired	 for	 odd	
  jobs,	 after	 which	 he	 goes	 to	 drink	 away	 his	
  earnings.	
  69-70	
  Geul	 Toncha	 (NE	 female	 dwarf	 fighter	 1)	 is	 an	
  assassin-for-hire,	 and	 is	 renowned	 for	 bumping	
  off	victims	in	ways	that	are	obvious	murders,	but	
  are	untraceable	back	to	her	or	her	clients.	
  71-72	
  Dalda	 Risding	 (LN	 female	 dwarf)	 is	 an	 architect	
  who	 is	 constantly	 trying	 to	 repair	 some	 of	 the	
  older	 portions	 of	 the	 town	 before	 they’re	 torn	
  (or	fall)	down.	
  73-74	
  Elmbur	 Tiartin	 (CE	 female	 halfling)	 uses	 her	
  diminutive	 size	 and	 nimble	 hands	 to	 infiltrate	
  even	 the	 most	 secure	 estates	 and	 slip	 off	 with	
  valuable	heirlooms	she	then	holds	for	ransom.	
  75-76	
  Beldran	Cyenum	(CG	male	elf	fighter	2)	loves	an	
  honourable	 duel	 and	 is	 forever	 on	 the	 lookout	
  for	 someone	 against	 which	 he	 can	 test	 his	
  prowess.	
  77-78	
  Issul	 Schoedin	 (N	 female	 human	 cleric	 3)	 is	 an	
  elderly	woman	who	monitors	the	town’s	flock	of	
  carrier	pigeons,	sending	and	receiving	messages	
  for	a	fee.	Often	heard	cooing	to	herself.	
  	
  79-80	
  Rile	Mryn	(CG	female	halfling)	is	tiny,	even	for	a	
  halfling,	but	is	one	of	the	fastest	couriers	around,	
  delivering	 messages	 across	 town	 with	 startling	
  speed.	
  81-82	
  Hoar	 Banack	 (N	 male	 dwarf)	 has	 bought	 out	
  several	businesses	in	the	area	in	an	attempt	 to	
  muscle	in	on	the	local	economy	and	set	himself	
  up	for	financial	dominance.	
  83-84	
  Mosle	 (CN	 male	 halfling)	 is	 an	 up-and-coming	
  artist	 known	 for	 everything	 from	 elaborate	
  paintings	
  to	
  intricate	
  wood	
  carvings.	
  He	
  desperately	 craves	 a	 wealthy	 patron	 and	 takes	
  every	opportunity	to	ingratiate	himself	with	such	
  folk.	
  85-86	
  Zhuald	Achbanso	(NE	male	gnome	cleric	1)	leads	
  a	 team	 of	 crooks,	 mostly	 children,	 who	 act	 as	
  pickpockets	 and	 funnel	 goods	 back	 to	 him	 for	
  pawning	off.	He	dwells	in	relatively	luxury	deep	
  in	the	slum.	
  87-88	
  Warach	 Tughle	 (NG	 male	 human)	 acts	 as	 the	
  town’s	
  primary	
  investigator,	
  looking	
  into	
  murders,	thefts	and	other	crimes	in	an	attempt	
  to	bring	the	culprits	to	justice.	
  89-90	
  Souris	Meught	(N	female	gnome	fighter	3)	is	an	
  unassuming	bodyguard,	especially	with	her	pink	
  hair	and	eyes,	but	she’s	laid	all	opponents	low	so	
  far	and	is	highly	sought	after	as	a	result.	
  91-92	
  Suidli	Danyer	(CN	female	human)	is	a	locksmith	
  who	 is	 known	 to	 have	 provided	 door	 security	
  and	safes	for	most	businesses	in	town.	
  93-94	
  Necer	 Somaneth	 (LG	 male	 half-elf)	 is	 a	 horse	
  trainer	who	often	provides	patrons	with	guided	
  (and	 guarded)	 excursions	 into	 the	 nearby	
  countryside.	 Gossip	 has	 it	 that	 he	 offers	 other	
  services	on	these	excursions.	
  95-96	
  Ruld	Ghan	(LE	male	dwarf	cleric	1)	has	a	series	of	
  tunnels	 beneath	 town	 that	 lead	 into	 the	
  basements	
  of	
  several	
  rather	
  wealthy	
  establishments	 and	 homes.	 He	 makes	 use	 of	
  these	 to	 steal	 small	 items	 that	 likely	 won’t	 be	
  missed	 –	 particularly	 fine	 food	 and	 drink	 (on	
  which	he	gorges).	
  97-98	
  Byther-Mustun	 (CE	 female	 half-orc)	 runs	 a	
  widespread	crime	ring,	dabbling	in	anything	from	
  drugs	 to	 slaver	 to	 counterfeiting.	 Physically	 a	
  coward,	she	is	wealthy	and	has	many	hired	thugs	
  at	her	command.	
  99-100	
  Ludart	 Caitash	 (CG	 male	 half-elf)	 wanders	 the	
  streets,	 proclaiming	 himself	 “emperor”	 of	 the	
  town	and	bestowing	his	blessing	upon	all	those	
  who	 bow	 in	 fealty.	 He	 is	 widely	 thought	 of	 as	
  mad.	 Many	 people,	 laughingly	 indulge	 his	
  fancies.	Individuals	who	don’t	earn	his	ire.	
  	
  	
  
  28	
  D E C A D E N T  T O W N :  H O O K S ,  C O M P L I C A T I O N S  &  O P P O R T U N I T I E S  
  Although	the	PCs	may	simply	want	to	visit	the	decadent	town,	
  sometimes	 fate	 intervenes.	 Use	 this	 table	 to	 determine	 what	
  opportunities	or	complications	the	PCs	encounter.	
  D20	
  	
  1	
  In	passing	on	the	street,	a	PC	bumps	shoulders	with	
  a	 dandy,	 who	 promptly	 draws	 his	 rapier	 and	
  challenges	him	to	a	duel	for	the	insult.	
  2	
  With	a	frenzied	whinny,	the	horses	pulling	a	noble’s	
  carriage	barrel	down	the	road	straight	toward	the	
  party	and	several	oblivious	children.	
  3	
  A	 squad	 of	 guards	 stop	 the	 party	 and	 insist	 they	
  pay	 a	 local	 “tourism	 tax”	 or	 be	 evicted	 from	 the	
  town.	 They	 are	 accompanied	 by	 a	 well-dressed,	
  handsome	 man	 whose	 belt	 is	 heavy	 with	 spell	
  component	pouches.	
  4	
  The	 party	 spot	 a	 well-known	 noble	 masquerading	
  as	a	peasant	beggar,	yet	no	one	else	seems	to	have	
  realized	his	true	identity.	
  5	
  The	body	of	a	murdered	merchant	lies	bleeding	out	
  in	the	middle	of	the	street.	A	child	darts	up,	grabs	a	
  ring	from	the	corpse’s	finger	and	runs	away.	
  6	
  A	well-dressed,	silver-tongued	thief	offers	the	party	
  a	decent	amount	of	gold	to	be	a	distraction	in	an	
  upcoming	heist.		
  7	
  A	PC	recognizes	the	personal	slave	of	a	noble	as	an	
  old	friend.	
  8	
  The	 guards	 tromp	 up	 and	 announce	 they	 have	 a	
  warrant	for	the	party’s	arrest,	but	refuse	to	say	just	
  what	the	charges	are.	
  9	
  A	PC	is	handed	an	embossed	note	inviting	him	(and	
  his	companions)	to	a	private	gambling	hall.	
  10	
  A	courier	hands	a	PC	a	scented	note	which	invites	
  him	to	a	fancy	art	gallery	opening.	
  11	
  Two	arguing	nobles	challenge	each	other	to	a	duel	
  –	 however,	 they	 pick	 champions	 out	 of	 the	
  gathered	crowd	to	fight	for	them,	and	one	points	at	
  the	largest	PC.	
  12	
  The	 party	 has	 come	 to	 this	 town	 because	 they	
  received	 a	 post-mortem	 message	 from	 a	 dead	
  relative,	 claiming	 one	 of	 their	 number	 had	
  inherited	property	here.	
  13	
  A	PC	spots	a	valuable	piece	of	jewellery	lying	in	a	
  gutter.	This	is	a	trap	laid	by	local	thieves	to	waylay	
  idiots	and	the	greedy.	The	jewellery	is	fake.	
  14	
  The	 faded	 portrait	 of	 a	 richly	 dressed	 man	 is	
  leaning	against	a	wall	in	an	alley.	
  15	
  A	PC	leans	against	a	portion	of	a	stone	wall	and	it	
  swings	open	on	hidden	hinges,	revealing	the	secret	
  entrance	to	an	estate.	
  16	
  The	 top	 of	 a	 nearby	 tower	 suddenly	 and	
  inexplicably	bursts	into	flames.	
  17	
  A	 young	 man	 bursts	 out	 of	 a	 bakery	 with	 an	
  armload	 of	 cakes.	 The	 baker	 runs	 out	 after,	
  shouting	“Thief!”	
  18	
  A	 fine-dressed	 woman	 in	 a	 voluminous	 skirt	 flees	
  past	 the	 party,	 chased	 by	 a	 mud-covered	 man	
  waving	a	sword.	
  19	
  When	 they’ve	 entered	 the	 town,	 people	 keep	
  pointing	 and	 whispering	 at	 the	 party.	 Apparently	
  one	 of	 the	 PCs	 has	 been	 mistaken	 for	 royalty	 of	
  some	sort.	
  20	
  Rumours	abound	the	mayor	of	the	town	has	gone	
  insane	 and	 barricaded	 himself	 in	 his	 mansion,	
  which	is	chock	full	of	priceless	art	and	gems.	
  	
  
  29	
   
   
   
   
   
   
   
   
   
   
  DWARVEN TOWN 
  	
   
  
  30	
  D W A R V E N  T O W N :  S I G H T S  &  S O U N D S  
  Use	 this	 table	 to	 generate	 the	 sights	 and	 sounds	 the	 PCs	
  experience	 as	 they	 move	 about	 the	 dwarven	 hold.	 Ignore	
  inappropriate	results	and	simply	re-roll.	
  D%	
  	
  1	
  A	set	of	massive	stone	and	iron	gates	rear	above	
  the	street,	guarded	by	squads	of	armed	dwarves.	
  2	
  A	long	string	of	mining	carts	trundle	by,	wheels	
  squeaking,	heavily	laden	with	ore.	
  3	
  A	 trio	 of	 dwarves	 saunter	 passed,	 pickaxes	 and	
  shovels	slung	over	their	shoulders.	
  4	
  Coarse	 laughter	 comes	 from	 a	 nearby	 tavern,	
  which	is	crowded	with	rowdy	dwarves.	
  5	
  A	statue	of	the	hold’s	mayor	looms	over	nearby	
  buildings	from	its	position	in	the	central	square.	
  6	
  A	series	of	cavernous	openings	lead	into	deeper	
  tunnels	beneath	the	hold.	
  7	
  Huge,	ornate	murals	detailing	the	hold’s	history	
  cover	the	rock	wall.	
  8	
  Heat	 blazes	 from	 the	 open	 mouth	 of	 an	 active	
  forge	opening	onto	the	street.	
  9	
  Thick,	 oily	 smoke	 roils	 out	 of	 half-a-dozen	
  chimneystacks,	filling	the	air	with	a	gloomy	haze.	
  10	
  Herds	 of	 pack	 goats	 clop	 by,	 guided	 by	 a	 lone	
  dwarf	wielding	a	leather	whip.	
  11	
  Molten	 lava	 oozes	 through	 a	 stone	 channel	
  cutting	down	the	middle	of	the	hold.	
  12	
  The	 hold’s	 enormous	 stone	 walls	 block	 out	 any	
  sight	of	the	area	surrounding	the	settlement.	
  13	
  A	 heavily	 armed	 and	 armoured	 dwarven	 patrol	
  tromps	around	the	corner,	alert	for	trouble.	
  14	
  A	 scattering	 of	 smashed	 tankards	 litter	 the	
  street,	suggesting	a	recent	brawl.	
  15	
  A	 blonde,	 effeminate	 elf	 stands	 arguing	 with	 a	
  surly	dwarf	who	keeps	making	rude	gestures.	
  16	
  A	dwarf	strolls	past	with	what	has	to	be	the	most	
  elaborately	braided	beard	in	the	whole	hold.	
  17	
  A	 gaggle	 of	 dwarven	 children	 scamper	 past,	
  swinging	wooden	swords.	
  18	
  Dwarves	cluster	around	a	set	of	maps,	muttering	
  as	they	point	out	various	landmarks	and	notes.	
  19	
  A	dwarven	bard	passes	by,	strumming	on	a	lyre	
  as	he	hums	to	himself.	
  20	
  Huge	 rats	 scurry	 through	 the	 area,	 glancing	 at	
  the	party	with	beady	red	eyes.	
  21	
  A	 spider	 as	 big	 as	 a	 dwarf’s	 head	 clings	 to	 the	
  rocky	ceiling,	poised	to	drop	onto	its	prey.	
  22	
  A	pile	of	rubble	indicates	a	recent	cave-in	where	
  a	 tunnel	 used	 to	 be.	 A	 team	 of	 miners	 are	
  preparing	to	remove	the	obstruction.	
  23	
  Faint	 splashing	 echoes	 around,	 hinting	 at	 an	
  underground	waterfall	in	the	vicinity.		
  24	
  A	 massive	 warhammer	 leans	 against	 a	 wall,	
  looking	well	worn	despite	fresh	polishing.	
  25	
  A	female	dwarf	stumps	by,	scowling	and	wearing	
  an	iron	helm	fashioned	like	ram	horns.		
  26	
  A	series	of	rotting	orc	heads	are	stuck	on	spikes	
  outside	the	hold.	
  27	
  A	dwarf	hefts	a	sack	that	looks	to	be	bulging	with	
  precious	gems	of	all	kind.	
  28	
  The	 passing	 cart	 is	 stacked	 high	 with	 ingots	 of	
  silver	and	gold,	stamped	with	the	hold’s	official	
  seal.	
  29	
  The	odd-looking	pony	pulling	a	nearby	wagon	is	
  actually	a	mechanical	construct.	
  30	
  A	group	of	dwarves	use	hammer	and	chisels	to	
  engrave	a	series	of	runes	on	a	wall.	
  31	
  Everyone	 on	 the	 street	 stills	 as	 a	 distant	
  explosion	shakes	the	area.		
  32	
  Rough	 dwarven	 voices	 and	 laughter	 fill	 the	 air,	
  giving	the	neighbourhood	a	cheery	feel.	
  33	
  Battered	 and	 dented	 dwarven	 shields	 are	 lined	
  up	against	a	wall	like	a	memorial.	
  34	
  The	 shimmering	 liquid	 spraying	 from	 the	 hold’s	
  central	fountain	appears	to	be	molten	silver.	
  35	
  A	stout	dwarf	eyes	the	area,	burly	arms	crossed	
  to	show	off	the	golden	bracers	he	wears.	
  36	
  Stacks	 of	 boxes	 have	 been	 carefully	 cordoned	
  off,	with	numerous	warning	signs	posted	about.	
  37	
  The	smell	of	burning	and	ash	tickles	fill	the	area,	
  but	it’s	hard	to	say	where	it’s	coming	from.	
  38	
  An	oversized	oven	roars	with	flames	as	a	dwarf	
  shovels	fresh	coals	inside.		
  39	
  Several	 female	 dwarves	 chat	 as	 they	 carry	
  barrels	of	food	down	the	street.		
  40	
  A	pack	of	dwarven	children	run	around,	laughing	
  as	they	play	a	game	of	“orcs	and	elves.”	
  41	
  Five	 dwarven	 warriors	 escort	 a	 massive,	 green-
  skinned	orc	in	chains.	
  42	
  A	dwarf	with	grey	skin	and	black	eyes	peers	out	
  from	the	window	of	a	jail	cell.	
  43	
  A	 tall	 human	 hunches	 and	 hurries	 along,	 trying	
  not	to	bump	his	head	in	the	tight,	low	tunnels.	
  44	
  This	 row	 of	 craggy	 buildings	 look	 like	 they’re	
  carved	straight	from	the	mountain	itself.	
  45	
  The	crowded	tavern	is	bustling	with	dwarves,	all	
  of	whom	seem	in	high	spirits.	
  46	
  Sets	of	gigantic	chains	bolted	to	the	outer	gates	
  connect	to	a	network	of	gears	and	cogs.	
  47	
  An	 ancient-looking	 dwarf	 totters	 by,	 armour	
  almost	wholly	rusted	to	scrap.	
  48	
  A	bleached	dragon’s	skull	is	mounted	above	the	
  door,	toothy	maw	gaping	in	death.	
  49	
  Barges	 coast	 along	 the	 river	 beside	 the	 hold,	
  bringing	in	large	shipments	from	upstream.	
  50	
  Grumbling	 dwarves	 haul	 large	 crates	 around,	
  their	contents	rattling	loudly.	
  51	
  The	 sound	 of	 crashing	 hammers	 and	 hissing	
  bellows	of	a	forge	fills	the	air.	
  
  31	
  52	
  A	harsh	metallic	grinding	fills	the	air	as	a	nearby	
  gate	is	winched	open.	
  53	
  The	 earth	 rumbles,	 but	 everyone	 goes	 about	
  their	business	without	apparent	concern.	
  54	
  The	 smell	 of	 stale	 ale	 drifts	 about,	 the	 ground	
  stained	by	countless	spilled	drinks.	
  55	
  Deep	 drums	 pound	 nearby,	 accompanied	 by	
  guttural	dwarven	chanting.	
  56	
  A	 dwarf	 strides	 by,	 his	 face	 and	 bare	 arms	
  covered	in	thick,	black	tattoos.	
  57	
  Screaming	death	threats	at	one	another,	several	
  dwarves	clash	in	the	middle	of	the	street.	
  58	
  Shoulders	
  slumped,	
  a	
  band	
  of	
  dwarven	
  mercenaries	 trudge	 by,	 blood	 fresh	 on	 their	
  armour.	
  59	
  A	 dozen	 wagons	 roll	 along	 in	 a	 merchant	
  caravan,	heading	for	the	market.	
  60	
  A	 dwarf	 races	 through	 the	 street,	 hollering	
  something	about	striking	it	rich.	
  61	
  A	mining	party	sets	out	for	their	claim,	packs	and	
  wagons	bulging	with	gear.	
  62	
  The	minstrel	singing	on	the	street	corner	doesn’t	
  look	like	she’s	been	tossed	a	single	coin	all	day.	
  63	
  A	 band	 of	 elves	 keeps	 getting	 all	 sorts	 of	 dirty	
  looks	from	the	dwarves	around	them.	
  64	
  A	dignified	procession	fills	the	street	as	a	group	
  of	dwarven	nobility	stroll	past.	
  65	
  Dwarves	labour	to	roll	ale	barrels	along	the	road	
  without	knocking	anyone	over.	
  66	
  A	 dwarven	 ruffian	 toys	 with	 a	 crooked	 knife	 as	
  he	watches	the	street	traffic.	
  67	
  The	bartender	eyes	everyone	passing	his	tavern	
  and	makes	sure	drinkers	get	a	good	look	at	the	
  cudgel	sitting	behind	the	counter.	
  68	
  Not	 only	 is	 this	 dwarf	 missing	 a	 beard,	 he	 also	
  doesn’t	appear	to	have	any	eyebrows.	
  69	
  Several	 dwarven	 monks	 shuffle	 past,	 hands	
  tucked	into	their	sleeves	in	meditative	poses.	
  70	
  What	looks	like	a	statue	of	a	grey-skinned,	robed	
  man	occasionally	blinks	and	nods	at	passers-by.	
  71	
  A	dwarven	guard	sits	astride	a	giant	beetle	that	
  has	been	outfitted	with	a	saddle.	
  72	
  Servants	struggle	to	bear	an	obese	dwarf	noble	
  along	on	his	cushioned	travelling	chair.		
  73	
  This	 dwarf	 looks	 like	 nothing	 more	 than	 a	
  massive	collection	of	scars	from	head	to	toe.	
  74	
  A	dwarf	clomps	along	in	such	thick	armour,	his	
  whole	body	and	face	are	entirely	hidden.	
  75	
  A	 paladin’s	 hands	 glow	 with	 divine	 light	 as	 he	
  places	them	on	another	dwarf’s	head	in	blessing.	
  76	
  A	skinny	dwarf	woman	giggles	to	herself	as	she	
  pulls	intestines	out	of	a	dead	goat.	
  77	
  Two	 dozen	 dwarves	 stand	 on	 a	 giant	 chess	
  board,	acting	as	living	game	pieces.	
  78	
  Lifelike	 statues	 of	 legendary	 dwarves	 line	 both	
  sides	of	this	street.	
  79	
  An	old	dwarf	sits	on	the	corner,	regaling	a	group	
  of	children	with	stories	of	war	heroics.	
  80	
  A	dwarf	sprints	past,	screaming	as	flames	engulf	
  his	thick	beard.	
  81	
  A	 shabby	 dwarf	 lies	 in	 the	 gutter,	 drooling,	
  empty	tankard	clutched	to	his	gut.	
  82	
  The	local	blacksmith	sings	praises	to	the	god	of	
  the	forge,	in	time	with	his	hammering.	
  83	
  A	spellcaster	with	a	peaked	cap	and	golden	robe	
  strides	along,	staff	in	hand.	
  84	
  A	 guard	 squad	 gazes	 down	 over	 the	 area	 from	
  their	perch	high	atop	the	hold	walls.	
  85	
  A	young	dwarf	casts	furtive	glances	around	as	he	
  chisels	his	name	into	a	wall.	
  86	
  A	stream	of	black-robed	dwarves	stride	by,	faces	
  heavily	lined	in	mourning.	
  87	
  Dwarves	yell	and	place	bets	as	a	pair	of	wrestlers	
  grapple	in	their	midst.	
  88	
  A	 grim-faced	 dwarf	 watches	 the	 crowd,	 a	 bolt	
  cocked	in	his	crossbow.	
  89	
  Dwarves	grunt	and	strain	as	they	are	led	through	
  a	series	of	battle	training	manoeuvres.	
  90	
  Gleaming	 helmets	 have	 been	 lined	 up	 on	 this	
  ledge,	facing	passers-by.	
  91	
  The	stones	here	look	charred,	some	having	even	
  cracked	in	half	due	to	the	heat.	
  92	
  Clumps	 of	 blue-green	 glowing	 mould	 spot	 the	
  walls,	providing	steady	illumination.	
  93	
  A	bonfire	has	been	lit	in	one	of	the	guard	towers	
  stationed	along	the	hold	walls.	
  94	
  A	large	metal	cage	hangs	from	a	chain	that	can	
  be	lowered	into	a	seemingly	bottomless	pit.	
  95	
  A	deep	gulley	cuts	down	the	middle	of	the	hold,	
  with	numerous	bridges	crossing	over.	
  96	
  At	 least	 ten	 dwarves	 cluster	 around	 a	 halfling	
  wearing	a	rather	dapper	vest.	
  97	
  A	 quartet	 of	 short,	 hooded	 figures	 stride	 down	
  the	street,	features	hidden	in	shadows.	
  98	
  Two	dwarves	greet	one	another	in	the	middle	of	
  the	street	with	a	fierce	head	butting.	
  99	
  A	troop	of	armoured	dwarves	march	off	from	the	
  main	gates,	looking	ready	for	battle.	
  100	
  A	 crowd	 of	 dwarves	 have	 begun	 a	 boulder-
  throwing	 competition,	 heaving	 huge	 stones	
  across	a	ravine.	
  	
  	
  
  32	
  D W A R V E N  T O W N :  B U S I N E S S E S  
  Use	this	table	to	provide	the	basic	details	of	businesses	the	PCs	
  come	 across	 as	 they	 explore	 the	 dwarven	 hold.	 Some	 may	 be	
  inappropriate	based	on	the	locale’s	set	up;	ignore	such	results	
  and	simply	re-roll.	
  D%	
  	
  01-02	
  The	Shaft	(mine)	oversees	all	mining	operations	
  below	 and	 around	 the	 hold	 and	 in	 the	
  surrounding	area.	
  03-04	
  Iron	 Guild	 (guild)	 owns	 majority	 shares	 in	 all	
  crafting	 businesses	 and	 ventures	 established	 in	
  the	hold.	
  05-06	
  The	 Anvil	 (garrison)	 is	 where	 the	 hold’s	 guards	
  are	stationed.	
  07-08	
  Bootnails	 (cobbler)	 keeps	 the	 hold’s	 citizens	
  tromping	 about	 in	 leather	 shoes	 and	 iron-toed	
  boots,	and	does	repairs	on	the	cheap.	
  09-10	
  Chip	 Off	 (artisan)	 is	 run	 by	 sisters	 who	 have	
  installed	 many	 mosaics	 around	 the	 hold,	 often	
  detailing	wartime	exploits.		
  11-12	
  Smelted	 Wares	 (refinery)	 is	 where	 raw	 ore	 is	
  taken	to	be	turned	into	pure	ingots	and	then	sold	
  on	the	open	market.	
  13-14	
  The	Pebble	Gullet	(inn)	gets	a	steady	stream	of	
  travelling	 merchants	 who	 visit	 the	 hold	 to	 do	
  business	with	the	wealthy	dwarves.	
  15-16	
  Pillions	 (architects)	 is	 known	 for	 being	 able	 to	
  turn	 even	 the	 most	 cramped	 cave	 into	 a	 cosy	
  dwarven	home.	
  17-18	
  Tunnel	Brothers	(tunneler)	turned	from	their	old	
  mining	business	to	help	the	hold	expand	deeper	
  into	the	earth	as	the	population	grew.	
  19-20	
  Boneminder	 (healer)	 takes	 in	 injured	 and	 dying	
  dwarves	no	matter	how	poor	they	are	and	tends	
  to	their	wounds	or	comforts	them	in	their	final	
  days.	
  21-22	
  The	Runeways	(runesmith)	is	an	esoteric	order	of	
  enchanters	who	can	imbue	items	and	places	with	
  strange	power	through	runic	engravings.		
  23-24	
  Rolton’s	 Repairs	 (blacksmith)	 claims	 he	 can	
  repair	 anything	 made	 of	 metal,	 no	 matter	 how	
  badly	it	is	damaged.	
  25-26	
  Coinage	(mint)	circulates	fresh	copper,	silver	and	
  gold	coins,	stamped	with	the	face	of	the	current	
  dwarven	king.	
  27-28	
  Pieces	 Placed	 (repairs)	 travels	 around	 the	 hold,	
  shoring	 up	 crumbling	 walls,	 repairing	 old	
  buildings	and	keeping	the	infrastructure	intact.	
  29-30	
  The	 Bleats	 (stables)	 rears	 flocks	 of	 strong	 rams	
  and	mules	that	are	then	used	either	as	dwarven	
  mounts	or	pack	animals.	
  31-32	
  Glowsons	 (fungus	 farm)	 grows	 luminescent	
  moulds	 and	 mushroom	 crops	 that	 are	 then	
  planted	around	the	hold	as	natural	light	sources.	
  	
  33-34	
  Windle’s	 Waxworks	 (candlemaker)	 cultivates	 a	
  special	wax	that	originates	from	a	rare	breed	of	
  toxic	beetles.	
  35-36	
  Chants	 &	 Cants	 (spells)	 is	 run	 by	 a	 group	 of	
  mages	who	retired	from	adventuring	for	steadier	
  pay	
  working	
  their	
  supernatural	
  skills	
  for	
  commoners.		
  37-38	
  Scuttlers	(garbage)	keeps	trash	and	refuse	piles	
  burning	at	all	hours	in	an	effort	to	improve	hold	
  sanitation.	
  39-40	
  The	 Bags	 (corpseman)	 is	 run	 by	 a	 sour-faced	
  dwarf	 who	 inters	 the	 dead	 in	 the	 ancestral	
  catacombs	beneath	the	hold.	
  41-42	
  Torchin’	 Tails	 (rat	 catcher)	 keeps	 the	 hold	
  relatively	 free	 from	 rodent	 and	 other	 pest	
  infestations.	
  43-44	
  Haul’em	(shipments)	provides	quick	and	reliable	
  transportation	for	most	goods	in	and	out	of	the	
  hold	walls.	Caravan	guards	cost	extra.	
  45-46	
  Ash	Fingers	(lantern	lighter)	keeps	the	hold	well-
  lit	at	night,	making	sure	all	areas	have	lanterns	
  burning	bright.	
  47-48	
  Candlehelm	 (surveyor)	 explores	 undeveloped	
  territory	 (both	 above	 and	 below-ground)	 in	 the	
  surrounding	area.	
  49-50	
  Tinker’s	 Tender	 (general	 equipment)	 sells	 an	
  assortment	 of	 gear,	 supplies	 and	 miscellaneous	
  goods.	 Much	 of	 it	 is	 clearly	 second	 (or	 third)	
  hand,	but	still	in	good	repair.	
  51-52	
  Tender	 n’	 Till	 (bank)	 is	 where	 any	 wise	 dwarf	
  secures	 his	 or	 her	 hard-earned	 coin,	 knowing	
  these	vaults	are	impregnable.	Incorruptible	earth	
  elemental	guards	are	said	to	ward	the	place.	
  53-54	
  Fundings	 Limited	 (investor)	 has	 provided	 seed	
  money	
  for	
  numerous	
  mining	
  operations,	
  business	expansions	and	mercenary	groups.	They	
  require,	 however,	 voluminous	 paperwork	 and	
  sureties	 for	 any	 loan	 –	 particularly	 to	 non-
  dwarves.	
  55-56	
  The	 Registrant	 (records)	 holds	 birth	 and	 death	
  certificates	 for	 every	 dwarf	 in	 the	 hold,	 plus	
  exhaustive	genealogical	records	for	every	family	
  and	clan.	
  57-58	
  Keen	 Bite	 (weapons)	 does	 steady	 business	
  crafting	 swords,	 axes,	 warhammers	 and	 other	
  reliable	devices	of	death.	
  59-60	
  The	Pits	(prison)	is	where	thieves,	ne’er-do-wells,	
  and	wartime	prisoners	are	kept	under	heavy	lock	
  and	key.	
  61-62	
  Tinsmith’s	(forge)	is	kept	working	day	in	and	out	
  with	orders	sent	in	from	all	over	the	hold.		
  63-64	
  Holy	Fires	(temple)	is	dedicated	to	the	dwarven	
  god	 of	 the	 forge	 and	 is	 often	 crowded	 with	
  crafters	 praying	 their	 work	 meets	 with	 divine	
  approval.	
  
  33	
  65-66	
  The	 Cracker	 (armour)	 churns	 out	 breastplates,	
  helms	and	other	made-to-fit	armour	sets	for	the	
  guards	and	mercenary	outfits.		
  67-68	
  Hafter’s	 Eye	 (engineer)	 is	 a	 famed	 construction	
  crew	 who	 have	 a	 reputation	 for	 getting	 jobs	
  done	rapidly	and	well	under	budget.	
  69-70	
  The	Gleam	(gemologist)	deals	in	only	the	highest	
  quality	 of	 gems,	 refining	 diamonds,	 rubies,	
  sapphires	and	other	“stars	of	the	earth.”	
  71-72	
  Fine	Twinings	(jeweller)	is	run	by	a	dwarf	maiden	
  with	an	uncanny	ability	to	bend	precious	metals	
  to	her	will.	Her	creations	are	truly	exquisite…and	
  expensive.	
  73-74	
  Earthy	 Etchings	 (engravings)	 has	 been	 around	
  since	 the	 hold’s	 founding	 days	 and	 it’s	 rare	 to	
  find	a	stone	they	haven’t	marked	over	the	years.	
  75-76	
  Stone	Sifter	(sculptor)	is	owned	by	an	ex-miner	
  who	now	crafts	lifelike	statues	using	a	pick	and	
  shovel.	
  77-78	
  The	 Heap	 (outfitter)	 does	 steady	 business	
  supplying	surveyors	and	expeditions	with	all	the	
  equipment	 they’ll	 ever	 need	 at	 a	 reasonable	
  price.	
  79-80	
  Vital	 Vittles	 (cook)	 fills	 the	 bellies	 of	 dwarves	
  across	the	hold	with	fresh-baked	bread	daily	and	
  an	 increasingly	 popular	 goat	 meat	 stew.	 Also	
  available	 are	 surprisingly	 tasty	 iron	 rations,	
  which	 are	 much	 in	 demand	 among	 miners	 and	
  explorers.	
  81-82	
  Snarls	(barber)	has	a	whole	team	of	barbers	who	
  focus	 on	 keeping	 dwarven	 beards	 styled	 and	
  trimmed	with	the	latest	fashions.		
  83-84	
  Nimblefingers	 (tailor)	 specializes	 in	 stitching	 up	
  lovely	 silk	 dresses	 that	 are	 becoming	 a	 recent	
  trend	with	dwarven	women.	Its	tailors	take	care	
  to	 not	 mention	 much	 of	 the	 silk	 comes	 from	
  elven	merchants.	
  85-86	
  The	Scarred	Lot	(veterans)	is	a	gathering	house	
  for	 old	 dwarven	 warriors	 who	 meet	 to	 recall	
  their	 fallen	 comrades	 (and	 compare	 scars).	 The	
  atmosphere	is	always	raucous.		
  87-88	
  Clearpath	
  (demolitions)	
  has	
  passed	
  down	
  through	 the	 generations	 of	 this	 family-owned	
  business	 a	 secret	 recipe	 for	 incredibly	 powerful	
  alchemist’s	fire	said	to	be	able	to	melt	stone.	
  89-90	
  Mouldin’s	 (cheesemaker)	 is	 prized	 for	 a	 heavily	
  spiced	 cheese	 shipped	 all	 across	 the	 land	 and	
  considered	 the	 epitome	 of	 dwarven	 culinary	
  achievements.	
  91-92	
  Beltin’	 Beard	 (bard)	 trains	 the	 finest	 local	
  musicians	 and	 other	 performing	 artists,	 often	
  dedicated	to	preserving	an	oral	dwarven	history.	
  Loud	 music	 and	 singing	 seemingly	 constantly	
  emanate	from	the	building.	
  93-94	
  Cub	 Cave	 (school)	 is	 the	 educational	 institute	
  where	young	dwarves	spend	the	first	decade	of	
  their	 lives	 learning	 the	 essence	 of	 dwarven	
  culture.	
  95-96	
  The	 Sheaves	 (lawyer)	 oversees	 all	 legal	 matters	
  and	court	proceedings	in	the	hold,	and	the	firm’s	
  main	lawyer	has	yet	to	lose	a	case.	His	services	
  are	much	in	demand,	and	he	is	on	retainer	with	
  many	powerful	families	in	the	hold.	
  97-98	
  Pinner	 Down	 (mining	 claims)	 handles	 all	
  territorial	claims	for	mining	stakes,	keeping	client	
  information	confidential	at	all	times,	of	course.	
  99-100	
  Hotstack’s	 (lava	 rafter)	 employs	 special	 boats	
  capable	of	sailing	along	underground	lava	flows	
  and	 charges	 a	 premium	 for	 carrying	 cargo	 on	
  these	secret,	more	secure	channels.	
  	
  	
   
  
  34	
  D W A R V E N  T O W N :  F O L K  O F  I N T E R E S T  
  Use	 this	 table	 to	 generate	 the	 basic	 details	 of	 folk	 the	 PCs	
  encounter	as	they	explore	the	dwarven	hold.	Use	these	details	
  as	a	base	from	which	to	portray	the	NPC.	
  D%	
  	
  01-02	
  Gilrun	 Thoki	 (LG	 male	 dwarf	 fighter	 2)	 is	 often	
  heard	 having	 one-sided	 arguments...with	 his	
  rusty	axe.	He	is	widely	believed	to	be	mad,	but	
  he	swears	his	axe	is	possessed.		
  03-04	
  Taldi	 Hugumun	 (CG	 male	 dwarf)	 sells	 freshly	
  baked	meat	pies	on	the	streets,	a	copper	apiece.		
  05-06	
  Mazy	
  Ringrim	
  (LN	
  female	
  dwarf)	
  keeps	
  meticulous	 ancestral	 records	 for	 all	 major	 hold	
  families	back	three	generations.	
  07-08	
  Tybdaras	 Sultfelt	 (CN	 female	 dwarf)	 owns	 the	
  largest	forges	in	the	hold	and	takes	a	hefty	cut	of	
  their	production	profits.	
  09-10	
  Throri	Horismoat	(NG	male	dwarf)	has	a	bulbous	
  nose,	even	for	a	dwarf,	but	keeps	his	good	cheer	
  despite	being	the	butt	of	many	jokes.		
  11-12	
  Colurn	 Immost	 (CG	 male	 human	 cleric	 1)	 is	 a	
  skinny	 mage	 who	 visits	 the	 hold	 regularly	 to	
  study	the	dwarven	craft	of	rune	enchanting.	
  13-14	
  Odar	 Darhof	 (N	 male	 dwarf)	 is	 one	 of	 the	 rare	
  beggars	 in	 the	 hold,	 going	 about	 barefoot	 and	
  clad	in	little	more	than	rags.		
  15-16	
  Erivya	Grummer	(NE	female	human)	is	believed	
  to	be	a	spy	by	many,	but	what	she’s	spying	on	
  and	for	whom	remains	hotly	debated.	
  17-18	
  Byrin	Lido	(LG	male	half-elf)	serves	the	hold	as	a	
  keen	lawyer,	handling	everything	from	property	
  disputes	to	ancestral	inheritance	claims.	
  19-20	
  Nauso	Shanksmith	(N	male	dwarf)	has	one	blind	
  eye	and	uses	his	remaining	good	one	to	protect	
  his	tankard	from	anyone	trying	to	filch	his	ale.	
  21-22	
  Ridak	 Gilmeson	 (LE	 male	 dwarf)	 has	 been	
  accused	multiple	times	of	pawning	stolen	gems,	
  but	the	charges	never	seem	to	stick.	
  23-24	
  Furkip	Luggit	(LN	male	dwarf)	is	a	street	preacher	
  who	espouses	the	worship	of	the	dwarven	god	of	
  greed	and	wealth	rather	than	the	forge.		
  25-26	
  Hukon	Musgril	(NE	male	dwarf)	is	a	well-known	
  fence	 who	 handles	 any	 stolen	 goods	 for	 an	
  outrageous	fee	–	most	of	which	goes	on	bribes	
  to	various	officials.	
  27-28	
  Imarma	Gakhrim	(CN	female	dwarf)	claims	to	be	
  descended	from	dwarven	royalty	and	traces	her	
  lineage	back	to	the	hold’s	original	founders.	
  29-30	
  Rarga	 (N	 female	 half-orc	 fighter	 1)	 practically	
  lives	in	the	hold’s	jail—though,	surprisingly,	as	a	
  guard	rather	than	a	prisoner.	
  31-32	
  Maeoin	 Alajim	 (LE	 male	 elf)	 lurks	 around	 the	
  hold’s	 archival	 chambers,	 but	 is	 tight-lipped	
  about	what	he’s	searching	for	among	the	scrolls	
  and	tomes.	
  33-34	
  Suli	Gasli	(NG	female	dwarf)	is	the	hold’s	primary	
  sculptor	 and	 is	 responsible	 for	 many	 of	 the	
  impressive	art	installations	around	the	area.	
  35-36	
  Halma	 Phaedrol	 (CG	 female	 human)	 has	
  developed	a	permanent	stoop	after	living	in	the	
  hold’s	low	tunnels	since	she	was	a	girl.	
  37-38	
  Siv	 Dunners	 (CN	 female	 halfling)	 was	 once	
  spotted	 toting	 along	 a	 ruby	 the	 size	 of	 her	 fist,	
  but	no	one’s	ever	been	able	to	determine	where	
  she	got	it	or	where	it	went	since.	
  39-40	
  Malia	 Thaudut	 (LG	 female	 dwarf	 fighter	 2)	 is	
  seen	at	her	gate-guarding	post	every	single	day,	
  hammer	and	shield	without	a	spot	of	rust.	
  41-42	
  Rinny	 Othols	 (LG	 female	 human)	 constantly	
  inspects	
  the	
  hold’s	
  main	
  gate	
  locking	
  mechanisms	for	flaws	in	need	of	maintenance	or	
  repair.	
  43-44	
  Asbal	 Garson	 (LN	 male	 half-elf	 fighter	 2)	 has	
  served	as	a	private	bodyguard	for	decades	now	
  and	is	proud	to	claim	he’s	never	lost	a	client.	
  45-46	
  Drosgo	 Runnarf	 (NG	 male	 dwarf)	 runs	 a	 map-
  making	business,	though	he’s	never	been	known	
  to	actually	travel	outside	the	hold.	
  47-48	
  Whillikins	 Holt	 (LN	 male	 halfling	 cleric	 2)	 is	 a	
  regular	 source	 of	 hold-wide	 gossip	 which	 he’ll	
  gladly	dispense	for	a	copper	or	two.	
  49-50	
  Ugd	Stronk	(LG	male	half-orc	fighter	3)	is	one	of	
  the	 few	 non-dwarven	 guards	 who	 regularly	
  patrols	 the	 hold.	 Although	 of	 orc	 blood,	 he	 is	
  universally	trusted.	
  51-52	
  Lithee	 Chrip	 (CG	 male	 halfling)	 is	 a	 message	
  courier	 who	 knows	 the	 hold	 layout	 better	 than	
  almost	anyone	else.		
  53-54	
  Akina	Fairingot	(LG	female	dwarf	fighter	2)	has	a	
  platinum	streak	in	her	otherwise	brown	hair	and	
  a	temper	she	keeps	under	tight	control.	
  55-56	
  Mekha	 Fainsmith	 (N	 female	 dwarf)	 is	 the	
  purveyor	 of	 general	 goods,	 running	 the	 hold’s	
  largest	supply	shop.	
  57-58	
  Rilrin	Dakdo	(LN	female	dwarf	cleric	1)	claims	she	
  can	hear	voices	in	the	rocks	and	has	acquired	an	
  impressive	pebble	collection.	
  59-60	
  Bolden	 Scrags	 (LG	 male	 dwarf	 fighter	 3)	 has	
  collected	dozens	of	orc	and	goblin	ears	which	he	
  now	wears	as	a	gory	necklace.	Consequently,	he	
  rarely	gets	invites	to	parties	and	is	quite	lonely.	
  61-62	
  “Knutts”	(LG	male	dwarf	fighter	1)	loves	to	fight	
  bare-fisted,	 enjoying	 the	 visceral	 feel	 of	 his	
  enemy’s	skull	being	crushed	between	his	hands.	
  63-64	
  Amiyur	Thelguds	(N	female	half-elf)	is	a	member	
  of	the	lamplighter’s	guild	and	takes	great	pride	in	
  her	 work.	 She	 loves	 the	 hold	 and	 believes	 she	
  should	have	been	born	a	dwarf.	
  	
  
  35	
  65-66	
  Eris	Dordas	(CN	male	human)	is	one	of	the	few	
  humans	 in	 the	 hold	 who	 speaks	 Dwarven	
  fluently.	 He	 acts	 as	 an	 intermediary	 between	
  human	and	dwarven	merchants.	
  67-68	
  Nudain	 Magkal	 (CG	 male	 dwarf	 cleric	 3)	 is	 an	
  elderly	spellcaster	who	helps	mining	operations	
  with	his	magics.	His	eyesight	is	failing.	
  69-70	
  Marli	Klanhilt	(NE	male	dwarf	cleric	1)	has	been	
  seen	 meeting	 with	 a	 few	 shadowy	 figures	
  outside	the	hold	walls.	Consequently,	he	is	being	
  watched.	
  71-72	
  Brakisten	Fairingot	(N	male	dwarf)	has	gained	a	
  reputation	 as	 a	 staggering	 drunk,	 even	 for	 a	
  dwarf.	
  73-74	
  Bulmor	 Thainrift	 (LG	 male	 dwarf)	 has	 one	 lame	
  arm,	 but	 this	 doesn’t	 stop	 him	 from	 being	 the	
  hold’s	most	vigilant	street-sweep.	
  75-76	
  Trokker	 Plinsk	 (NG	 male	 human	 cleric	 2)	 has	
  made	 a	 fascinating	 study	 of	 the	 many	 glowing	
  mould	 species	 growing	 about	 the	 hold.	 The	
  approach	to	his	home	is	covered	in	the	stuff.	
  77-78	
  Odia	Rilron	(NG	female	elf)	owns	the	hold’s	main	
  bank	 and	 has	 invested	 heavily	 in	 many	 local	
  businesses.	He	holds	
  79-80	
  Anren	Scottle	(LN	male	halfling)	is	the	diminutive	
  bartender	of	a	popular	tavern,	serving	guests	by	
  scampering	along	the	bar	and	table	tops.	
  81-82	
  Hrim	 Mog	 (CG	 male	 half-orc)	 has	 spent	 years	
  unsuccessfully	 courting	 a	 wealthy	 dwarven	
  woman	he’s	infatuated	with.	
  	
  83-84	
  Jani	 Duumden	 (CE	 female	 dwarf)	 is	 often	 seen	
  wearing	jewellery	and	dresses	that	she	couldn’t	
  possibly	afford	on	her	own.	
  85-86	
  Dania	Bazag	(NG	female	dwarf)	is	the	hold’s	most	
  accomplished	 singer	 and	 gladly	 belt	 out	 epic	
  ballads	in	exchange	for	a	free	drink.	
  87-88	
  Yurmiel	Hafrial	(NG	male	elf	cleric	3)	is	a	heavily	
  scarred	 elf	 with	 a	 penchant	 for	 playing	 with	
  pyromantic	magic.	
  89-90	
  Noren	Clipple	(CN	male	human)	is	believed	to	be	
  an	
  accomplished	
  assassin-for-hire	
  but	
  it’s	
  uncertain	 whether	 he’s	 currently	 taking	 any	
  contracts.	
  91-92	
  Urlia	 Molot	 (CG	 female	 human)	 keeps	 trying	 to	
  get	 herself	 apprenticed	 to	 local	 dwarven	
  brewers.	So	far	she	has	had	no	success.	
  93-94	
  Zada	 Whilkim	 (CE	 female	 dwarf	 fighter	 3)	 is	
  forever	 looking	 for	 any	 excuse	 to	 launch	 into	 a	
  fight	and	will	show	no	mercy	to	her	victims.	She	
  is	universally	disliked.		
  95-96	
  Gen	 Aragnet	 (LE	 male	 dwarf)	 is	 surrounded	 by	
  dark	 rumours	 that	 he	 poisoned	 his	 own	 kin	 to	
  become	head	of	his	wealthy	clan.	
  97-98	
  Dasrok	Konor	(LG	male	dwarf	fighter	1)	doesn’t	
  even	have	a	full	beard	yet	but	is	determined	to	
  prove	himself	worthy	to	wield	his	fallen	father’s	
  warhammer.	
  99-100	
  Fontem	 Thrilk	 (N	 male	 dwarf	 cleric	 1)	 has	
  displayed	 the	 unnatural	 ability	 to	 split	 large	
  stones	 in	 half	 just	 by	 pressing	 his	 open	 palm	
  against	them.	
  	
  	
  
  36	
  D W A R V E N  T O W N :  H O O K S ,  C O M P L I C A T I O N S  &  O P P O R T U N I T I E S  
  Although	 the	 PCs	 may	 simply	 want	 to	 visit	 the	 dwarven	 hold,	
  sometimes	 fate	 intervenes.	 Use	 this	 table	 to	 determine	 what	
  opportunities	or	complications	the	PCs	encounter.	
  D20	
  	
  1	
  The	party	hear	reports	of	a	band	of	miners	lost	in	
  the	 tunnels	 beneath	 the	 hold—and	 a	 reward	 is	
  offered	for	anyone	willing	to	determine	their	fate.	
  2	
  A	pocket	of	underground	gas	has	exploded,	rocking	
  a	 major	 section	 of	 the	 hold,	 collapsing	 buildings	
  and	killing	dozens.	The	screams	of	the	dying	echo	
  through	the	hold.	
  3	
  A	swarm	of	giant	spiders	has	overrun	a	section	of	
  the	 hold,	 and	 the	 local	 commander	 is	 sending	 in	
  recruits	to	eliminate	them.	
  4	
  Hairless,	 blind	 rats	 have	 invaded	 and	 ravaged	 the	
  hold’s	main	food	stores.	The	infestation	is	thought	
  to	be	unnatural	and	to	possibly	be	the	work	of	the	
  dwarves’	hated	enemies.	
  5	
  A	 voracious	 species	 of	 tunnelling	 worms	 have	
  infested	 the	 hold,	 eating	 straight	 through	 the	
  rock—as	well	as	devouring	anyone	they	encounter.	
  6	
  Rumours	abound	the	hold	has	been	built	on	top	of	
  an	 ancient	 dragon	 hoard,	 but	 no	 one	 has	 ever	
  recovered	the	cursed	treasure.	
  7	
  An	 earthquake	 shakes	 the	 hold,	 cracking	 building	
  foundations,	shattering	windows,	and	destabilizing	
  the	main	walls	and	gates.	
  8	
  A	thousand	orc	invaders	appear	overnight,	camping	
  just	 beyond	 the	 gates	 as	 they	 pound	 their	 war	
  drums.	The	dwarves	mobilie	for	war;	outsiders	are	
  expected	to	help	defend	the	hold.	
  9	
  A	PC	spies	a	goblin	slinking	along	in	the	shadows,	
  holding	what	looks	to	be	a	bundle	of	oil	flasks.	He	is	
  heading	toward	one	of	the	hold’s	shrines.	
  10	
  A	cave-in	has	trapped	a	group	of	dwarven	miners	in	
  a	 dead-end	 shaft,	 with	 only	 a	 day	 or	 two	 before	
  they	run	out	of	air.	The	community	is	mobilising	a	
  great	rescue	effort;	any	help	the	PCs	can	provide	is	
  greatly	appreciated.	
  11	
  The	 party	 come	 across	 several	 dwarven	 skeletons	
  laid	 out	 in	 the	 middle	 of	 the	 street—perfectly	
  arranged	without	a	single	bone	out	of	place.		
  12	
  A	 dwarf	 approaches	 the	 party,	 claiming	 to	 have	
  inherited	 a	 map	 leading	 to	 a	 massive	 ancestral	
  treasure;	 he’ll	 give	 a	 share	 if	 they	 provide	
  protection	along	the	way	to	retrieve	it.	
  13	
  One	 of	 the	 top	 mining	 teams	 in	 the	 hold	 has	
  reported	 their	 best	 gear	 stolen	 and	 are	 paying	
  handsomely	for	anyone	who	can	bring	the	thieves	
  to	justice.	
  14	
  Unnatural	 patches	 of	 darkness	 have	 settled	 over	
  certain	 buildings	 and	 swaths	 of	 road,	 blinding	
  anyone	 caught	 within	 them	 for	 even	 a	 few	
  moments.	
  15	
  A	 terrible	 spotted	 fever	 is	 spreading	 through	 the	
  hold,	 but	 it	 appears	 to	 only	 affect	 dwarves	 while	
  leaving	any	other	race	untouched.	
  16	
  A	thick	green	fog	has	started	appearing	in	certain	
  areas	of	the	hold,	poisoning	anyone	who	breathes	
  it	in.	The	fog	seeps	up	through	cracks	in	the	ground	
  that	have	recently	appeared.	
  17	
  The	party	notice	strange	crops	of	mushrooms	and	
  slick	mould	patches	spreading	across	the	rocky	hold	
  buildings	and	streets.	
  18	
  Agonized	 screams	 ripple	 up	 from	 the	 depths	 of	 a	
  wide	pit	sealed	over	with	an	iron	grate.	The	party	
  can’t	see	what	waits	below.	
  19	
  A	PC	realizes	the	set	of	dwarves	watching	you	from	
  the	 shadows	 are	 actually	 duergar—the	 dark	 and	
  vile	cousins	of	the	true	dwarves.	
  20	
  The	giant	iron	statue	of	the	current	dwarven	king	
  has	 been	 toppled,	 and	 the	 outraged	 dwarves	 are	
  seeking	the	vandals	responsible.	
   
   
  
  37	
   
   
   
   
   
   
   
   
   
  ELVEN TOWN 
  	
  	
  
  38	
  E L V E N  T O W N :  S I G H T S  &  S O U N D S  
  Use	 this	 table	 to	 generate	 the	 sights	 and	 sounds	 the	 PCs	
  experience	 as	 they	 move	 about	 the	 elven	 town.	 Ignore	
  inappropriate	results	and	simply	re-roll.	
  D%	
  	
  1	
  The	 morning	 mist	 seems	 to	 cling	 to	 the	 trees,	
  refusing	to	burn	off	even	as	the	day	brightens.	
  2	
  A	 group	 of	 elven	 hunters	 slip	 into	 the	 woods,	
  making	
  no	
  noise	
  as	
  they	
  navigate	
  the	
  underbrush.	
  3	
  Elven	 children	 perched	 in	 the	 tree	 branches,	
  silently	watch	the	party	pass	by	below.	
  4	
  Clad	 in	 leafy	 garments,	 elven	 children	 prance	
  around	the	town’s	central	clearing.	
  5	
  An	 artist	 weaves	 numerous	 trimmed	 branches	
  together	to	form	a	basket.	
  6	
  Beneath	 the	 moonlight,	 elves	 form	 a	 dancing	
  circle	to	worship	one	of	their	gods.	
  7	
  Ethereal	singing	floats	on	the	breeze,	though	the	
  musicians	are	nowhere	in	sight.	
  8	
  An	 elven	 druid	 strolls	 through	 town,	 a	 friendly	
  bear	lumbering	beside	her.	
  9	
  A	PC	gets	the	distinct	feeling	a	grove	of	trees	is	
  moving	whenever	he	is	not	looking.	
  10	
  A	 peaceful	 river	 gurgles	 and	 ripples	 as	 it	 winds	
  along	just	outside	of	the	town	border.	
  11	
  A	band	of	elves	light	torches,	preparing	to	burn	a	
  rotting	tree	from	the	forest	border.	
  12	
  Several	elven	elders	impassively	watch	the	party	
  as	they	go	about	their	business.	
  13	
  As	 night	 falls,	 softly	 glowing	 lights	 wink	 into	
  being	in	the	darkness	beyond	the	town	limits.	
  14	
  A	 stately	 elf	 wearing	 a	 crown	 of	 thorny	 twigs	
  gives	the	party	a	condescending	look.	
  15	
  Peering	 up	 into	 the	 leafy	 canopy,	 the	 PCs	 spot	
  platforms	and	homes	built	among	the	branches.	
  16	
  A	dozen	archers	stand	loosing	arrows	at	targets	
  across	a	field.	
  17	
  Two	 elves	 faces	 off,	 testing	 each	 other’s	 guard	
  with	slim	duelling	rapiers.	
  18	
  A	
  half-elf,	
  obviously	
  an	
  outsider,	
  looks	
  uncomfortable	as	she	walks	through	town.	
  19	
  A	red-bearded	dwarf	trails	after	an	elf,	clumsily	
  attempting	to	flirt	with	her.	
  20	
  An	elven	youth	chuckles	as	he	juggles	at	least	ten	
  stones	without	fumbling	a	single	one.	
  21	
  Enchanting	 birdsong	 trills	 overhead,	 and	 birds	
  flutter	through	the	trees.		
  22	
  The	pattering	rainfall	hasn’t	let	up	for	a	minute	
  over	the	past	few	days.	
  23	
  Elves	 in	 grey	 shrouds	 form	 a	 sombre	 funerary	
  procession	along	the	town’s	main	street.	
  24	
  Numerous	traps	and	snares	are	set	in	the	woods	
  around	the	town—rather	obviously	so.	
  25	
  A	 band	 of	 hunters	 return	 from	 several	 days	 in	
  the	forest	with	much	fresh	venison.	
  26	
  A	town	resident	uses	a	stick	to	idly	write	elvish	
  sayings	in	the	dirt.	
  27	
  A	 slim	 blacksmith	 hefts	 a	 work	 hammer	 that	
  stands	almost	as	tall	as	him.	
  28	
  A	 supremely	 sweet	 smell	 drifts	 over	 from	 the	
  town’s	winepress.	
  29	
  A	drunk	elf	staggers	down	the	road,	swaying	like	
  a	willow	in	a	breeze.	
  30	
  A	shabby	elf	squats	in	an	alley,	wearing	nothing	
  more	than	ragged	sackcloth.	
  31	
  A	 blind	 elf	 uses	 a	 wooden	 staff	 to	 tap	 his	 way	
  through	the	crowd.	
  32	
  A	 song	 of	 adulation	 emanating	 from	 a	 nearby	
  home	shifts	into	a	mourning	tone.	
  33	
  As	 if	 by	 a	 secret	 signal,	 every	 elf	 in	 town	
  suddenly	falls	into	unified	silence.	
  34	
  The	 subtle	 grinding	 of	 blades	 being	 sharpened	
  reaches	the	party’s	ears	
  35	
  A	 dwarf	 wanders	 by,	 openly	 sneering	 at	 elven	
  craftsmanship	on	display.	
  36	
  A	 muscular	 elf	 stomps	 past,	 muttering	 death	
  threats	under	his	breath	to	no	one	in	particular.	
  37	
  This	 ornate	 statue	 appears	 to	 be	 constructed	
  entirely	out	of	animal	bones.	
  38	
  A	large	network	of	knotted	vines	has	been	strung	
  over	most	of	the	town.	
  39	
  Rows	of	well-tended	gardens	sit	outside	almost	
  every	home	in	town.	
  40	
  A	line	of	fat	fish	has	been	hung	up	on	hooks	to	
  dry	in	the	sun.	
  41	
  Dozens	of	oiled	furs	hang	in	a	shop	window.	
  42	
  Swatches	 of	 leather	 are	 stretched	 on	 wooden	
  racks,	slowly	curing.	
  43	
  An	 elf	 that	 has	 fine	 white	 hairs	 covering	 every	
  inch	of	exposed	skin	seemingly	glides	down	the	
  street.	
  44	
  Many	 of	 the	 villagers	 are	 wearing	 bear	 claw	
  necklaces	and	black	fur	hides.	
  45	
  An	 elf	 warrior—missing	 an	 ear,	 with	 a	 rather	
  savage	scar	where	it	used	to	be—strides	passed	
  the	party.	
  46	
  A	bunch	of	human	lumberjacks	loiter	at	the	local	
  inn,	oblivious	to	the	scowls	aimed	their	way.	
  47	
  What	look	like	earthen	mounds	are	revealed	to	
  be	underground	houses,	on	second	glance.	
  48	
  A	wooden	spout	has	been	jammed	into	this	tree,	
  and	drips	golden	sap.	
  49	
  A	 trio	 of	 brooks	 twine	 together	 in	 this	 spot	 to	
  form	an	odd	shape	that	can’t	be	natural.	
  50	
  These	 boulders	 have	 been	 marked	 with	 white	
  and	red	chalk	streaks.	
  51	
  Dozens	of	game	paths	wind	out	of	sight	into	the	
  brush,	trampled	with	animal	tracks.	
  
  39	
  52	
  Out	 of	 the	 whole	 forest,	 this	 one	 tree	 stands	
  wholly	bare...not	a	leaf	on	a	twig.	
  53	
  A	charred	shunt	of	wood	is	all	that’s	left	of	this	
  tree,	after	lightning	struck.	
  54	
  Several	large	mushroom	rings	have	grown	from	
  the	soft	earth	here.	
  55	
  A	stink	of	mildew	floats	about,	heightened	after	
  the	recent	rain.	
  56	
  This	 toppled	 tree	 has	 a	 flight	 of	 stone	 stairs	
  under	where	the	roots	once	burrowed	deeply.	
  57	
  A	PC	thought	it	was	the	wind,	but	now	he’s	sure	
  those	 are	 voices	 whispering	 just	 beyond	
  comprehension.	No	one	else	hears	the	voices.	
  58	
  A	curious	rustling	comes	from	the	bushes	off	to	
  one	side.	
  59	
  The	 party	 discover	 themselves	 in	 a	 thick	 grove	
  somehow	hidden	in	the	middle	of	town.	
  60	
  The	trees	on	this	side	of	town	all	appear	to	be	
  fruit-bearing.	
  61	
  Numerous	wooden	and	stone	animal	dens	have	
  been	constructed	around	town.	
  62	
  A	majestic	centaur	stands	at	the	town’s	border,	
  watching	the	residents	with	blatant	curiosity.	
  63	
  A	dryad	slips	out	from	her	tree	trunk	and	dashes	
  off	into	the	deeper	woods.	
  64	
  The	 town’s	 leader	 stalks	 past,	 wearing	 a	
  headdress	formed	of	deer	antlers.		
  65	
  Elven	
  children	
  wear	
  feathered	
  garments,	
  flapping	their	arms	and	making	bird	calls	as	they	
  play.	
  66	
  Flagons	 of	 fine	 elven	 wine	 are	 set	 out	 for	
  sampling	and	sale	at	this	open-air	market.	
  67	
  Harvesters	 haul	 baskets	 of	 berries	 into	 town,	
  their	fingers	and	lips	stained	with	dark	juices.	
  68	
  Dozens	of	paper	lanterns	have	been	hung	up	in	
  the	trees.	
  69	
  A	 spring	 bubbles	 up	 on	 the	 outskirts	 of	 town,	
  providing	fresh	water	for	everyone.	
  70	
  Elves	 are	 clipping	 away	 at	 the	 thick,	 thorny	
  bushes	growing	around	the	town.	
  71	
  A	 terrible	 stench	 emanates	 from	 the	 town	
  alchemist’s	shop.	
  72	
  A	priest	marks	a	newborn	elf	with	sap	from	the	
  town’s	holy	tree.		
  73	
  Green	 garlands	 are	 strung	 up	 between	 all	 the	
  town	buildings	and	walls.	
  74	
  Bright	 crimson	 ribbons	 are	 tied	 around	 every	
  tree	trunk	in	sight.		
  75	
  A	human	stands	stripped	to	the	waist	and	locked	
  in	stocks	in	the	centre	of	town.	
  76	
  An	 elf	 walks	 by	 wearing	 a	 pair	 of	 wooden	
  shackles	around	her	slim	wrists.	
  77	
  Hundreds	 of	 birds	 flock	 overhead,	 settling	 into	
  the	branches	all	about.	
  78	
  An	 enormous	 harvest	 moon	 hangs	 above	 the	
  trees	like	a	god’s	golden	eye.	
  79	
  The	 evening	 starlight	 is	 unnaturally	 dazzling,	
  bathing	the	town	in	a	white	glow.	
  80	
  The	 air	 is	 abuzz	 with	 swarms	 of	 winged	 insects	
  that	keep	flitting	about	the	party’s	heads.	
  81	
  A	 pack	 of	 wild	 cats	 prowl	 through	 the	 town,	
  though	nobody	appears	alarmed.	
  82	
  An	arrow	zips	past	a	PC’s	ear	and	embeds	itself	
  in	a	tree	trunk	just	a	few	paces	away.	
  83	
  A	group	of	elves	stand	in	a	sunny	clearing,	arms	
  raised	as	they	bask	in	the	warm	light.	
  84	
  Many	townsfolk	have	gathered	for	a	communal	
  meal	in	the	town	centre.	They	invite	the	PCs	to	
  join	the	feast.	
  85	
  The	 sharp	 scent	 of	 spiced	 meat	 being	 roasted	
  teases	the	party’s	noses.	
  86	
  A	newly	betrothed	elven	couple	have	eyes	only	
  for	one	another	as	they	stroll	through	town.	
  87	
  Everyone	 is	 going	 about	 with	 dozens	 of	
  wildflowers	in	their	hair.	
  88	
  An	elf’s	vibrant	cape	is	made	up	of	hundreds	of	
  leaves	sewn	together.	
  89	
  Clad	 in	 silvery	 armour,	 an	 elven	 warrior	 strides	
  around	town,	looking	troubled.	
  90	
  Elves	laugh	and	play	as	they	bathe	in	the	nearby	
  snow-fed	lake.	
  91	
  A	 lone	 stone	 cairn	 has	 been	 constructed	 just	
  outside	of	the	town.	
  92	
  All	the	building	roofs	look	to	be	covered	in	layers	
  of	mud	and	moss.	
  93	
  A	 bucket	 splashes	 down	 into	 the	 depths	 of	 the	
  town’s	main	well.	
  94	
  A	 mirror-calm	 pond	 sits	 in	 the	 exact	 middle	 of	
  town,	with	homes	built	around	its	edge.	
  95	
  The	wood	used	to	build	these	houses	appears	to	
  still	be	growing.	
  96	
  The	streets	of	this	town	are	demarked	on	either	
  side	by	rows	of	colourful	wildflowers.	
  97	
  No	 matter	 where	 the	 party	 goes,	 countless	
  squirrels	follow,	chattering	incessantly.		
  98	
  A	 shop	 window	 is	 crowded	 with	 intricate	
  woodcarvings.	
  99	
  Hooves	 pound	 in	 the	 distance,	 as	 if	 something	
  has	caused	a	herd	of	deer	to	stampede.	
  100	
  The	inhuman	face	carved	into	this	massive	tree	
  animates	and	begins	talking	to	the	party.	
  	
  	
  	
  	
  	
  	
  
  40	
  E L V E N  T O W N :  B U S I N E S S E S  
  Use	this	table	to	provide	the	basic	details	of	businesses	the	PCs	
  come	across	as	they	explore	the	elven	forest	town.	Some	may	be	
  inappropriate	based	on	the	locale’s	set	up;	ignore	such	results	
  and	simply	re-roll.	
  D%	
  	
  01-02	
  Notched	 (fletcher)	 crafts	 bows	 and	 arrows	 that	
  are	 remarkable	 in	 their	 accuracy	 no	 matter	 the	
  user’s	skill.	
  03-04	
  Branch	 Dancer	 (treewalker)	 takes	 messages	
  between	 various	 hidden	 elven	 communities	 by	
  travelling	across	the	forest	canopy.	
  05-06	
  Hidden	Eyes	(scout)	monitors	the	woods	around	
  the	town,	alert	for	violent	beasts	and	unwanted	
  intruders.		
  07-08	
  Gavil’s	Tracking	(hunter)	has	the	keenest	ability	
  to	 follow	 any	 path	 through	 the	 forest,	 even	
  through	the	thickest	underbrush.	
  09-10	
  Blessed	Hides	(tanner)	ensures	the	souls	of	slain	
  animals	are	laid	to	rest	by	praying	over	each	hide	
  in	thanks	for	their	sacrifice.	
  11-12	
  Claw	 and	 Fang	 (druid)	 maintains	 communion	
  with	 the	 beasts	 of	 the	 forest,	 ensuring	 their	
  health	and	mutual	protection.	
  13-14	
  Misty	Ways	(oracle)	reads	omens	in	the	wooded	
  ways	to	provide	guidance	for	the	townsfolk.	
  15-16	
  Windseer	(weather	witch)	is	run	by	an	ancient	elf	
  who	is	said	to	have	control	over	the	winds	and	
  clouds	themselves.	
  17-18	
  Elphia’s	 Husbandry	 (insect	 shepherd)	 oversees	
  miniature	 “flocks”	 of	 beetles	 and	 other	 bugs,	
  milking	them	for	rare	alchemical	ingredients.	
  19-20	
  Vine	 Twinings	 (gardener)	 takes	 great	 delight	 in	
  cultivating	 the	 wild	 forest	 growths	 into	 berries,	
  fruits	and	root-based	delicacies.	
  21-22	
  Nimble	Fingers	(crafting	guild)	fashions	much	of	
  the	 artwork	 displayed	 around	 town,	 from	 the	
  stone	 sculptures	 to	 the	 crystalline	 wind	 chimes	
  hanging	from	most	eaves.	
  23-24	
  Shavings	&	Dust	(woodworker)	claims	they	don’t	
  let	a	single	part	of	a	tree	go	to	waste	when	using	
  it	for	furniture	or	home	construction.	
  25-26	
  The	 Perfect	 Stitch	 (tailor)	 works	 with	 feathers	
  and	leaves	just	as	much	as	leather	and	cloth	to	
  make	local	fashions.	
  27-28	
  Gilded	 Canvas	 (painter)	 specializes	 in	 water-
  based	paints	that	can	be	washed	away	without	
  damaging	the	surface	they’re	applied	to.	
  29-30	
  Wirrin’s	 Tonics	 (alchemist)	 is	 run	 by	 a	 youthful	
  elf	 whose	 potions	 have	 been	 deemed	 by	 most	
  townsfolk	as	“dangerously	experimental.”	
  31-32	
  The	Loomstress	(weaver)	has	somehow	tamed	a	
  host	of	spiders	to	assist	her	in	weaving	the	most	
  delicate	tapestries	of	pure	silk.		
  	
  33-34	
  Root	Tender	(arborist)	has	teamed	up	with	local	
  dryads	to	protect	the	forest	from	aggressive	rot	
  and	decay.	
  35-36	
  Clippings	(herbalist)	frequently	sends	forays	into	
  the	forest	to	seek	out	rare	herbs	of	all	sorts.	
  37-38	
  Spark’s	 (sorcerer)	 is	 run	 by	 a	 wizened	 elf	 who	
  takes	unseemly	delight	in	conjuring	faelights	and	
  dazzling	illusions.	
  39-40	
  Malia’s	 Nestings	 (midwife)	 is	 rarely	 called	 on,	
  due	to	the	sporadic	nature	of	elven	births—but	
  when	needed,	she’s	invaluable.	
  41-42	
  Felure’s	Fixings	(mender)	keeps	the	town’s	tools,	
  armour	 and	 buildings	 functional	 for	 decades	
  longer	than	normal.	
  43-44	
  The	 Archives	 (historian)	 keeps	 detailed	 records	
  of	 all	 townsfolk,	 community	 commerce	 and	
  animal	migration	patterns.	
  45-46	
  The	 Envoy	 (priest)	 teaches	 the	 forest	 itself	 is	 a	
  manifestation	of	the	nature	goddess’s	divinity.		
  47-48	
  Guard	 Your	 Heart	 (armoury)	 makes	 the	 finest,	
  most	supple	chainmail	armour	in	town.	
  49-50	
  Sturdy	 Shelters	 (tentmaker)	 crafts	 hide	 shelters	
  for	 scouts,	 foragers	 and	 hunters	 to	 use	 during	
  trips	outside	of	town.	
  51-52	
  Laid	Lines	(mason)	employs	hand-worked	stones	
  instead	of	bricks	to	build	sturdier	homes	around	
  town.	
  53-54	
  Fine	Goods	(merchant)	is	a	caravan	that	travels	
  between	 elven	 communities,	 bringing	 fresh	
  resources	and	deliveries	along.	
  55-56	
  Shallop’s	 Cutlets	 (butcher)	 turns	 any	 animals	
  brought	in	by	the	town	hunters	into	tender	slices	
  of	well-seasoned	meat.	
  57-58	
  Musings	(songwriter)	is	the	effort	of	a	young	elf	
  who	 is	 generally	 considered	 a	 wastrel	 by	 most	
  others	in	town.	
  59-60	
  Leaves	 in	 Wind	 (dancer)	 is	 a	 troupe	 of	 elven	
  women	who	keep	their	people’s	history	alive	in	
  the	form	of	interpretive	dance.	
  61-62	
  Trinket	 Trader	 (relic	 hunter)	 is	 a	 dwarven	
  operation	 that	 scours	 the	 forest	 for	 supposedly	
  hidden	treasures.		
  63-64	
  No	Collars	(beast	tamer)	“recruits”	forest	animal	
  to	 act	 as	 beasts	 of	 burden	 for	 townsfolk,	
  ensuring	 the	 animals	 are	 well-cared	 for	 the	
  whole	time.	
  65-66	
  Soft	Edges	(fine	weapons)	crafts	blades	so	sharp	
  they	can	cut	through	a	whole	tree	trunk	and	still	
  leave	the	tree	standing.		
  67-68	
  Supple	 Links	 (smith)	 provides	 most	 of	 the	
  metalwork	 around	 town,	 working	 alongside	 the	
  armourer	and	weapons	crafter.		
  69-70	
  Cladded	 Glade	 (fine	 clothes)	 sells	 luxurious	
  dresses	and	gaudy	raiments	to	the	few	wealthy	
  residents	in	the	area.		
  
  41	
  71-72	
  Embellishments	
  (scribe)	
  prepares	
  letters,	
  contracts	 and	 other	 official	 documents	 as	 the	
  townsfolk	require.	
  73-74	
  Frozen	 Droplets	 (jeweller)	 crafts	 enchanting	
  jewellery	 out	 of	 seemingly	 ordinary	 materials	
  scrounged	up	from	the	forest	floor.	
  75-76	
  The	Thornbriars	(smugglers)	brings	in	contraband	
  such	 as	 drugs	 or	 illicit	 magics	 for	 townsfolk	
  willing	to	pay	their	high	prices.	Has	a	network	of	
  informants	throughout	town.	
  77-78	
  Sentinels	 (guards)	 trains	 young	 elves	 to	 defend	
  the	 town	 with	 a	 wide	 variety	 of	 weapons	 and	
  ancient	 techniques.	 The	 clatter	 of	 weapons	
  practise	often	rises	over	this	location.	
  79-80	
  Smile	and	Shake	(external	relations)	is	run	by	a	
  half-elf	
  who	
  often	
  acts	
  as	
  the	
  town	
  representative	 and	 guide	 to	 dwarves,	 humans	
  and	other	non-elf	visitors.	
  81-82	
  Sipsup	 (communal	 dining)	 is	 an	 open-air	 dining	
  hall	
  where	
  townsfolk	
  often	
  gather	
  for	
  celebratory	or	ceremonial	meals.	
  83-84	
  Stone	 Upon	 Stone	 (archaeologist)	 is	 a	 group	 of	
  historians	 and	 sage	 committed	 to	 studying	
  recently	uncovered	elven	ruins	in	the	vicinity.	
  85-86	
  Salma’s	House	(healer)	is	where	townsfolk	go	to	
  have	 everything	 from	 slight	 scrapes	 to	 mortal	
  wounds	mended	by	magic	or	medicine.	
  87-88	
  The	 Pitcher	 (winery)	 harvests	 wild	 grape	 and	
  turns	them	into	fresh-pressed	vintages	that	can	
  turn	 even	 the	 stoutest	 dwarf	 tipsy.	 Their	
  products	are	in	great	demand.	
  89-90	
  Hooded	 Council	 (court)	 is	 where	 any	 ill-doer	 in	
  town	 winds	 up	 having	 their	 fates	 decided	 by	 a	
  group	of	elven	elders.	Crimes	are	punishment	by	
  community-based	service,	or	exiles	for	strangers	
  and	visitors.	Death	is	reserve	for	only	the	most	
  extreme	crimes.	
  91-92	
  In	 Your	 Stead	 (duellist)	 is	 the	 operation	 of	 an	
  elven	 warrior	 who	 hires	 out	 her	 fighting	
  expertise	 to	 anyone	 who	 wishes	 to	 have	 their	
  honour	defended.	
  93-94	
  Lyria’s	 (musical	 instruments)	 uses	 living	 wood	
  and	 plant	 parts	 to	 craft	 lyres,	 harps	 and	 other	
  instruments	beloved	by	elven	bards.	Many	bards	
  gather	here	to	swap	stories	and	songs.	
  95-96	
  Wheeled	Palms	(pottery)	is	the	workshop	of	an	
  elven	 woman	 who	 transforms	 simple	 clay	 into	
  elaborate	pots	and	vases.	
  97-98	
  Sprydart	 (news)	 relays	 current	 events	 from	
  nearby	 major	 cities,	 relying	 on	 a	 network	 of	
  forest	 fey	 who	 work	 in	 exchange	 for	 bowls	 of	
  sugar	water.	Visitors	tarrying	overlong	here	run	
  the	 risk	 of	 suffering	 numerous	 pranks	 at	 the	
  hands	of	mischievous	fey.	
  99-100	
  Home	to	All	(menagerie)	cares	for	animals	found	
  near	death,	nursing	them	back	to	health.	Many	
  of	these	creatures	tend	to	linger	around	the	area	
  after	being	released.	
  	
  	
  	
   
  
  42	
  E L V E N  T O W N :  F O L K  O F  I N T E R E S T  
  Use	 this	 table	 to	 generate	 the	 basic	 details	 of	 folk	 the	 PCs	
  encounter	as	they	explore	the	elven	town.	Use	these	details	as	a	
  base	from	which	to	portray	the	NPC.	
  D%	
  	
  01-02	
  Rilsha	 Liagnor	 (CE	 female	 elf	 cleric	 1)	 is	
  rumoured	 to	 be	 the	 source	 of	 a	 virulent	 rot	
  infecting	the	forest,	but	no	one’s	proven	this	yet.	
  03-04	
  Jafela	Tathel	(NG	female	elf	fighter	2)	is	an	elven	
  youth	who	seeks	her	first	big	victory	in	battle	to	
  prove	her	prowess.	
  05-06	
  Sotia	 Inthurin	 (NE	 male	 elf)	 is	 often	 found	 in	
  possession	
  of	
  other	
  people’s	
  valuable	
  possessions.		
  07-08	
  Nortorran	 Rohirven	 (CN	 male	 elf)	 is	 constantly	
  pushing	 for	 town	 expansion	 efforts	 to	 avoid	
  population	stagnation.	
  09-10	
  Mieldras	Varian	(LG	male	half-elf	fighter	2)	holds	
  a	 position	 as	 town	 constable	 and	 devotes	 her	
  time	to	peacekeeping	efforts.	
  11-12	
  Lachsmi	 Hornult	 (N	 female	 dwarf)	 works	 at	 the	
  town	 winery,	 particularly	 enjoying	 tromping	
  grapes	into	mush	in	the	juice	barrels.	
  13-14	
  Baldel	Findleson	(LG	male	human	fighter	1)	is	in	
  town	
  to	
  purchase	
  a	
  sword	
  of	
  elven	
  craftsmanship,	but	no	one	will	sell	to	him.	
  15-16	
  Branna	 Diosk	 (NG	 female	 human)	 is	 a	 frail	 old	
  woman	 living	 out	 her	 final	 years	 in	 the	 relative	
  quiet	of	the	forest	town.	
  17-18	
  Penra	Wenanor	(LE	female	elf)	has	been	trying	to	
  join	the	elder	council	for	decades,	but	has	always	
  been	refused	as	being	too	immature.	
  19-20	
  Nasli	 Tyth	 (CG	 female	 elf	 cleric	 1)	 has	 made	 a	
  habit	 of	 building	 lovely	 rock	 gardens—but	 in	
  rather	 inconvenient	 places	 like	 the	 middle	 of	 a	
  street	or	someone’s	garden.	
  21-22	
  Gasha	Antgol	(CN	female	human)	is	a	fair-haired	
  lady	 married	 to	 one	 of	 the	 town’s	 respectable	
  elders.	
  23-24	
  Ethten	Orcir	(LN	male	elf	fighter	3)	is	a	willowy	
  sword-for-hire	 who	 abides	 by	 any	 contract	 he	
  signs—even	to	the	death.	
  25-26	
  Ibber	 Olover	 (LG	 male	 halfling)	 works	 for	 the	
  local	 fletcher,	 carrying	 supplies	 and	 making	
  deliveries	while	being	exceedingly	polite.	
  27-28	
  Odolen	Thirmith	(LG	male	elf	fighter	3)	has	never	
  killed	 an	 opponent,	 but	 instead	 incapacitates	
  them	and	drags	them	to	jail.	
  29-30	
  Nadorn	Dransieve	(CG	female	elf	fighter	2)	has	a	
  rare,	ferocious	temper	for	an	elf	that	especially	
  flares	when	she	sees	animals	being	abused.	
  31-32	
  Cilembia	 Raenist	 (LG	 male	 half-elf	 cleric	 2)	
  settled	 in	 town	 to	 soak	 in	 the	 vast	 lore	 of	 his	
  elven	heritage.		
  	
  33-34	
  Lagda	 Borken	 (NE	 female	 half-orc)	 is	 the	
  bodyguard	of	a	local	merchant—the	only	reason	
  she	hasn’t	been	driven	from	town.	
  35-36	
  Levyn	Enmethiel	(LN	male	elf	cleric	3)	is	the	town	
  banker	and	has	underground	vaults	that	secure	a	
  collection	of	priceless	elven	heirlooms.	
  37-38	
  Kraeser	 Losofen	 (NG	 male	 halfling	 fighter	 2)	
  came	to	town	to	hone	his	fighting	skills	against	
  opponents	with	far	longer	reaches.	
  39-40	
  Plince	 Yelen	 (CE	 male	 halfling)	 is	 a	 black-eyed	
  vandal	 who	 hasn’t	 been	 thrown	 in	 prison	 or	
  kicked	out	of	town	only	because	he’s	proven	too	
  quick	to	be	caught.	
  41-42	
  Dalana	 Kurli	 (LG	 female	 elf	 cleric	 1)	 is	 an	
  architect	 who	 specializes	 in	 treehouses	 and	
  forming	pathways	out	of	branches.	
  43-44	
  Taeuil	 Edelon	 (LE	 female	 elf)	 claims	 to	 be	 an	
  elven	 princess	 whose	 family	 ruled	 this	 forest	
  centuries	 ago,	 but	 has	 been	 unable	 to	 produce	
  any	documents	proving	her	assertion.	
  45-46	
  Reeth	 Vannye	 (CN	 male	 half-elf	 fighter	 1)	 is	
  relatively	harmless,	picking	fights	with	locals,	but	
  only	 doing	 so	 when	 he’s	 too	 drunk	 to	 be	 a	
  danger	to	anyone	but	himself.	
  47-48	
  Dathbo	 Mithren	 (LG	 male	 elf)	 can	 identify	 any	
  tree’s	 species	 simply	 by	 the	 sound	 of	 its	 leaves	
  rustling	in	the	wind.		
  49-50	
  Arten	 Pullock	 (CN	 male	 human)	 is	 a	 clothes	
  merchant	 fascinated	 with	 elven	 fashion	 and	
  studies	their	weaving	techniques	and	looms.		
  51-52	
  Lonker	Pugs	(NE	male	dwarf)	believes	the	elves	
  are	 hiding	 an	 ancient	 treasure	 somewhere	 in	
  town	and	will	do	anything	to	get	his	hands	on	it.	
  53-54	
  Ieldel	 Ven	 (LN	 male	 elf)	 is	 friends	 with	 several	
  dryads	who	live	in	the	forest	and	keeps	a	close	
  eye	on	their	trees	and	their	wellbeing.	
  55-56	
  Romae	Hegwil	(LG	male	elf	cleric	1)	is	often	seen	
  strolling	through	the	trees,	whistling	to	the	birds	
  as	if	in	conversation.	
  57-58	
  Enshin	Marrian	(N	male	elf)	is	known	for	having	
  one	bright	green	eye	and	one	bright	golden	eye.	
  He	has	few	morals,	and	often	preys	on	non-elven	
  women	visiting	the	town.	
  59-60	
  Renfa	Nelor	(NG	female	half-elf	fighter	2)	is	one	
  of	the	few	outsiders	permitted	to	train	and	serve	
  with	the	local	guards.	She	is	fiercely	loyal	to	her	
  comrades.	
  61-62	
  Weza	Wingbolt	(NG	female	dwarf)	is	constantly	
  attempting	to	purchase	elven	homes,	but	so	far	
  has	had	all	offers	rebuffed.	
  63-64	
  Thanlea	Raiforst	(NE	female	elf	cleric	1)	is	barely	
  a	 decade	 old	 (practically	 a	 newborn)	 and	 loves	
  playing	dangerous	pranks	on	her	elders.	
  	
  
  43	
  65-66	
  Finnel	Arrouren	(NG	male	elf	cleric	2)	has	a	knack	
  for	 sensing	 animals	 nearby,	 even	 if	 they’re	
  completely	camouflaged.		
  67-68	
  Samar	 Torler	 (LE	 male	 human	 fighter	 2)	 is	 a	
  scarred	 mercenary	 who	 stuck	 around	 after	 the	
  rest	of	his	old	band	vanished	into	the	forest.	
  69-70	
  Opala	 Rensien	 (CN	 female	 elf)	 is	 a	 bright-eyed	
  elven	 youth	 who	 knows	 the	 hidden	 paths	
  through	the	forest	better	than	most.	
  71-72	
  Lanev	 Wedhel	 (CE	 male	 elf)	 has	 been	 seen	
  slipping	 out	 of	 town	 at	 night,	 especially	 when	
  strange	lights	are	flickering	amidst	the	trees.	He	
  is	suspected	of	various	unsavoury	crimes,	but	no	
  evidence	has	thus	far	come	to	light.	
  73-74	
  Kilth	Monin	(CG	male	half-elf	fighter	1)	has	one	
  pointed	and	one	stunted	ear,	which	makes	him	
  the	brunt	of	gentle	joking	by	residents.	
  75-76	
  Argwin	 Wayan	 (LG	 female	 human)	 arrived	 in	
  town	 to	 immerse	 herself	 in	 the	 study	 of	 elvish	
  culture.	She	loves	it	here	and	might	never	leave.	
  77-78	
  Galad	 Rionmir	 (LG	 male	 elf)	 is	 ancient-looking,	
  even	for	an	elf,	and	stands	as	one	of	the	town’s	
  council	elders.	
  79-80	
  Zenna	Legad	(LE	female	human	fighter	1)	prowls	
  the	 town,	 believing	 a	 half-elf	 with	 a	 bounty	 on	
  his	head	is	hiding	out	there.	
  81-82	
  Celi	 Adana	 (NE	 female	 halfling)	 is	 missing	 two	
  fingers	 on	 her	 right	 hand	 from	 her	 time	 in	 a	
  nearby	city’s	thieves’	guild.	
  	
  83-84	
  Baryn	 Dantane	 (NG	 male	 elf)	 is	 a	 city-born	 elf	
  who	retreated	to	the	forest	community	in	search	
  of	inner	peace.		
  85-86	
  Rondle	Alladir	(CN	male	elf	cleric	1)	fills	the	town	
  with	 his	 musical	 singing,	 which	 always	 lifts	 the	
  spirits	of	those	who	hear	it.	
  87-88	
  Osirra	 Roddil	 (CE	 female	 elf	 fighter	 3)	 returned	
  from	war	with	ragged	scars	across	her	face...and	
  even	worse	ones	across	her	soul.	
  89-90	
  Nala	Kloth	(LG	female	halfling)	is	a	blonde-haired	
  darling	who’s	been	adopted	by	an	elven	couple	
  who	are	without	children.		
  91-92	
  Finneral	Saelost	(CE	male	half-elf	fighter	1)	is	an	
  aging	fighter	determined	to	find	and	kill	his	elven	
  parent.	He	might	assault	an	elf	while	the	PCs	are	
  present	 or	 even	 mistake	 an	 elven	 PC	 for	 his	
  parent.	
  93-94	
  Ornall	Lultim	(LG	male	elf)	handles	much	of	the	
  town’s	 legal	 matters	 that	 don’t	 require	 elder	
  oversight.	
  95-96	
  Ronkle	 Tradisk	 (CN	 male	 half-orc)	 mostly	 keeps	
  to	 himself,	 and	 few	 know	 why	 this	 low-browed	
  orc	 kin	 ended	 up	 in	 an	 elven	 town	 in	 the	 first	
  place.	
  97-98	
  Dirya	Sarulis	(NG	female	elf	cleric	3)	works	subtle	
  magics	to	keep	harsh	weather	from	pummelling	
  the	town.		
  99-100	
  Galta	Losorious	(LE	female	vampire	elf)	goes	to	
  great	 lengths	 to	 hide	 her	 true	 identity	 as	 an	
  vampire;	she	is	over	a	half-millennia	old.	
  	
  	
  
  44	
  E L V E N  T O W N :  H O O K S ,  C O M P L I C A T I O N S  &  O P P O R T U N I T I E S  
  Although	 the	 PCs	 may	 simply	 want	 to	 visit	 the	 elven	 town,	
  sometimes	 fate	 intervenes.	 Use	 this	 table	 to	 determine	 what	
  opportunities	or	complications	they	encounter.	
  D12	
  	
  1	
  Before	 the	 PCs	 realize	 what’s	 happening,	 they’re	
  handed	torches	and	swept	up	in	an	elven	funeral.	
  2	
  An	elf	staggers	up	to	the	party	and	blurts	out,	“I’ve	
  been	poisoned!”	before	dropping	to	his	knees	and	
  vomiting	all	over	a	PC’s	boots.	
  3	
  A	half-elf	is	being	shunned	by	the	full-blooded	elves	
  in	town	and	so	comes	to	the	party	for	aid	in	seeking	
  his	long-lost	parent.		
  4	
  The	 smell	 of	 smoke	 fills	 the	 air	 moments	 before	
  someone	screams	“Fire!”	and	flames	begin	leaping	
  across	the	treetops.	
  5	
  A	strange	mist	settles	over	the	town,	muffling	most	
  noises	 and	 making	 it	 difficult	 to	 see	 more	 than	 a	
  few	feet	in	any	direction.	
  6	
  Every	animal	encountered	both	outside	and	inside	
  the	town	appears	sickly,	and	the	elves	do	not	know	
  what	is	causing	the	illness.	
  7	
  The	 townsfolk	 keep	 to	 their	 homes	 in	 terror	 of	 a	
  hideous	beast	stalking	the	nearby	woods	which	has	
  already	claimed	a	dozen	lives.	
  8	
  Elven	 warriors	 have	 captured	 several	 human	
  lumberjacks	and	are	about	to	hang	them,	blaming	
  them	for	the	death	of	an	ancient	dryad.	
  9	
  Strange	lights	flicker	in	the	deeper	woods	beyond	
  the	town.	A	few	children	have	gone	missing	and	are	
  believed	to	have	been	lured	off	by	wicked	spirits.	
  10	
  An	elven	winemaker	offers	to	pay	the	party	well	if	
  they’ll	 track	 down	 the	 thief	 who	 stole	 his	 most	
  valuable	 flagon	 of	 wine—which	 he	 believes	 to	 be	
  well	over	a	thousand	years	old.	
  11	
  The	 town’s	 sombre	 mood	 mystifies	 the	 PCs	 until	
  one	of	the	elders	confides	that	not	a	single	elven	
  child	has	been	born	there	in	over	a	century.		
  12	
  As	they	wander	through	the	town,	an	elven	warrior	
  blocks	the	party’s	path	and	defies	them	to	take	a	
  step	further	without	being	cut	down	by	his	blade.	
  	
  	
   
  
  45	
   
   
   
   
   
   
   
   
   
   
  LOGGING TOWN 
  	
   
  
  46	
  L O G G I N G  T O W N :  S I G H T S  &  S O U N D S  
  Use	 this	 table	 to	 generate	 the	 sights	 and	 sounds	 the	 PCs	
  experience	 as	 they	 move	 about	 the	 logging	 town.	 Ignore	
  inappropriate	results	and	simply	re-roll.	
  D%	
  	
  1	
  The	crackling	of	branches	precedes	the	crash	of	a	
  tree	falling	in	the	distance.	
  2	
  Sparks	 fly	 from	 a	 stone	 wheel	 as	 a	 blacksmith	
  grinds	numerous	axe	heads	to	honed	edges.	
  3	
  A	group	of	lumberjacks	chant	a	chopping	song	as	
  they	 head	 out	 of	 town,	 axes	 slung	 over	 their	
  shoulders.	
  4	
  Sawdust	trickles	out	of	a	tarp-covered	cart	as	it	
  makes	its	way	along	the	street.	
  5	
  The	rhythmic	burr	of	a	saw	steadily	carving	away	
  at	a	log	rises	above	the	general	street	sounds.	
  6	
  Wood	 clatters	 as	 workers	 toss	 slats	 onto	 a	
  growing	pile	of	lumber.	
  7	
  Splotches	 of	 sap	 stick	 to	 the	 bottom	 of	 nearly	
  everyone’s	shoes.	
  8	
  The	pounding	of	nails	as	workers	repair	damaged	
  walls	 of	 the	 local	 lumber	 mill	 is	 audible	 from	
  quite	some	distance.	
  9	
  Every	nearby	doorway	has	a	painted	root	nailed	
  above	it,	for	some	odd	reason.	
  10	
  Wooden	 statuettes	 sit	 in	 nearby	 windowsills,	
  carved	in	the	likeness	of	a	forest	deity.	
  11	
  A	 tinker	 labours	 over	 a	 row	 of	 axe	 heads	 and	
  shafts,	fitting	them	together	to	sell.	
  12	
  A	 team	 of	 horses	 plod	 into	 town,	 dragging	
  several	de-limbed	trees	behind	them	on	leather	
  straps.	
  13	
  Thin	arms	straining,	children	lug	buckets	of	sap	
  and	syrup	down	the	street.	
  14	
  Slabs	of	polished	wood	have	been	painted	with	
  glyphs	to	ward	off	evil	spirits	and	are	propped	up	
  all	over	town.	
  15	
  The	tolling	bell	in	the	town	chapel	appears	to	be	
  entirely	made	of	polished	wood.	
  16	
  Every	 house’s	 door	 is	 of	 black	 oak	 and	 carved	
  with	strange	friezes.	
  17	
  The	 smell	 of	 freshly	 cut	 wood	 fills	 the	 air,	 the	
  odour	reminiscent	of	the	colour	green	for	some	
  reason.	
  18	
  A	 carpenter	 scuffs	 out	 rough	 spots	 on	 a	 table	
  using	a	polishing	stone	and	rag.	
  19	
  An	 old	 woman	 offers	 you	 a	 basket	 of	 twelve-
  pointed	leaves	for	sale.	
  20	
  A	 clamour	 rises	 as	 workers	 flood	 out	 of	 a	
  sawmill,	apparently	having	just	gone	on	strike.	
  21	
  Colourful	 beetles	 with	 massive	 mandibles	 buzz	
  out	of	a	log	as	it	is	sawed	in	half.	
  22	
  A	 worker	 hollers	 a	 warning	 as	 his	 final	 chops	
  prepare	a	tree	to	come	toppling	down.	
  23	
  Each	step	kicks	up	curls	of	wood	shavings,	which	
  litter	the	road	in	front	of	a	workshop.	
  24	
  Someone	has	carved	tree	trunks	into	images	of	
  men,	bears,	birds,	dragons	and	other	creatures.	
  25	
  Wooden	 wind	 chimes	 clink	 and	 clatter	 as	 they	
  hang	from	the	eaves	of	almost	every	home.	
  26	
  The	 town	 guards	 carry	 burnished	 wooden	
  shields,	but	their	swords	are	polished	iron.	
  27	
  A	 druid	 stands	 on	 the	 edge	 of	 town,	 loudly	
  decrying	the	desecration	of	the	wild.	
  28	
  Hunters	 string	 their	 bows	 as	 they	 head	 off	 to	
  track	down	a	rumoured	pack	of	wild	pigs.	
  29	
  The	 town	 hunting	 lodge	 has	 an	 impressive	
  collection	 of	 antlers	 and	 skins	 hung	 about	 its	
  walls.	
  30	
  Mill	workers	scratch	off	numbers	on	wax	slates,	
  counting	the	day’s	intake.	
  31	
  The	town	mayor	strides	by,	a	crown	of	braided	
  branches	resting	on	his	brow.	
  32	
  A	woman	sweeps	past,	wearing	a	cloak	of	woven	
  leaves.	
  33	
  A	 lumberjack	 displays	 her	 shattered	 axe	 head,	
  claiming	a	single	strike	against	a	tree	broke	it.	
  34	
  A	 giant	 owl	 perches	 on	 a	 nearby	 branch,	
  watching	the	town	with	unblinking	eyes.	
  35	
  Children	 clamber	 up	 into	 the	 trees	 like	 little	
  monkeys,	laughing	all	the	while.	
  36	
  A	bell	tolls,	announcing	a	break	so	workers	can	
  rest	and	eat.	
  37	
  A	lumber	guild	representative	tries	to	calm	down	
  a	crowd	of	underpaid	workers.	
  38	
  Thick	 cobwebs	 are	 strung	 between	 two	 trees;	
  some	strands	are	wider	than	a	man’s	forearm.	
  39	
  The	eerie	absence	of	birds	or	any	other	animals	
  in	the	area	becomes	apparent.	
  40	
  A	 cartographer	 studies	 a	 map	 of	 the	 forest,	
  trying	to	determine	its	accuracy.	
  41	
  A	 fletcher	 works	 with	 thin	 branches,	 turning	
  them	into	arrow	shafts.	
  42	
  An	 ambassador	 from	 the	 wood	 elves	 stands	
  outside	the	town	hall,	calling	for	the	mayor.	
  43	
  A	 group	 of	 forest	 dwellers	 plant	 seeds	 in	 each	
  spot	where	a	tree	has	been	cut	down.	
  44	
  A	 sticky	 blue-green	 moss	 covers	 most	 of	 the	
  buildings	in	town.	
  45	
  White	 and	 pink	 blossoms	 have	 flowered	
  overnight,	 adding	 welcome	 colour	 to	 the	
  greenery.	
  46	
  The	 wind	 rustles	 the	 leafy	 branches,	 making	 it	
  sound	like	the	trees	are	talking	to	one	another.	
  47	
  Every	 tree	 in	 sight	 has	 withered	 branches	 and	
  brown	 leaves,	 despite	 it	 being	 the	 middle	 of	
  summer.	
  48	
  The	 brew	 served	 at	 the	 local	 alehouse	 has	 an	
  odd	aftertaste	of	pine.	
  
  47	
  49	
  Lounging	labourers	whittle	away	at	small	blocks	
  of	wood,	joking	amongst	themselves.	
  50	
  Enormous	 boulders	 form	 a	 natural	 wall	 around	
  the	 town,	 with	 wooden	 gates	 set	 between	 the	
  larger	gaps.	
  51	
  A	forested	mountain	peak	rears	over	the	town,	
  stretching	up	above	the	tree	line.		
  52	
  Monkeys	 screech	 at	 the	 lumberjacks	 who	 have	
  invaded	their	territory.	
  53	
  Fae	lights	shimmer	in	the	depths	of	the	woods,	
  every	night.	
  54	
  A	torch-wielding	man	races	for	the	woods	while	
  townsfolk	chase	after	him.	
  55	
  Merchants	 hawk	 all	 manner	 of	 supposedly	
  healing	herbs	scrounged	from	the	forest.	
  56	
  Bone	fetishes	hang	from	scraggly	ropes,	tied	to	
  every	branch	around	the	border	of	town.	
  57	
  A	 worker	 moans	 as	 the	 town	 doctor	 sets	 a	
  broken	bone.	
  58	
  A	 lumberjack	 sharpens	 a	 set	 of	 crampons,	 in	
  preparation	to	climb	a	gigantic	tree.	
  59	
  Sharpened	 logs	 have	 been	 planted	 as	 a	 barrier	
  around	 the	 town,	 as	 if	 they’re	 expecting	 an	
  attack.	
  60	
  Every	tree	in	this	forest	is	bent	and	gnarled	to	an	
  unnatural	degree.	
  61	
  Workers	whisper	of	a	stone	tower	hidden	deep	
  within	the	woods.	
  62	
  A	 wagon	 creaks	 as	 it	 trundles	 by,	 laden	 with	
  nothing	more	than	tree	stumps.	
  63	
  A	band	of	warriors	strap	on	armour	and	weapons	
  as	they	prepare	to	hunt	down	a	bear	that’s	been	
  mauling	workers.	
  64	
  Villagers	spread	fearful	rumours	of	a	troll	being	
  spotted	in	the	woods.	
  65	
  A	priest	blesses	a	shipment	of	wood,	ensuring	it	
  won’t	warp	or	rot	before	being	delivered.	
  66	
  Log-handlers	use	sharpened	poles	to	guide	their	
  logs	down	the	river.	
  67	
  Wild	dogs	snuffle	around	town,	seeking	scraps	of	
  food.	
  68	
  Oiled	 canvas	 is	 strapped	 over	 piles	 of	 wood	 to	
  protect	them	from	the	elements.	
  69	
  Smoke	 rises	 from	 the	 woods	 where	 trees	 have	
  caught	fire	from	lightning	strikes.	
  70	
  Two	 workers	 grip	 either	 end	 of	 a	 giant	 saw	 as	
  they	tug	it	back	and	forth	across	a	huge	trunk.	
  71	
  Strange	glyphs	are	carved	into	the	bark	of	every	
  tree	in	sight.	
  72	
  This	row	of	tree	branches	forms	an	unnaturally	
  perfect	archway	leading	into	the	woods.	
  73	
  Drums	 sound	 from	 deep	 within	 the	 forest,	
  though	no	one	knows	where	they	originate.	
  74	
  Hundreds	 of	 logs	 bob	 on	 the	 surface	 of	 the	
  town’s	lake,	ready	to	be	floated	downstream.	
  75	
  The	 mill’s	 enormous	 circular	 saw	 whines	 as	 it	
  slices	through	log	after	log.	
  76	
  Pale	 worms	 wriggle	 out	 from	 the	 heart	 of	 a	
  rotting	tree.	
  77	
  A	foreman	displays	a	wooden	post	that	has	been	
  bored	through	by	an	unknown	insect.	
  78	
  Workers	hack	down	trees	to	form	a	road	for	this	
  newly	settled	town.	
  79	
  Shouts	are	heard	as	flames	lick	the	rooftop	of	a	
  warehouse	a	couple	of	streets	away.	
  80	
  An	artist	scorches	letters	and	images	into	blocks	
  of	wood.	
  81	
  The	sawdust	hanging	in	the	air	constantly	tickles	
  the	PCs’	noses	to	the	edge	of	a	sneeze.	
  82	
  Men	race	to	help	someone	who	has	been	caught	
  beneath	a	collapsed	pile	of	lumber.	
  83	
  A	 lumberjack	 screams	 as	 he	 hobbles	 by,	 a	 long	
  root	piercing	entirely	through	his	thick	thigh.	
  84	
  Dozens	of	game	and	trampled	work	trails	wend	
  their	way	off	into	the	thick	of	the	forest.	
  85	
  It	looks	like	the	line	of	trees	at	the	forest’s	edge	
  has	moved	a	little	closer	to	town	this	morning.	
  86	
  A	 gang	 of	 boys	 run	 by,	 using	 knots	 of	 wood	 as	
  ammunition	for	their	slingshots.	
  87	
  Signs	 all	 over	 town	 warn	 against	 leaving	 any	
  open	flame	unattended.	
  88	
  Smoke	rises	from	the	massive	kilns	where	wood	
  is	sent	to	be	cured.	
  89	
  Lizards	scamper	into	the	nooks	and	crannies	of	a	
  stack	of	firewood.	
  90	
  Every	 house	 in	 town	 looks	 made	 from	 shaped	
  and	plastered	logs.	
  91	
  A	 person	 appears	 to	 be	 chopping	 a	 log	 into	 a	
  canoe,	 despite	 there	 being	 no	 body	 of	 water	
  around.	
  92	
  People	 mutter	 about	 animals	 within	 the	 forest	
  acting	aggressively	of	late.	
  93	
  A	 ruckus	 of	 chattering	 floats	 in	 on	 the	 wind	 as	
  birds	squawk	at	the	workers	chopping	down	the	
  trees.	
  94	
  A	 rushing	 river	 winds	 by	 the	 town	 from	 out	 of	
  the	forest.	
  95	
  Lumberjacks	 stomp	 by,	 dragging	 bags	 of	 vines	
  they’ve	stripped	off	the	trees.	
  96	
  A	 heavy	 wind	 rattles	 branches	 in	 the	 nearby	
  forest.	
  97	
  An	 architect	 picks	 over	 a	 selection	 of	 milled	
  lumber,	
  choosing	
  pieces	
  for	
  his	
  next	
  construction.	
  98	
  A	 lovely	 dryad	 wanders	 the	 streets,	 weeping	
  non-stop	as	she	surveys	the	mills.	
  99	
  Workers	 heave	 at	 ropes	 tied	 to	 a	 tree,	
  attempting	to	pull	it	down,	roots	and	all.	
  100	
  The	 massive	 tree	 at	 the	 town	 gates	 has	 a	 face	
  carved	into	the	trunk	and	looks	like	it	could	come	
  to	life	at	any	moment.	
  	
  	
  
  48	
  L O G G I N G  T O W N :  B U S I N E S S E S  
  Use	this	table	to	provide	the	basic	details	of	businesses	the	PCs	
  come	 across	 as	 they	 explore	 the	 logging	 town.	 Some	 may	 be	
  inappropriate	based	on	the	locale’s	set	up;	ignore	such	results	
  and	simply	re-roll.	
  D%	
  	
  01-02	
  Dusty’s	(Lumber	Mill)	is	the	centre	of	the	town’s	
  commerce,	 turning	 felled	 trees	 into	 valuable	
  lumber.	
  03-04	
  The	Smokes	(Kilns)	is	a	collection	of	massive	kilns	
  where	wood	is	cured	to	avoid	warp	and	rot	while	
  being	transported.	
  05-06	
  Whittles	(Carpenter)	is	famous	in	the	region	for	
  his	 ability	 to	 turn	 random	 chunks	 of	 wood	 into	
  furniture	and	art.	
  07-08	
  Sapsip	 (Brewer)	 has	 devised	 a	 method	 to	 turn	
  tree	sap	into	a	smoky-sweet	fermented	beverage	
  many	have	come	to	love.	
  09-10	
  The	 Boughs	 (Inn)	 provides	 relatively	 cheap	 yet	
  comfortable	
  lodgings	
  for	
  travellers	
  and	
  merchants.	
  11-12	
  The	 Branch	 (Guild	 Hall)	 oversees	 labourer	
  dealings	and	tax	collections.	
  13-14	
  Ironwood	(Forge)	is	constantly	creating	new	axes	
  and	other	equipment	for	loggers,	and	is	run	by	
  an	ex-lumberjack	who	lost	his	leg	to	a	wolf.	
  15-16	
  Hayman’s	 (Stables)	 manages	 the	 many	 horse	
  teams	used	in	hauling	logs	from	chopping	sites.	
  17-18	
  White	Foam	(River	Guide)	charts	and	guides	logs	
  and	 lashed-together	 rafts	 of	 supplies	 up	 and	
  down	the	nearby	river.	
  19-20	
  Winding	
  Ways	
  (Maps)	
  sends	
  out	
  scouts	
  throughout	the	forest	to	chart	new	tree	groves	
  for	harvest.	
  21-22	
  All	 Seasons	 (Alchemist)	 is	 run	 by	 a	 wizened	
  woman	who	constantly	prowls	the	forest	for	rare	
  ingredients	for	her	secret	concoctions	
  23-24	
  Blade	n	Bark	(Artist)	transforms	scrap	wood	into	
  polished	 sculptures	 or	 painted	 canvases,	 which	
  are	then	sold	to	the	highest	bidder.	
  25-26	
  Meldwin’s	 (Healer)	 is	 constantly	 busy	 dealing	
  with	 victims	 of	 work	 accidents,	 of	 which	 there	
  has	been	a	rising	number	of	late.	
  27-28	
  Game	Trail	(Hunters)	provides	much	of	the	fresh	
  meat	townsfolk	require	since	there’s	little	room	
  to	farm	in	the	area.	
  29-30	
  Gilded	Leaf	(Town	Hall)	is	the	mayor’s	abode	and	
  courthouse,	where	all	disputes	are	handled.	
  31-32	
  The	Hewn	(Mercenaries)	is	a	group	of	sellswords	
  brought	 in	 by	 the	 mayor	 to	 protect	 the	 town	
  from	foes	lurking	in	the	forest.	
  33-34	
  Holdhouse	 (Storage)	 keeps	 goods	 shipments	
  secure	until	they	can	be	delivered	to	merchants	
  or	loaded	for	transportation	out	of	town.	
  	
  35-36	
  The	 Flats	 (Bunkhouse)	 is	 where	 the	 poorer	
  labourers	go	to	sleep,	stacked	half-a-dozen	to	a	
  room	for	a	copper	a	night.	
  37-38	
  The	 Orchard	 (Arborist)	 collects	 seedlings	 and	
  saplings	 of	 trees	 so	 harvested	 groves	 can	 be	
  replanted	for	future	generations.	
  39-40	
  Step	 Lively	 (Cobbler)	 keeps	 workers	 on	 sure	
  footing	by	repairing	boot	soles	and	patching	up	
  leather	shoes.	
  41-42	
  Soon	 Sewn	 (Seamstress)	 is	 owned	 by	 several	
  lumberjack	wives	who	tend	to	torn	socks,	shirts	
  and	trousers.	
  43-44	
  The	Post	(Guards)	is	a	series	of	watchtowers	set	
  about	town	to	keep	unwanted	visitors	away.	
  45-46	
  Hot	Bites	(Meals)	is	a	popular	dinner	den	where	
  a	filling	meal	can	be	had	for	just	a	few	copper	at	
  all	hours	of	the	day.	
  47-48	
  On	Edge	(Grindstone)	keeps	the	town’s	axes	and	
  sawmill	blades	honed.	
  49-50	
  Drain	n’	Drips	(Sapsucker)	is	a	group	of	children	
  that	harvests	sap	in	buckets	and	sells	the	results	
  to	local	merchants.	
  51-52	
  Sweetstack’s	 (Syrup	 Factory)	 is	 owned	 by	 a	
  rotund	man	who	turns	simple	sap	into	a	variety	
  of	delectable	treats.	
  53-54	
  Nip’s	(Barber)	is	where	villagers	go	to	get	beards	
  shorn	 and	 hairs	 trimmed	 after	 months	 in	 the	
  forest.	
  55-56	
  Avery’s	 Arrows	 (Fletcher)	 takes	 slim	 wood	
  shavings	 and	 turns	 them	 into	 highly	 accurate	
  arrows	for	hunters	and	guards.	
  57-58	
  The	 Glen	 (Market)	 is	 a	 small,	 open-air	 affair	 in	
  the	town	green,	surrounding	the	main	well.	
  59-60	
  Goodsfer	 (General	 Goods)	 has	 shelves	 well-
  stocked	 with	 all	 manner	 of	 supplies,	 food	 and	
  equipment.	
  61-62	
  Braided	 Brawn	 (Rope)	 makes	 cords	 with	
  everything	from	traditional	hemp	to	strong	tree	
  vines.	
  63-64	
  Axebone	 (Butcher)	 pays	 a	 fair	 price	 for	 fresh	
  meat,	 which	 is	 then	 salted	 and	 cured	 for	 long	
  term	storage.	
  65-66	
  Seedlings	 (Activists)	 is	 a	 group	 of	 young	 druids	
  who	decry	the	town’s	violence	against	the	forest	
  and	attempt	to	slow	work	progress.	
  67-68	
  Up	and	Over	(Bridge	Builder)	constructs	bridges	
  to	 allow	 workers	 and	 travellers	 easier	 access	
  even	during	flood	season.	
  69-70	
  Nut	 Stash	 (Bank)	 lets	 labourers	 store	 their	
  earnings	in	a	safe	place	until	they	decide	to	move	
  on	 from	 the	 area.	 They	 charge	 what	 they	 think	
  each	client	can	afford.	
  71-72	
  The	Grell	Boys	(Construction)	are	often	called	on	
  to	repair	both	stone	and	wooden	structures	alike	
  all	around	town.	
  
  49	
  73-74	
  Swing	 Low	 (Gallows)	 gives	 the	 town	 a	 harsh	
  justice	to	turn	to	when	malcontents	disrupt	the	
  work	or	threaten	sabotage.	
  75-76	
  Lookit	Below	(Trimmer)	produces	rope	harnesses	
  and	elongated	pruning	shears	to	allow	for	easier	
  branch	trimming.	
  77-78	
  Leather	Homes	(Tent	Maker)	crafts	sturdy,	rain-
  proof	 tents	 for	 foresters	 camping	 out	 beyond	
  town.	
  79-80	
  Strapped	Hides	(Tanner)	creates	clothes	and	light	
  armour	for	the	locals	from	slain	animals.	
  81-82	
  Tender	 Sprouts	 (Herbalist)	 stocks	 every	 edible	
  and	toxic	plant	or	root	found	in	the	area,	all	for	a	
  reasonable	price.	
  83-84	
  Hoofster	 (Tracker)	 knows	 every	 location	 in	 the	
  forest	 and	 can	 take	 you	 anywhere	 by	 the	
  quickest	route	(for	a	price).	
  85-86	
  Barkwend	(Wood	Mage)	is	run	by	a	mage	with	a	
  knack	for	shaping	and	shifting	wood	as	easily	as	
  wet	clay.	
  87-88	
  The	Cleft	(Geologist)	is	run	by	a	dwarven	family	
  seeking	mineral	riches	in	the	forest’s	depths.	
  89-90	
  Herald	 of	 Horns	 (Chapel)	 provides	 sunrise	
  services	 in	 honour	 of	 the	 forest	 deity	 of	 your	
  choice.	
  91-92	
  Cricket’s	 Spar	 (Pest	 Control)	 has	 developed	
  numerous	poisons	that	destroy	infesting	insects	
  without	damaging	the	trees.	
  93-94	
  Ley’s	(Surveyor)	reviews	the	natural	resources	of	
  every	
  major	
  grove	
  before	
  it	
  undergoes	
  harvesting.	
  95-96	
  Brass	 Tubs	 (Baths)	 offers	 steamy	 baths	 for	
  lumberjacks	and	mill	workers	who	want	to	wash	
  off	a	week’s	worth	of	sawdust.	
  97-98	
  Shaft	 n’	 Spoke	 (Wagon	 Repairs)	 is	 a	 group	 of	
  woodworkers	 who	 keep	 wagons	 in	 good	 order	
  for	supplies	and	shipments.	
  99-100	
  Whizzler’s	(Mechanic)	is	run	by	a	young	gnome	
  who	 keeps	 trying	 to	 perfect	 an	 automatic	 tree-
  chopping	machine.	
  	
  	
   
  
  50	
  L O G G I N G  T O W N :  F O L K  O F  I N T E R E S T  
  Use	 this	 table	 to	 generate	 the	 basic	 details	 of	 folk	 the	 PCs	
  encounter	as	they	explore	the	Logging	Town.	Use	these	details	
  as	a	base	from	which	to	portray	the	NPC.	
  D%	
  	
  01-02	
  Ilin	Kada	(NG	male	dwarf)	is	an	odd	dwarf	who	
  far	prefers	airy,	outdoor	spaces	to	being	stuck	in	
  a	mine.	
  03-04	
  Lotatie	 Taneil	 (CE	 male	 half-elf)	 enjoys	 getting	
  lumberjacks	drunk	and	giving	them	an	axe	to	see	
  how	much	they	can	hurt	themselves.	
  05-06	
  Borza	 Cagorn	 (LN	 female	 half-orc	 cleric	 1)	
  monitors	 the	 nearby	 river,	 scrying	 the	 weather	
  for	 potential	 floods	 that	 might	 hamper	 log	
  transportation.	
  07-08	
  Lexand	Godwy	(NE	male	human)	is	a	wiry	hunter	
  who	 tends	 to	 claim	 more	 than	 his	 fair	 share	 of	
  meat	from	any	kill.		
  09-10	
  Tozzl	 Mol	 (LG	 male	 half-orc)	 is	 a	 mill	 worker	
  who’s	 been	 around	 since	 the	 town	 was	
  established	and	is	always	ready	with	a	good	joke.	
  11-12	
  Dene	Beorhto	(N	male	human)	is	a	hard-drinking,	
  hard-working	 old	 man	 who	 has	 lost	 several	
  fingers	working	at	the	mill.	
  13-14	
  Fastob	Inbir	(CN	male	halfling)	is	an	artist	who	is	
  obsessed	with	turning	random	wood	scraps	into	
  finely	crafted	sculptures.	
  15-16	
  Askali	 Ahar	 (CG	 female	 dwarf	 fighter	 1)	 guards	
  the	town	gates,	always	leery	of	dangers	lurking	
  in	the	forest	shadows.	
  17-18	
  Evadi	 Garild	 (LE	 female	 human)	 works	 for	 the	
  lumber	 guild,	 ensuring	 taxes	 are	 collected	 on	
  time	and	in	abundance.	
  19-20	
  Skella	 Kichli	 (LN	 female	 human	 fighter	 3)	 has	
  made	 killing	 forest	 trolls	 a	 personal	 vendetta	
  after	her	older	brother	was	slain	by	one.	
  21-22	
  Brewn	Ryany	(NE	male	human	cleric	3)	is	a	druid	
  who	despises	the	intrusion	of	civilization	on	the	
  wild	 woods	 and	 kills	 anyone	 who	 ventures	 too	
  far	into	the	forest	alone.	
  23-24	
  Clont	 Pleod	 (NG	 male	 human	 cleric	 3)	 is	 an	
  accomplished	mage	who	can	reshape	wood	with	
  a	mere	touch.	
  25-26	
  Ephen	 Smyers	 (NG	 male	 gnome)	 has	 made	 a	
  habit	of	rescuing	bird	nests	and	unhatched	eggs	
  from	trees	before	they’re	felled.	
  27-28	
  Gilama	 Vadriel	 (N	 female	 half-elf)	 employs	 his	
  keen	 eye	 to	 create	 masterful	 furniture	 out	 of	
  even	the	most	warped	cast-aside	planks.	
  29-30	
  Baldor	Locio	(N	male	human)	forages	within	the	
  surrounding	woods	for	herbs	and	roots	to	sell	to	
  the	local	alchemist	and	herbalist.		
  31-32	
  Essan	Jorde	(CE	female	halfling)	spends	her	days	
  capturing	 small	 wild	 animals	 and	 letting	 them	
  loose	in	town,	cheering	on	the	ensuing	chaos.	
  33-34	
  Wolaris	 Enellas	 (LG	 male	 elf)	 occasionally	 visits	
  the	 town	 he	 funds	 in	 order	 to	 see	 his	
  investments	are	getting	the	proper	returns.	
  35-36	
  Diama	Dolcett	(LN	female	gnome)	creates	huge	
  hot	meals	despite	her	small	stature,	making	her	
  a	favourite	cook	of	all	the	townsfolk.	
  37-38	
  Atril	Lobba	(LN	female	gnome)	plies	her	healing	
  skill	 to	 keep	 lumberjacks	 and	 mill	 workers	
  healthy	despite	the	hazards	of	their	jobs.	
  39-40	
  Cecin	Abams	(CG	female	halfling)	enjoys	helping	
  eliminate	insect	infestations	from	groves,	partly	
  because	she	loves	how	much	the	bugs	taste	once	
  mashed	into	a	good	stew.	
  41-42	
  Ethwyd	Helmund	(LE	male	human	fighter	2)	is	a	
  guard	 who	 has	 been	 accepting	 bribes	 from	 a	
  wood	 elf	 tribe	 in	 exchange	 for	 information	 on	
  the	town’s	dealings	and	populace.	
  43-44	
  Luthien	 Marianye	 (CG	 male	 elf)	 is	 an	 eccentric	
  man	who	vanishes	into	the	woods	for	weeks	at	a	
  time,	 only	 to	 return	 bloodied	 and	 battered.	 He	
  never	speaks	of	what	he’s	up	to	during	his	times	
  away.	
  45-46	
  Aenwith	Hely	(CE	female	old	human	cleric	1)	is	a	
  hag	townsfolk	believe	has	been	riling	up	spirits	of	
  the	 forest,	 causing	 them	 to	 attack	 innocents	 in	
  the	dark.	
  47-48	
  Rilug	 Krig	 (NE	 male	 half-orc	 fighter	 3)	 isn’t	 too	
  violent	so	long	as	he	can	get	his	aggression	out	
  by	 applying	 an	 axe	 to	 a	 tree	 trunk—instead	 of	
  flesh	and	bone.	
  49-50	
  Wenta	 Drekn	 (LE	 female	 half-orc)	 manages	
  payout	to	mill	workers,	but	is	quick	to	dock	pay	
  for	even	the	smallest	slight	or	tardiness	(which,	
  of	course,	then	goes	to	line	her	own	purse).	
  51-52	
  Torph	Garcine	(CN	male	human)	can	identify	any	
  tree	by	a	scrap	of	bark,	seed	or	even	the	most	
  tattered	leaf.	
  53-54	
  Gamal	Undin	(LN	male	dwarf)	will	do	anything	to	
  protect	his	secret	recipe	for	sapwine,	for	which	
  many	people	are	quickly	developing	a	taste.	
  55-56	
  Furi	Thrimin	(NG	male	dwarf)	sends	survey	teams	
  into	the	forests,	hoping	to	uncover	rich	veins	of	
  ore	amidst	the	trees.	
  57-58	
  Wilhye	 Heobo	 (CE	 male	 halfling	 fighter	 2)	 has	
  created	 a	 secret	 fight	 ring	 for	 mill	 workers	 and	
  profits	off	the	heavy	betting	that	goes	on	during	
  them.	
  59-60	
  Ladora	 Rarmil	 (LE	 female	 half-elf)	 likes	 to	 get	
  town	visitors	lost	in	the	woods	and	then	charge	
  them	for	guidance	home.	
  61-62	
  Kateridge	Barroll	(NE	female	halfling	cleric	3)	has	
  a	 nasty	 penchant	 for	 starting	 fires,	 though	 she	
  does	 so	 mostly	 for	 their	 pretty	 colours	 rather	
  than	the	damage	they	cause.	
  	
  
  51	
  63-64	
  Thain	Kurdish	(LG	male	dwarf)	builds	rafts	out	of	
  trimmed	 logs	 to	 ship	 downriver,	 carrying	
  supplies	to	and	from	town.	
  65-66	
  Marger	 Linsav	 (LG	 female	 human)	 is	 a	 stout	
  woman	 who	 runs	 the	 town	 bunkhouse,	 giving	
  even	lowly	workers	a	roof	and	place	to	sleep.	
  67-68	
  Arcourt	Fararder	(N	male	human)	is	the	lumber	
  mill	manager,	keeping	all	labourers	on	task	while	
  hiring	new	staff	during	busy	harvest	times.	
  69-70	
  Phere	 Athyer	 (NG	 male	 gnome)	 keeps	 himself	
  busy	 by	 sweeping	 up	 the	 massive	 piles	 of	
  sawdust	that	collect	around	the	mill.	
  71-72	
  Unarv	 Bifa	 (CN	 female	 dwarf)	 has	 been	
  experimenting	 with	 ways	 to	 down	 hundreds	 of	
  trees	at	once	using	machines.	
  73-74	
  Sunagh	Wrukol	(CG	male	half-orc	fighter	3)	leads	
  the	town	guards,	keeping	them	well-trained	and	
  ready	for	battle	against	all	manner	of	foes.	
  75-76	
  Kathel	Burha	(CG	female	human	fighter	1)	leads	
  the	mercenary	band	hired	by	the	mayor	for	extra	
  protection	from	forest	monsters.	
  77-78	
  Manod	 Rumster	 (CE	 male	 halfling)	 is	 always	
  looking	 for	 the	 chance	 to	 steal	 a	 bottle	 of	
  sapwine	from	the	town	brewery.	
  79-80	
  Gerey	Terre	(LG	male	old	halfling	cleric	2)	is	an	
  elderly	 halfling	 who	 takes	 daily	 strolls	 through	
  the	thinning	woods,	sketching	the	trees.	
  81-82	
  Audrin	Helleth	(N	female	human)	is	a	bright-eyed	
  child	who	has	a	massive	collection	of	leaves	she	
  stockpiles	for	unknown	purposes.	
  83-84	
  Goliel	Bornae	(CN	male	elf)	is	a	branch	trimmer	
  who	can	scramble	up	the	tallest	tree	as	easily	as	
  walking	up	a	gentle	slope.	
  85-86	
  Nielon	 Eiryne	 (LN	 male	 human)	 is	 a	 bank	 clerk	
  and	keeps	daily	tallies	of	funds	deposited	by	the	
  townsfolk	and	interim	workers.		
  87-88	
  Sarry	Peona	(CE	female	halfling)	claims	she	can	
  speak	to	the	giant	spiders	lurking	in	the	deeper	
  reaches	of	the	forest.	
  89-90	
  Birghit	 Volla	 (NE	 female	 human)	 has	 come	 to	
  town,	claiming	she	owns	a	portion	of	the	mill	and	
  its	 profits.	 Her	 legal	 ownership	 is	 currently	 in	
  dispute.	
  91-92	
  Dolgorok	Snilge	(LE	male	half-orc)	is	a	guard	who	
  constantly	
  seeks	
  any	
  excuse	
  to	
  send	
  a	
  townsperson	 to	 the	 gallows,	 no	 matter	 how	
  slight	the	crime.	
  93-94	
  Kalaran	Angros	(NG	male	half-elf)	is	a	pudgy	man	
  with	a	knack	for	crafting	arrows	that	fly	swift	and	
  true.	
  95-96	
  Tilbert	 Ginte	 (N	 male	 human	 cleric	 3)	 oversees	
  the	 forest	 chapel,	 where	 at	 least	 a	 dozen	
  different	verdant	deities	are	worshipped.	
  97-98	
  Nella	 Celaser	 (CG	 female	 half-elf	 fighter	 3)	 is	 a	
  diminutive	 woman	 who	 perches	 on	 tree	
  branches	for	days,	waiting	for	beasts	to	wander	
  beneath	 before	 ambushing	 them	 with	 her	 bare	
  hands.	
  99-100	
  Shevelia	 (NG	 female	 dryad	 cleric	 3)	 constantly	
  petitions	the	town	mayor	to	keep	away	from	a	
  sacred	grove	the	loggers	have	been	approaching.	
  She	has	warned	of	more	aggressive	tactics	if	her	
  words	are	not	heeded.	
  	
  	
  	
  
  52	
  L O G G I N G  T O W N :  H O O K S ,  C O M P L I C A T I O N S  &  O P P O R T U N I T I E S  
  Although	 the	 PCs	 may	 simply	 want	 to	 visit	 the	 Logging	 Town,	
  sometimes	 fate	 intervenes.	 Use	 this	 table	 to	 determine	 what	
  opportunities	or	complications	the	PCs	encounter.	
  D20	
  	
  1	
  The	main	sawmill	has	been	sabotaged,	with	blades	
  bent,	 tools	 trashed	 and	 several	 fires	 started.	 The	
  mayor	 has	 announced	 a	 reward	 for	 anyone	 who	
  can	find	and	catch	the	culprits.	
  2	
  A	 band	 of	 heavily	 armed	 wood	 elves	 have	 been	
  ambushing	lumberjacks	and	anyone	straying	too	far	
  from	 town.	 They	 must	 be	 stopped—or	 at	 least	
  reasoned	with.		
  3	
  Several	 major	 groves	 have	 been	 burnt	 to	 ashes,	
  leaving	 strange	 spiralling	 patterns	 on	 the	 charred	
  forest	 floor.	 Whoever	 is	 starting	 these	 unnatural	
  blazes	cannot	be	allowed	to	continue.	
  4	
  The	 town	 has	 woken	 to	 discover	 the	 trees	 have	
  somehow	become	invulnerable	to	every	manner	of	
  blade.	 Even	 wood	 that’s	 already	 been	 chopped	
  down	cannot	be	split	or	sawed.		
  5	
  Lumberjacks	 and	 sawmill	 workers	 have	 been	
  disappearing	 one	 at	 a	 time	 over	 the	 past	 few	
  weeks.	 The	 missing	 people	 have	 no	 evident	
  connection	between	them,	other	than	being	long-
  time	residents	of	the	town.	
  6	
  Wherever	 the	 PCs	 go	 around	 town,	 they	 are	
  absolutely	certain	they	can	hear	the	trees	talking	to	
  one	another	in	rustling	voices.	
  7	
  Tree	 harvesting	 has	 disturbed	 a	 hibernating	 troll,	
  which	 has	 begun	 slaughtering	 townsfolk	 and	
  destroying	homes	on	the	edge	of	town.	Panic	grips	
  the	town.	
  8	
  From	one	day	to	the	next,	all	axes	and	saws	have	
  become	 heavily	 coated	 with	 rust,	 rendering	 them	
  useless.	 The	 effect	 is	 clearly	 magical	 in	 origin	 and	
  could	spell	doom	for	the	town’s	economy	unless	it	
  is	reversed.		
  9	
  Stories	are	being	whispered	of	a	golem	formed	of	
  sawdust	 being	 seen	 around	 the	 mills,	 stalking	
  people	for	unknown	purposes.	
  10	
  A	 monstrous	 mountain	 stag	 has	 been	 spotted	 in	
  the	area,	and	hunters	are	creating	a	competition	to	
  see	 who	 can	 bring	 it	 down.	 An	 almost	 carnival	
  atmosphere	seems	to	engulf	the	town—many	view	
  the	stag’s	sighting	as	a	good	omen.	
  11	
  An	angry	local	druid	has	summoned	a	giant	wall	of	
  trees	 that	 entirely	 surrounds	 the	 town.	 He	 is	 not	
  allowing	 anyone	 to	 enter	 or	 leave	 the	 area,	 and	
  demands	reparations—but	for	what	slight,	he	will	
  not	say.		
  12	
  The	town	is	preparing	for	their	annual	sacrifice	to	
  appease	the	forest	god—which	requires	the	death	
  of	an	innocent	child.	The	sacrifice	is	an	old	practise	
  and	 a	 sizable	 proportion	 of	 the	 populace	 find	 the	
  practise	 distasteful	 in	 the	 extreme.	 Trouble	 will	
  result.		
  13	
  A	 mill	 worker	 has	 been	 found	 dead	 in	 his	 home,	
  hung	 by	 a	 vine	 wrapped	 around	 his	 own	 rafters.	
  While	there	are	no	signs	of	a	struggle	in	his	home,	
  several	folk	are	convinced	of	foul	play.		
  14	
  Golden	 pollen	 hangs	 heavy	 in	 the	 air	 all	 around	
  town.	 People	 who	 breathe	 it	 in	 too	 deeply	 are	
  falling	asleep	and	do	not	respond	to	any	attempts	
  to	wake	them.	
  15	
  Constant	 rumblings	 shake	 the	 nearby	 mountain,	
  and	 some	 rumours	 suggest	 the	 peak	 is	 actually	 a	
  dormant	volcano	preparing	to	erupt.	
  16	
  A	burly	man	has	been	found	dead	at	the	edge	of	
  town,	 choked	 by	 what	 appears	 to	 be	 a	 bunch	 of	
  leaves	rammed	down	his	throat.	
  17	
  Every	 wooden	 surface	 in	 town	 has	 developed	 a	
  strange	 gray	 rot	 that	 turns	 it	 spongy.	 After	 a	 few	
  days,	 it	 crumbles	 if	 touched	 and	 soon,	 the	 whole	
  town	will	collapse.	
  18	
  A	flash	flood	in	the	mountains	has	raised	the	water	
  level	in	the	nearby	lake,	threatening	to	sweep	the	
  logs	floating	in	it	through	town,	where	they	could	
  wreak	havoc.	
  19	
  The	trees	are	bleeding!	Every	time	any	wood	is	cut	
  or	 a	 trunk	 is	 chopped,	 sap	 oozes	 out	 thick	 and	
  black,	like	oil.	
  20	
  A	 small	 group	 of	 dryads	 has	 emerged	 from	 the	
  forest	to	defend	what	they	claim	are	sacred	trees.	
  They	demand	a	stop	to	all	logging,	otherwise	they	
  will	wake	the	forest	and	destroy	the	town.	
  	
  	
  	
  
  53	
   
   
   
   
   
   
   
   
   
   
  MARSH TOWN 
  	
   
  
  54	
  M A R S H  T O W N :  S I G H T S  &  S O U N D S  
  Use	 this	 table,	 to	 generate	 the	 sights	 and	 sounds	 the	 PCs	
  experience	 as	 they	 move	 about	 the	 marsh	 town.	 Ignore	
  inappropriate	results	and	simply	re-roll.	
  D%	
  	
  1	
  Every	surface	is	slick	with	green	and	black	moss,	
  making	each	step	potentially	perilous	and	ready	
  to	tumble	the	unwary	to	the	ground.	
  2	
  Eerie	 screeches	 cut	 through	 the	 air,	 but	 the	
  townsfolk	act	as	if	nothing	is	wrong.	
  3	
  Every	 door	 has	 a	 garland	 of	 dried	 herbs	 tied	
  above	 the	 threshold,	 and	 occasional	 sigils	 are	
  carved	into	the	wooden	frames.	
  4	
  The	 incessant	 drip	 of	 water	 follows	 the	 party	
  everywhere;	a	slow,	steady,	maddening	plop	of	
  liquid	that	intrudes	on	every	thought.	
  5	
  A	 winged	 shadow	 whisks	 by;	 those	 who	 glance	
  up	see	a	creature	with	leathery	wings	disappear	
  into	the	trees.	
  6	
  Two	red,	bulbous	eyes	watch	the	party	from	just	
  above	the	surface	of	the	murky	water.	
  7	
  Frogs	chirrup	in	a	cheerful	chorus	that	seems	out	
  of	place	for	the	dismal	state	of	this	town.	
  8	
  Swarms	of	tiny	insects	hover	about	the	party,	no	
  matter	 where	 they	 go.	 Swatting	 at	 them	 only	
  seems	to	make	them	buzz	louder.	
  9	
  Sagging	 willow	 trees	 form	 a	 gray	 curtain	 along	
  one	edge	of	the	town,	drooping	branches	hiding	
  anything	beyond.	
  10	
  This	boardwalk	ends	in	a	jagged	plank	of	wood	
  with	strange	char	marks.	
  11	
  A	whole	home	appears	to	have	collapse	and	lies	
  toppled,	half-sunken	into	the	marsh.	
  12	
  Turtles	squat	on	rocks	and	logs	all	around	town.	
  There	must	be	hundreds	of	them.	
  13	
  A	 massive	 roar	 makes	 the	 whole	 town	 and	
  surrounding	trees	tremble.	Everyone	pauses	for	
  a	moment	before	resuming	their	activities.	
  14	
  A	sulphuric	stench	engulfs	the	town.	
  15	
  A	patch	of	mud	burbles	and	bubbles,	releasing	a	
  cloud	of	foul,	green	gas	into	the	area.	
  16	
  Warped	boards	creak	underfoot	with	every	step,	
  and	no	surface	in	town	feels	particularly	solid.	
  17	
  A	 stand	 of	 thorny	 vines	 appear	 to	 be	 writhing	
  slowly	all	on	their	own.	
  18	
  Shouts	come	from	over	near	the	docks,	followed	
  by	several	loud	splashes	and	cheers.	
  19	
  A	 single	 temple	 steeple	 rises	 above	 the	 moss-
  covered	trees.	Looks	like	a	bird	nest	sits	atop	it.	
  20	
  Planks	 of	 wood	 form	 makeshift	 boardwalks	
  across	 stretches	 of	 rank	 water,	 connecting	 the	
  town’s	structures.	
  21	
  A	man	pushes	a	wheelbarrow	along,	which	looks	
  to	contain	nothing	but	mud.	
  22	
  The	 stone	 statue	 of	 one	 of	 the	 town’s	 settlers	
  has	begun	to	sink	into	the	earth,	and	is	now	only	
  visible	from	the	waist	up.	
  23	
  A	 food	 vendor	 offers	 a	 variety	 of	 well-cooked	
  snake-on-a-stick	skewers.	
  24	
  Through	 a	 window,	 the	 party	 see	 a	 variety	 of	
  animal	skins	being	stretched	out	to	cure.	
  25	
  Townsfolk	 drag	 buckets	 through	 the	 water	 and	
  sift	through	the	contents	they	dredge	up.	
  26	
  A	 person	 staggers	 by,	 entirely	 nude,	 but	 also	
  coated	almost	completely	in	a	thick	layer	of	mud.	
  27	
  The	insects	have	become	particularly	aggressive,	
  biting	every	inch	of	exposed	skin.		
  28	
  A	nest	made	of	muddy	twigs	contains	a	handful	
  of	eggs—but	these	have	been	cracked	open	and	
  now	stand	empty.	
  29	
  Small	 stacks	 of	 rocks,	 like	 miniature	 cairns,	 are	
  spaced	out	every	fifty	feet,	leading	deeper	into	
  the	marsh.	
  30	
  A	 gnome	 works	 on	 a	 strange	 brass	 contraption	
  that	chugs	black	mud	out	of	several	pipes.	
  31	
  Grave	 headstones	 lean	 at	 awkward	 angles	 all	
  along	this	thickly	overgrown	hillside.	
  32	
  A	 robed	 woman	 walks	 by,	 carrying	 a	 jar	 filled	
  with	dozens	of	black	leeches.	
  33	
  Townsfolk	 walk	 the	 marsh	 on	 stilts,	 striding	
  through	the	water	as	easily	as	walking	on	land.	
  34	
  A	 woman	 with	 a	 hook	 for	 a	 hand	 patrols	 the	
  town;	her	other	hand	clutches	a	small	crossbow.	
  35	
  A	 pair	 of	 strange,	 cloven	 tracks	 lead	 down	 the	
  path	here.	They’re	fresh,	made	just	minutes	ago.	
  36	
  A	 halfling	 screams	 for	 help	 as	 he	 flails	 in	 the	
  water,	unable	to	gain	purchase.	
  37	
  A	troll’s	tongue	has	been	nailed	to	this	door,	and	
  it	continues	to	writhe	of	its	own	volition.	
  38	
  The	 town’s	 message	 board	 has	 mouldering	
  parchments	pinned	to	it,	with	charcoal	sketches	
  of	people	who’ve	gone	missing	recently.	
  39	
  Townsfolk	slosh	around	the	submerged	roots	of	
  certain	trees,	searching	the	cavities	underneath.	
  40	
  Large	 teeth,	 talons	 and	 swatches	 of	 scaled	
  leather	hang	in	the	windows	of	this	shop.	
  41	
  Twangy	 music	 played	 by	 two	 old-timers	 sitting	
  on	 a	 porch	 and	 plucking	 at	 their	 banjos	 floats	
  through	the	town.	
  42	
  Barrels	 of	 salted	 meat	 are	 set	 outside	 the	
  butcher’s	 shop,	 with	 prices	 marked	 in	 chalk	 on	
  the	sides.	
  43	
  Crafters	slap	together	a	line	of	bricks,	using	the	
  mud	 all	 around	 them	 as	 spackling	 to	 hold	 the	
  wall	together	as	it	dries.	
  44	
  A	burst	of	fire	spouts	from	the	rickety	chimney	of	
  a	nearby	house.	
  45	
  A	woman	staggers	past	in	plate	armour,	soaked	
  from	head	to	toe.	
  
  55	
  46	
  A	 performer	 sings	 off-tune	 and	 is	 well	 into	 the	
  thirtieth	round	of	a	popular	drinking	song.	
  47	
  Light	 rain	 falls	 as	 the	 wind	 stirs	 the	 trees	 and	
  churns	up	the	water.	
  48	
  Two	boats	launch	from	the	docks,	bobbing	in	the	
  shallow	water	as	they	are	poled	along.	
  49	
  Kids	run	past,	laughing	as	they	fling	gobs	of	mud	
  at	each	other	in	mock	battle.	
  50	
  The	 wall	 of	 this	 temple	 has	 collapsed,	 exposing	
  the	 interior	 and	 letting	 vines	 and	 other	 plants	
  grow	throughout	the	building.	
  51	
  A	 pair	 of	 mangy	 cats	 toy	 with	 a	 bloody	 bird	
  corpse,	bright	feathers	scattered	everywhere.	
  52	
  For	 a	 brief	 moment,	 the	 sun	 slices	 through	 the	
  cloud	cover,	bright	light	making	the	town	appear	
  even	dingier	than	normal.	
  53	
  Enormous	lizards	blink	from	their	perches	atop	a	
  pile	of	rotting	logs.	They	appear	unimpressed.	
  54	
  A	boy	holds	a	small	wooden	spear	and	eyes	the	
  water,	looking	for	a	frog	to	skewer.	
  55	
  With	 a	 mighty	 splash,	 an	 alligator	 erupts	 from	
  the	water	and	chomps	a	bird	out	of	mid-air.	
  56	
  A	woman	uses	a	rusty	blade	to	scrape	layers	of	
  mud	 off	 the	 walkways.	 She	 holds	 her	 hand	 out	
  for	a	coin	as	the	party	pass	by.	
  57	
  Harsh	 bird	 cries	 erupt	 from	 nearby	 trees,	 as	
  branches	quake	and	leaves	flutter	to	the	ground.	
  58	
  An	emerald	viper	slithers	across	the	road.	
  59	
  Someone	has	hung	a	wind	chime	made	of	dried	
  bone	from	the	eaves	of	their	ramshackle	home.	
  60	
  A	pile	of	rotting	nets	lies	abandoned	by	the	path;	
  a	few	mouldy	bones	are	tangled	in	the	webbing.	
  61	
  Mushrooms	 grow	 throughout	 town,	 and	 the	
  townsfolk	occasionally	pluck	one	as	a	snack.	
  62	
  Townsfolk	appear	to	have	planted	moss	gardens	
  all	 around,	 cultivating	 crops	 of	 vibrant	 colours	
  and	varying	growths.	
  63	
  The	water	ripples	as	something	swims	away	just	
  under	the	surface,	its	body	not	quite	visible.	
  64	
  A	trapper	glares	at	the	party	suspiciously	as	he	
  tends	to	repairing	one	of	his	snares.	
  65	
  Several	dead	humanoid	reptiles	are	hung	up	on	
  display	in	the	town	centre.	
  66	
  Low	 stone	 walls	 stretch	 along	 here,	 but	 are	
  mostly	overgrown	with	leafy	vegetation.	
  67	
  What	looks	like	a	hand	sticks	up	out	of	the	mud.	
  68	
  Flies	buzz	around	a	rotting	animal	corpse.	
  69	
  A	low	cackling	comes	from	a	thatched	hut.	
  70	
  A	refined-looking	woman	walks	along,	leading	a	
  large	lizard	on	a	leash.	
  71	
  The	 town	 gates	 have	 large,	 humanoid	 mud	
  statues	 on	 either	 side—rumours	 circulate	 these	
  are	inactive	golems.	
  72	
  Every	 town	 guard	 has	 rusting	 weapons	 and	
  armour,	and	mud	clings	to	their	old	boots.	
  73	
  The	 trees	 form	 an	 oppressive	 roof	 over	 part	 of	
  the	town,	casting	deep	shadows.	
  74	
  The	ground	squishes	underfoot;	it	is	disturbingly	
  soft	and	moist,	almost	like	water-logged	flesh.	
  75	
  Dozens	of	trees	thrust	up	from	beneath	the	dark	
  water,	forming	a	watery	forest	that	stretches	out	
  across	the	marsh.	
  76	
  Two	kids	launch	a	raft	of	rough-hewn	logs	lashed	
  together	by	crude	ropes.	
  77	
  A	 hunting	 party	 of	 halflings	 trundles	 into	 town,	
  carrying	 many	 animal	 corpses	 strapped	 to	
  wooden	poles.	
  78	
  A	humanoid	frog	ambles	through	town,	a	quiver	
  of	arrows	and	bow	strapped	to	her	back.	
  79	
  Everyone	in	town	seems	to	have	patches	of	moss	
  growing	on	their	skin.	
  80	
  A	skull-shaped	ball	of	moss	could	contain	a	skull	
  or	just	a	large	rock.	
  81	
  This	lone	hut	has	been	brightly	painted	to	stand	
  out	from	the	drab	surroundings.	
  82	
  A	 series	 of	 wooden	 signs	 warns	 anyone	 from	
  venturing	further	into	this	area	of	the	marsh.	
  83	
  Vibrant	 purple	 flowers	 grow	 all	 over	 the	 area,	
  but	smell	of	pepper	and	make	anyone	who	sniffs	
  them	sneeze	for	hours	afterward.	
  84	
  A	centipede	the	length	of	a	man’s	forearm	crawls	
  out	from	under	a	door	and	scurries	off.	
  85	
  Bright	 berries	 dangle	 from	 bushes,	 but	 the	
  townsfolk	carefully	avoid	them.	
  86	
  Ghostly	 lights	 flicker	 in	 the	 distance,	 barely	
  visible	through	the	thick	tree	line.	
  87	
  Most	houses	are	built	off	the	ground,	letting	the	
  sluggish	marsh	currents	remain	undisturbed.	
  88	
  There	 appears	 to	 be	 a	 body	 lying	 face-down	 in	
  the	muck	just	down	the	way.	It	isn’t	moving.	
  89	
  Dead	fish	bob	along	the	current,	creating	a	stink.	
  90	
  A	man	tends	to	a	large	crop	of	reeds	in	a	watery	
  patch;	bulging	fruits	hang	heavy	off	the	stalks.	
  91	
  The	 pale	 strands	 draping	 from	 the	 surrounding	
  trees	could	be	dead	vines	or	giant	spider	webs.	
  92	
  Odd	 stone	 pillars	 stand	 around	 town,	 with	
  druidic	symbols	chiselled	deep	into	them.	
  93	
  Green-blue	moss	covers	the	whole	surface	of	the	
  water,	creating	the	illusion	of	a	grassy	field.	
  94	
  The	 townsfolk	 are	 in	 the	 habit	 of	 taking	 daily	
  mud	baths,	citing	its	healthy	effects	on	their	skin.	
  95	
  The	air	hangs	heavy	and	thick	with	the	promise	
  of	coming	rain.	
  96	
  Insect	shells	crunch	underfoot.	
  97	
  Almost	 every	 roof	 has	 several	 bird	 nests	 on	 it,	
  and	bird	droppings	coat	most	of	the	walkways.	
  98	
  It	looks	like	a	giant	rat	walking	on	hind	legs	just	
  ducked	behind	that	nearby	building.	
  99	
  Every	 tree	 in	 sight	 looks	 to	 be	 dead	 or	 dying,	
  some	having	already	collapsed	under	their	own	
  weight,	exposing	black	cores.	
  100	
  With	 a	 low	 drone,	 a	 massive	 insect	 appears	
  silhouetted	against	the	moon,	wings	a	blur,	and	
  sword-like	proboscis	poised	to	stab	deep.	
  
  56	
  M A R S H  T O W N :  B U S I N E S S E S  
  Use	this	table,	to	provide	the	basic	details	of	businesses	the	PCs	
  come	 across	 as	 they	 explore	 the	 marsh	 town.	 Some	 may	 be	
  inappropriate	based	on	the	locale’s	set	up;	ignore	such	results	
  and	simply	re-roll.	
  D%	
  	
  01-02	
  The	 Slivers	 (Carpenter)	 is	 run	 by	 two	 sisters	 in	
  constant	
  demand	
  to	
  build	
  new	
  wooden	
  structures	and	repair	old	ones.	
  03-04	
  Rack	 and	 Pull	 (Repairs)	 offers	 rapid	 repairs	 for	
  tools,	 farming	 gear,	 weapons,	 carts	 and	 most	
  other	work	implements.	
  05-06	
  Fumings	 (Smith)	 is	 run	 by	 a	 pot-bellied	
  blacksmith	 who	 keeps	 the	 town’s	 metal	 goods	
  from	rusting	away.	
  07-08	
  The	 Trot	 (Constable)	 is	 staffed	 by	 three	 guards	
  who	swap	patrol	shifts	every	few	days.	
  09-10	
  Clamps’	 (Trapper)	 deals	 in	 snares	 but	 also	 sells	
  furs,	fresh	meat	and	other	animal	goods.	
  11-12	
  The	Sinkhole	(Jail)	is	little	more	than	a	deep	mud	
  pit	with	an	iron	gate	latched	over	the	top,	where	
  criminals	are	held	before	trial.	
  13-14	
  Pylough’s	 Plots	 (Deeds)	 offers	 cheap	 deals	 on	
  unsettled	marshland	for	pioneering	souls.	
  15-16	
  The	 Stinks	 (Lab)	 is	 overseen	 by	 a	 husband/wife	
  team	 who	 perform	 strange	 experiments	 on	 the	
  substances	 and	 specimens	 gathered	 from	 the	
  marsh.	
  17-18	
  Bobbin’	 (Fishing	 Supplies)	 is	 owned	 by	 a	 half-
  deaf	 halfling	 who	 cheerily	 supplies	 all	 his	
  customers’	fishing	needs.	
  19-20	
  The	 Hauls	 (Docks)	 is	 where	 the	 day’s	 catch	 is	
  brought	in,	be	it	fish,	marsh	snakes,	alligator	or	
  other	delicacies.	
  21-22	
  The	 Swills	 (Drinking	 Den)	 keeps	 its	 varied	 wine	
  and	ale	selection	chilled	thanks	to	a	surprisingly	
  deep,	well-constructed	root	cellar.		
  23-24	
  The	 Drenched	 Duck	 (Inn)	 provides	 cheap	 beds	
  and	cheap	meals	for	travellers	passing	through.	
  25-26	
  E’erfound	 (Tracker)	 can	 help	 you	 find	 anyone	
  and	 anything	 around	 town	 or	 throughout	 the	
  marsh	itself—for	a	price.	
  27-28	
  Plucksies	(Mulcher)	collects	garbage	from	around	
  town	and	carts	it	off	into	the	marsh	to	keep	the	
  homes	and	paths	clear.	
  29-30	
  Lemsey’s	 (Lender)	 has	 a	 seemingly	 endless	
  supply	 of	 wealth	 to	 offer	 those	 in	 need,	 at	
  ridiculously	high	interest	rates,	of	course.	
  31-32	
  The	 Digs	 (Archaeologist)	 scouts	 out	 ruins	 and	
  sites	of	historical	import	throughout	the	marsh.	
  33-34	
  The	 Barbers	 (Mercenaries)	 are	 actual	 brothers	
  who	 began	 as	 barbers	 until	 they	 discovered	
  another,	 more	 profitable	 use	 for	 their	 razors’	
  sharp	edges.	
  	
  35-36	
  Thatcher’s	
  (Roofer)	
  tends	
  to	
  the	
  town’s	
  constantly	leaking	and	rotting	roofs.	
  37-38	
  Bucket	 n’	 Barrel	 (Supplies)	 stocks	 travel	 and	
  camping	gear	for	anyone	wishing	to	venture	into	
  the	marsh’s	wilder	areas.	
  39-40	
  Dunghill	 (Gambling	 Den)	 offers	 plenty	 of	 rigged	
  games	 to	 keep	 townsfolk	 from	 getting	 too	
  attached	to	their	coin.	
  41-42	
  Straps	n’	Stitches	(Leatherworking)	can	take	any	
  sort	 of	 skin	 or	 fur	 and	 turn	 it	 into	 clothing	 or	
  hardened	leather	armour.	
  43-44	
  Redfeather’s	 (Fletcher)	 crafts	 fine	 bows	 and	
  arrows	for	hunting	marshland	creatures.	
  45-46	
  The	 Bald	 Raven	 (Oracle)	 communes	 with	 the	
  marsh	birds	in	attempts	to	scry	the	future.	
  47-48	
  The	Slops	(Mud	Quarry)	is	a	questionable	mining	
  operation	run	by	a	couple	dwarves	who	believe	
  the	area	holds	a	motherlode	of	precious	gems.	
  49-50	
  Knacker’s	(Bone	Sculptor)	is	owned	by	an	artist	
  who	 converts	 animal	 bones	 into	 disturbing	
  sculptures	he	plants	around	town.	
  51-52	
  “Stick	in	the	Mud”	(Lawyer)	is	the	nickname	for	
  the	 local	 legal	 expert	 who	 also	 acts	 as	 a	 judge	
  when	needed.	
  53-54	
  Underbog	(Cemetery)	is	the	town’s	most	recent	
  burial	ground,	after	the	first	two	were	flooded.	
  55-56	
  Wendings	 (Transportation)	 offers	 both	 wagon	
  and	 boat	 rides,	 guided	 by	 a	 family	 of	 gnomes	
  who’ve	lived	in	town	for	several	generations.	
  57-58	
  Mossmeat’s	 (Farmer)	 provides	 much	 of	 the	
  town’s	 fresh	 produce,	 though	 how	 they	 get	
  certain	 crops	 to	 grow	 in	 the	 wetlands	 is	 a	
  mystery.	
  59-60	
  Daily	Catch	(Fisher)	sells	a	variety	of	freshwater	
  fish	 caught	 in	 the	 area,	 including	 the	 infamous	
  skipfin.	
  61-62	
  Three-Twined	 (Netter)	 is	 run	 by	 a	 half-elf	 who	
  has	a	knack	for	turning	both	vines	and	ropes	into	
  sturdy	nets.	
  63-64	
  Firm	Foundings	(Mason)	works	in	town,	shoring	
  up	buildings	in	danger	of	being	engulfed	by	the	
  soft	earth.	
  65-66	
  The	 Quills	 (Insurance)	 gladly	 sources	 insurance	
  policies	 for	 adventurers	 wishing	 to	 seek	 their	
  fortunes	within	the	depths	o	the	marsh.	
  67-68	
  Lastgasp	 (Leecher)	 is	 the	 purview	 of	 an	 elven	
  healer	 who	 supposedly	 has	 the	 ability	 to	
  telepathically	communicate	with	the	leeches	she	
  uses	in	her	healing	craft.	
  69-70	
  Burning	 Torch	 (Alchemist)	 conjures	 up	 all	
  manner	
  of	
  tinctures	
  and	
  potions	
  from	
  ingredients	scrounged	up	from	the	marsh.	
  71-72	
  Pickering’s	 (Scavenger)	 is	 a	 shanty	 filled	 with	
  “valuables”	the	old	proprietor	brings	back	from	
  monthly	trips	into	the	marsh.	
  
  57	
  73-74	
  The	Gulps	(Restaurant)	is	actually	rather	popular,	
  especially	for	its	skipfin	fried	platter.	
  75-76	
  Old	 Aggy’s	 (Marsh	 Witch)	 specializes	 in	 the	
  application	and	removal	of	all	manner	of	curses	
  and	hexes.	
  77-78	
  Mudplows	 (Boats)	 crafts	 clunky	 but	 practically	
  unsinkable	
  boats	
  for	
  plying	
  the	
  marsh’s	
  waterways.	
  79-80	
  Skimmer’s	(Maps)	does	a	lively	business	helping	
  people	 not	 get	 lost	 along	 the	 marsh’s	 winding	
  paths.	
  81-82	
  The	Clutch	(Bounty	Hunter)	is	run	by	an	elf	who	
  has	 set	 up	 shop	 tracking	 and	 capturing	 wanted	
  people	hiding	in	the	marsh.	
  83-84	
  The	 Rusting	 (Bank)	 is	 where	 most	 townsfolk	
  store	 extra	 coin,	 when	 they’re	 not	 stashing	 it	
  about	their	own	homes.	
  85-86	
  Boughbends	(Tree	Tender)	works	to	keep	nature	
  from	 encroaching	 too	 much	 on	 the	 town,	
  trimming	trees	or	removing	rotted	ones.	
  87-88	
  The	 Weeping	 Canvas	 (Paintings)	 incorporates	
  only	natural	elements	such	as	coloured	clay	and	
  moss	in	its	highly	textured	works	of	art.	
  89-90	
  Edga	and	Sons	(General	Store)	is	where	everyone	
  goes	 for	 all	 their	 miscellaneous	 essentials	 (and	
  gossip).	
  91-92	
  Whistler’s	 (Animal	 Handler)	 is	 run	 by	 a	 stout	
  woman	 who	 displays	 her	 mastery	 of	 beasts	 by	
  showing	off	her	tamed	albino	alligator.	
  93-94	
  Them	Stones	(Druid	Circle)	is	a	meeting	area	for	
  local	 druids,	 many	 of	 whom	 are	 looked	 at	 with	
  suspicion	by	the	townsfolk.	
  95-96	
  Heads	n’	Hooves	(Taxidermist)	turns	any	animal	
  head	or	hide	into	a	trophy	worth	displaying	on	a	
  wall.	
  97-98	
  Snuffler’s	 (Forager)	 is	 owned	 by	 a	 half-orc	 who	
  spends	 most	 of	 his	 time	 digging	 up	 pricey	
  mushrooms	in	the	marshy	environs.	
  99-100	
  Sucker’s	 Roost	 (Mosquito	 Hunter)	 specializes	 in	
  tracking	 and	 eliminating	 the	 giant	 mosquitoes	
  that	make	the	marsh	their	home.	
  	
  	
  	
   
  
  58	
  M A R S H  T O W N :  F O L K  O F  I N T E R E S T  
  Use	 this	 table	 to	 generate	 the	 basic	 details	 of	 folk	 the	 PCs	
  encounter	as	they	explore	the	marsh	town.	Use	these	details	as	
  a	base	from	which	to	portray	the	NPC.	
  D%	
  	
  01-02	
  Nicol	Diggins	(NG	male	halfling)	spends	most	of	
  his	days	fishing	or	frog-hunting,	though	he	rarely	
  catches	anything.	
  03-04	
  Crestinne	 Lyll	 (LG	 female	 human	 fighter	 3)	 is	 a	
  burly	 fighter	 who	 belongs	 to	 a	 family	 of	 the	
  town’s	 original	 settlers,	 and	 will	 willingly	 die	
  defending	the	place.	
  05-06	
  Milisand	 Daya	 (NE	 female	 human)	 is	 a	 young	
  thief	 who	 prefers	 to	 prey	 on	 visitors,	 offering	
  them	help	while	picking	their	pockets.	
  07-08	
  Ogma	 Hartz	 (NE	 female	 half-orc	 cleric	 2)	 is	 a	
  witch	run	off	by	the	townsfolk,	but	she	lingers	to	
  cause	trouble	for	the	village	whenever	she	can.	
  09-10	
  Isake	Degore	(CG	male	human)	runs	the	town’s	
  inn	and	prides	himself	on	offering	fair	prices—to	
  everyone	but	elves,	that	is.	
  11-12	
  Randol	Alderman	(CN	male	human)	is	one	of	the	
  most	 accomplished	 hunters	 in	 town	 and	 often	
  leads	parties	out	for	big	game.	
  13-14	
  Tretta	 Skab	 (CE	 female	 dwarf	 fighter	 2)	 is	 a	
  scarred	mercenary	who	enjoys	offing	targets	and	
  burying	them	in	the	nearest	bog.	
  15-16	
  Lordag	 Gaxard	 (N	 male	 dwarf)	 is	 the	 town’s	
  undertaker,	 who	 works	 to	 ensure	 all	 corpses	
  remain	undisturbed.	
  17-18	
  Adelina	Mathils	(CG	female	human)	is	a	server	in	
  the	town’s	main	restaurant,	and	will	gladly	kick	
  out	anyone	who	makes	trouble.	
  19-20	
  Lodda	Wintin	(CN	female	human	cleric	1)	is	the	
  town’s	oracle,	always	seeking	signs	of	danger	to	
  avoid	flooding,	bandits	or	other	mishaps.	
  21-22	
  Fidgi	Hoorjen	(NG	male	dwarf)	is	always	darting	
  in	 and	 out	 of	 town	 with	 supplies	 and	 maps,	
  seeking	 a	 legendary	 stockpile	 of	 precious	 gems	
  buried	in	the	area.	
  23-24	
  Quinrel	Banaise	(N	male	half-elf)	sells	himself	as	
  a	tour	guide	through	the	marsh,	taking	visitors	to	
  see	 notable	 landmarks	 or	 places	 where	 past	
  townsfolk	have	died	rather	ignominious	deaths.		
  25-26	
  Onuph	Rabart	(LN	male	human)	is	a	mason	who	
  works	tirelessly	to	create	a	stronger	foundation	
  for	the	town,	rather	than	see	it	slowly	sink	into	
  the	marsh.	
  27-28	
  Romnor	 Mantlemore	 (LN	 male	 dwarf	 fighter	 1)	
  acts	as	one	of	the	constables	who	rotates	patrols	
  around	town	to	keep	people	safe.	
  29-30	
  Petra	Chaeyen	(CE	female	half-elf	fighter	2)	is	ex-
  military	 who	 can	 be	 heard	 arguing	 loudly	 with	
  herself	when	she	gets	drunk.	
  	
  31-32	
  Riche	Meldioc	(NE	male	human)	has	an	odd	habit	
  of	 sneaking	 into	 people’s	 homes	 when	 they’re	
  out,	napping	on	their	beds,	and	helping	himself	
  to	their	larder.	Finders	keepers,	after	all.	
  33-34	
  Reeve	Lungkin	(LG	male	human)	is	a	sage	who	is	
  testing	 out	 certain	 theories	 he	 has	 about	
  amphibious	 creatures	 and	 certain	 species	 of	
  fungi	found	only	within	this	particular	marsh.	
  35-36	
  Timira	 Guilaine	 (N	 female	 elf)	 has	 come	 to	 this	
  backwater	town	to	ply	her	healing	arts	on	those	
  less-fortunate.	She	has	a	haughty	air,	but	means	
  well	in	her	ministrations.		
  37-38	
  Shadba	 Bor	 (NG	 female	 half-orc)	 works	 hard	
  labour	 around	 town,	 often	 switching	 between	
  carpentry	 and	 masonry	 as	 is	 needed	 by	 local	
  master	craftsmen.		
  39-40	
  Gylbin	Runk	(LE	male	human)	owns	a	good	deal	
  of	swampland	in	the	area	and	is	constantly	trying	
  to	find	buyers	interested	in	investing	in	new	real	
  estate	development.	
  41-42	
  Madoc	 Windersol	 (LG	 male	 halfling	 cleric	 3)	 is	
  the	priest	of	a	minor	deity	who	revels	in	growth	
  and	 nurturing	 life,	 even	 in	 the	 most	 squalid	
  circumstances.		
  43-44	
  Ancelin	 Jun	 (N	 male	 human	 fighter	 3)	 is	 a	
  constable	 who	 mostly	 patrols	 during	 the	 night	
  shift.	 He	 never	 carries	 a	 torch	 and	 likes	 to	 tell	
  stories	of	seeing	strange	lights	off	in	the	distant	
  swamp	during	the	darkest	hours.	
  45-46	
  Aggy	Rowes	(CN	female	gnome)	doesn’t	actually	
  know	 magic,	 but	 has	 figured	 out	 how	 to	
  manipulate	 enchanted	 objects	 to	 create	 the	
  illusion	 of	 being	 a	 powerful	 (though	 benign)	
  witch.	
  47-48	
  Merigo	(N	female	half-orc)	is	a	would-be	hunter	
  who	tromps	through	the	marsh	so	loudly,	it’s	a	
  wonder	 she	 returns	 with	 any	 game	 at	 all.	 She	
  claims	to	chase	down	most	of	the	wild	animals	
  she	 brings	 back,	 killing	 them	 with	 her	 bare	
  hands.	
  49-50	
  Urtle	 Dan	 (CG	 male	 half-elf)	 was	 drawn	 to	 the	
  marsh	 thanks	 to	 his	 love	 of	 wet,	 humid	 areas,	
  and	often	bathes	in	the	swamp.	
  51-52	
  Mentha	 Jovet	 (CG	 female	 gnome)	 is	 a	 ditzy	
  alchemist	 who	 lost	 most	 of	 her	 hair	 in	 an	
  experiment-gone-wrong,	 yet	 is	 thrilled	 with	 the	
  endless	supply	of	reagents	the	marsh	provides.	
  53-54	
  Clayben	Whittier	(NE	male	gnome	cleric	1)	lurks	
  around	 town,	 believing	 the	 marsh	 holds	 an	
  artefact	 that	 can	 unlock	 his	 true	 sorcerous	
  power.	
  55-56	
  Theo	Pewman	(CE	male	halfling)	is	a	renowned	
  bounty	 hunter	 who	 is	 tracking	 a	 serial	 killer	
  believed	to	be	hiding	in	the	marsh.	
  	
  
  59	
  57-58	
  Varfu	Mills	(NG	male	half-orc)	spends	most	of	his	
  time	 sulking	 around	 the	 docks,	 waiting	 for	
  someone	to	hire	him	for	odd	jobs.	
  59-60	
  Zurgha	(LN	female	half-orc	fighter	1)	is	a	bouncer	
  at	the	main	drinking	den,	keeping	a	leery	eye	on	
  anyone	who	gets	too	rowdy	or	might	threaten	to	
  smash	the	place	up.	
  61-62	
  Tilly	Greem	(LG	female	human)	is	a	scout	for	an	
  archaeological	 team	 seeking	 ancient,	 lost	 ruins	
  within	 the	 marsh,	 hopefully	 to	 bring	 valuables	
  back	 to	 a	 museum	 for	 proper	 preservation	 and	
  public	education.	
  63-64	
  Villiam	Talbot	(N	male	human)	wages	a	one-man	
  war	 against	 filth	 in	 the	 town,	 constantly	
  sweeping	 the	 muddy	 pathways	 and	 cleaning	
  moss	and	grim	off	building	walls.	
  65-66	
  Tolf	Ansiau	(LE	male	human	fighter	3)	is	seeking	
  an	escaped	slave	who	he	believes	has	disguised	
  herself	 and	 hidden	 among	 the	 townsfolk.	 It’s	
  only	 a	 matter	 of	 time	 before	 she’s	 returned	 to	
  her	 rightful	 owner—and	 he’s	 paid	 for	 the	
  retrieval.		
  67-68	
  Farilla	Plank	(LE	female	halfling	cleric	1)	belongs	
  to	a	cult	that	meets	deep	within	the	marsh.	She	
  spies	 on	 the	 townsfolk,	 relaying	 information	 to	
  the	 other	 cultists	 as	 they	 prepare	 their	 foul	
  ceremony.	
  69-70	
  Remda	Legwenn	(CN	female	dwarf)	oversees	the	
  general	 goods	 store,	 with	 a	 staff	 mostly	
  comprised	of	her	dozen	children.	
  71-72	
  Eida	 Ranchor	 (CN	 female	 human)	 has	 rented	 a	
  home	in	town	and	is	looking	to	hire	adventurers,	
  but	refuses	to	tell	anyone	why.	
  73-74	
  Withelin	Faille	(LN	female	elf)	is	the	town’s	legal	
  resource;	an	oil	lamp	always	burns	in	his	office	
  window	late	into	the	night.	
  75-76	
  Gerreg	 Sundgren	 (CE	 male	 dwarf)	 has	 started	
  several	 mining	 operations	 in	 the	 area,	 but	 his	
  workers	always	revolt	at	being	overworked	and	
  underpaid.	
  77-78	
  Sanchi	Hildenven	(CG	male	gnome)	has	a	knack	
  for	 taming	 wild	 animals,	 and	 then	 sells	 the	
  trained	creatures	to	townsfolk	and	travellers	as	
  either	companions	or	beasts	of	burden.	
  79-80	
  Balthen	 Trissness	 (LE	 male	 half-elf	 cleric	 3)	
  collects	 bones	 dug	 up	 from	 around	 the	 marsh	
  and	 assembles	 them	 into	 curious	 sculptures	 he	
  then	 positions	 around	 town,	 supposedly	 for	 an	
  artistic	project.	
  81-82	
  Dogarre	 Godon	 (NG	 male	 human)	 is	 a	 cook	
  popular	in	town	for	his	ability	to	make	even	the	
  greasiest	fish	or	grimiest	reptile	into	a	delectable	
  stew	or	steak.	
  83-84	
  Fouchet	Bersem	(N	male	human)	is	a	fastidious	
  soapmaker	 who	 is	 refining	 a	 cleaning	 solvent	
  recipe	 based	 on	 ingredients	 found	 within	 the	
  marsh.	
  85-86	
  Hatty	 Phinnay	 (LG	 female	 half-elf)	 is	 a	 clerk	 at	
  the	town	bank.	He	far	prefers	the	company	of	his	
  record	 books,	 rather	 than	 people,	 and	 enjoys	
  few	 things	 more	 than	 a	 properly	 balanced	
  account.	
  87-88	
  Heymin	Jacques	(NE	male	human	fighter	1)	is	a	
  mercenary	who	enjoys	fighting	with,	of	all	things,	
  a	barber’s	razor.		
  89-90	
  Lunda	 Vaignes	 (N	 female	 gnome)	 is	 a	 surveyor	
  who	might	disappear	into	the	marsh	for	weeks	at	
  a	 time,	 but	 return	 with	 detailed	 maps	 of	
  unexplored	expanses.	
  91-92	
  Nauden	Oldus	(CN	male	human)	is	missing	both	a	
  nose	and	ear,	and	he	claims	a	particular	alligator	
  has	gained	a	taste	for	his	flesh.	
  93-94	
  Husawaya	Bett	(LG	female	human	fighter	2)	is	a	
  slip	 of	 a	 woman	 who	 prefers	 to	 fight	 with	 a	
  rapier	 and	 has	 proven	 deadly	 to	 criminals	
  causing	trouble	in	town.	
  95-96	
  Marius	
  Noakes	
  (LE	
  male	
  halfling)	
  is	
  a	
  moneylender	whose	keen	eyes	can	skim	financial	
  records	in	mere	moments	to	determine	how	best	
  to	get	any	potential	profits	in	his	pockets.	
  97-98	
  Seetta	 Lesiene	 (N	 female	 human)	 crafts	 and	
  mends	the	nets	and	ropes	many	of	the	townsfolk	
  use	during	their	daily	lives.	
  99-100	
  Stiria	(CE	female	lizardfolk	cleric	3)	leads	a	small	
  tribe	of	her	people	as	they	seek	to	awaken	dark	
  powers	within	the	marsh	to	obliterate	the	town.	
  	
  	
  	
  
  60	
  M A R S H  T O W N :  H O O K S ,  C O M P L I C A T I O N S  &  O P P O R T U N I T I E S  
  Although	 the	 PCs	 may	 simply	 want	 to	 visit	 the	 marsh	 town,	
  sometimes	 fate	 intervenes.	 Use	 this	 table,	 to	 determine	 what	
  opportunities	or	complications	the	PCs	encounter.	
  D20	
  	
  1	
  The	town	is	slowly	sinking	into	the	marsh,	and	the	
  party	 are	 asked	 to	 help	 in	 the	 efforts	 to	 both	
  rebuild	collapsed	areas	as	well	as	shore	up	sections	
  to	keep	more	buildings	from	being	lost.	
  2	
  A	 swamp	 troll	 is	 terrorizing	 the	 town	 and	
  surrounding	area,	scaring	off	wild	game	and	eating	
  the	 occasional	 townsfolk.	 The	 townsfolk	 know	
  where	its	lair	is,	though.	
  3	
  A	 few	 people	 have	 gone	 missing	 recently,	 usually	
  after	 a	 number	 of	 will-o-wisps	 are	 spotted	
  flickering	deep	in	the	marsh	at	night.	Now,	people	
  refuse	to	leave	their	homes	after	dusk.	
  4	
  A	 tree	 on	 the	 edge	 of	 town	 is	 draped	 with	 vines	
  that	 writhe	 whenever	 anyone	 gets	 too	 close.	 A	
  couple	of	townsfolk	have	wound	up	dangling	from	
  these	like	hangman’s	nooses.	
  5	
  Townsfolk	 are	 exhibiting	 odd	 behaviour,	 ranging	
  from	manic	violence	to	near-catatonia	to	nonstop	
  laughter.	The	only	thing	linking	these	behaviours	is	
  a	recent	eruption	of	marsh	gas.	
  6	
  A	 well-known	 trapper	 is	 rumoured	 to	 have	 gone	
  insane	 and	 is	 now	 setting	 snares	 for	 the	 villagers	
  and	 anyone	 who	 wanders	 too	 far	 into	 what	 he’s	
  claimed	 as	 his	 “territory.”	 Meat	 is	 meat,	 after	 all,	
  right?	
  7	
  Dark-robed	 figures	 have	 been	 spotted	 going	 to-
  and-fro	 within	 the	 marsh	 and	 approaching	 the	
  town’s	outskirts.	Whispers	speak	of	an	ancient	cult	
  that	 may	 have	 been	 resurrected,	 though	 their	
  purpose	is	unknown.	
  8	
  A	golden	moss	has	begun	sprouting	all	over	town,	
  replacing	the	usually	grey,	green	and	blue	moss	the	
  area	usually	exhibits.	None	of	the	townsfolk	appear	
  to	notice	this	sudden	change.	
  9	
  After	 being	 driven	 out	 of	 town	 for	 a	 hex	 gone	
  wrong,	 a	 witch	 now	 haunts	 the	 nearby	 marsh,	
  spying	on	townsfolk	and	laying	curses	on	innocents	
  as	a	form	of	revenge.		
  10	
  Every	wooden	structure	in	town	is	suddenly	falling	
  apart.	 Even	 the	 freshet,	 driest	 wood	 is	 rotting	
  away,	and	no	one	seems	to	have	any	clue	how	to	
  stop	the	town’s	total	collapse.	
  11	
  A	 number	 of	 bloated,	 mutilated	 corpses	 have	
  surfaced	 in	 the	 waters	 around	 town.	 No	 one	 has	
  identified	 them	 yet,	 but	 they	 all	 appear	 to	 have	
  been	killed	by	savage	attacks	with	a	blade.	
  12	
  The	town’s	annual	mud-run	is	this	week!	Bountiful	
  prizes	 are	 offered	 to	 anyone	 who	 can	 beat	 the	
  champion	marsh-racer	through	a	hazardous	course	
  through	the	swamp.	
  13	
  A	shambling	figure	has	been	lurking	on	the	edge	of	
  town,	 origins	 and	 intentions	 unknown.	 Those	
  who’ve	gotten	a	close	look	say	it	appears	to	be	a	
  man	made	of	mud,	vines	and	stone.		
  14	
  A	 set	 of	 ancient	 ruins	 have	 been	 found	 just	 a	
  couple	 miles	 away	 from	 the	 town.	 All	 sorts	 of	
  remains	 and	 artefacts	 are	 just	 waiting	 to	 be	
  recovered	by	anyone	willing	to	brave	the	attempt.	
  15	
  The	town	is	under	siege	by	a	gathering	of	ravenous	
  alligators.	 Even	 edging	 close	 to	 the	 shallowest	
  bodies	of	water	puts	people	at	risk	of	an	alligator	
  lunging	out	and	trying	to	drag	them	down	to	their	
  doom.	
  16	
  A	civilization-hating	druid	is	causing	the	plants	and	
  wildlife	 in	 the	 area	 to	 react	 violently	 against	 any	
  townsfolk	 who	 have	 been	 deemed	 “enemies	 of	
  Nature.”	The	PCs	are	included	in	that	list.	
  17	
  Every	 time	 the	 party	 travel	 through	 the	 marsh	
  beyond	 the	 town’s	 borders	 or	 stray	 off	 the	 trails	
  leading	 through	 the	 swamp,	 the	 terrain	 changes.	
  No	map	is	trustworthy.	No	landmarks	are	familiar	
  from	one	day	to	the	next.	
  18	
  All	 throughout	 the	 marsh,	 animals	 are	 dying	 in	
  droves.	Reptiles,	birds,	small	mammals...all	look	to	
  be	 simply	 dropping	 dead	 in	 their	 tracks.	 Is	 it	 a	
  plague?	A	curse?		
  19	
  At	least	a	dozen	children	have	gone	missing	in	the	
  last	week	alone.	A	reward	has	been	announced	for	
  anyone	who	can	help	with	their	return.	
  20	
  A	 plague	 of	 giant,	 bloodthirsty	 mosquitoes	 are	
  plaguing	 the	 town.	 At	 dusk,	 a	 swarm	 of	 the	
  monstrosities	 descend	 to	 suck	 townsfolk	 dry	 and	
  lay	their	eggs	in	the	corpses.	
  	
  
  61	
   
   
   
   
   
   
   
   
   
   
  MINING TOWN 
  	
  	
  
  62	
  M I N I N G  T O W N :  S I G H T S  &  S O U N D S  
  Use	 this	 table	 to	 generate	 the	 sights	 and	 sounds	 the	 PCs	
  experience	 as	 they	 move	 about	 the	 mining	 town.	 Ignore	 such	
  results	and	simply	re-roll.	
  D%	
  	
  1	
  A	pile	of	abandoned	picks	lies	by	the	road,	some	
  with	their	heads	snapped	off	the	shafts.	
  2	
  Carts	full	of	unprocessed	ore	are	wheeled	along	
  by	weary	miners.	
  3	
  Shouts	ring	out	as	several	dusty	miners	fall	into	a	
  brawl,	fists	flying.		
  4	
  A	 shanty	 town	 made	 of	 tents	 stretches	 out	
  across	the	field,	crammed	with	miners.	
  5	
  Coarse	laughter	rings	through	the	town,	followed	
  by	a	sharp	crack	and	squeal	of	pain.	
  6	
  A	rattle	of	die	in	a	cup	is	followed	by	the	groans	
  of	losers	and	the	chuckles	of	winners.	
  7	
  A	taskmaster’s	whip	snaps	in	the	air,	and	a	man’s	
  scream	fills	your	ears.		
  8	
  Prostitutes	 call	 in	 sultry	 voices	 from	 nearby	
  doorways	and	alleys.		
  9	
  Constant	 hammering	 and	 clinking	 echoes	 from	
  the	direction	of	the	main	mine.	
  10	
  Smithy	bellows	steam	and	hiss	as	the	blacksmith	
  toils	to	keep	mining	gear	in	working	order.	
  11	
  The	 chapel	 bell	 tolls,	 calling	 reverent	 miners	 to	
  worship.	
  12	
  A	clanging	food	bell	sends	miners	hurrying	down	
  the	streets	to	get	in	line	for	a	hot	meal.	
  13	
  A	horse	team	pulling	an	old	wagon	along	kicks	up	
  dust	as	clops	down	the	street.	
  14	
  Soot-stained	miners	shuffle	along	the	streets	or	
  lounge	 in	 dark	 corners,	 weariness	 etching	 their	
  features.	
  15	
  A	 wealthy	 mine	 owner	 holds	 a	 handkerchief	 to	
  his	face	as	he	eyes	the	grungy	town	conditions.	
  16	
  Injured	 miners	 stretched	 out	 on	 cots	 and	 mats	
  moan	and	whimper	as	healers	tend	them.	
  17	
  Unmarked	 gravestones	 line	 the	 open	 area.	 A	
  nearby	pit	holds	more	bodies	simply	dumped	in	
  on	top	of	one	another.	
  18	
  Wheel	tracks	mark	a	well-worn	street	as	several	
  wagons	and	mule	teams	plod	into	sight.	
  19	
  An	odd	stench	of	sulphur	fills	the	air,	though	the	
  source	is	indiscernible.	
  20	
  Several	dead	animals,	fur	patchy	and	mottled,	lie	
  discarded	in	the	middle	of	the	street.	
  21	
  A	 row	 of	 cave	 entrances	 spot	 the	 distant	
  hillsides,	 their	 dark	 openings	 yawning	 in	
  invitation.	
  22	
  Several	 mine	 shafts	 bore	 into	 the	 earth,	
  surrounded	by	a	milling	crowd	of	miners.	
  23	
  Bundles	 of	 rope	 lie	 looped	 nearby,	 looking	
  freshly	twined	and	waxed.	
  24	
  The	
  bones	
  scattered	
  around	
  here	
  once	
  comprised	a	human	skeleton.	
  25	
  The	variety	of	spines	and	skulls	here	look	to	be	
  an	assortment	of	animal	remains.	
  26	
  These	 tattered	 tents	 look	 like	 they’ve	 been	
  abandoned	for	a	long	time.		
  27	
  These	 rows	 of	 freshly	 polished	 mining	 boots	
  aren’t	likely	to	stay	clean	for	long.	
  28	
  Drunk	miners	stagger	and	weave	their	way	down	
  the	road,	bellowing	incoherent	songs.	
  29	
  Stray	dogs	and	cats	slink	from	alley	to	alley,	tails	
  and	 heads	 low	 as	 if	 constantly	 expecting	 to	 be	
  kicked	aside.	
  30	
  Smoke	 rises	 above	 the	 patchwork	 roofs	 of	 the	
  town,	and	distant	cries	of	alarm	reach	the	party.	
  31	
  An	 acrid	 smell	 twitches	 your	 nose	 as	 you	 pass	
  the	smelting	shop,	where	metal	alloys	are	being	
  blended.	
  32	
  Cast-off	 horseshoes	 litter	 the	 alley,	 and	 several	
  of	them	look	spotted	by	rust	or	dried	blood.	
  33	
  Chiselled	boulders,	with	strange	icons	and	runes	
  worked	into	them,	line	the	road.	
  34	
  An	old	cave-in	is	marked	by	a	pile	of	overgrown	
  rubble,	spotted	with	grass	and	wildflowers.	
  35	
  Old	 mining	 tracks	 wend	 off	 into	 the	 distance	
  towards	a	distant	cliff.		
  36	
  Abandoned	and	poorly	constructed	homes,	relics	
  of	 the	 town’s	 early	 days,	 sag	 against	 one	
  another.	
  37	
  The	smell	of	offal	fills	the	air,	but	the	source	of	
  the	stench	is	not	clear.	
  38	
  Urchins	 laugh	 as	 they	 scamper	 through	 the	
  miners,	playing	a	game	of	tag.	
  39	
  Among	 the	 men	 and	 women	 shuffling	 into	 the	
  mine,	several	children	lug	picks	and	lanterns.	
  40	
  Several	 miners	 carry	 small,	 brightly	 coloured	
  birds	with	them	into	the	mining	shaft.	
  41	
  Five	dented	mining	helms	are	lined	up	on	rough-
  carved	sticks	stuck	in	the	ground.	
  42	
  Candles	flicker	in	a	dozen	windows,	as	night	falls.	
  43	
  A	miner	sits	flicking	playing	cards	into	a	campfire,	
  where	the	pasteboards	burn	to	ashes.	
  44	
  Miners	gather	around	a	troupe	of	bards	who	are	
  singing	and	juggling	for	the	rare	tossed	coin.	
  45	
  A	 healer	 moves	 among	 wounded	 miners,	
  touching	bloody	gashes	and	broken	limbs.	
  46	
  Campfires	 dot	 the	 space	 between	 clusters	 of	
  tents	set	up	around	the	town	precincts.	
  47	
  A	band	of	hunters	stride	into	town,	lugging	packs	
  of	dressed	meat	and	pelts.	
  48	
  Hired	 guards	 saunter	 down	 the	 main	 street,	
  hands	never	straying	far	from	their	cudgels.	
  49	
  A	 team	 of	 nervous-looking	 mine	 inspectors	
  scuttle	 around	 town,	 writing	 notes	 about	
  everything	they	see.	
  
  63	
  50	
  Red	rags	have	been	strung	up	on	strings	at	odd	
  intervals	as	some	sort	of	marker.		
  51	
  Piles	of	flasks	of	alchemist’s	fire	are	stacked	well	
  away	from	any	open	flames.	
  52	
  Scattered	refuse	piles	force	wanderers	to	watch	
  their	step.	
  53	
  After	the	recent	rain,	muddy	footprints	track	to	
  the	main	mine	entrance	and	back.	
  54	
  Hollering	 and	 splashing	 indicates	 the	 stretch	 of	
  the	river	where	miners	bathe.	
  55	
  Bleating	 resounds	 as	 herds	 of	 goats	 and	 rams	
  feed	in	the	nearby	fields.	
  56	
  Piles	of	rubble	have	been	heaped	up	beside	the	
  road,	their	origin	and	purpose	unknown.	
  57	
  Shouts	 break	 out	 as	 one	 set	 of	 miners	 accuses	
  another	of	claim	jumping.	
  58	
  A	tolling	bell	resounds	before	sunrise,	signalling	
  the	start	of	the	workday	
  59	
  Several	 miners	 chant	 in	 odd	 rhythm	 as	 they	
  march	to	the	shafts.	
  60	
  A	babble	of	foreign	prayers	rises	from	the	ranks	
  of	miners.	
  61	
  A	cluster	of	miners	talk	among	themselves	in	a	
  foreign	language.	
  62	
  A	bowed-back	miner	shuffles	by,	arms	and	legs	
  in	chains	for	an	unknown	crime.	
  63	
  A	miner	stands	in	the	middle	of	the	town	square,	
  arms	locked	in	stocks.	
  64	
  A	sign	proudly	announces	the	town’s	population,	
  though	 the	 number	 has	 been	 crossed	 out	 and	
  chalked	in	many	times.	
  65	
  An	 ancient	 shack	 collapsed	 in	 on	 itself	 at	 this	
  spot.		
  66	
  You	 hear	 the	 painful	 creak	 of	 old	 pulleys	
  straining	from	the	mining	shaft.	
  67	
  Miner’s	 voices	 echo	 up	 from	 a	 series	 of	 pits	 in	
  the	earth.	
  68	
  Teams	of	braying	animals	pull	ore	carts	along	on	
  rusting	wheels.	
  69	
  Crashing	noises	clatter	from	deep	within	a	larger	
  mine	shaft,	followed	by	screams	and	rumbles.	
  70	
  Puffs	of	flame	gust	out	at	random	intervals	from	
  rifts	in	the	earth	surrounding	the	mine.		
  71	
  The	 stench	 of	 a	 midden	 is	 inescapable	
  throughout	this	section	of	town.	
  72	
  A	handful	of	rocks	are	displayed	along	the	wall,	
  with	fossilized	bones	embedded	in	them.		
  73	
  The	way	down	into	the	mining	shaft	is	through	a	
  series	 of	 steps	 cut	 straight	 into	 the	 rock.	 The	
  steps	are	worn	by	many	feet.	
  74	
  The	 miners	 have	 created	 a	 collection	 of	 wood	
  carvings	crafted	during	their	idle	times.	
  75	
  This	pile	of	rocks	looks	like	they’ve	been	carefully	
  polished	to	a	smooth	shine.	
  76	
  This	 scattering	 of	 glittery	 dross	 looks	 like	
  discarded	metal	shavings.	
  77	
  A	 pile	 of	 leather	 scraps	 sits	 in	 the	 dirt.	 They	
  crumble	to	dust,	if	picked	up.	
  78	
  A	heap	of	trashed	equipment	lies	ignored	beside	
  the	mine,	metal	bent	and	wood	splintered.	
  79	
  This	 gear	 has	 been	 lying	 here	 so	 long	 it	 has	
  rusted	into	one	indistinguishable	mass.	
  80	
  Wagons	 roll	 by,	 piled	 high	 with	 goods	 to	 be	
  delivered	to	the	miners...for	a	high	price.	
  81	
  A	 man	 hangs	 from	 a	 noose	 in	 the	 square,	 face	
  blotchy	in	death.	
  82	
  The	smell	of	cooking	meat	draws	your	attention	
  to	 a	 cluster	 of	 miners	 gathered	 around	 a	 large	
  stew	pot.	
  83	
  A	 tinker	 sits	 with	 hammer	 and	 pliers,	 repairing	
  gear	miners	have	dumped	beside	his	wagon.	
  84	
  A	miner	throws	a	handful	of	tattered	maps	into	
  the	wind,	cursing	them	as	forgeries.	
  85	
  A	 band	 of	 miners	 shout	 in	 vicious	 glee	 as	 they	
  gang	up	on	a	lone	man.	
  86	
  A	stage	has	been	set	up	in	the	middle	of	town,	
  with	 actors	 portraying	 a	 classical	 show.	 Few	
  miners	bother	watching.	
  87	
  A	miner	kneels	and	clasps	his	hand	in	prayer	in	
  the	middle	of	the	street.		
  88	
  Miners	 have	 gathered	 with	 an	 assortment	 of	
  musical	instruments	and	begun	playing	together.	
  89	
  Miners	are	lined	up	the	street	to	get	a	handout	
  from	a	soup	kitchen.		
  90	
  Three	miners	have	been	stripped	and	chained	to	
  posts,	where	they’re	being	savagely	whipped.	
  91	
  This	little	shrine	looks	to	be	built	in	honour	of	a	
  local	god	of	luck.		
  92	
  A	row	of	ten	mining	helms	have	been	set	out	like	
  gravestones,	marking	lives	lost	in	a	recent	cave-
  in.	
  93	
  A	hodgepodge	of	good	luck	charms	decorate	the	
  eaves	of	these	houses.	
  94	
  The	 miners	 are	 exchanging	 a	 variety	 of	 metal	
  chips,	perhaps	as	a	sort	of	currency.	
  95	
  Robed	 monks	 shuffled	 through	 town,	 laying	
  hands	 on	 miners	 and	 bestowing	 blessings	 and	
  words	of	wisdom.	
  96	
  There	are	several	distinct	bands	of	miners	in	this	
  town,	 each	 identified	 by	 the	 specific	 colour	 of	
  their	outfit.	
  97	
  This	 fine-looking	 house	 stands	 out	 from	 among	
  the	rabble	of	rundown	shacks.	
  98	
  The	 town	 commander	 patrols	 the	 main	 street	
  astride	a	massive	stallion.	
  99	
  A	 bleached	 skull	 sits	 nearby	 with	 an	 old	 pick	
  lodged	in	it.	
  100	
  With	 a	 cackle,	 a	 naked	 miner	 shoots	 out	 of	 a	
  nearby	building	and	sprints	down	the	street.	
  	
  	
  
  64	
  M I N I N G  T O W N :  B U S I N E S S E S  
  Use	this	table	to	provide	the	basic	details	of	businesses	the	PCs	
  come	 across	 as	 they	 explore	 the	 mining	 town.	 Some	 may	 be	
  inappropriate	based	on	the	locale’s	set	up;	ignore	such	results	
  and	simply	re-roll.	
  D%	
  	
  01-02	
  Smittle’s	Smelt	(blacksmith)	is	one	of	the	busiest	
  establishments	 in	 town,	 with	 a	 big-bellied	
  blacksmith	 overseeing	 half-a-dozen	 apprentices	
  around	several	forges	that	run	at	all	hours.	
  03-04	
  Bellyup	(tavern)	is	empty	during	the	day,	and	full	
  of	 filthy	 miners	 at	 night,	 all	 spending	 hard-
  earned	coin	to	wash	the	dust	from	their	throats.	
  05-06	
  The	Cove	(inn)	provides	neat	and	tidy,	if	sparsely	
  furnished,	rooms	for	travellers;	most	furniture	is	
  bolted	to	the	floors	or	walls	to	prevent	thievery.		
  07-08	
  Sta’bit	 (boarding	 house)	 provides	 temporary,	
  lodging	 for	 vagrant	 miners	 working	 on	 more	
  transient	teams	who	just	need	a	place	to	sleep.	
  09-10	
  The	Ramshackle	(shanty	town)	offers	a	spot	for	
  miners	to	pitch	their	tents	–	for	a	copper	a	week.	
  Crime	is	rampant	in	this	part	of	town.	
  11-12	
  Clank’s	Clutter	(mining	equipment)	deals	in	picks,	
  helms	and	other	essential	mining	equipment.		
  13-14	
  Vittles	n’	Such	(grocer)	has	fruits,	vegetables	and	
  other	seasonal	foods	in	its	stalls,	with	guards	in	
  place	at	all	entrances	to	discourage	snatchers.	
  15-16	
  The	 Hefty	 Embrace	 (brothel)	 sees	 almost	 as	
  much	business	as	the	tavern,	as	miners	drizzle	a	
  bit	of	gold	dust	in	the	ladies’	palms	to	see	their	
  pleasures	met.	
  17-18	
  Fizzle’s	 (ale	 house)	 offers	 finer	 drinks	 for	 the	
  more	discerning	patron	who	is	willing	to	pay	with	
  a	heftier	coin	purse	for	smoother	spirits.	
  19-20	
  Hayshaft	 (stables)	 has	 a	 lone	 stable	 boy	 who	
  feeds	and	mucks	out	the	“guests”.		
  21-22	
  The	Irons	(law	enforcement)	are	the	closest	this	
  town	has	to	a	Watch.	Seen	as	brutes,	the	soldiers	
  here	are	most	often	called	on	to	put	down	riots	
  or	other	unrest.	
  23-24	
  Tower	 Block	 (guardhouse)	 hosts	 the	 national	
  guards	stationed	in	this	town.	None	are	happy	to	
  be	there	and	often	take	it	out	on	unruly	miners.	
  25-26	
  Top	o’	the	Slum	(mayor’s	office)	is	the	colloquial	
  name	 for	 the	 mayor’s	 den,	 where	 shady	 deals	
  and	shadier	folks	are	cloistered.	
  27-28	
  Meeting	 Hole	 (town	 hall)	 is	 filled	 to	 the	 brim	
  whenever	 miners	 have	 a	 dispute	 and	 want	 to	
  resolve	it	with	something	other	than	their	fists.	
  29-30	
  Wily	Whiskers	(showers	and	shaves)	gives	miners	
  a	 chance	 to	 clean	 up	 before	 visiting	 the	 local	
  brothel.	Hot	water	costs	extra.	
  31-32	
  The	 Carryall	 (mailroom)	 delivers	 letters	 and	
  packages,	but	is	rumoured	to	be	lifting	items	of	
  value	passing	through	its	hands.	
  33-34	
  The	Conjure	Coin	(casino)	offers	miners	another	
  way	 to	 boost	 their	 luck,	 but	 most	 –	 if	 not	 all	 –	
  find	their	weekly	wages	lost	to	Lady	Luck	here.	
  35-36	
  Penniless	 Prayer	 (church)	 is	 a	 tiny	 chapel,	
  offering	 spiritual	 solace	 and	 penance	 to	 miners	
  with	anything	left	resembling	a	conscience.	
  37-38	
  The	 Learner	 (school)	 teaches	 more	 adults	 than	
  children,	with	a	lone	instructor	struggling	to	help	
  miners	learn	to	read	and	write	their	own	names.	
  39-40	
  Blacky’s	Pit	(brawler’s	club)	lets	townsfolk	batter	
  one	another	into	submission,	hoping	to	make	a	
  bit	of	blood	money	on	the	betting.	
  41-42	
  It’s	 All	 Here	 (general	 supplies)	 is	 a	 usual	
  knickknack	 store,	 offering	 everything	 from	
  clothes	to	supplies	to	cheap	weaponry.	
  43-44	
  Marrowmart	 (butcher)	 gives	 miners	 the	 gristle	
  they	 need	 to	 survive	 another	 week.	 Their	
  products	 are	 tough	 chewing,	 but	 salted	 heavily	
  enough	to	be	disease	free.	
  45-46	
  Betcha	 Fresh	 (baker)	 is	 run	 by	 Poppy	 Ulstead,	
  who	bakes	new	loaves	every	day	and	is	generous	
  enough	to	offer	more	down-and-out	miners	the	
  stale	leftovers.	Thus,	she	is	very	popular.	
  47-48	
  Smeltworks	 (smelter)	 pays	 for	 scrap	 metal	
  delivered	 by	 miners	 and	 melts	 it	 down	 into	
  ingots	it	before	selling	it	on.		
  49-50	
  Gleam	 in	 the	 Eye	 (jeweller)	 is	 a	 tiny	 shop	 filled	
  with	 shiny	 trinkets,	 most	 of	 whose	 value	 is	 a	
  tenth	of	their	asking	price.		
  51-52	
  Payday’s	(money	exchange)	handles	any	sort	of	
  foreign	coin	passing	through	town,	taking	a	hefty	
  percentage	of	profit	in	the	exchange.	
  53-54	
  The	 Landmark	 (claims	 office)	 handles	 territory	
  claims	 in	 the	 locality	 and	 provides	 deeds	 for	
  miners	who	want	to	found	their	own	operations.	
  55-56	
  True	 Path	 (mapmakers)	 charts	 the	 surrounding	
  lands	 and	 also	 details	 mineshafts	 as	 well,	
  ensuring	there’s	an	accurate	record	of	progress.	
  57-58	
  Cornerstone	Inc.	(construction)	erects	the	many	
  shoddy	 shacks	 and	 homes	 comprising	 most	 of	
  the	 town.	 They	 work	 fast	 and	 cheap,	 but	
  everyone	knows	you	get	what	you	pay	for.		
  59-60	
  Dunnel	 &	 Sons	 (alchemists)	 sits	 a	 mile	 outside	
  town,	 and	 everyone	 winces	 whenever	 a	 distant	
  thunder	is	heard	coming	from	their	laboratory.	
  61-62	
  Hang	Tight	(rope	and	cords)	supplies	miners	with	
  the	 essential	 ropes	 they	 need	 to	 keep	 their	
  harness	and	winches	in	operation.		
  63-64	
  Boly’s	 Fixit	 (repairs)	 handles	 all	 manner	 of	
  repairs,	be	it	gear,	clothes,	tents	or	even	bones	–	
  though	they	do	a	crude	job	of	the	latter.		
  65-66	
  Keen	 Edge	 (weaponry)	 is	 run	 by	 Adin	 Lamsley,	
  who	is	quick	to	lecture	on	the	need	to	stab	your	
  enemy	 before	 they	 stab	 you.	 And	 what	 better	
  way	to	do	that	than	with	a	discounted	dagger?	
  
  65	
  67-68	
  Arken,	 Lloyel,	 and	 Wenst	 (legal	 office)	 handles	
  any	 legal	 disputes	 in	 town,	 sometimes	 working	
  for	both	sides	of	the	case.		
  69-70	
  Nips	 (barber)	 tends	 to	 a	 constant	 stream	 of	
  shaggy	miners	who	realize	their	long,	greasy	hair	
  is	a	hazard	when	working	in	cramped	spaces	lit	
  by	large	lanterns	and	candles.	
  71-72	
  The	Den	(jail)	is	where	townsfolk	languish	after	
  being	 caught	 in	 a	 crime.	 It	 is	 difficult	 to	 break	
  into	or	out	of,	due	to	the	cells	being	situated	in	
  an	old,	gutted	mine	shaft.	
  73-74	
  The	Caravan	(traders)	is	a	commerce	hub	for	any	
  merchants	travelling	through	the	area	who	might	
  want	to	trade	or	sell	wares	before	moving	on.		
  75-76	
  Miner’s	Union	(guild	hall)	supposedly	represents	
  the	miners’	best	interests,	but	it	spends	most	of	
  its	 time	 and	 staff	 on	 collecting	 “dues”	 and	
  maintaining	protection	rackets.	
  77-78	
  Holes	Mended	(tailor)	is	run	by	the	white-haired	
  gnome	 known	 only	 as	 Ruckles,	 who	 is	 able	 to	
  patch	 holes	 larger	 than	 his	 own	 head	 and	 can	
  turn	a	threadbare	shirt	into	a	glorious	robe.	
  79-80	
  Greenfoot	 (shoemaker/boots)	 knows	 miners	
  can’t	 work	 barefoot.	 Boots	 and	 shoes	 of	 all	
  shapes	and	sizes	are	sold	and	mended	here.	
  81-82	
  Come	 Rain	 or	 Snow	 (tentmaker)	 provides	
  everything	 from	 leather	 bedrolls	 to	 tents	 large	
  enough	to	hold	a	dozen	miners	at	a	time.	
  83-84	
  The	 Curls	 (drug	 den)	 is	 a	 smoky	 hole	 where	
  miners	dip	their	minds	and	bodies	into	a	blissful	
  fog,	 often	 not	 emerging	 until	 they	 need	 more	
  coin	to	pay	for	the	next	dose.	
  85-86	
  Dagny’s	 Galley	 (smugglers)	 is	 a	 small	 shopfront	
  that	acts	as	a	fence	for	stolen	or	illicit	goods.	It	is	
  always	 staffed	 by	 a	 lone,	 ever-smiling	 woman	
  who	is	believed	to	be	an	ex-assassin	in	hiding.	
  87-88	
  Patcher’s	(healer)	can	take	the	worst	near-death	
  cases	and	bring	them	back	to	life.	However,	most	
  miners	would	prefer	to	be	dead	after	seeing	the	
  cost	of	their	healing	spells.	
  89-90	
  Looksie’s	 Luck	 (hexer)	 purports	 to	 arrange	
  “accidents”	 by	 mystical	 means,	 allowing	 miners	
  to	eliminate	enemies	and	rivals	without	getting	
  blood	on	their	hands.	
  91-92	
  The	
  Dross	
  (metalworks)	
  takes	
  old	
  metal	
  equipment	 and	 gear	 and	 turns	 it	 all	 into	 odd	
  sculptures	it	then	sells	to	far-off	artistic	patrons.	
  93-94	
  To	 the	 Horizon	 (surveyor)	 works	 with	 the	 map-
  maker	and	claim	offices	to	scout	out	new	mining	
  locales	 or	 determine	 the	 safety	 hazards	 of	 a	
  newly	dug	shaft.	
  95-96	
  The	Clamps	(criminal	boarding)	is	a	high-security	
  building	where	miners	with	criminal	backgrounds	
  are	billeted	until	they	work	off	their	sentences.		
  97-98	
  Hoof	 n’	 Paw	 (work	 animals)	 keeps	 a	 steady	
  stream	 of	 mules,	 goats	 and	 horses	 coming	
  through	 town;	 many	 of	 them	 then	 worked	 to	
  death	lugging	cartloads	of	ore.		
  99-100	
  In	Blood	(loan	shark)	is	the	realm	of	Giles	Surry,	
  who	is	willing	to	front	any	amount	of	coin	to	a	
  desperate	soul	for	an	insane	amount	of	interest	
  on	the	back-end.	
  	
   
  
  66	
  M I N I N G  T O W N :  F O L K  O F  I N T E R E S T  
  Use	 this	 table	 to	 generate	 the	 basic	 details	 of	 folk	 the	 PCs	
  encounter	as	they	explore	the	mining	town.	Use	these	details	as	
  a	base	from	which	to	portray	the	NPC.	
  D%	
  	
  01-02	
  Adway	 Dond	 (NG	 female	 human)	 is	 a	 dusty	
  mining	 band	 leader	 who	 is	 forever	 full	 of	 good	
  cheer	 and	 cheesy	 jokes.	 He	 is	 a	 skilled	 lute	
  player.	
  03-04	
  Joina	 Atlergull	 (CN	 female	 gnome	 cleric	 3)	 uses	
  her	 minimal	 spellwork	 to	 check	 for	 dangerous	
  conditions	within	a	mine	before	the	teams	get	to	
  work	excavating	further.		
  05-06	
  Juphet	 Ralk	 (N	 male	 dwarf)	 handles	 the	
  demolitions	 for	 most	 of	 the	 mining	 operations.	
  As	such,	he’s	half-deaf	in	one	ear	and	missing	the	
  other	entirely.		
  07-08	
  Aldrt	Oisa	(LN	male	halfling)	slips	into	portions	of	
  mining	 shafts	 most	 larger	 people	 can’t	 reach,	
  scouting	 out	 deeper	 portions	 for	 possible	
  resources	worth	reaching.	
  09-10	
  Tasy	Diburald	(LN	female	dwarf)	loves	maps.	She	
  loves	 them	 so	 much,	 every	 inch	 of	 her	 skin	 is	
  covered	with	tattooed	maps	from	various	lands	
  and	towns	she’s	travelled	through.	
  11-12	
  Oldine	 Emug	 (LE	 male	 dwarf	 fighter	 3)	 is	 a	
  heavily	 scarred	 town	 guard	 who	 takes	 his	 duty	
  seriously	and	chops	anyone	off	at	the	knees	who	
  tries	 to	 bribe	 him.	 He	 takes	 great	 delight	 in	
  manipulating	marks	into	offering	him	a	bribe.	
  13-14	
  Polva	Elange	(LE	female	half-elf	cleric	3)	creates	
  illusions	 of	 beauty	 for	 the	 prostitutes	 in	 the	
  brothel,	 making	 them	 more	 attractive	 while	
  covering	their	symptoms	of	disease.	
  15-16	
  Lega	Swagt	(LE	male	half-orc)	has	huge,	scarred	
  knuckles	and	has	been	working	in	this	town	since	
  it	was	founded.	A	well	known	feature	in	town,	he	
  is	a	skilled	brawler.	
  17-18	
  Alane	 Llaton	 (NE	 male	 human	 cleric	 1)	 has	 an	
  affinity	 for	 insects	 and	 loves	 to	 prank	 fellow	
  miners	 by	 having	 swarms	 attack	 them	 in	 the	
  middle	of	a	dark	tunnel.	
  19-20	
  Oulis	 Sullit	 (LN	 male	 gnome	 cleric	 1)	 monitors	
  the	 weather	 for	 the	 town	 and	 warns	 of	 any	
  possible	 flash	 floods	 or	 other	 nasty	 conditions	
  making	it	hazardous	for	miners.	
  21-22	
  Testo	Drald	(LG	male	human)	is	a	bent,	hobbling	
  old	man	who	looks	barely	strong	enough	to	hold	
  onto	 the	 pick	 he	 drags	 along	 everywhere	 he	
  goes.	
  23-24	
  Kinurn	Endell	(LN	female	human)	knows	how	to	
  handle	ropes	and	knots	better	than	anyone	else	
  in	 town,	 and	 is	 often	 responsible	 for	 securing	
  miners	in	harnesses	before	they’re	lowered	into	
  a	shaft.	
  25-26	
  Inga	 Raer	 (NG	 female	 half-orc)	 hates	 hearing	
  people	 argue.	 if	 anyone	 gets	 into	 a	 shouting	
  match,	she	just	pummels	them	into	silence.	
  27-28	
  Shellden	 Dyam	 (NG	 male	 human	 fighter	 1)	 is	 a	
  disgraced	soldier	who	is	working	off	a	war	crime	
  in	the	mines.	He	rarely	talks	and	is	rarely	sober.	
  29-30	
  Drasch	 Seng	 (CG	 female	 half-orc)	 is	 a	 popular	
  bartender,	as	she	always	pours	a	hefty	mug.	Just	
  don’t	cause	trouble	during	her	work	day,	or	she’ll	
  spit	in	the	foam.	
  31-32	
  Hulma	 Yhon	 (LN	 female	 human	 cleric	 3)	 has	 a	
  talent	 for	 healing,	 but	 only	 tends	 wounded	
  miners	 who	 are	 willing	 to	 pay.	 No	 coin?	 Good	
  luck	with	that	shattered	leg.	
  33-34	
  Kose	 Ris	 (N	 male	 dwarf)	 is	 often	 seen	 lugging	
  several	 loaded	 ore	 carts	 along	 by	 himself,	
  especially	 after	 the	 latest	 batch	 of	 horses	 and	
  mules	have	keeled	over	from	exhaustion.	
  35-36	
  Crough	 Masag	 (N	 male	 human)	 officially	 owns	
  this	town	and	wants	to	keep	it	running	smoothly	
  so	the	profits	line	his	velvet	pockets.	
  37-38	
  Verda	Rachque	(N	female	human	fighter	3)	is	a	
  guard	 who	 patrols	 the	 streets	 at	 night,	 sending	
  drunk	miners	back	to	their	tents	with	well-placed	
  kicks	to	their	rumps.	
  39-40	
  Togue	Vese	(CE	male	human)	doctors	a	number	
  of	 claim	 maps	 on	 file	 as	 well	 as	 provides	
  forgeries	of	claim	certificates	to	those	who	pay	
  well	enough.	
  41-42	
  Omkin	 Atheris	 (NE	 male	 half-elf	 fighter	 3)	 is	 a	
  well-known	blade	for	hire,	and	plenty	of	bodies	
  found	in	the	alleys	are	considered	his	handiwork.	
  43-44	
  Iechy	Dop	(CE	male	dwarf	cleric	1)	is	constantly	
  trying	to	sabotage	mining	efforts,	causing	cave-
  ins	and	other	disasters	–	but	no	one’s	yet	proved	
  his	guilt.	
  45-46	
  Bureph	Tavel	(LG	male	human	fighter	2)	is	known	
  for	 his	 boasts	 of	 fighting	 prowess,	 but	 he’s	
  actually	gentle	in	most	situations	and	only	rises	
  to	a	fight	when	his	friends	are	threatened.	
  47-48	
  Molen	Skeldel	(CE	male	human)	is	a	lanky-haired	
  man	who	supplies	many	miners	with	the	drugs	to	
  which	they	are	hopelessly	addicted.	
  49-50	
  Onroth	 Atek	 (LG	 male	 dwarf)	 is	 skinny	 for	 a	
  dwarf,	 and	 his	 bald	 head	 and	 lack	 of	 beard	
  (thanks	 to	 a	 fire	 and	 scar	 tissue)	 set	 him	 apart	
  even	further	from	the	crowd.	
  51-52	
  Hons	Teeng	(N	male	human	cleric	2)	is	an	official	
  in	the	mining	guild.	He	holds	to	the	letter	of	the	
  law	 and	 is	 strict	 in	 upholding	 regulations,	 no	
  matter	the	circumstances.	
  53-54	
  Motac	 Stry	 (CN	 male	 human)	 wanders	 the	
  mining	tents	during	the	day,	trying	to	sell	strips	
  of	 dried	 meat—though	 he	 doesn’t	 hunt,	 so	 no	
  one	knows	quite	from	where	he	gets	the	goods.	
  
  67	
  55-56	
  Alash	 Lenth	 (LE	 female	 half-elf)	 is	 a	 pickpocket	
  who	also	loves	to	plunder	tents	and	shacks	when	
  miners	are	away	at	work.	
  57-58	
  Tiain	 Selim	 (LE	 male	 gnome)	 monitors	 mine	
  productivity	and	is	constantly	on	the	lookout	for	
  ways	 to	 spur	 miners	 to	 greater	 efficiency,	
  disregarding	 their	 health	 and	 safety	 in	 the	
  process.	
  59-60	
  Emmal	Skohn	(CG	female	human)	dedicates	her	
  legal	 expertise	 to	 fighting	 fraud	 and	 theft	 in	
  town,	 often	 helping	 miners	 hold	 on	 to	 their	
  property	 despite	 claim	 jumping	 and	 other	 vile	
  practices.	
  61-62	
  Thera	 Rustam	 (LE	 female	 human	 cleric	 1)	 is	 a	
  withered	 crone	 who	 makes	 life	 miserable	 for	
  others	through	her	array	of	hexes	and	curses—
  all	available	for	a	price.	
  63-64	
  Melet	Garuat	(CG	male	human	fighter	2)	fought	
  in	 the	 war	 and	 now	 makes	 a	 simple	 living	
  through	 hard	 labour,	 yet	 he’s	 never	 short	 of	
  good	cheer	and	a	deep	laugh.	
  65-66	
  Etban	 Murtano	 (N	 male	 dwarf)	 is	 one	 of	 the	
  larger	 land	 owners	 in	 the	 area;	 several	 major	
  mines	have	been	in	his	family	for	generations.	
  67-68	
  Bruas	Rolst	(CE	male	dwarf	fighter	1)	is	a	corrupt	
  town	 guard,	 willing	 to	 take	 bribes	 in	 exchange	
  for	 looking	 the	 other	 way	 when	 ill	 deeds	 are	
  about.	
  69-70	
  Tosik	 Xek	 (NE	 male	 half-orc)	 is	 the	 town	 bully	
  who	revels	in	cruelty	and	shaming	others.	Many	
  townsfolk	 have	 suffered	 from	 his	 beatings	 and	
  mocking	laughter.	
  71-72	
  Risny	(NG	female	half-elf	fighter	3)	is	often	seen	
  strolling	around	town,	a	large	sword	strapped	to	
  her	 back.	 She	 watches	 the	 miners,	 but	 rarely	
  interacts	 with	 them—almost	 as	 if	 she’s	 waiting	
  for	someone.	
  73-74	
  Wara	Kellerin	(NG	female	human	fighter	1)	is	a	
  soldier	who	aims	to	keep	the	peace	in	town	at	all	
  costs,	 though	 she	 never	 goes	 as	 far	 as	 killing	
  another.	She	believes	anyone	can	be	reformed	if	
  given	a	chance.	
  75-76	
  Tinnel	Schorder	(CG	male	dwarf)	loves	tools	and	
  carries	 almost	 every	 possible	 piece	 of	 mining	
  gear	strapped	to	her	broad	waist	as	she	waddles	
  about	town.	
  77-78	
  Theria	 Sofaf	 (LG	 female	 halfling	 cleric	 2)	 is	 a	
  teacher	 skilled	 at	 teaching	 etiquette	 and	
  hygiene.	Consequently,	she	is	often	broke.	
  79-80	
  Dugnan	 Daess	 (LG	 male	 human)	 sends	 almost	
  every	copper	he	makes	to	his	children,	who	are	
  being	raised	by	an	unknown	mother	in	a	nearby	
  city.	
  81-82	
  Shyq	Anali	(N	female	halfling)	was	crippled	in	a	
  rock	 collapse,	 and	 now	 begs	 for	 the	 spare	
  copper,	 her	 withered	 legs	 on	 display	 to	 evoke	
  any	sympathy.		
  83-84	
  Kimver	Otani	(N	male	halfling	cleric	3)	has	a	pet	
  sparrow	 that	 follows	 him	 deep	 into	 the	 mines	
  and	is	used	to	sense	dangerous	gasses	therein.	
  85-86	
  Denb	Dunb	(N	male	dwarf	cleric	3)	claims	to	hear	
  voices	 in	 the	 echoes	 of	 the	 earth.	 Everyone	
  thinks	he’s	crazy,	but	he	has	managed	to	escape	
  several	 mining	 shafts	 moments	 before	 they	
  collapsed.	
  87-88	
  Kalss	(CN	male	half-orc	fighter	2)	is	the	mayor’s	
  personal	
  bodyguard,	
  who	
  bashes	
  anyone	
  without	question	if	ordered	to	by	his	boss.	
  89-90	
  Pera	 Treand	 (CN	 female	 half-elf)	 works	 with	
  most	 merchants	 who	 pass	 through	 the	 area,	
  trying	 to	 convince	 them	 to	 spend	 coin	 and	 sell	
  goods.	
  91-92	
  Alada	 Kesten	 (CE	 female	 dwarf)	 works	 in	 the	
  brothel	and	often	drugs	the	miners	who	come	to	
  see	 her	 so	 she	 can	 rifle	 their	 clothes	 for	
  valuables.	
  93-94	
  Vorves	 Kelvala	 (LG	 female	 elf)	 has	 set	 up	
  residence	 in	 town	 with	 the	 intent	 of	 trying	 to	
  provide	 better	 living	 situations	 for	 the	 miners,	
  though	 most	 have	 been	 distrusting	 of	 her	
  motivations	thus	far.	
  95-96	
  Issgha	 Darrard	 (LN	 male	 half-orc)	 can	 crack	 a	
  rock	in	two	with	a	squeeze	of	his	fist,	and	split	a	
  boulder	with	a	well-aimed	hit	of	his	hammer.	
  97-98	
  Kuif	 Polas	 (LN	 male	 half-orc	 fighter	 2)	 is	 the	
  bouncer	for	the	tavern	and	is	quick	to	toss	any	
  troublemakers	 into	 the	 streets.	 Too	 much	 ale,	
  though,	can	make	him	a	troublemaker.	
  99-100	
  Ohina	 Ereurn	 (LE	 female	 elf	 cleric	 3)	 has	 the	
  town	 mayor	 under	 a	 despicable	 enchantment	
  and	 actually	 runs	 the	 whole	 place,	 taking	
  whatever	cut	of	the	profits	she	wants.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
  68	
  M I N I N G  T O W N :  H O O K S ,  C O M P L I C A T I O N S  &  O P P O R T U N I T I E S  
  Although	 the	 PCs	 may	 simply	 want	 to	 visit	 the	 mining	 town,	
  sometimes	 fate	 intervenes.	 Use	 this	 table	 to	 determine	 what	
  opportunities	or	complications	the	PCs	encounter.	
  D20	
  	
  1	
  The	party	round	the	corner	to	see	a	band	of	miners	
  standing	 over	 the	 broken,	 bloody	 body	 of	 their	
  former	overseer.	One	of	the	miners	holds	a	bloody	
  dagger.	 If	 the	 PCs	 don’t	 immediately	 leave,	 the	
  miners	 try	 to	 intimidate	 them	 into	 keep	 their	
  mouths	shut.	
  2	
  Things	 have	 finally	 come	 to	 a	 head	 between	 rival	
  mining	 gangs,	 and	 the	 PCs	 are	 wandering	 the	
  streets	when	the	two	groups	declare	war.	
  3	
  This	town	is	suffering	from	a	major	food	and	water	
  shortage	 that	 has	 miners	 dropping	 from	 fatigue	
  and	 starvation.	 Perhaps	 much	 of	 the	 town’s	 food	
  has	 been	 poisoned	 or	 deliveries	 of	 fresh	 produce	
  have	been	interrupted	by	banditry	(or	worse).	
  4	
  A	 recent	 cave-in	 has	 trapped	 dozens	 of	 miners	
  beneath	the	earth.	The	party	hears	the	screams	of	
  the	 miners’	 families	 and	 the	 clamour	 of	 frenzied	
  work	at	the	mine	head	as	they	wander	the	town.		
  5	
  The	party	hear	rumours	the	mining	town	is	a	front	
  for	 a	 massive	 smuggling	 ring.	 The	 next	 day,	 the	
  person	who	told	them	the	rumour	is	found	dead.	
  6	
  Bandits	 just	 struck	 the	 town,	 making	 off	 with	 a	
  shipment	 of	 valuable	 ore	 and	 gems.	 The	 local	
  authorities	 offer	 the	 PCs	 20%	 of	 the	 shipment	 if	
  they	get	it	back.	
  7	
  Miners	 are	 being	 terrorized	 by	 an	 unknown	
  monster	lurking	in	the	mine;	miners	now	refuses	to	
  enter	its	tunnels	without	capable	guards.	
  8	
  The	guards	who	patrolled	this	town	have	all	wound	
  up	dead,	murdered	in	the	middle	of	the	night.	
  9	
  Without	 warning,	 one	 miner	 draws	 a	 dagger	 and	
  lunges	 for	 another	 in	 the	 middle	 of	 the	 street.	
  Quickly	 passersby	 form	 a	 circle	 around	 the	 men	
  and	watch	the	combat	unfold.	
  10	
  Almost	 everyone	 in	 town	 has	 been	 reduced	 to	
  gibberish—something	in	the	water	perhaps?	
  11	
  The	treasure	map	the	merchant	sold	the	party	has	
  led	 them	 straight	 to	 this	 mining	 town.	 The	 only	
  problem	is,	the	buried	treasure	is	apparently	buried	
  very	near	–	or	even	in	–	the	mine.	
  12	
  One	 of	 the	 party	 has	 a	 legal	 claim	 to	 one	 of	 the	
  operational	 mines	 in	 the	 area,	 through	 a	 distant	
  relative	who	died	recently.		
  13	
  Every	piece	of	mining	equipment	in	town	has	been	
  bent	 and	 broken	 by	 an	 unknown	 force.	 Work	 has	
  ground	to	a	halt.	
  14	
  With	 a	 earth-rending	 blast,	 a	 gas	 explosion	 tears	
  through	 the	 nearby	 mining	 camp.	 As	 the	 blast’s	
  echoes	fade	the	screams	of	the	dead	and	dying	fill	
  the	air.	
  15	
  An	ore-laden	cart	has	tipped	over,	trapping	at	least	
  one	person	beneath	it.	Several	folk	stand	around,	
  trying	to	shift	it	so	the	injured	man	can	crawl	free.	
  16	
  The	 miners	 in	 this	 town	 employ	 trolls,	 bugbears	
  and	 other	 beasts	 to	 work	 the	 earth	 for	 them.	
  Consequently,	
  fights	
  and	
  murders	
  are	
  commonplace.	
  17	
  All	the	miners	in	this	town	are	in	chains	and	treated	
  as	slave	labour.	Consequently,	the	town	teeters	on	
  the	edge	of	rebellion.	
  18	
  A	drunken	riot	has	broken	out	across	the	town	as	
  miners	demand	higher	wages.	Properly	is	damaged,	
  shops	are	broken	into	and	several	mine	owners	are	
  forced	to	flee	for	their	lives.	
  19	
  Miners	 are	 dropping	 dead	 from	 no	 discernible	
  cause.	Panic	grips	the	town	amid	talk	of	curses	and	
  angry	ghosts	lurking	in	the	deep	shafts.	
  20	
  An	eerie	green	fog	is	emanating	from	the	mine	and	
  anyone	it	engulfs	is	never	seen	again.	
  	
  	
  
  69	
   
   
   
   
   
   
   
   
   
   
  PIRATE TOWN 
   
   
  
  70	
  P I R A T E  T O W N :  S I G H T S  &  S O U N D S  
  Use	 this	 table	 to	 generate	 the	 sights	 and	 sounds	 the	 PCs	
  experience	 as	 they	 move	 about	 a	 pirate	 town.	 Some	 details	
  listed	here	may	not	be	appropriate	for	the	particular	adventure	
  or	campaign	you	are	running.	Ignore	such	results	and	re-roll.	
  D%	
  	
  1	
  A	dusty	group	of	street	performers	are	traipsing	
  around	with	a	pig	and	miniature	pony.		
  2	
  This	 singer,	 dressed	 in	 vibrant	 rags,	 belts	 out	 a	
  bawdy	refrain	that	has	inspired	many	lascivious	
  looks	and	leers	from	his	audience.	
  3	
  Leaning	 against	 the	 walls	 near	 alleyways	 and	
  waving	 from	 balconies,	 their	 painted	 faces	 and	
  flimsy	 dresses	 and	 veils	 set	 them	 apart	 as	
  women	of	the	coin.		
  4	
  Wheels	 creek	 as	 a	 wagon	 train	 trundles	 down	
  the	road,	paced	by	scruffy-looking	guards.		
  5	
  Two	 brawny	 men,	 shirtless	 and	 streaked	 with	
  blood	and	sweat,	tumble	in	the	dirt,	attempting	
  to	crack	open	each	other’s	skulls.	
  6	
  A	 man	 and	 woman	 attack	 each	 other	 with	
  cutlasses	that	have	been	polished	to	a	shine.		
  7	
  The	 local	 blacksmith	 is	 singing	 in	 time	 with	 the	
  swing	 and	 clang	 of	 his	 hammer	 and	 the	 hiss	 of	
  hot	metal	plunged	into	buckets	of	water.	
  8	
  A	 salty	 wind	 blows	 in	 from	 the	 docks,	 where	
  ships	 bob	 on	 the	 tide	 and	 barnacle-covered	
  wood	groans	underfoot.	
  9	
  Dock	workers	shout	and	jest	with	one	another	as	
  they	load	and	offload	ships,	transport	supplies	or	
  run	errands	for	their	employers.	
  10	
  A	nearby	tavern	erupts	into	cheers	and	jeers.		
  11	
  A	 ship	 captain	 bellows	 at	 his	 crew,	 though	 his	
  specific	commands	are	lost	in	the	depths	of	his	
  thick	accent.		
  12	
  Wood	and	rope	creak	as	several	bloated	bodies	
  sway	 on	 the	 gallows	 from	 which	 they’ve	 been	
  hung.		
  13	
  A	ship	appears	on	the	horizon,	black	flags	flying	
  and	heads	straight	for	the	docks.	It	is	listing,	as	if	
  having	taken	storm	or	battle	damage.	
  14	
  A	chain	of	slaves	trudges	by,	their	necks,	wrists	
  and	 ankles	 clasped	 in	 rusting	 irons	 that	 have	
  chafed	their	skin	to	scars.	A	taskmaster	wielding	
  a	whip	watches	them	intently.	
  15	
  Each	 building	 here	 seems	 to	 bear	 a	 different	
  colourful	 flag.	 All	 are	 decorated	 with	 an	 odd	
  array	of	faces,	symbols	and	animals.	
  16	
  Food	carts	line	this	street,	many	of	them	offering	
  a	variety	of	exotic	meats,	from	monkey	to	bird	to	
  vibrant	sea	creatures.	Most	are	probably	rat.		
  17	
  A	 row	 of	 jugs	 sit	 on	 the	 sill	 of	 a	 large,	 open	
  window.	The	smell	of	the	nearest	one	suggests	it	
  was	once	alcohol,	but	has	fermented	far	beyond	
  anything	safe	to	drink.	
  18	
  A	man	stands	bent	over	in	an	alley,	spewing	his	
  last	drink	and	meal	onto	the	ground.	
  19	
  The	 shipyard	 bustles	 with	 labourers	 who	 are	
  sawing,	drilling,	hammering	or	otherwise	turning	
  logs	and	lumber	into	a	new	ship.	
  20	
  The	 ground	 shakes	 briefly.	 Birds	 screech	 and	
  scatter	from	nearby	trees	at	the	disturbance.	
  21	
  A	 band	 of	 men	 and	 women	 look	 like	 they’ve	
  been	 drinking	 and	 dancing	 in	 this	 square	 for	
  hours,	yet	their	carousing	has	yet	to	slow.	
  22	
  The	 cry	 of	 seagulls	 echoes	 overhead	 as	 a	 flock	
  wings	through	the	clear	sky.	Occasionally,	a	“gift”	
  falls	from	the	sky	onto	a	person	below.		
  23	
  The	crackle	of	shells	ripples	through	the	air	as	a	
  nearby	vendor	rips	legs	off	live	crabs.	
  24	
  A	man’s	screams	resound	as	he’s	bound	to	a	post	
  and	whipped	for	all	to	see.	
  25	
  A	 couple	 of	 pirates	 stagger	 along,	 chanting	 a	
  drinking	song.	
  26	
  A	client	keeps	his	face	stoic	as	the	artist	tattoos	a	
  name	on	his	arm	with	a	fishbone	needle.	
  27	
  Dice	 clatter	 and	 roll	 as	 the	 day’s	 gambling	 gets	
  underway.	
  28	
  Men	holler	and	exchange	bets	as	the	brawlers	in	
  a	fighting	pit	exchange	blows.	
  29	
  A	naked	man	is	chased	out	of	a	nearby	dwelling	
  by	a	woman	waving	a	meat	cleaver.	
  30	
  A	hag	hobbles	by,	mutterings	interspersed	with	
  the	occasional	raving	screams.	
  31	
  The	town’s	graveyard	is	a	sandy	patch	marked	by	
  polished	white	stones.	
  32	
  Palm	 trees	 and	 coconuts	 dot	 the	 area,	 fronds	
  rustling	in	the	wind.	
  33	
  A	 band	 of	 frisky	 monkeys	 scamper	 around,	
  snatching	up	loose	items	to	fling	at	one	another.	
  34	
  Rows	 of	 shrunken,	 shrivelled	 heads	 hang	 from	
  the	rafters	of	this	house.	
  35	
  A	 row	 of	 chamber	 pots	 stand	 in	 an	 alley,	 but	
  haven’t	been	emptied	in	a	while.	
  36	
  Cargo	 crates	 and	 barrels	 line	 the	 walkway.	
  Several	have	air	holes	drilled	into	them.	
  37	
  A	group	of	men	stride	past,	bearing	a	large	chest	
  that	looks	to	be	quite	heavy.	
  38	
  Piles	 of	 shelled	 oysters	 are	 strewn	 along	 the	
  road,	making	it	necessary	to	step	carefully.	
  39	
  A	 priest	 dispenses	 a	 passionate	 sermon	 on	 the	
  street	corner	to	an	audience	of	none.	
  40	
  The	town	gate	has	at	least	a	dozen	heads	set	on	
  pikes	to	greet	newcomers.	
  41	
  This	small	wooden	pen	contains	chickens,	goats	
  and	sheep.	
  42	
  Monkeys	 chatter,	 birds	 screech	 and	 the	 wind	
  whistles	through	the	nearby	trees.	
  43	
  A	 crumbling	 lighthouse	 rears	 up	 from	 a	 jut	 of	
  rock,	out	in	the	harbour.		
  
  71	
  44	
  Waves	thunder	and	crash	over	a	deadly	reef	just	
  visible	from	shore.	
  45	
  The	water	here	is	lanced	through	with	the	masts	
  of	wrecked	ships.	
  46	
  The	 beach	 is	 strewn	 about	 with	 bones,	 some	
  human,	some	anything	but.	
  47	
  A	 band	 of	 jugglers	 fling	 painted	 skulls	 between	
  each	other,	attempting	to	garner	a	few	coins.	
  48	
  Several	people	around	town	have	lost	limbs,	and	
  have	replaced	them	with	wooden	prosthesis.	
  49	
  A	pirate	limps	by,	his	skin	so	scarred	there’s	not	a	
  clear	patch	to	be	seen.		
  50	
  A	herd	of	wild	pigs	roots	around	town,	the	head	
  boar	glaring	at	everything	with	squinty,	red	eyes.	
  51	
  A	 rainbow	 of	 parrots	 soars	 through	 the	 sky,	
  musical	calls	sound	about.	
  52	
  A	 naga	 slithers	 through	 the	 crowd;	 she	 is	 the	
  owner	of	a	nearby	tavern.	
  53	
  This	 tavern	 wall	 is	 arrayed	 with	 hundreds	 of	
  corded	ropes,	hung	heavy	with	shark	teeth	of	all	
  sizes—some	with	dried	blood	on	them	still.	
  54	
  A	massive	shark	has	been	cured	and	hung	on	the	
  wall	above	the	mantle.	Its	gaping	mouth	is	wide	
  enough	to	swallow	a	grown	man	whole.	
  55	
  The	 town	 hall	 sports	 a	 giant	 pearl	 above	 the	
  doorway,	claimed	to	be	cursed	against	theft.	
  56	
  On	 closer	 inspection,	 the	 man	 sleeping	 off	 the	
  hangover	in	the	gutter	is,	in	fact,	dead.	
  57	
  The	docks	of	this	town	look	to	be	made	out	of	
  the	giant	bones	of	a	long-dead	sea	serpent.	
  58	
  A	 fleet	 of	 wooden	 canoes	 have	 been	 dragged	
  ashore,	and	set	aflame.	
  59	
  Smoke	 and	 screams	 rise	 from	 a	 docked	 pirate	
  ship	that	has	caught	fire.	
  60	
  Divers	 wearing	 tight	 loincloths	 and	 holding	
  simple	knives	stride	passed	to	the	sea.	
  61	
  Two	 ships	 have	 squared	 off	 in	 the	 bay;	 their	
  crews	scramble	to	load	their	ballistae.	
  62	
  A	group	of	men	in	military	uniform	march	down	
  the	main	road,	attempting	to	bring	order	to	this	
  lawless	town.	They	won’t	last	long.	
  63	
  A	group	of	animated	skeletons	work	tirelessly	on	
  the	deck	of	a	docked	ship.	
  64	
  A	line	of	monks	shuffles	down	the	street,	heads	
  bowed,	their	faces	hidden	by	their	grey	hoods.	
  65	
  A	band	of	scarred	mercenaries	lounges	on	crates	
  nearby,	waiting	for	their	next	client.	
  66	
  This	 wall	 has	 been	 transformed	 into	 a	 vibrant	
  mosaic	comprising	thousands	of	shell	fragments.	
  67	
  An	 odd	 pile	 of	 muddy	 and	 bloody	 black	 eye	
  patches	and	red	cloth	hats	lies	by	the	road.	
  68	
  A	 toppled	 bell	 tower	 lies	 on	 one	 edge	 of	 the	
  town,	forming	a	cracked	and	crumbled	wall.	
  69	
  This	food	cart	offers	a	selection	of	nutritious,	but	
  chewy,	baked	eel	strips.	
  70	
  The	 anchor	 lying	 at	 the	 edge	 of	 town	 looks	 far	
  too	big	to	have	actually	been	used.	
  71	
  An	illusionary	octopus	writhes	across	a	building’s	
  facade.	
  72	
  Four	men	have	been	staked	spread-eagle	on	the	
  beach,	awaiting	high	tide	to	end	their	misery.	
  73	
  Eerie,	sinister	laughter	erupts	from	nearby.		
  74	
  Dozens	of	rats	swarm	between	the	buildings	and	
  crawl	over	the	legs	of	the	drunks	lying	about.	
  75	
  Arrays	 of	 tarred	 ropes	 hang	 drying	 from	 metal	
  hooks	in	a	larger,	wooden	frame.	
  76	
  The	town	has	been	built	around	a	circle	of	native	
  statues,	none	of	them	humanoid.	
  77	
  The	 volcano	 looming	 over	 the	 town	 rumbles	
  ominously	from	time	to	time.	
  78	
  This	 well	 is	 rumoured	 to	 lead	 to	 underground	
  caverns,	but	contains	only	slimy,	black	water.	
  79	
  The	beach	has	several	sea	caves	accessible	only	
  during	low	tides.	
  80	
  This	section	of	street	is	strangely	clean.		
  81	
  A	 translucent	 pirate	 ship	 slides	 across	 the	
  horizon.	
  82	
  A	strange	yellow	fog	hangs	over	the	town.	
  83	
  A	roving	band	of	wild	dogs	skulks	through	town,	
  gnawing	on	discarded	bones	and	other	offal.	
  84	
  Several	large	fish	tanks	sit	on	the	counter,	full	of	
  scaled	and	spiked	sea	life.	
  85	
  Someone	has	painted	vile	graffiti	on	the	side	of	
  this	building,	in	white,	red	and	brown	paint.	
  86	
  This	deep	pit	is	festooned	with	numerous	spikes.	
  87	
  Several	 errand	 boys,	 wearing	 little	 more	 than	
  rags,	dash	about.	
  88	
  A	 trio	 of	 young	 musicians	 play	 questionable	
  music	through	a	series	of	carved	conch	shells.	
  89	
  The	 muted	 screams	 of	 victims	 in	 nearby	 ship	
  holds	is	a	disturbing	sound	on	the	night	wind.	
  90	
  A	 large	 wooden	 pen	 holds	 dozens	 of	 imported	
  cattle	and	other	labour	beasts.		
  91	
  The	 seas	 today	 are	 stormy,	 mirroring	 the	
  turbulent,	grey-green	skies.	
  92	
  A	 permanent,	 but	 weak	 whirlpool	 spins	 a	 little	
  ways	offshore	from	the	docks.		
  93	
  This	 mausoleum	 has	 been	 built	 entirely	 out	 of	
  skulls	and	bones.	
  94	
  This	statue	has	been	used	as	a	weapon	practice	
  dummy	for	years	and	is	badly	damaged.	
  95	
  The	 fountain	 in	 the	 centre	 of	 the	 town	 square	
  spouts	crystal	clear	saltwater.	
  96	
  The	nearby	lagoon	rings	with	the	sweet	sound	of	
  mermaid	choruses	and	the	splash	of	tails.	
  97	
  A	school	of	dolphins	swims	close	to	the	docks.	
  98	
  The	 roof	 of	 this	 domicile	 appears	 to	 be	 made	
  entirely	out	of	a	giant	sea	turtle	shell.	
  99	
  This	tavern	resounds	with	the	latest	chorus	of	“A	
  hundred	bottles	of	beer	on	the	wall...”	
  100	
  An	ancient	altar,	graven	with	bearded	faces	and	
  empty	eye	sockets	where	enormous	jewels	were	
  once	affixed	stands	in	a	shadowy	alley.	
  	
  	
  
  72	
  P I R A T E  T O W N :  B U S I N E S S E S  
  Use	this	table	to	provide	the	basic	details	of	businesses	the	PCs	
  come	 across	 as	 they	 explore	 the	 pirate	 town.	 Some	 may	 be	
  inappropriate	based	on	the	locale’s	set	up;	ignore	such	results	
  and	re-roll.	
  D%	
  	
  01-02	
  Finlan’s	Forge	(blacksmith)	is	operated	by	one	of	
  the	 burliest	 men	 in	 town,	 who	 endlessly	 toils	
  over	 his	 anvil	 and	 forge.	 He	 claims	 to	 be	 the	
  master	of	metal.	
  03-04	
  Scraps	(flag	maker)	is	run	by	a	dwarf	known	only	
  as	 McNully,	 who	 creates	 ship	 flags	 of	 all	 sizes,	
  shapes,	colour	and	design.		
  05-06	
  Made	to	Fit	(clothes	shop)	is	overseen	by	a	trio	
  of	 tailors	 who	 can	 turn	 the	 smallest	 rag	 into	 a	
  fashionable	 accessory	 or	 addition	 to	 ay	 pirate’s	
  wardrobe.	
  07-08	
  Gnasher’s	(illicit	substances)	is	run	by	one	of	two	
  brothers,	 and	 this	 one’s	 speciality	 is	 drugs	 and	
  drink	 that’ll	 have	 you	 bobbing	 on	 imaginary	
  waves	in	no	time.	
  09-10	
  Grubber’s	 (fishmonger)	 is	 run	 by	 one	 of	 two	
  brothers,	and	this	one	prefers	living	by	hook	and	
  line.	Sells	bait,	tackle	and	even	deep	sea	fishing	
  lessons	if	you’ve	the	coin.	
  11-12	
  It’ll	Float	(shipyard)	is	managed	by	a	surprisingly	
  capable	taskmaster	who	keeps	a	keen	eye	on	all	
  ship-building	operations,	big	or	small.	
  13-14	
  Squid	Ink	(tattoo	parlour)	specializes	in	providing	
  the	tattoos	pirates	are	so	fond	of,	using	fish	bone	
  needles	 and	 other	 exotic	 materials	 to	 transfer	
  pattern	to	skin.	
  15-16	
  Safe	 Harbour	 (brothel)	 is	 one	 of	 the	 most	
  popular	 destinations	 in	 town,	 run	 by	 Madame	
  Gustello,	who	keeps	her	women	in	powder	and	
  lace	at	all	hours.	
  17-18	
  The	 Slops	 (alehouse)	 is	 where	 you’ll	 find	 the	
  cheapest	wine	and	ale	to	keep	your	thirst	slaked.	
  It’s	 also	 the	 surest	 bet	 for	 the	 nearest	 brawl,	
  though	don’t	tempt	the	barkeep’s	cudgel.	
  19-20	
  The	 Satchel	 (alchemist	 shop)	 specializes	 in	
  creating	potions	to	mimic	a	wide	variety	of	spell	
  effects,	as	well	as	selling	bottled	wind,	good	luck	
  and	more	to	keep	boats	afloat.	
  21-22	
  Wings	 n’	 Things	 (pet	 shop)	 is	 a	 stinking	 shop	
  filled	 with	 crates	 of	 birds,	 reptiles	 and	 larger	
  predators.	The	caws	and	roars	are	cacophonous.		
  23-24	
  Tints	and	Tinctures	(cures)	is	a	one-stop	shop	for	
  every	 herb,	 potion,	 or	 topical	 lotion	 for	 any	
  condition	 that	 ails	 you.	 Love	 potions	 are	
  available	behind	the	counter.	
  25-26	
  Hag’s	 Kiss	 (hex	 wagon)	 is	 shunned	 by	 most	
  townsfolk,	until	they	believe	they’ve	come	under	
  a	curse	that	needs	lifting	or	want	to	lay	one	on	
  their	enemy.	
  27-28	
  Brindle’s	 Brushes	 (painting	 shop)	 is	 run	 by	 an	
  artist	 who	 fancies	 himself	 a	 true	 genius	 of	 the	
  canvas,	but	often	winds	up	just	painting	names	
  and	decorations	on	various	ships	in	port.	
  29-30	
  Felled	 Inc.	 (lumber	 mill)	 is	 an	 island-wide	 tree-
  cutting	 operation	 that	 provides	 the	 wood	 for	
  most	 building	 and	 ship	 constructions.	 Very	
  territorial,	and	would-be	competitors	have	often	
  disappeared	without	a	trace.	
  31-32	
  Wave’s	 Edge	 (weapon	 shop)	 knows	 the	 only	
  thing	dearer	to	a	sailor	than	the	sea	is	the	blood	
  in	their	veins.	The	keen	wares	lining	these	walls	
  help	keep	them	safe	while	spilling	the	blood	of	
  enemy	crews.	
  33-34	
  All	 That	 Glitters	 (counterfeiter)	 makes	 a	 hefty	
  business	 minting	 false	 coins	 in	 dozens	 of	
  different	 currencies,	 which	 are	 then	 spread	 to	
  ports	around	the	world.	
  35-36	
  The	 Dredge	 (pawnshop)	 has	 shelves	 and	
  cupboards	 crammed	 with	 knickknacks	 and	
  gewgaws	 brought	 in	 by	 sailors	 looking	 to	
  exchange	
  meaningless	
  possessions	
  and	
  mementos	for	drinking	coin.	
  37-38	
  Fresh	 n’	 Wrigglin’	 (general	 store)	 is	 the	 best	
  place	to	resupply	for	fresh	food	and	water,	but	
  it’s	wise	to	take	a	second	look	to	make	sure	the	
  wares	are	actually	dead.	
  39-40	
  The	Monkey’s	Paw	(open	air	market)	is	crowded	
  with	vendor	stalls,	selling	everything	imaginable,	
  and	then	some.	Haggling	is	not	encouraged.	
  41-42	
  The	 Undertow	 (black	 market)	 isn’t	 spoken	 of	
  during	 the	 day,	 but	 when	 the	 wares	 come	 out	
  under	 the	 moon,	 coins	 exchange	 fast	 and	
  furious.	 What	 could	 be	 considered	 so	 dastardly	
  even	pirates	try	to	hide	such	sales?	
  43-44	
  Pearl’s	Pearls	(jewellery	shop)	is	protected	by	a	
  powerful	 ward	 on	 all	 its	 wares,	 killing	 anyone	
  who	tries	to	thieve	any	of	the	gold,	silver,	pearly	
  or	other	precious	finery	sold	here.	
  45-46	
  The	 Coin	 Block	 (slave	 auction)	 is	 where	 you	 go	
  for	 the	 flesh	 trade,	 offering	 a	 rotating	 array	 of	
  slaves	 hauled	 in	 from	 many	 nameless	 nations	
  and	islands.	
  47-48	
  Toppled	Trees	(carpenter	shop)	takes	any	lumber	
  not	 used	 by	 the	 shipyard	 and	 turns	 it	 into	
  furniture	and	other	construction	furnishings.	
  49-50	
  Wandering	 Eye	 (palm	 reader	 wagon)	 is	 where	
  many	 pirates	 go	 to	 have	 their	 fates	 read,	
  determining	 whether	 this	 next	 voyage	 might	
  bring	 them	 back	 rich	 as	 kings,	 or	 send	 them	
  beneath	the	waves.	
  51-52	
  Festival	 of	 Foam	 (Carnival)	 is	 a	 rabble-rousing	
  carnival	that	springs	up	from	time	to	time;	tents	
  offer	 entertainment	 and	 peeks	 at	 marvels	 such	
  as	captured	mermaids,	selkies	and	more.	
  
  73	
  53-54	
  Sea	Dog’s	Contracts	(bounty	hunter	shack)	keeps	
  an	 eye	 on	 the	 local	 populace,	 determining	 if	
  anyone	 passing	 through	 has	 a	 particularly	 juicy	
  price	 on	 their	 head—and	 then	 hires	 folks	 to	
  claim	it.	
  55-56	
  Eagle’s	Nest	(crew	recruitment	office)	scouts	the	
  town	 for	 able-bodied	 men	 and	 women	 who	
  might	 be	 looking	 to	 make	 their	 fortune	 on	 the	
  high	seas.	
  57-58	
  The	Tasty	Mule	(inn)	provides	the	warmest	bed,	
  plus	 meals	 and	 drinks	 for	 those	 with	 coin.	
  Rumours	 abound,	 though,	 the	 innkeeper	 has	
  helped	at	least	a	dozen	people	get	shanghaied	in	
  the	past	year.	
  59-60	
  Feed	Hovel	(stables)	is	a	warm,	safe	spot	for	the	
  few	horses	in	the	town.	Customers	should	make	
  sure	 to	 tip	 the	 stableboy	 well,	 otherwise	 their	
  steed	might	end	up	in	the	stew.	
  61-62	
  Lucille’s	 (theatre)	 offers	 a	 slight	 bit	 of	 high	
  culture	 amidst	 the	 rabble,	 with	 theatrical	
  performances	and	other	mummery	up	on	stage.	
  63-64	
  The	 End	 (undertaker)	 is	 a	 grim,	 but	 necessary	
  business,	 with	 coffins	 on	 the	 cheap,	 and	
  graveyard	plots	often	being	recycled.	
  65-66	
  Bloody	Sand	(fighting	pit)	plays	to	a	bloodthirsty	
  crowd,	 pitting	 fighters	 in	 bare-knuckled	 brawls	
  with	plenty	of	betting	going	on.	
  67-68	
  Roll’em	Bones	(gambling	hall)	is	the	best	place	to	
  go	 to	 lose	 your	 ill-gotten	 coin	 in	 even	 shadier	
  ways.	Plenty	of	dice,	card	and	other	games	can	
  be	found	within.	
  69-70	
  The	Slops	(tarboy	guild)	hires	lads	to	work	in	the	
  shipyard	 and	 occasionally	 sail	 with	 a	 ship,	
  keeping	the	hull	waterproofed.	
  71-72	
  Wavebreathers	(diving	guild)	is	an	elite	group	of	
  men	 and	 women	 who	 can	 fill	 their	 lungs	 for	
  minutes	at	a	time	and	swim	deep	to	pry	pearls	
  and	other	valuables	from	below	the	waves.	
  73-74	
  Here	
  and	
  There	
  (maps)	
  offers	
  dubiously	
  guaranteed	 maps,	 detailing	 everything	 from	
  coastlines	and	safe	passages	through	hazardous	
  channels	to	lost	treasure	troves.	
  75-76	
  Sanctum	 (church)	 is	 a	 small	 place	 of	 prayer	 in	
  town,	not	dedicated	to	any	particular	church	or	
  faith.	 The	 donations	 box	 is	 guarded	 by	 heavy	
  chain	and	padlock.	
  77-78	
  Meryl’s	(fence)	is	where	pirates	go	to	sell	“hot”	
  stolen	 items	 for	 a	 percentage,	 knowing	 Meryl	
  won’t	 ever	 talk	 any	 particulars	 about	 clients	 –
  hopefully.		
  79-80	
  HQ	(garrison)	is	sure	to	be	a	short-lived	attempt	
  to	 establish	 a	 local	 military	 and	 government	
  presence.	 The	 place	 has	 been	 burnt	 to	 the	
  ground	three	times	now.	
  81-82	
  Gutline	(tanning	shop)	tans	and	cures	all	manner	
  of	hides,	and	the	place	reeks	of	the	special	soap	
  and	fats	used	in	the	process.		
  	
  83-84	
  Goods	 n’	 More	 (hunting	 shop)	 gives	 sailors	 the	
  gear	 they	 need	 to	 hunt	 their	 own	 food,	 selling	
  bow	 and	 arrows,	 skinning	 knives,	 traps	 and	
  more.	
  85-86	
  The	 Drip	 (bathhouse)	 is	 often	 a	 first	 stop	 for	
  sailor	just	arrived	in	town,	wanting	to	get	at	least	
  a	 little	 bit	 clean	 and	 wash	 off	 some	 of	 the	 salt	
  crusted	 on	 their	 skin	 before	 visiting	 the	 nearby	
  brothel.	
  87-88	
  Bite	 n’	 Pull	 (dentist)	 doesn’t	 do	 much	 to	 help	
  keep	 people’s	 teeth	 in	 their	 heads,	 but	 does	 a	
  decent	 job	 of	 yanking	 them	 out	 when	 they’ve	
  rotted.	
  89-90	
  Avery’s	Convalescence	(healing	house)	is	run	by	
  a	good-hearted	priestess	who	heals	all	comers	of	
  what	ills	she	can	manage,	though	anything	more	
  than	a	broken	bone	or	medium	cut	is	beyond	her	
  ability.	
  91-92	
  The	Abattoir	(butcher	shop)	turns	domesticated	
  and	wild	animals	alike	into	savoury	cuts	of	meat,	
  sausage	and	other	gristly	grub.	
  93-94	
  Cloudspell	(magic	shop)	is	headed	up	by	a	mage	
  known	 for	 his	 affinity	 with	 weather	 magic.	
  Captains	 often	 consult	 him	 to	 try	 and	 ensure	 a	
  safe	trip,	or	procure	a	wind	scroll	to	avoid	being	
  becalmed.	
  95-96	
  The	 Crossing	 (ferryman)	 is	 the	 berth	 of	 the	
  ferryman	 who	 might	 be	 roused	 to	 provide	 a	
  quick	trip	to	the	mainland,	if	he’s	not	too	drunk.	
  97-98	
  Hand	
  in	
  Foot	
  (smuggler)	
  helps	
  smuggle	
  everything	from	personal	notes	to	whole	people	
  across	the	waves,	often	in	quite	undesirable	and	
  cramped	conditions.	
  99-100	
  Whatchuneed	
  (salvage)	
  offers	
  a	
  motley	
  assortment	 of	 scrap	 metal,	 wood	 and	 personal	
  belongings	culled	from	the	beaches	and	dredged	
  from	beneath	the	waves.	
  	
  	
  	
  
  74	
  P I R A T E  T O W N :  F O L K  O F  I N T E R E S T  
  Use	 this	 table	 to	 generate	 the	 basic	 details	 of	 folk	 the	 PCs	
  encounter	as	they	explore	the	pirate	town.	Use	these	details	as	a	
  base	from	which	to	portray	the	NPC.	
  D%	
  	
  01-02	
  Captain	Smollet	(N	male	elf)	has	sailed	every	sea	
  known	to	man,	and	a	few	that	aren’t.	His	flashy	
  outfit	 and	 swarthy	 demeanour	 draws	 attention	
  wherever	he	goes.	
  03-04	
  Captain	Valia	(CN	female	human)	is	a	hard-eyed,	
  grim-faced	woman	who	keeps	her	mostly	female	
  crew	in	line	with	frequent	whippings	and	threats	
  of	shark	feeding	frenzies.	
  05-06	
  Gretell	 (NE	 female	 orc	 fighter	 3)	 found	 the	
  perfect	use	for	her	tusks	and	huge	fists	by	acting	
  as	a	crew	enforcer	for	numerous	captains.		
  07-08	
  Haggerson	(N	male	dwarf)	is	never	bored,	as	he	
  fashions	coffins	and	digs	graves	for	those	whose	
  bodies	aren’t	lost	at	sea.	Nevertheless,	he	sheds	
  the	 dour	 undertaker	 demeanour	 and	 is	 quick	
  with	a	jest.	
  09-10	
  Ligrama	 (CE	 female	 sea	 hag)	 is	 a	 hideous	 witch	
  who	claims	she	was	born	in,	and	gains	her	power	
  from,	 the	 sea.	 Uses	 the	 sways	 of	 the	 tide	 and	
  flecks	of	foam	to	tell	fortunes	or	cast	curses.	
  11-12	
  Tuckur	(NG	male	human)	is	a	well-dressed	cabin	
  boy	 who	 often	 darts	 around	 town	 on	 his	
  captain’s	errands.	Keep	a	copper	to	tip	him,	and	
  he’ll	spread	a	good	word	about	you.	
  13-14	
  Hedgil	Nok	(N	male	half-orc)	watches	over	his	inn	
  with	an	eye	for	skimming	the	last	coin	from	his	
  customers.		
  15-16	
  Worril	Ilium	(LG	male	half-elf	cleric	1)	is	a	priest	
  who	understands	most	in	this	pirate	town	aren’t	
  likely	to	convert	anytime	soon,	but	is	willing	to	
  offer	a	prayer	or	blessing	for	any	soul	in	need.	
  17-18	
  Corrick	Kilmsy	(CE	male	skeletal	champion	fighter	
  2)	wears	a	thick	robe	that	hides	his	rotting	and	
  skeletal	 form.	 He	 often	 speaks	 –	 in	 his	 rattling	
  voice	–	of	an	ancient	sea	bound	enemy	he	must	
  slay	before	finding	peace.	
  19-20	
  Sytheril	 (CN	 naga)	 appears	 as	 a	 comely	 woman	
  for	 her	 upper	 half,	 but	 her	 body’s	 lower	 half	 is	
  the	 thick	 coil	 of	 a	 serpent’s	 tail.	 She	 is	 a	 fierce	
  guard	of	her	ship	and	loyal	to	its	captain.	
  21-22	
  Derrvy	Stolls	(NG	female	halfling)	slipped	out	of	
  the	 slave	 pens	 recently,	 and	 has	 been	 lurking	
  around	 town,	 trying	 to	 stay	 away	 from	 the	
  auction	 guards	 while	 looking	 for	 a	 chance	 to	
  stow	away	for	freedom.	
  23-24	
  Awda	Bayin	(N	female	half-elf	cleric	3)	keeps	an	
  eye	on	the	skies,	using	her	arcane	knowledge	to	
  foretell	 stormy	 weather	 and	 occasionally	 plying	
  her	power	to	provide	food	and	shelter	–	she	has	
  no	interest	in	going	to	sea.	
  25-26	
  Lisk	 Erull	 (N	 male	 orc)	 keeps	 his	 bar	 tidy,	
  polishing	glass	delicately	despite	his	huge	hands.	
  He	needs	no	bouncer,	and	tosses	troublemakers	
  out	himself.		
  27-28	
  Egup	 Pok	 (CG	 female	 half-orc	 cleric	 3)	 made	 a	
  small	 fortune	 as	 a	 pearl	 diver,	 but	 has	 never	
  quite	gotten	around	to	retiring.	She	prefers	salt	
  on	her	greenish	skin	and	the	rush	of	a	new	find	
  in	her	dives.	
  29-30	
  “Blackfingers”	(LN	male	halfling)	is	a	well-known	
  tarboy	who	loves	taking	on	entire	ships	himself,	
  claiming	 he	 can	 get	 them	 slopped	 and	 proofed	
  within	a	day,	no	matter	how	big.	
  31-32	
  Faerlyn	 Hiddles	 (LN	 female	 gnome)	 is	 an	 ex-
  explorer	who	has	made	a	living	as	a	mapmaker,	
  basing	 her	 sketches	 on	 recollections	 from	 her	
  travels.	 While	 gray-haired	 and	 dim	 of	 eye,	 her	
  hand	remains	steady	when	drawing.	
  33-34	
  Jiki	 Neders	 (LE	 female	 half-orc)	 often	 is	 heard	
  shouting	 prices	 as	 he	 leads	 a	 new	 slave	 to	 the	
  auction	 block.	 He	 wheedles	 clients	 into	 paying	
  far	more	than	slaves	are	worth,	while	keeping	his	
  “stock”	whipped	into	line.		
  35-36	
  Plunsk	 Thurble	 (N	 male	 human)	 plies	 his	
  carpenter	skill	to	mend	ships	of	all	damage	taken	
  while	at	sea.	From	hulls	to	masts	and	everything	
  in	between,	he	loves	keeping	vessels	seaworthy.		
  37-38	
  Maeger	 Niquist	 (LN	 male	 human)	 manages	 all	
  ships	 that	 come	 into	 port,	 taking	 a	 cut	 of	 their	
  “docking	 fee”	 while	 also	 keeping	 dock	 workers	
  on	task	and	hiring	new	muscle	to	manage	cargo	
  loading	and	offloading	as	needed.		
  39-40	
  Smult	 (LN	 male	 human	 fighter	 3)	 is	 the	 town	
  mayor’s	 personal	 enforcer,	 and	 is	 often	 seen	
  striding	 about	 town,	 sword	 and	 club	 in	 thick	
  hands	and	a	steely	glint	to	his	eye	as	he	sets	out	
  to	reinforce	the	mayor’s	will.	
  41-42	
  “Punt”	 (CE	 male	 awakened	 monkey)	 gets	 his	
  name	from	what	everyone	wishes	they	could	do	
  to	this	highly	intelligent	and	highly	mischievous	
  monkey.	He’s	always	dipping	his	paw	into	others’	
  pouches	 or	 making	 off	 with	 fresh	 food	 from	
  market	stalls.		
  43-44	
  Xila	 Nowton	 (CG	 female	 half-elf	 cleric	 2)	 loves	
  water	 in	 all	 its	 forms,	 and	 has	 made	 herself	 an	
  expert	in	liquid	manipulation.	As	such,	she	is	an	
  excellent	 swimmer	 and	 needs	 no	 boat	 to	 cross	
  from	shore	to	shore.	She	has	proven	invaluable	
  when	 hired	 to	 work	 on	 voyages,	 although	 she	
  takes	no	part	in	any	battles.		
  45-46	
  Urble	 (CE	 male	 tiefling	 fighter	 2)	 speaks	 in	 an	
  irritating	 high-pitched	 voice.	 Some	 think	 he	 is	
  spying	 in	 the	 area,	 but	 no	 one	 seems	 to	 know	
  who	is	employer	might	be.	
  	
  
  75	
  47-48	
  Lipac	 Govrir	 (CE	 female	 human)	 limps	 around	
  town,	begging	for	any	coin,	claiming	she’s	been	
  cursed	by	a	sea	hag	and	is	unable	to	keep	any	job	
  for	 more	 than	 a	 day	 or	 two.	 Bad	 luck.	 That’s	
  what	it	must	be.	
  49-50	
  Strottle	 Favrim	 (CN	 male	 human)	 shouts	 at	
  passersby	 who	 refuse	 to	 remove	 him	 from	 the	
  stocks	he’s	been	locked	within.	He	proclaims	his	
  innocence...but	no	one	cares.	
  51-52	
  Hickers	 Wenkin	 (N	 male	 half-elf	 fighter	 4)	 used	
  to	 be	 a	 captain,	 but	 is	 so	 addled	 by	 drink	 and	
  drugs	 these	 days,	 he	 barely	 commands	 his	
  memory	and	often	forgets	his	own	name.		
  53-54	
  Dragna	Uckleston	(NE	female	dwarf)	is	infamous	
  for	selling	fake	treasure	maps...but	enough	have	
  resulted	 in	 the	 discovery	 of	 actual	 riches	 that	
  people	 keep	 coming	 back,	 despite	 their	 better	
  judgement.		
  55-56	
  Ulver	Gobsmick	(NE	male	gnome)	is	beloved	by	
  pirate	 captains	 for	 his	 ability	 to	 smooth	 talk	
  gullible	recruits	into	joining	short-staffed	crews.	
  The	twinkle	in	his	silvery	eyes	increases	with	the	
  glitter	of	coin	he’s	paid.	
  57-58	
  Jurgun	 Ollit	 (CG	 male	 dwarf	 fighter	 2)	 is	 an	 old	
  salt	 dog	 who	 will	 talk	 anyone’s	 ear	 off	 who	
  spends	a	copper	to	buy	him	a	drink	or	bite	to	eat.	
  His	colourful	tales	still	possess	hidden	insight	and	
  secrets	of	local	lore.	
  59-60	
  “Limey”	(N	male	human)	got	his	nickname	when	
  he	drank	an	entire	barrel	of	lime	juice	during	a	
  voyage,	while	half	his	crewmates	died	of	scurvy.	
  Has	 a	 pleasant	 citrus	 odour	 about	 him	 to	 this	
  day.	
  61-62	
  Short	 Benny	 Bronze	 (NE	 male	 half-elf)	 is	 a	
  scoundrel,	 but	 charming	 enough	 most	 folks	 are	
  able	to	overlook	his	conniving	ways	and	constant	
  schemes	 that	 leave	 those	 around	 him	 amused	
  yet	poor.	
  63-64	
  Stumps	 (CG	 male	 dwarf)	 thumps	 through	 town	
  on	 his	 worn	 crutches,	 both	 of	 his	 legs	 having	
  been	replaced	with	carved	tree	trunks.	
  65-66	
  The	 Oyster	 Oracle	 (CN	 female	 elf	 cleric	 2)	 has	
  found	an	odd	niche	in	her	ability	to	cast	fates	by	
  prying	open	oyster	shells	and	divining	the	slimy	
  mess	within.	
  67-68	
  Weckles	 Wert	 (N	 male	 half-orc)	 is	 a	 renowned	
  ship	cook,	reputedly	able	to	turn	saltwater	and	
  leather	 straps	 into	 a	 stew	 that	 sets	 anyone	
  onboard	drooling.		
  69-70	
  Urgust	 Snag	 (LE	 male	 orc	 fighter	 3)	 stands	 on	
  alert	 at	 the	 bottom	 of	 the	 ramp	 to	 his	 ship,	
  shoving	away	anyone	who	gets	too	close	for	his	
  liking.	
  71-72	
  Koper	Chour	(LE	male	human	fighter	1)	works	as	
  a	 dock	 enforcer,	 prowling	 the	 cargo	 stacks	 to	
  make	sure	one	crew	isn’t	trying	to	make	off	with	
  another’s	goods	or	supplies.	
  73-74	
  Rorge	 Hubjer	 (LE	 female	 human)	 mans	 the	
  dockside	 catapults,	 making	 sure	 they’re	 always	
  primed	to	drive	off	unwanted	ships	or	decisively	
  settle	a	battle	between	rival	crews.		
  75-76	
  Ven	Nuiscan	(CN	female	elf)	has	made	her	fame	
  and	fortune	as	a	duellist,	preferring	crossbows	at	
  a	 hundred	 paces.	 Her	 sharp	 eyes	 ensure	 she	
  never	misses.	
  77-78	
  Hadga	Mulstic	(N	female	gnome)	earns	coppers	
  by	 catching	 rats	 about	 town	 –	 and	 has	 a	 ready	
  food	source	as	well	in	case	people	forget	to	pay	
  her	for	the	service.	
  79-80	
  Pence	Tinnel	(N	male	human)	makes	a	living	as	a	
  barnacle	 scraper,	 his	 thin	 frame	 hanging	 from	
  leather	 and	 rope	 over	 ship	 sides	 to	 clean	 the	
  hulls.	
  81-82	
  Owquen	 Vullist	 (NE	 male	 halfling)	 is	 forever	
  trying	one	ploy	or	another,	tricking	people	out	of	
  their	coin	and	then	slipping	away	on	a	ship	to	let	
  their	anger	die	down.	
  83-84	
  “Gibbers”	 (CE	 male	 gnome	 cleric	 1)	 returned	
  from	 a	 voyage	 having	 lost	 his	 mind,	 and	 now	
  raves	all	day	about	waves	with	teeth	and	cities	
  beneath	the	water.	
  85-86	
  Nac	Maeron	(NE	male	gnome)	is	a	decrepit	sailor	
  suffering	 from	 a	 bone-wasting	 disease	 that	 has	
  him	bent	and	hobbling.	
  87-88	
  Avolis	Redstone	(NG	male	elf)	gathers	songs	and	
  stories	from	sailors	and	turns	them	into	far	more	
  epic	ballads	he	performs	at	the	local	tavern.	His	
  crimson	cloak	is	known	everywhere.	
  89-90	
  Shelba	 Bollera	 (CG	 female	 human)	 is	 a	 daring	
  ship	wife	who	has	married	at	least	four	captains	
  over	the	years—each	of	whom	has	met	a	grisly	
  end	at	sea.	
  91-92	
  Blue-eyed	 Belia	 (CN	 female	 dwarf	 bard	 3)	 is	 a	
  popular	prostitute	in	town,	though,	oddly,	many	
  pay	for	her	time	just	to	listen	to	her	sing	lullabies	
  to	lull	them	to	a	comfortable,	safe	sleep.	
  93-94	
  Captain	Brust	(CN	male	half-orc	fighter	4)	bulled	
  his	way	to	this	top	rank	and	is	never	far	from	his	
  sabre,	 which	 he	 uses	 with	 deadly	 efficiency	 to	
  either	repel	boarders	or	lop	off	a	dissident’s	ear.	
  95-96	
  Mayla	 Rix	 (CN	 female	 half-elf	 cleric	 2)	 is	 a	 wiry	
  first	mate	who	delights	in	telling	tall	tales	about	
  the	 sights	 and	 events	 she’s	 encountered	 while	
  sailing	to,	and	pillaging,	other	lands.	
  97-98	
  Lady	 Lavi	 (CG	 female	 human)	 is	 the	 brothel	
  queen,	 all	 dressed	 in	 white	 lace,	 and	 eager	 to	
  sate	every	and	any	appetite	sailors	bring	to	her	
  parlour.		
  99-100	
  Mayor	Quinchel	(LE	male	human	fighter	6)	is	the	
  de	facto	ruler	of	the	town	only	because	he	gladly	
  beheads	or	throttles	anyone	who	challenges	him.	
  	
  	
  
  76	
  P I R A T E  T O W N :  H O O K S ,  C O M P L I C A T I O N S  &  O P P O R T U N I T I E S  
  Although	 the	 PCs	 may	 simply	 want	 to	 visit	 the	 pirate	 town,	
  sometimes	 fate	 intervenes.	 Use	 this	 table	 to	 determine	 what	
  opportunities	or	complications	the	PCs	encounter.	
  D20	
  	
  1	
  A	PC	wins	a	decent	bit	of	coin	off	a	group	of	men.	
  But	when	he	goes	to	collect	his	loot,	one	grabs	his	
  wrist	 and	 draws	 a	 dagger,	 shouting	 that	 they’ve	
  been	cheating	this	whole	time.		
  2	
  The	PCs	awake	to	find	they’ve	been	shanghaied	by	
  a	pirate.	The	ship	hasn’t	cast	off	yet,	as	they	need	a	
  few	more	“volunteers”	before	they	set	sail.	
  3	
  A	 drunken	 lout	 in	 the	 tavern	 claims	 he	 was	 a	
  captain	before	his	ship	was	sunk	with	all	hands	but	
  for	him.	Then	he	spots	a	PC	and	claims	he	was	the	
  captain	 of	 the	 other	 ship	 that	 attacked	 him	 and	
  sent	his	men	below	the	waves.	
  4	
  A	 party	 member	 is	 mistaken	 for	 a	 prostitute	 and	
  the	man	wants	to	know	how	much.	He	won’t	take	
  no	for	an	answer,	but	does	have	a	good	bit	of	coin	
  he’s	willing	to	contribute	for	their	time.	
  5	
  The	 PCs	 are	 minding	 their	 own	 business	 as	 they	
  walk	 down	 the	 street	 when	 a	 man	 staggers	 into	
  them	 and	 flings	 a	 tankard	 of	 ale	 into	 their	 faces.	
  He’s	 sputtering	 and	 foaming	 at	 the	 mouth	 while	
  shaking	 a	 fist	 and	 raging	 he	 knows	 it	 was	 them	
  that’s	been	sleeping	with	his	woman.	
  6	
  A	man	dressed	in	black	and	red	rags	limps	up	on	a	
  cane.	He	grabs	a	PC’s	hand	and	shoves	a	scrap	of	
  paper	into	it	and	then	lurches	away,	muttering	to	
  himself.	 The	 scrap	 bears	 nothing	 but	 the	 cursed	
  Black	Spot	and	marks	the	PC	for	death.	
  7	
  A	 peaceful	 evening	 stroll	 along	 the	 beach	 just	
  outside	of	town	has	been	interrupted	by	the	lovely	
  discovery	of	a	bloated	body	washed	up	on	shore.	
  The	 soggy	 clothes	 were	 once	 rich	 finery,	 and	 the	
  swollen	 pinkie	 finger	 bears	 a	 gold	 ring	 with	 a	
  gargoyle’s	face	on	it.	
  8	
  A	 PC	 notices	 their	 coin	 purse	 has	 been	 cut,	 and	
  spots	 the	 pickpocket.	 However,	 the	 crook	 barely	
  manages	 to	 outpace	 them	 in	 the	 ensuing	 chase	
  through	town,	and	then	escapes	by	sprinting	up	a	
  ramp	and	vanishing	into	a	nearby	ship’s	hold.	The	
  dock	guards	refuse	the	PCs	permission	to	board.	
  9	
  While	 watching	 the	 dock	 workers,	 a	 PC	 notices	 a	
  child	 slip	 into	 an	 open	 crate	 without	 anyone	 else	
  seeing.	 The	 crate	 is	 sealed	 and	 loaded	 onto	 a	
  nearby	ship,	and	they	can’t	help	but	wonder	why	
  they’d	risk	so	much	to	smuggle	themselves	aboard.	
  10	
  While	 buying	 goods	 in	 the	 town	 market,	 a	 PC	 is	
  handed	a	gold	coin	as	change	for	payment.	When	
  the	PC	asks	someone	about	the	strange	engraving	
  on	the	coin,	they	claim	it’s	cursed,	and	that	the	PC	
  will	meet	with	nothing	but	tragedy	unless	you	find	
  a	way	to	pass	the	curse	on	to	someone	else.	
  11	
  While	trying	to	cut	down	a	coconut	to	snack	on,	a	
  PC	 is	 bitten	 by	 a	 rabid	 monkey.	 The	 disease	 is	
  progressing	 far	 more	 rapidly	 than	 it	 should,	 and	
  he’ll	die	within	a	day	or	two	if	it	isn’t	cured	in	time.	
  12	
  A	PC	blinks	bleary	eyes	to	realize	he’s	been	locked	
  into	 the	 town	 stocks,	 while	 a	 jeering	 crowd	 has	
  gathered	 to	 punish	 him	 for	 a	 crime	 he	 believes	
  himself	innocent	of	–	even	while	the	specific	events	
  of	the	last	day	are	an	odd	blur	in	his	mind.	
  13	
  A	PC	is	approached	by	a	shady	figure	who	wants	to	
  sell	a	guaranteed	treasure	map,	and	even	offers	to	
  guide	them	to	the	spot	for	a	cut	of	the	loot.	They’d	
  go	alone,	but	the	journey	is	dangerous	and	requires	
  the	protection	the	party	could	provide.	
  14	
  The	PCs	notice	the	salty	air	is	causing	an	unnatural	
  level	of	rust	to	affect	their	weapons	and	armour.	If	
  they	don’t	figure	out	the	cause	and	stop	it	soon,	all	
  their	metal	goods	will	waste	away	into	junk.	
  15	
  A	 monkey	 just	 leaped	 off	 a	 nearby	 roof	 and	
  snatched	 a	 PC’s	 coin	 purse	 or	 other	 valuable	
  possession.	 Then	 it	 somersaulted	 away	 and	 is	
  taunting	them	by	waving	the	stolen	item	just	out	of	
  reach.		
  16	
  A	PC	wakes	up	after	a	long	night	of	sampling	the	
  local	 brews	 to	 find	 his	 arm	 (or	 face)	 now	 bears	 a	
  strange	 tattoo	 in	 black	 and	 green	 ink.	 He	 keep	
  asking	people	what	it	means,	but	everyone	refuses	
  to	talk	about	it.	
  17	
  When	a	PC	refuses	to	give	a	copper	to	the	strange,	
  smelly	 woman	 who	 accosted	 them	 on	 the	 street,	
  she	 cast	 a	 wicked	 eye	 on	 them	 and	 mumbles	 a	
  curse.	Turn	out	she’s	a	sea	witch,	and	the	party	are	
  now	doomed	to	die	the	next	time	they	are	out	on	
  open	water—unless	they	can	find	a	way	to	remove	
  the	curse.	
  18	
  The	PCs	round	a	corner	to	find	a	gang	of	men	has	
  strung	 a	 child	 up	 over	 a	 large	 tank	 of	 saltwater,	
  which	 is	 filled	 with	 flesh-eating	 fish.	 It’s	 just	 a	
  matter	of	moments	before	they	lower	the	victim	to	
  his	gruesome	end.		
  19	
  The	 tavern	 has	 erupted	 into	 a	 fight	 between	 two	
  rival	crews,	and	they	demanding	the	PCs	pick	a	side	
  and	join	in	the	bloodshed.	If	they	don’t	choose	one	
  to	fight	for,	both	crews	turn	on	them.	
  20	
  The	PCs	didn’t	plan	on	a	long	visit	to	this	town,	but	
  their	 ship	 sailed	 without	 them	 for	 some	 reason.	
  Now	they’ve	got	to	either	find	a	way	to	earn	their	
  keep	around	town	or	scrounge	enough	coin	to	buy	
  their	way	onto	another	ship.	
  	
  	
  	
   
  
  77	
   
   
   
   
   
   
   
   
   
   
  PLAGUE TOWN 
   
   
  
  78	
  P L A G U E  T O W N :  S I G H T S  &  S O U N D S  
  Use	 this	 table	 to	 generate	 the	 sights	 and	 sounds	 the	 PCs	
  experience	as	they	move	about	the	plague	town.	Some	details	
  listed	here	may	not	be	appropriate	for	the	particular	adventure	
  or	campaign	you	are	running.	Ignore	such	results	and	simply	re-
  roll.	
  D%	
  	
  1	
  A	 cart	 trundles	 by,	 driven	 by	 a	 man	 in	 black	
  robes.	 The	 cart	 is	 laden	 with	 at	 least	 twenty	
  bloated	and	stiff	corpses.		
  2	
  A	 group	 of	 purple-and-red	 robed	 priests	 stride	
  through	the	town,	calling	upon	all	to	worship	an	
  obscure	goddess	of	disease.	
  3	
  A	 wooden	 pyre	 has	 numerous	 bodies	 stacked	
  upon	 it.	 Oil	 is	 being	 poured	 over	 the	 mound	
  while	a	man	stands	nearby	with	a	torch.	
  4	
  Bodies	 lie	 in	 the	 street,	 arms	 and	 legs	 skewed,	
  joints	swollen,	eyes	eaten	by	the	crows.	
  5	
  A	 pack	 of	 mangy	 dogs	 races	 by,	 snapping	 and	
  snarling	at	anyone	who	gets	too	close.		
  6	
  A	 wailing	 child	 sits	 at	 a	 windowsill,	 apparently	
  abandoned.	
  7	
  A	 woman	 stumbles	 down	 the	 street,	 ragged	
  clothing	revealing	countless	open,	weeping	sores	
  on	her	skin.	
  8	
  Several	 columns	 of	 thick,	 black	 smoke	 writhe	
  above	the	town,	showing	where	bodies	are	being	
  burnt.	
  9	
  Every	 hour	 on	 the	 hour,	 day	 and	 night,	 the	
  temple	bells	clang,	tolling	for	the	dead.	
  10	
  Guards	 hack	 at	 an	 infected	 citizen	 trying	 to	
  scramble	 over	 the	 barricades	 around	 the	
  quarantined	quarter.	
  11	
  Beggars	shuffle	around	you,	forming	a	circle	that	
  blocks	your	path	as	they	reach	for	food.	
  12	
  Soldier	 use	 longspears	 to	 drive	 infected	 people	
  to	one	of	the	quarantine	warehouses.	
  13	
  A	pair	of	dead	lovers	lie	in	the	street,	stiff	limbs	
  locked	in	a	final	embrace.	
  14	
  Through	a	window,	a	family	are	visible	slumped	
  around	a	table,	dead	to	the	last.	
  15	
  One	 of	 the	 guards	 on	 the	 street	 corner	 starts	
  hacking	and	coughing	uncontrollably.	
  16	
  A	normal-looking	person	suddenly	keels	over	and	
  begins	vomiting	copious	amounts	of	blood.	
  17	
  Several	women	wrapped	in	filthy	rags	hobble	by,	
  making	disturbingly	squishing	noises.	
  18	
  All	 doors	 and	 windows	 here	 are	 boarded	 up;	 a	
  few	are	chained	shut	as	well.	
  19	
  Screams	 of	 the	 dying	 soar	 over	 the	 town	 at	 all	
  hours,	and	nothing	can	drown	them	out.	
  20	
  A	 surgeon	 has	 a	 patient	 on	 a	 stone	 slab	 and	 is	
  sawing	off	an	infected	limb	as	the	subject	shrieks	
  in	agony.	
  21	
  A	cart	delivering	fresh	food	and	water	is	mobbed	
  by	people	who	fight	over	the	smallest	scraps.	
  22	
  The	water	in	the	well	is	foul	and	greasy.	A	nearby	
  bucketful	appears	to	be	full	of	wriggling	worms.	
  23	
  Hundreds	 of	 crows	 and	 ravens	 perch	 on	 the	
  rooftops,	eerily	silent	as	they	survey	the	town.	
  24	
  Dozens	 of	 feral	 cats	 roam	 the	 streets,	 gnawing	
  on	corpses	of	people	and	other	animals	alike.	
  25	
  Every	other	step	splashes	into	puddles	of	reeking	
  filth,	making	the	ground	slick	and	treacherous.	
  26	
  Patches	of	bloody	mud	dot	the	street.	
  27	
  Someone	has	drawn	crude	graffiti	on	numerous	
  walls,	proclaiming	the	end	of	the	world.	
  28	
  A	priest	in	a	gaudy	robe	meanders	through	town,	
  laying	pudgy	hands	on	anyone	showing	signs	of	
  illness.	
  29	
  Guards	huddle	around	the	main	gains,	inspecting	
  anyone	and	anything	passing	by.	
  30	
  A	 young	 man	 leans	 out	 of	 a	 window,	 froth	
  flecking	his	lips.	
  31	
  A	 crowd	 gathers	 in	 the	 town	 square	 as	 a	
  supposed	witch	is	tied	to	stake	to	be	burned	for	
  cursing	the	land.	
  32	
  The	criminal	chained	to	the	stocks	in	the	centre	
  of	town	looks	like	he	died	several	days	ago.	
  33	
  The	death	rattle	of	infected	folk	sounds	through	
  the	town.	
  34	
  Evil	eye	wards	are	painted	in	bright	colours	on	all	
  available	 surfaces,	 and	 even	 on	 some	 people’s	
  skin.	
  35	
  Mummified	bodies	are	laid	out	on	stretchers,	like	
  strips	of	leather	left	to	dry	in	the	sun.	
  36	
  Dead	beggars	have	been	left	to	rot	on	the	very	
  mats	they	once	huddled	on	to	cry	for	a	few	alms.	
  37	
  A	few	prostitutes	loiter	about,	their	faces	heavily	
  caked	with	makeup	to	hide	their	sores.	
  38	
  Dark	clouds	hang	heavy	over	the	town,	swirling	
  with	 odd,	 almost	 arcane,	 patterns	 no	 matter	
  which	way	the	wind	blows.	
  39	
  The	stink	of	rot	hangs	over	the	town.	
  40	
  Bony	 cows	 low	 from	 the	 stockyard	 pens,	 their	
  eyes	glistening	with	mucus.		
  41	
  The	 fields	 of	 crops	 surrounding	 the	 town	 are	
  wilting	and	rotting	away.	
  42	
  Every	 torch	 and	 lantern	 lit	 around	 town	 blazes	
  with	unnatural	green	flames.	
  43	
  Mad	laughter	rattles	through	the	air.	
  44	
  From	a	nearby	house,	cries	tear	through	the	air,	
  begging	for	the	release	of	death.	
  45	
  A	man	kneels	in	the	street,	weeping	and	wailing	
  prayers	for	mercy	and	healing.	
  46	
  The	town	temple	is	packed	from	wall	to	wall	with	
  the	sick	and	dying.	
  47	
  Amidst	the	muck	and	mess	of	the	dying,	a	single	
  clean,	smiling	person	skips	along	without	a	care.	
  
  79	
  48	
  A	 mob	 has	 gathered	 in	 front	 of	 the	 town	 hall,	
  shouting	for	the	mayor	to	come	and	face	them.	
  49	
  Wardens	 stride	 by,	 going	 door-to-door	 as	 they	
  take	a	town	census.	
  50	
  A	 pair	 of	 foreign-looking	 folk	 wanders	 around	
  town,	taking	cryptic	notes	on	all	they	observe.	
  51	
  As	 night	 falls,	 a	 shadowy	 person	 tips	 a	 vial	 of	
  unknown	contents	into	a	well.	
  52	
  The	evening	shadows	appear	to	writhe	in	a	way	
  that	has	nothing	to	do	with	the	setting	sun.	
  53	
  A	 handful	 of	 humanoid	 figures	 shamble	 around	
  the	graveyard.	
  54	
  A	tent	camp	stands	without	the	gates;	ill	people	
  are	transported	there	on	a	daily	basis.	
  55	
  A	painted	wagon	sits	in	the	middle	of	a	square,	
  fully	ablaze	as	its	owner	looks	on	mournfully.	
  56	
  A	woman	sits	on	a	stoop,	rocking	back	and	forth	
  as	she	tries	to	nurse	her	dead	child.	
  57	
  Beggars	 clamber	 over	 pile	 of	 rotting	 food,	
  grabbing	 fistfuls	 of	 mouldy	 onions,	 black	
  potatoes	and	crumbling	gourds.	
  58	
  The	temple	priest	staggers	by,	his	robes	torn	to	
  shreds	and	his	gaze	distant,	unfocused.	
  59	
  The	 body	 slumped	 in	 the	 street	 looks	 like	 the	
  flesh	has	literally	melted	from	its	bones.	
  60	
  A	child	runs	by,	looking	perfectly	healthy	except	
  for	one	blackened,	withered	hand.	
  61	
  Bloody	 footprints	 chart	 a	 clear	 path	 from	 one	
  side	of	the	town	to	the	other	before	vanishing.	
  62	
  A	stream	of	giant	squirming	maggots	roils	across	
  the	path,	devouring	all	dead	flesh	in	their	path.	
  63	
  A	body	swollen	beyond	recognition	and	covered	
  in	red	pustules	lies	in	the	street.	
  64	
  A	 group	 of	 drunks	 stagger	 down	 the	 street,	
  calling	for	others	to	join	them	in	a	last	revel.	
  65	
  A	 band	 of	 men	 in	 yellow	 masks	 skulk	 around	
  town,	silently	watching	everything.	
  66	
  A	row	of	bodies	has	been	dipped	in	tar	to	stop	
  the	disease	that	claimed	them	from	spreading.	
  67	
  Every	 other	 person	 is	 weeping	 bloody	 tears,	
  which	track	crimson	down	their	cheeks.	
  68	
  The	 houses	 here	 have	 been	 broken	 into	 and	
  looted,	leaving	not	a	scrap	behind.	
  69	
  Enormous	 clouds	 of	 black,	 buzzing	 flies	 swarm	
  the	area,	trying	to	crawl	into	any	open	orifice.	
  70	
  The	town	mayor	pauses	in	his	speech	and	begins	
  retching	and	clutching	his	stomach.	
  71	
  Bloated	 bodies	 hang	 from	 the	 gallows,	 guts	
  spilling	to	the	ground	beneath.		
  72	
  Those	 showing	 plague	 symptoms	 have	 their	
  foreheads	branded	with	a	hot	iron.	
  73	
  A	 group	 of	 chained	 slaves	 rush	 by,	 chased	 by	
  their	master	who	has	boils	all	over	his	body.	
  74	
  A	slick	merchant	has	set	up	a	cart	where	he	sells	
  bottles	of	supposed	cures	and	preventatives.	
  75	
  White-robed	 nuns	 move	 quietly	 through	 the	
  town,	saying	prayers	and	comforting	the	sick.	
  76	
  Several	people	sit	together,	singing,	their	voices	
  growing	weaker.	
  77	
  A	 line	 for	 food	 and	 water	 distribution	 winds	
  down	the	block	and	around	the	corner.	
  78	
  Those	residents	who’ve	fallen	too	ill	to	move	are	
  dragged	into	a	series	of	large	tents	on	the	edge	
  of	town	and	never	seen	again.	
  79	
  Soldiers	 march	 down	 the	 street,	 calling	 out	 a	
  decree	that	condemns	the	town	to	destruction.	
  80	
  An	 army	 sits	 outside	 the	 town,	 killing	 anyone	
  who	attempts	to	escape	the	plague	boundaries.	
  81	
  Vividly	coloured	serpents	slither	throughout	the	
  town,	emerging	from	every	crack	and	cranny.	
  82	
  Strange.	 It	 seems	 when	 a	 person	 contracts	 the	
  disease	their	shadow	suddenly	starts	pointing	in	
  the	wrong	direction.	
  83	
  Green-and-blue	blobs	of	animate	slime	glop	their	
  way	through	town	and	onto	random	people.	
  84	
  A	row	of	skulls	sits	in	a	window,	teeth	chattering	
  as	if	they’re	talking	to	each	other.	
  85	
  Rows	of	charred	bodies	are	laid	out	and	stacked	
  like	corded	wood.	
  86	
  A	 woman	 thrashes	 in	 the	 middle	 of	 the	 street,	
  writhing	in	the	grip	of	a	ferocious	fever.	
  87	
  Despite	 the	 crowded	 streets	 and	 homes,	 a	
  haunting	silence	lies	over	the	town.	
  88	
  A	beggar	raises	a	hand,	and	countless	tiny	insects	
  skitter	across	his	skin	like	black	grains	of	rice.	
  89	
  Starving	 citizens	 have	 gathered	 up	 mounds	 of	
  dead	rats,	which	they	now	roast.	
  90	
  Piles	of	dead	birds	lie	clumped	along	the	ground,	
  frail	bodies	smashed	and	rotting.	
  91	
  A	 pack	 of	 rabid	 wolves	 lopes	 along,	 howling	 as	
  they	attack	anyone	who	reacts	in	fear.	
  92	
  People	 scamper	 away	 as	 a	 sickly	 herd	 of	 sheep	
  moseys	through	the	town,	bleating	pathetically.	
  93	
  A	 healthy	 citizen	 races	 by,	 pursued	 by	 several	
  diseased	people	wielding	swords	and	axes.	
  94	
  A	 person	 lifts	 their	 head,	 revealing	 they’ve	
  chewed	their	lips	off.	
  95	
  A	 dozen	 sickly	 folks	 have	 cast	 off	 their	 clothes	
  and	now	dance	naked	in	the	street.	
  96	
  Practically	every	wall	and	post	has	a	set	of	royal	
  orders	 nailed	 to	 it,	 commanding	 everyone	 to	
  remain	indoors	until	further	notice.	
  97	
  Everywhere,	 painful	 moans	 and	 whimpers	
  assault	the	PCs’	ears.	
  98	
  Echoes	of	rattling	chains	come	from	the	barred	
  windows	of	the	nearby	prison	
  99	
  The	 baker	 opens	 his	 door	 and	 flings	 rolls	 of	
  mouldy	bread	into	the	street.	
  100	
  A	particularly	tall,	thin	figure	makes	its	way	down	
  the	 street,	 clothed	 in	 a	 thick	 black	 robe	 and	
  carrying	a	massive	scythe.	
  	
  	
  	
  
  80	
  P L A G U E  T O W N :  B U S I N E S S E S  
  Use	this	table	to	provide	the	basic	details	of	businesses	the	PCs	
  come	 across	 as	 they	 explore	 the	 plague	 town.	 Some	 may	 be	
  inappropriate	based	on	the	locale’s	set	up;	ignore	such	results	
  and	simply	re-roll.	
  D%	
  	
  01-02	
  Grubs	 (gravedigger)	 has	 hired	 several	 strapping	
  young	assistants	to	keep	up	with	the	demand	for	
  deep	 holes	 in	 the	 ground.	 Mass	 graves	 are	 his	
  specialty.	
  03-04	
  Tender	Meat	(healer)	provides	healing	spells	and	
  surgery,	though	the	occasional	patient	has	been	
  known	to	go	missing	while	receiving	care.	
  05-06	
  Slivers	 (ice	 merchant)	 delivers	 blocks	 of	 ice	
  straight	 to	 the	 doorstep	 weekly.	 Good	 for	
  preserving	food	and	keeping	bodies	from	rotting	
  too	quickly.	
  07-08	
  The	 Boneyard	 (necromancer)	 is	 run	 by	 a	 quiet	
  sorcerer	 who	 works	 hard	 to	 ensure	 those	 who	
  die	of	the	plague	stay	dead.	
  09-10	
  Madame	
  Ostophly’s	
  Home	
  of	
  Misfortune	
  (orphanage)	keeps	two	dozen	urchins	sheltered	
  and	
  fed...and	
  trained	
  as	
  quite	
  talented	
  pickpockets.	
  11-12	
  Clean	 Beddings	 (hospice)	 gives	 the	 ill	 a	
  comfortable	place	to	die,	but	no	one	is	quite	sure	
  what	the	caretakers	do	with	the	bodies.	
  13-14	
  Mother	 Silifina’s	 (sick	 house)	 is	 run	 by	 a	
  generous	 nun	 who	 miraculously	 appeared	 in	
  town	just	days	before	the	first	deaths.	
  15-16	
  The	 Pens	 (quarantine)	 are	 a	 death	 sentence	
  comprising	several	barricaded	streets	where	the	
  most	severely	ill	are	left	to	languish.	
  17-18	
  Vince’s	Vials	(alchemist)	is	currently	sold	out	of	
  anything	resembling	a	healing	tincture.	However,	
  swiftly	lethal	poisons	are	still	available.	
  19-20	
  Wear	Their	Skins	(tanner)	is	run	by	a	taxidermist	
  who	 likes	 to	 work	 while	 wearing	 a	 bear’s	 full	
  hide...fur,	head,	claws	and	all.	He	never	takes	it	
  off	in	public.	
  21-22	
  Bloody	 Aprons	 (butcher)	 has	 expanded	 its	
  abattoir	 services	 to	 sell	 a	 line	 of	 dubiously	
  ground	and	seasoned	meat	pies	on	the	cheap.	
  23-24	
  Snippets	 (barber)	 lays	 claim	 to	 local	 fame	 by	
  being	 able	 to	 shave	 even	 the	 shaggiest	 person	
  bald	in	less	than	a	minute.	
  25-26	
  Sodden	
  (bathhouse)	
  offers	
  townsfolk	
  and	
  travellers	 access	 to	 hot	 water	 and	 bronze	 tubs.	
  Scrub	brushes	and	soap	cost	extra.	
  27-28	
  The	Blocks	(guard	shacks)	are	where	the	guards	
  train,	cluster	and	plan	on	how	to	keep	the	plague	
  contained	to	the	town	limits.	
  29-30	
  Upcomings	 (scryer)	 belongs	 to	 a	 middle-aged	
  oracle	who	has	been	in	hiding	since	she	failed	to	
  foresee	the	coming	deaths.		
  31-32	
  The	Pyre	(torcher)	is	the	town’s	newest	business,	
  charging	a	copper	per	corpse	incinerated.	
  33-34	
  The	 Grimstones	 (quarry)	 is	 owned	 by	 a	 local	
  noble	 and	 draws	 in	 a	 steady	 stream	 of	
  questionable	characters	looking	for	work.	
  35-36	
  Bobber’s	(fisher)	somehow	brings	in	large,	daily	
  hauls	 of	 mountain	 fish	 from	 the	 tiny	 stream	 a	
  few	miles	from	town.	
  37-38	
  Downed	(hunter)	tends	to	be	closed	every	other	
  month	 as	 the	 hunting	 parties	 trot	 off	 into	 the	
  woods	to	catch	game.		
  39-40	
  Sawduster	 (carpenter)	 has	 been	 churning	 out	
  coffins	 by	 the	 cartload	 rather	 than	 its	 usual	
  orders	of	tables,	chairs	and	shelves.	
  41-42	
  Scattered	 Ashes	 (forge)	 is	 currently	 run	 by	 the	
  blacksmith’s	 crippled	 son	 after	 the	 blacksmith	
  died	from	a	metal	spike	through	the	skull.	
  43-44	
  The	Reeds	(market)	boasts	the	finest	vendors	of	
  dried	meats,	dried	fruits,	dried	vegetables,	dried	
  leather	and	dried	herbs.	
  45-46	
  Whitesheets	(inn)	has	forever	failed	to	live	up	to	
  its	 name.	 The	 best	 a	 guest	 can	 hope	 for	 are	
  faded	
  yellow	
  linens	
  with	
  the	
  occasional	
  bloodstain.		
  47-48	
  Drink	 Before	 You	 Die	 (tavern)	 has	 a	 surprising	
  variety	of	ales	and	liquors,	reasonably	priced	and	
  sickeningly	potent.		
  49-50	
  The	Scamper	(pest	handler)	is	run	by	the	town’s	
  best	rat	and	rodent	catcher.		
  51-52	
  Dollum’s	 Doles	 (granary)	 has	 been	 locked	 up	
  tight	ever	since	the	first	deaths,	and	not	even	the	
  biggest	 bribe	 is	 convincing	 the	 owner	 to	 hand	
  out	grain.	
  53-54	
  The	Rickets	(stables)	holds	a	handful	of	the	most	
  scrawny,	 wobbly	 horses	 you’ve	 ever	 seen.	 The	
  hay	is	full	of	weevils.	
  55-56	
  The	Tinkers	(caravan)	swing	through	town	every	
  other	 month,	 offering	 trinkets,	 toys	 and	 treats	
  for	cheap.	
  57-58	
  Elebeth’s	 Heights	 (church)	 is	 overseen	 by	 an	
  elderly	 priestess	 who	 lost	 several	 children	 to	 a	
  war	several	decades	ago.	
  59-60	
  The	Mudyard	(graveyard)	is	a	private	graveyard	
  for	 the	 town’s	 wealthiest	 residents.	 Everyone	
  else	gets	an	unmarked	grave	in	the	woods.	
  61-62	
  Racketsong	(stage)	is	overseen	by	a	retired	bard	
  who	claims	he	was	once	a	king’s	jester	in	a	royal	
  court	across	the	sea.	
  63-64	
  Litterman’s	 (kennels)	 breeds	 and	 sells	 some	 of	
  the	finest	hounds	in	the	region,	ensuring	there’s	
  never	a	quiet	moment	within	a	half-mile.	
  65-66	
  Stolen	Stones	(monastery)	sits	on	the	hill	above	
  the	 town	 and	 only	 open	 its	 gates	 to	 those	
  bringing	 gifts	 of	 food	 or	 clothing	 to	 the	 monks	
  within.	
  
  81	
  67-68	
  Rags	fer	Sel	(ragsmith)	is	a	beggar-run	business,	
  exchanging	 semi-clean	 rags	 for	 coppers	 and	
  other	seemingly	worthless	junk.	
  69-70	
  The	
  Stripline	
  (leather	
  worker)	
  works	
  in	
  conjunction	with	local	hunters,	turning	hides	into	
  supple	leather	jackets,	breeches	and	boots.	
  71-72	
  Leaky’s	(thatcher)	has	built	and	patched	almost	
  every	 roof	 in	 town.	 Don’t	 mention	 the	 owner’s	
  name	 unless	 you	 want	 it	 to	 be	 a	 self-fulfilling	
  prophecy.	
  73-74	
  Luminous	Paths	(torchlighter)	is	run	by	a	set	of	
  triplets	 who	 patrol	 the	 town	 every	 night,	
  ensuring	all	lamps	and	torches	remain	lit.	
  75-76	
  The	 Boils	 (infected	 camp)	 was	 setup	 downwind	
  from	the	town	itself	and	holds	nearly	a	hundred	
  infected	souls	in	its	tents	and	cots.	
  77-78	
  The	Mound	(dump)	is	home	to	the	town’s	poor	
  who	carve	out	hollows	in	the	piles	of	trash	and	
  refuse.	
  79-80	
  Woolly	 Wilds	 (shearer)	 sells	 wool	 clothes	 spun	
  from	the	local	sheep	herds,	though	business	has	
  been	slower	since	a	few	lambs	went	rabid.	
  81-82	
  Black	Threads	(tailor)	keeps	the	town	clothed	in	
  more	 than	 rags	 and	 sometimes	 offers	 minor	
  stitching	for	flesh	wounds.	
  83-84	
  Meanderings	 (scholar)	 holds	 endless	 shelves	 of	
  books	and	scrolls,	none	of	which	are	available	for	
  actual	purchase.	Access	comes	at	a	premium.	
  85-86	
  Wards	 and	 Wishes	 (charms)	 is	 making	 brisk	
  business,	 with	 the	 proprietor	 whittling	 up	
  wooden	charms	from	every	possible	religion	just	
  in	case	one	actually	works.	
  87-88	
  Slashed	 Ink	 (lawyer)	 deals	 mainly	 in	 wills	 and	
  estate	management...that	is	assuming	any	family	
  members	survive	to	receive	their	inheritance.	
  89-90	
  Fetid	Fundament	(cult)	believes	rot	and	filth	are	
  the	 inevitable	 culmination	 of	 life	 and	 have	
  claimed	the	town’s	sewers	as	their	primary	place	
  of	worship.	
  91-92	
  Slickers	(bookie)	is	now	taking	bets	on	how	long	
  any	particular	townsperson	survives	the	plague.		
  93-94	
  Plotts	 Plots	 (landowner)	 sits	 on	 the	 edge	 of	
  town,	the	office	of	a	team	of	surveyors	who	have	
  a	healthy	investment	in	most	town	properties.	
  95-96	
  The	Chips	(mercenaries)	have	an	unofficial	office	
  in	the	local	tavern	and	are	happy	to	do	business	
  when	not	slobbering	drunk	or	recovering	from	a	
  bar	brawl.		
  97-98	
  Easy	Sighs	(drug	den)	offers	cushioned	seats	and	
  quiet	 corners	 where	 desperate	 clients	 can	
  soothe	their	final	hours	in	a	fog	of	pleasure.	
  99-100	
  Buy-Your-Bones	 (artist)	 is	 marked	 by	 numerous	
  sculptures	 composed	 entirely	 of	 bones	 from	
  deceased	townsfolk.	Commissions	accepted.	
  	
  
  82	
  P L A G U E  T O W N :  F O L K  O F  I N T E R E S T  
  Use	 this	 table	 to	 generate	 the	 basic	 details	 of	 folk	 the	 PCs	
  encounter	as	they	explore	the	plague	town.	Use	these	details	as	
  a	base	from	which	to	portray	the	NPC.	
  D%	
  	
  01-02	
  Erda	 Atlin	 (CG	 female	 gnome)	 has	 been	 ousted	
  from	 her	 estate	 by	 a	 lunatic	 mob,	 and	 traipses	
  around	town	in	a	mud-stained	dress.	
  03-04	
  Boloft	 Flon	 (NG	 male	 human)	 is	 a	 beggar	 who	
  claims	he	knows	how	the	plague	got	started	and	
  will	tell	for	a	copper.	
  05-06	
  Kirkel	 Thomar	 (LE	 male	 dwarf)	 has	 been	 selling	
  “plague	 protection”	 contracts	 with	 a	 subtle	
  clause	clearing	him	of	all	liability	if	it	fails.	
  07-08	
  Dalburn	 Spuruk	 (CE	 male	 human	 cleric	 3)	 has	
  railed	 at	 the	 townsfolk	 for	 years	 about	 an	
  unknown	slight,	promising	to	launch	a	thousand	
  curses	on	their	heads.		
  09-10	
  Cydra	Seredel	(N	female	elf	fighter	3)	keeps	the	
  town	 gates	 secure	 even	 as	 she’s	 developed	 a	
  wicked	cough	that	wracks	her	slim	frame.	
  11-12	
  Pinya	 Brock	 (NE	 female	 dwarf)	 is	 a	 stout	 thug	
  with	stony	eyes	who	has	turned	to	robbing	the	ill	
  since	they	make	such	easy	prey.	
  13-14	
  Spunt	 Tollop	 (NG,	 male	 dwarf	 fighter	 2)	 is	
  stationed	as	a	guard	outside	the	temple,	making	
  sure	no	one	causes	trouble	for	the	priestess.	
  15-16	
  Karmor	 Dakanon	 (CE	 male	 half-orc	 fighter	 1)	
  prowls	around	town,	grey	eyes	and	skin	blending	
  him	in	with	dusky	shadows	as	he	lashes	out	with	
  random	violence	at	passers-by.		
  17-18	
  Cariet	 Feturn	 (LE	 female	 halfling)	 has	 been	
  picking	 over	 the	 corpse	 piles,	 keen	 green	 eyes	
  searching	for	any	valuables	left	on	the	bodies.		
  19-20	
  Fronar	Ramgut	(N	male	dwarf)	is	quite	fat	for	a	
  dwarf,	 and	 has	 been	 holed	 up	 in	 his	 home,	
  gorging	 on	 his	 extensive	 food	 stores	 and	 wine	
  cellars.	
  21-22	
  Riro	 Gai	 (LG	 male	 half-orc	 cleric	 1)	 uses	 his	
  massive	strength	to	keep	the	main	gates	secure	
  against	anyone	trying	to	go	in	or	out.		
  23-24	
  Herra	 Irelist	 (NG	 female	 dwarf)	 runs	 the	 most	
  popular	 tavern,	 keeping	 the	 taps	 flowing	 until	
  the	very	end.	She’s	always	got	a	smile	ready,	if	a	
  bit	gap-toothed.	
  25-26	
  Ieli	Jibya	(CN	female	half-elf)	keeps	to	the	walls	
  with	 her	 crossbow,	 under	 orders	 to	 shoot	
  anyone	 who	 attempts	 to	 flee	 the	 town.	 She	 is	
  merciless.	
  27-28	
  Sidorna	 Gillup	 (CN	 female	 dwarf)	 belongs	 to	 a	
  band	of	tinkers.	She’s	missing	one	eye,	while	the	
  other	has	a	glass	lens	strapped	over	it.	
  29-30	
  Hecter	Jespar	(NE	male	human)	has	racked	up	a	
  massive	tab	at	the	tavern,	hoping	the	plague	will	
  kill	him	before	he	has	to	pay.	
  31-32	
  Leita	Lox	(NE	female	human)	is	a	self-proclaimed	
  “master	 pickpocket”	 despite	 ended	 up	 in	 the	
  stocks	a	dozen	times	in	the	past	year.	Missing	a	
  thumb	probably	doesn’t	help.	
  33-34	
  Medin	 Didon	 (CG	 male	 human	 cleric	 2)	 has	
  exhausted	 himself	 attempting	 to	 summon	 a	
  thunderstorm	 to	 wash	 away	 the	 corruption	
  consuming	the	town.	
  35-36	
  Edgil	 Gatrees	 (CG	 male	 gnome	 cleric	 1)	 has	 a	
  shock	of	violet	hair	and	has	been	spending	most	
  of	the	last	week	by	the	town	well,	trying	to	purify	
  the	water.	
  37-38	
  “Mugs”	(LN	male	dwarf	fighter	1)	uses	a	pair	of	
  tankards	 as	 his	 weapons,	 so	 long	 as	 they’re	
  actually	empty.	His	red	beard	is	usually	drenched	
  in	beer.	
  39-40	
  Willican	 Frit	 (LE	 male	 human)	 lumbers	 around	
  the	marketplace,	haggling	any	remaining	vendors	
  down	to	desperately	low	prices	before	buying	up	
  all	their	wares.	
  41-42	
  Vilfala	Silinven	(CE	male	elf)	is	a	dapper	elf	who	is	
  charging	 rent	 for	 the	 nuns	 who’ve	 set	 up	 a	
  charity	healing	house	in	town.	
  43-44	
  Mitanya	 Sutili	 (CG	 female	 gnome)	 has	 been	
  carrying	 fresh	 loaves	 of	 bread	 around	 town,	
  giving	 them	 freely	 so	 folks	 can	 enjoy	 a	 “last	
  meal.”	
  45-46	
  Jalta	 Kesad	 (LG	 female	 half-orc	 fighter	 3)	 is	 the	
  mayor’s	 bodyguard.	 With	 her	 purple	 eyes	 and	
  bright	 green	 skin,	 she’s	 the	 only	 thing	 standing	
  between	him	and	angry	townsfolk.	
  47-48	
  Macon	Modiar	(N	male	human	cleric	3)	wanders	
  town	in	a	muddy	robe,	acting	as	a	funeral	priest	
  and	giving	people	last	rites.	
  49-50	
  Sukkot	 Quont	 (NG	 female	 half-orc	 cleric	 2)	
  blubbers	 enormous	 tears	 as	 she	 casts	 mind-
  numbing	spells	on	the	afflicted,	letting	them	slip	
  away	in	a	semblance	of	peace.	
  51-52	
  Ryssa	 Migorn	 (NG	 female	 human)	 is	 a	 slight,	
  white-haired	woman	who	has	turned	her	artistic	
  skills	 to	 engraving	 headstones.	 She’s	 currently	
  working	on	her	own.	
  53-54	
  Drinsol	Uloth	(CE	male	elf)	has	mutilated	himself	
  with	a	rusty	dagger	and	now	runs	around	trying	
  to	bleed	on	people,	wanting	to	infect	as	many	as	
  possible	so	they	“die	with	him.”	
  55-56	
  “Tongs”	(LE	male	dwarf)	doesn’t	care	about	the	
  plague.	He	expects	people	to	keep	paying	taxes	
  and	 will	 collect	 them	 by	 force,	 if	 necessary,	
  employing	 his	 namesake	 as	 an	 instrument	 of	
  torture.	
  57-58	
  Vooda	Raske	(CG	male	half-orc)	carries	around	a	
  dolly	 that	 looks	 like	 himself	 –broad-shouldered	
  with	black	dreads	–	claiming	so	long	as	the	toy	
  remains	healthy,	so	will	he.		
  
  83	
  59-60	
  Rulti	 Nukks	 (N	 female	 gnome	 fighter	 3)	 wears	
  patchwork	 leather	 and	 iron	 armour	 as	 she	
  challenges	random	strangers	to	duels	to	ward	off	
  the	boredom	of	quarantine.	
  61-62	
  Tain	Phraede	(CE	male	half-elf	cleric	1)	uses	his	
  reputation	 as	 a	 seer	 to	 tell	 false	 fortunes	 of	
  health	and	recovery	(for	a	price,	of	course).	
  63-64	
  Halma	 Divelst	 (NE	 female	 human	 fighter	 1)	 has	
  been	 taking	 bribes	 to	 sneak	 infected	 townsfolk	
  beyond	the	walls...but	just	kills	them	and	stashes	
  the	bodies	in	abandoned	homes.	
  65-66	
  Itmar	Scrull	(NG	male	human	fighter	1)	is	a	burly,	
  shaggy-haired	 man.	 Recently	 inducted	 into	 the	
  watch,	 he	 remains	 healthy	 while	 his	 colleagues	
  die	off	at	an	alarming	rate.		
  67-68	
  Victon	Usdar	(LN	male	human)	has	a	sad	look	in	
  his	 grey	 eyes	 as	 he	 inspects	 the	 town	 in	 the	
  king’s	name,	determining	whether	it,	and	all	its	
  residents,	should	be	incinerated.	
  69-70	
  Rample	 Krolin	 (CN	 male	 dwarf)	 tugs	 at	 his	
  braided	beard	and	bemoans	his	demolitions	skills	
  do	little	good	combating	rampant	disease.	
  71-72	
  Nalfa	Ardmas	(LN	female	half-elf)	has	enchanted	
  many	a	man	over	the	years	with	her	flowing	hair	
  and	gleaming	blue	eyes,	but	most	of	her	suitors	
  are	now	dead	of	the	plague.	
  73-74	
  Liryal	Odros	(CG	female	elf)	is	oddly	stout	for	an	
  elf,	 and	 has	 donated	 all	 his	 previous	 wealth	 to	
  the	local	alchemist	to	pay	for	healing	potions	to	
  be	spread	around	town.	
  75-76	
  Wesilt	Yabin	(N	male	dwarf)	is	a	heavily	muscled	
  labourer	 from	 the	 nearby	 quarry,	 now	 stuck	 in	
  the	quarantine.	
  77-78	
  “Toddles”	(LG	female	halfling)	is	the	town	courier	
  who	 claims	 she’s	 so	 fast,	 the	 plague	 will	 never	
  catch	 her.	 Her	 bald	 head	 sets	 her	 apart	 from	
  most	other	halflings.	
  79-80	
  Grimil	Dasek	(CE	male	gnome	cleric	1)	has	wide-
  set	 bronze	 eyes	 and	 enjoys	 threatening	 people	
  with	being	“cursed”	unless	he’s	paid	off.	
  81-82	
  Kirda	Lahone	(LG	female	half-elf)	has	been	using	
  her	 calm	 demeanour	 and	 animal	 skills	 to	 drive	
  corpse	 carts	 around	 without	 the	 horses	 being	
  spooked.	
  83-84	
  Taly	Contip	(LG	female	dwarf	fighter	1)	oversees	
  the	 quarantine	 section,	 and	 can	 be	 heard	
  bellowing	across	town	for	people	to	remain	calm	
  and	stay	inside.	
  85-86	
  Adikt	 Porgul	 (NG	 female	 half-orc	 fighter	 2)	 is	 a	
  member	of	the	local	mercenary	band	and	has	a	
  surprisingly	warm	singing	voice.	
  87-88	
  Sesma	Tibbers	(CN	female	human	cleric	3)	enjoys	
  summoning	 flames	 with	 a	 waggle	 of	 her	 slim	
  fingers,	mostly	using	them	to	roast	rats.	
  	
  89-90	
  Wyeth	 Thelot	 (NE	 male	 human	 cleric	 3)	 is	 a	
  wizened	old	man	who	enjoys	experimenting	on	
  diseased	 patients	 to	 see	 how	 far	 their	 pain	
  thresholds	can	be	pushed.	
  91-92	
  Airis	 Uerthe	 (CG	 female	 human)	 is	 the	 town’s	
  self-appointed	 crier,	 hollering	 “All’s	 not	 well!”	
  every	hour	of	the	day.	
  93-94	
  Zile	 Aldra	 (CE	 female	 halfling	 fighter	 2)	 has	 a	
  hobby	 of	 killing	 beggars	 unfortunate	 enough	 to	
  not	scurry	out	of	her	path	quick	enough.	Despite	
  her	 size,	 she	 wields	 a	 broadsword	 with	 deadly	
  effectiveness.	
  95-96	
  Silco	 Rindale	 (NE	 male	 elf)	 has	 been	 spotted	
  slinking	around	town,	using	his	thieving	skills	to	
  slip	into	abandoned	or	condemned	homes.	
  97-98	
  Nulfer	Senick	(N	male	half-elf)	has	spent	the	last	
  few	days	hauling	his	dead	family	to	the	funeral	
  pyre	outside	of	town.	
  99-100	
  Puthor	Fexides	(LE	male	gnome)	owns	the	town	
  graveyard,	funded	the	temple	construction,	and	
  has	the	militia	in	his	pocket.	However	the	plague	
  turns	out,	he	wins.	
  	
  	
  	
  	
  
  84	
  P L A G U E  T O W N :  H O O K S ,  C O M P L I C A T I O N S  &  O P P O R T U N I T I E S  
  Although	 the	 PCs	 may	 simply	 “want”	 to	 visit	 the	 plague	 town,	
  sometimes	 fate	 intervenes.	 Use	 this	 table	 to	 determine	 what	
  opportunities	or	complications	the	PCs	encounter.	
  D20	
  	
  1	
  A	 small	 subsection	 of	 the	 town’s	 populace	 –	
  perhaps	 a	 specific	 race	 or	 those	 dwelling	 in	 a	
  certain	 place	 –	 seem	 immune	 to	 the	 plague.	 This	
  seemingly	 strange	 occurrence	 is	 creating	 much	
  tension	between	the	well	and	the	infected.	
  2	
  Not	an	hour	after	stepping	into	the	town	one	of	the	
  party	 is	 already	 showing	 symptoms	 of	 the	 deadly	
  plague.	Of	course,	this	could	just	be	a	coincidence	
  or	the	PC	could	be	genuinely	ill.	
  3	
  It	doesn’t	matter	that	the	PCs	arrived	weeks	after	
  the	 plague	 broke	 out.	 Being	 the	 only	 strangers	
  around	makes	them	an	easy	target	to	blame	for	the	
  disease.	 An	 unruly	 mob	 soon	 forms	 and	 the	 PCs	
  must	 use	 violence	 or	 diplomacy	 if	 they	 wish	 to	
  remain	in	town.	
  4	
  A	 disease-maddened	 mob	 has	 gathered	 and	
  whipped	 itself	 into	 a	 frenzy.	 On	 seeing	 the	 party,	
  they	attack	without	mercy.	
  5	
  The	 local	 priest	 refuses	 to	 give	 the	 party	 any	
  supernatural	 protection	 against	 the	 plague	 unless	
  they	meet	his	request	for	a	hefty	“donation”	to	the	
  church	 coffers.	 Alternatively,	 he	 is	 desperately	
  short	of	gravediggers…	
  6	
  Among	the	dozens	of	bodies	piled	into	a	heap,	a	PC	
  notices	one	of	the	corpses	appears	to	be	struggling,	
  trying	to	crawl	out	from	beneath	the	mound.	This	
  could	be	a	townsfolk	wrongly	thought	to	have	died	
  from	the	plague,	or	an	undead	monstrosity	recently	
  risen.	
  7	
  A	squad	of	soldiers	informs	the	PCs	they	are	within	
  a	 quarantine	 area	 and	 are	 not	 allowed	 to	 leave	
  until	 the	 local	 lord	 decrees	 they	 may	 do	 so.	 Of	
  course,	the	local	lord	is	very	unlikely	to	come	down	
  and	hear	the	PCs’	case.	
  8	
  The	 PCs	 receive	 royal	 orders	 to	 kill	 any	 infected	
  they	 encounter	 without	 hesitation.	 They	 could	 be	
  drafted	 into	 the	 local	 militia	 to	 do	 so	 or	 specially	
  hired	for	the	job.	
  9	
  The	party	are	commanded	to	turn	over	all	healing	
  potions,	tinctures	or	spell	scrolls	for	the	good	of	the	
  town.	 PCs	 with	 healing	 skills	 are	 drafted	 into	 the	
  local	effort	to	halt	the	plague’s	spread.	
  10	
  The	local	healer	begs	the	party	to	retrieve	a	bundle	
  of	rare	herbs	from	the	dangerous	wilds	outside	of	
  the	town.		
  11	
  The	 strongest	 party	 member	 is	 struck	 down	 by	
  vicious	symptoms	that	leave	him	unable	to	move	or	
  feed	himself.	If	the	townsfolk	discover,	they	try	to	
  quarantine	the	entire	group.	
  12	
  With	 growing	 horror,	 a	 PC	 realizes	 the	 inn	 meal	
  everyone	just	ate	included	diseased	meat.	
  13	
  All	 mundane	 attempts	 at	 curing	 the	 plague	 have	
  failed,	 leaving	 only	 supernatural	 means	 as	 a	
  possible	 cause.	 As	 brave	 adventurers,	 the	 local	
  authorities	hope	the	PCs	will	save	the	day,	
  14	
  A	father	begs	you	to	help	his	healthy	child	escape	
  the	 dying	 town	 despite	 the	 guards	 refusing	 to	 let	
  anyone	leave.	He	can	offer	little,	but	his	thanks.	
  15	
  The	party	are	offered	a	massive	amount	of	gold	to	
  smuggle	 a	 group	 of	 sick	 people	 out	 of	 town	 and	
  past	the	soldiers	beyond	the	walls.	
  16	
  The	physician’s	essential	supplies	have	been	stolen	
  and	 every	 day	 she	 goes	 without	 them	 means	
  dozens	more	dying.	She	begs	the	PCs	to	either	track	
  down	 the	 thief	 (who	 stole	 them	 to	 tend	 his	 own	
  family)	or	to	find	more	herbs	from	the	wilderness.	
  17	
  The	 town	 guard	 captain	 has	 gone	 mad	 and	 has	
  ordered	the	militia	to	slaughter	everyone	in	town,	
  healthy	and	sick	alike.	As	some	begin	to	carry	out	
  his	 order,	 others	 resist.	 Chaos	 quickly	 descends	
  over	the	town.	
  18	
  A	civilian	runs	through	the	streets,	screaming	that	
  the	 dead	 are	 rising	 and	 attacking	 the	 living.	 This	
  news	creates	a	general	panic.	
  19	
  A	PC	wakes	up	in	the	middle	of	the	night	right	as	a	
  rat	takes	a	hefty	bite	out	of	his	flesh.	
  20	
  All	 food	 stores	 throughout	 town	 have	 been	
  infected	 and	 the	 town	 guards	 are	 searching	 all	
  newcomers	 for	 food.	 Any	 food	 they	 find	 is	
  confiscated	
  for	
  “the	
  common	
  good.”	
  The	
  guardsmen	look	much	better	fed	than	the	populace	
  generally.		
  	
  		
   
  
  85	
   
   
   
   
   
   
   
   
   
   
  PORT TOWN 
   
   
  
  86	
  P O R T  T O W N :  S I G H T S  &  S O U N D S  
  Use	 this	 table	 to	 generate	 the	 sights	 and	 sounds	 the	 PCs	
  experience	 as	 they	 move	 about	 the	 port	 town.	 Ignore	
  inappropriate	results	and	simply	re-roll.	
  D%	
  	
  1	
  The	 incoming	 tide	 sloshes	 beneath	 the	 docks;	
  moored	ships	strain	at	their	mooring	lines.	
  2	
  A	 group	 of	 sailors	 get	 into	 a	 brutal	 brawl,	 fists	
  and	teeth	flying,	blood	splattering.	
  3	
  A	 one-man	 dinghy	 skims	 the	 waves,	 bobbing	
  across	the	harbour	like	a	skipped	pebble.	
  4	
  A	set	of	sails	appears	on	the	horizon,	but	in	the	
  dusky	light	their	colour	remains	unknown.	
  5	
  A	 rocky	 “mound”	 clinging	 to	 the	 dock	 wall	 is	
  actually	a	barnacle	as	big	as	a	human	head.	
  6	
  Coarse	 laughter	 rings	 out	 amidst	 the	 sound	 of	
  giant	 crab	 shells	 being	 cracked	 with	 massive	
  hammers.	
  7	
  A	 dock	 worker	 shouts	 in	 warning	 as	 a	 crate	
  tumbles	and	smashes	to	the	cobbles.	
  8	
  A	well-dressed	dockmaster	stands	at	the	end	of	a	
  pier,	surveying	incoming	vessels.	
  9	
  Every	 single	 dock	 in	 the	 harbour	 appears	 taken	
  up,	and	more	ships	wait	out	on	the	water.	
  10	
  There’s	not	a	single	ship	lashed	to	the	docks,	nor	
  any	anchored	out	in	the	bay.	
  11	
  The	 sea	 is	 choppy	 today,	 cloudy	 green	 water	
  whipped	up	by	the	scouring	wind.	
  12	
  A	long	ledge	of	grey	and	black	clouds	looms	on	
  the	horizon,	coming	closer.	
  13	
  Dozens	 of	 dorsal	 fins	 break	 the	 surface	 of	 the	
  water,	sleek	forms	lurking	below.	
  14	
  Hundreds	of	tiny,	multi-coloured	flags	are	strung	
  between	the	shops	along	this	street.	
  15	
  A	massive	ship	just	swept	into	the	bay,	looking	
  like	it	could	contain	the	whole	town.	
  16	
  An	 imposing	 military	 fleet	 hangs	 back	 in	 the	
  waters	just	beyond	the	harbour	wall.	
  17	
  A	 ramshackle	 ship	 at	 the	 far	 end	 of	 the	 docks	
  lists	slightly	to	one	side.	
  18	
  A	 man	 hollers	 down	 from	 where	 he’s	 been	
  strung	up	on	a	ship’s	mast.	
  19	
  Dock	guards	tromp	past,	rusted	armour	grinding	
  and	squeaking	as	they	patrol.	
  20	
  Most	 walls	 around	 have	 a	 thick	 layer	 of	 salty	
  grime	crusting	them.	
  21	
  Sailors	 and	 shipwrights’	 apprentices	 hang	 from	
  ropes	to	scrub	barnacles	off	hulls.	
  22	
  Tarboys	run	along	ship	lines,	as	nimble	as	circus	
  tightrope	acrobats.	
  23	
  Countless	 wagons	 have	 lined	 up	 to	 be	 loaded	
  with	the	latest	shipment.	
  24	
  Half-a-dozen	 rats	 scamper	 up	 an	 anchor	 chain	
  and	disappear	into	a	ship’s	hold.	
  25	
  A	 crew	 recruiter	 wanders	 the	 town,	 calling	 out	
  that	various	ships	that	are	hiring.	
  26	
  A	captain	wearing	a	fine	silk	coat	staggers	past,	
  stinking	of	whiskey.	
  27	
  A	vendor	calls	out	from	his	stand	where	he	sells	
  “guaranteed	accurate”	sea	charts.	
  28	
  Only	 the	 top	 half	 of	 a	 mast	 shows	 where	 a	
  scuttled	ship	lies	beneath	the	surface.	
  29	
  Smoke	rises	and	sailors	scatter	as	fire	engulfs	a	
  ship	and	writhes	up	its	sails.	
  30	
  At	 low	 tide,	 a	 deadly	 reef	 is	 visible	 beyond	 the	
  harbour	mouth.	
  31	
  Fishermen	 haul	 their	 catch	 up	 onto	 the	 docks,	
  where	customers	pick	over	the	flopping	wares.	
  32	
  Wooden	 barrels	 rumble	 as	 bare-armed	 sailors	
  roll	them	down	a	gangplank.	
  33	
  A	horse-drawn	cart	trundles	by,	a	ballista	being	
  carried	in	the	hay-stuffed	bed.	
  34	
  A	 member	 of	 the	 sailor’s	 union	 bellows	 against	
  the	low	pay	and	poor	conditions	they	endure.	
  35	
  Elven	 sailors	 refuse	 to	 let	 human	 workers	
  anywhere	 near	 the	 crates	 of	 wine	 they’re	
  unloading.	
  36	
  Two	 merchants	 argue	 over	 who	 provides	 the	
  cheapest	and	cleanest	deliveries	of	water	stores.	
  37	
  Men	 eye	 bags	 and	 barrels	 of	 sand	 being	
  measured	out	as	ballast.	
  38	
  A	 man	 paces	 along	 the	 docks,	 glancing	 every	
  other	second	out	at	the	horizon.	
  39	
  A	 woman	 dressed	 all	 in	 black	 tosses	 a	 tear-
  soaked	handkerchief	into	the	waves.	
  40	
  A	wide	cobbled	street	shoots	out	from	the	docks	
  straight	through	town.	
  41	
  A	heap	of	rusted	anchors	block	off	this	crooked	
  side	street.	
  42	
  The	sound	of	snoring	emanates	from	underneath	
  many	coils	of	rope.	
  43	
  A	reek	of	week-old	fish	is	coming	from	a	barrel	
  sitting	off	to	one	side,	covered	in	slime.	
  44	
  Hundreds	 of	 live	 crabs	 scrabble	 as	 they	 try	 to	
  clamber	out	of	water-filled	buckets.	
  45	
  Pelicans	 swoop	 above	 the	 waves,	 occasionally	
  dipping	to	scoop	up	fish	in	their	beaks.	
  46	
  The	recent	chill	has	turned	the	docks	slick	with	
  rime	and	frozen	a	few	boats	in	place.	
  47	
  A	sailor	chomps	on	what	looks	to	be	strands	of	
  fresh	seaweed.	
  48	
  These	 strange	 prickly	 fruits	 are	 squishy	 to	 the	
  touch	but	taste	like	fresh	pie.	
  49	
  A	 meat	 vendor	 claims	 he	 gets	 his	 spices	 from	
  lands	on	the	other	side	of	the	world.	
  50	
  Shipwrights	 inspect	 a	 recent	 arrival,	 tallying	 up	
  necessary	repairs	and	cost	estimates.	
  51	
  A	 bright	 white	 flag	 flaps	 above	 the	 docks,	
  showing	which	way	the	wind	is	blowing.	
  
  87	
  52	
  Seagulls	 soar	 overhead,	 their	 haunting	 cries	
  echoing	across	the	town.	
  53	
  Packs	 of	 feral	 cats	 prowl	 through	 the	 town,	
  pouncing	on	any	dropped	scrap	of	food.	
  54	
  Prostitutes	 wearing	 silk	 and	 pearls	 flutter	
  handkerchiefs	and	eyelashes	at	recently	arrived	
  sailors.	
  55	
  You	 overhear	 a	 few	 sailors	 discussing	 how	 best	
  to	shanghai	a	victim.	
  56	
  Many	 of	 the	 inns	 and	 taverns	 have	 “sailors	
  welcome”	written	on	boards	out	front.	
  57	
  A	 boy	 marches	 past,	 wearing	 an	 oversized	 ship	
  captain’s	hat	that	almost	covers	his	eyes.	
  58	
  A	bunch	of	kids	scream	playfully	as	they	pretend	
  to	be	pirates	boarding	a	ship.	
  59	
  A	bosun’s	whistle	shrieks	through	the	air	before	
  being	abruptly	cut	off.	
  60	
  Perceptive	folk	hear	thumps	coming	from	inside	
  a	nearby	a	hull.	
  61	
  Bells	 toll	 out	 over	 the	 town,	 and	 everyone	
  pauses	 to	 see	 if	 it’s	 in	 warning	 of	 a	 particular	
  danger.		
  62	
  A	bonfire	burns	steadily	atop	the	lighthouse	set	
  at	the	end	of	the	jetty.	
  63	
  Sailors	 rouse	 themselves	 from	 a	 stupor	 for	
  another	chorus	of	their	favourite	drinking	song.	
  64	
  Cranes	 creak	 loudly	 as	 they	 haul	 pallets	 of	
  supplies	into	the	air.		
  65	
  A	lone	lantern	gleams	up	at	the	house	on	the	cliff	
  overlooking	the	harbour.	
  66	
  In	this	stormy	weather,	waves	crash	against	the	
  docks	with	a	thunderous	roar.	
  67	
  Several	 children	 play	 in	 the	 dust	 with	 an	
  impressively	large	and	intact	shell	collection.	
  68	
  Guards	 carefully	 inspect	 the	 merchants	 carting	
  wares	out	beyond	town,	wary	of	smugglers.	
  69	
  This	restaurant	advertises	fish	soup,	shark	soup,	
  mermaid	soup,	selkie	soup	and	other	delicacies.	
  70	
  The	sign	for	this	shop	appear	to	be	nothing	more	
  than	a	rotting	shark	carcass.	
  71	
  The	town’s	market	offers	an	impressive	array	of	
  fresh	fruit	and	vegetables	from	distant	lands.	
  72	
  A	wide	channel	cuts	away	from	the	bay,	forming	
  a	convenient	river	inland	for	smaller	boats.	
  73	
  Slaves	 trudge	 out	 of	 a	 ship	 hold	 under	 the	
  watchful	eyes	of	their	owners.	
  74	
  A	 pile	 of	 random	 cargo	 appears	 to	 have	 been	
  abandoned	in	this	alley.	
  75	
  An	 auction	 has	 begun,	 with	 items	 sold	 coming	
  from	confiscated	or	abandoned	shipping	gear.	
  76	
  An	 eerie	 blue-green	 fog	 has	 settled	 over	 the	
  whole	harbour.	
  77	
  A	 nearby	 shop	 has	 a	 sign	 advertising	 carts	 and	
  wagons	for	rent.		
  	
  78	
  Every	member	of	this	crew	wears	multiple	blades	
  on	their	hips	and	looks	eager	for	a	fight.	
  79	
  A	filthy	urchin	lines	up	buckets	of	live	bait	as	he	
  calls	out	various	prices	to	passers-by.	
  80	
  Hundreds	of	crates	have	been	stacked	along	this	
  street,	creating	a	makeshift	maze.	
  81	
  Several	seagulls	struggle	to	free	themselves	from	
  the	rotted	netting	in	which	they	are	snared.	
  82	
  Dock	 labourers	 sing	 a	 work	 chant	 as	 they	 toss	
  grain	sacks	into	piles.	
  83	
  This	 dock	 has	 a	 large	 arch	 at	 the	 far	 end	 of	 it,	
  with	a	gate	poised	to	drop	from	a	chain.	
  84	
  A	hundred	rusty	harpoons	are	leaned	up	against	
  the	wall	here.	
  85	
  This	statue	bears	the	face	of	a	popular	religious	
  figure,	but	he	has	tentacles	instead	of	legs.	
  86	
  A	sailor	wearing	a	dapper	outfit	struts	down	the	
  road.	
  87	
  Every	 member	 of	 this	 crew	 is	 clad	 in	 nothing	
  more	than	sodden,	bloody	rags.	
  88	
  A	ship’s	captain,	his	arms	clasped	in	chains,	is	led	
  along	by	dock	guards.	
  89	
  The	cloudy	water	in	that	large	glass	tank	parted	
  just	 long	 enough	 to	 give	 a	 glimpse	 of	 the	
  mermaid	within.	
  90	
  A	tiny	octopus	climbs	up	and	slips	into	a	barrel	of	
  rainwater.		
  91	
  A	 sharp	 citrus	 smell	 wafts	 over	 from	 a	 row	 of	
  jugs	lined	up	on	a	windowsill.	
  92	
  The	breeze	just	turned	so	salty,	your	nostrils	are	
  burning.		
  93	
  Sailors	stride	along,	shouting	as	they	try	to	outdo	
  one	another’s	tall	tales	of	sea-bound	adventures.	
  94	
  Many	 storefronts	 are	 decorated	 with	 polished	
  shells	in	spiralling	designs.	
  95	
  A	 huge	 barbed	 chain	 is	 stretched	 across	 the	
  mouth	of	the	harbour.		
  96	
  Animals,	many	of	them	sickly,	in	wheeled	cages	
  are	rolled	along	the	docks.	
  97	
  A	 rowboat	 is	 being	 lowered	 from	 a	 triple-mast	
  ship	that	refuses	to	dock	for	some	reason.	
  98	
  A	 dock	 worker	 whips	 coloured	 flags	 around,	
  using	semaphore	signals	to	guide	a	ship	in.	
  99	
  A	 foreign	 ambassador	 disembarks	 from	 a	 ship	
  gangplank,	retinue	in	tow.	
  100	
  From	
  prow	
  to	
  stern,	
  this	
  ship	
  appears	
  constructed	entirely	of	bleached	bone.	
  	
  	
  	
  	
  	
  
  88	
  P O R T  T O W N :  B U S I N E S S E S  
  Use	this	table	to	provide	the	basic	details	of	businesses	the	PCs	
  come	 across	 as	 they	 explore	 the	 port	 town.	 Some	 may	 be	
  inappropriate	based	on	the	locale’s	set	up;	ignore	such	results	
  and	simply	re-roll.	
  D%	
  	
  01-02	
  Watergates	(dockmaster)	is	overseen	by	a	stout	
  ex-captain	 who	 is	 never	 seen	 without	 his	 tally	
  sheet—or	a	hefty	coin	purse.		
  03-04	
  Sailrats	 (recruiter)	 stays	 quite	 busy	 digging	 up	
  new	 crewmembers	 for	 shipping	 ventures,	 by	
  promising	solid	pay.	
  05-06	
  Drop	 Anchor	 (tavern)	 caters	 to	 sailors	 who	 are	
  eager	to	swap	their	hard-earned	coin	for	a	few	
  days	of	blissful	drunkenness.		
  07-08	
  Bob	 and	 Lure	 (brothel)	 is	 staffed	 by	 men	 and	
  women	 who	 know	 how	 to	 soothe	 the	 ache	 of	
  long,	lonely	months	at	sea.	
  09-10	
  Three-Cords	 (ropemaker)	 is	 run	 by	 an	 old	 salt	
  who	enjoys	trying	to	invent	new	types	of	knots.	
  11-12	
  Tar	&	Nail	(ship	repairs)	sees	to	it	that	every	ship	
  coming	 into	 the	 port	 gets	 patched	 up	 before	
  they	head	back	out	again.	
  13-14	
  Up	Channel	(immigration)	processes	any	foreign	
  travellers	who	are	looking	to	make	a	new	start	in	
  the	port’s	home	country.	
  15-16	
  Docker’s	Dockings	(taxes)	is	run	by	a	seedy	man	
  who	is	always	sniffing	around	for	a	way	to	add	to	
  his	“side	profits”	as	he	collects	legal	fees.	
  17-18	
  The	Stocks	(auction	block)	is	overseen	by	harsh	
  slavemasters	 who	 care	 little	 for	 what	 condition	
  their	“cargo”	arrives	in	as	long	as	they	sell.	
  19-20	
  Tarp	n’	Trade	(market)	hosts	dozens	of	vendors	
  who	sell	food,	gear,	clothes	and	exotic	wares	of	
  all	sorts	to	crews	and	townsfolk	alike.	
  21-22	
  Pucker	 (juicer)	 carts	 in	 fresh	 oranges	 and	 limes	
  and	 sells	 to	 ships	 who	 prefer	 their	 crews	 don’t	
  suffer	scurvy.	
  23-24	
  Ladle	 Fresh	 (water	 supplies)	 sells	 barrels	 and	
  flasks	of	pure	water,	especially	to	ships	preparing	
  for	extended	voyages.	
  25-26	
  Bounder	 (crate	 crafter)	 comprises	 a	 team	 of	
  carpenters	 who	 construct	 crates	 and	 barrels	 to	
  replace	those	that	start	rotting	out	at	sea.	
  27-28	
  Grindboys	(dock	labour)	hires	out	manual	labour	
  teams,	but	offers	no	guarantee	on	the	quality	of	
  their	work.		
  29-30	
  Land	 Boats	 (wagon	 rentals)	 is	 run	 by	 a	 coach	
  driver	who	keeps	carriages	and	wagons	available	
  at	all	hours,	ready	to	transport	people	and	cargo.	
  He	has	deals	with	several	ship	captains.	
  31-32	
  The	Venerable	Foam	(church)	was	founded	by	a	
  priest	who	believes	the	one	true	god	lives	in	the	
  blackest	depths	of	the	sea.	
  	
  33-34	
  Spitchisel	(barnacle	scraper)	keeps	hulls	clear	of	
  crusty	 growths	 that	 can	 cut	 down	 on	 a	 ship’s	
  ability	to	slice	through	the	waves.	
  35-36	
  Hull	Fittings	(shipyard)	is	filled	with	the	sounds	of	
  hammering,	
  sawing	
  and	
  the	
  occasional	
  craftsman	complaining	about	a	nasty	splinter.	
  37-38	
  Black	 Brine	 (tattoos)	 uses	 special,	 secret	
  ingredients	 for	 its	 ink,	 which	 creates	 incredibly	
  bold	tattoos	on	even	the	darkest	skin.	
  39-40	
  Sea	 Stitch	 (net	 mender)	 claims	 “same	 day”	
  netting	repairs	for	fishermen,	though	ship-sized	
  jobs	tend	to	take	longer.	
  41-42	
  Scrapshell	(trinkets)	is	a	back-alley	business	run	
  by	 a	 crone	 who	 sells	 every	 little	 scrap	 she	 can	
  scrounge	up	around	town.	
  43-44	
  Wot?	 (interpreter)	 offers	 a	 private	 service	 to	
  foreign	 crews	 or	 visitors	 who	 can’t	 speak	 the	
  local	tongues.	
  45-46	
  The	 Hold	 (sailing	 supplies)	 sells	 every	 possible	
  tool	 and	 resource	 a	 crew	 might	 need	 to	 keep	
  ship	operations	running	smoothly.	
  47-48	
  Keelhaul	 (smuggler)	 specializes	 in	 getting	 illegal	
  wares	 (including	 people)	 on	 and	 off	 ships,	
  slipping	past	the	dock	and	gate	guards.	
  49-50	
  Squirm’s	(tackle	&	bait)	gathers	live	bait	and	sells	
  it	 with	 fishing	 gear	 to	 locals	 who	 thrive	 off	 the	
  sea’s	bounty.	
  51-52	
  Deep	Blessings	(charms)	sells	charms	and	spells	
  for	 superstitious	 sailors	 who	 want	 all	 the	
  protection	they	can	afford.	
  53-54	
  Overcliff	(town	hall)	is	where	the	mayor	resides	
  and	holds	council	with	captains,	merchants	and	
  shipping	guild	leaders.	
  55-56	
  Hard	to	Port	(inn)	provides	hot	meals	and	rooms	
  that	 range	 from	 a	 copper	 to	 a	 few	 gold	 pieces	
  per	night,	depending	on	the	amenities.		
  57-58	
  Captain’s	 Cabin	 (luxury	 quarters)	 is	 an	 inn	 that	
  offers	 fine	 dining	 and	 feathered	 beds,	 but	 only	
  captains	 and	 their	 guests	 can	 stay	 here.	 Tough	
  mercenary	guards	keep	the	riff	raff	out.	
  59-60	
  The	 Pearl	 Stage	 (theatre)	 hosts	 shows	 ranging	
  from	bawdy	slapstick	to	the	latest	soaring	opera	
  performance.	
  61-62	
  Kelp	Clothes	(tailor)	has	a	reputation	for	weaving	
  in	 materials	 from	 the	 sea,	 such	 as	 shells	 and	
  seaweed,	into	its	clothing	selections.	
  63-64	
  Line	 o’	 Sight	 (navigation	 tools)	 sells	 compasses,	
  astrolabes,	 sextants	 and	 other	 devices	 to	 keep	
  ships	from	getting	lost	at	sea.	
  65-66	
  Current	Currents	(maps)	claims	to	have	the	most	
  accurate	 sea	 and	 star	 charts	 based	 on	 crew	
  reports	and	captain	logs.	
  67-68	
  Anchor	 Exchange	 (ship	 sales)	 acts	 as	 the	
  middleman	 when	 a	 captain	 decides	 it’s	 time	 to	
  pass	on	their	ship’s	charter	to	another	owner.	
  
  89	
  69-70	
  Minnow	Slate	(school)	is	a	tiny	classroom	with	a	
  single	elven	teacher	who	offers	a	free	education	
  to	orphans	and	street	urchins.		
  71-72	
  The	 Fleetmaster	 (shipping	 tycoon)	 has	 majority	
  investments	in	at	least	half	the	ships	and	cargo	
  loads	that	come	through	the	port.	
  73-74	
  Rawfins	 (fishmonger)	 sells	 fresh	 fish	 daily.	 Not-
  so-fresh	fish	weekly.	Just	follow	your	nose	when	
  perusing	the	wares.	
  75-76	
  Bargains	 Made	 (contractor)	 is	 run	 by	 a	 savvy	
  woman	who	helps	connect	ships	with	merchants	
  who	need	cargo	transported.	
  77-78	
  Twitcher’s	 (mouser)	 is	 an	 animal	 shelter	 where	
  cats	 are	 trained	 as	 deadly	 rodent	 hunters	 and	
  then	sold	to	ships	to	keep	their	holds	pest	free.	
  79-80	
  Shark’s	Teeth	(hired	swords)	offers	mercenaries	
  to	guard	docked	ships	while	their	crew	can	head	
  off	and	carouse.	
  81-82	
  The	 Gull	 Wings	 (embassy)	 houses	 foreign	
  ambassadors	 and	 provides	 meeting	 rooms	 and	
  dining	halls	for	diplomatic	events.	
  83-84	
  The	Tanks	(aquarium)	is	a	small	warehouse	filled	
  with	exotic	aquatic	species	brought	in	by	sailors.	
  Copper	per	entry.	
  85-86	
  Fishbones	 (surgeon)	 gets	 most	 of	 its	 business	
  when	a	ship	arrives	with	a	crew	riddled	with	gout	
  or	odd	skin	growths.	
  87-88	
  Wave	 Raisers	 (salvage)	 is	 a	 small	 fleet	 of	
  rowboats	and	divers	who	trawl	beyond	the	main	
  harbour	for	lost	cargo	and	ships.	
  89-90	
  High	Flyin’	(flag	maker)	designs	and	weaves	flags	
  according	to	client	design,	though	the	proprietor	
  refuses	jobs	featuring	skulls	or	crossbones.	
  91-92	
  Prowbust	 (figureheads)	 is	 run	 by	 a	 carpenter	
  who	crafts	the	most	lifelike	faces	and	figures	for	
  a	ship’s	prow.	
  93-94	
  Captain’s	 Larder	 (liquor)	 stocks	 the	 finest	
  whiskies	for	ship	commanders	who	prefer	to	stay	
  in	their	cabins	most	of	the	voyage.	
  95-96	
  Deadweight	 (ship	 weapons)	 crafts	 ballistae	 and	
  ship-to-ship	harpoons	for	those	wanting	to	battle	
  out	on	the	waves.	
  97-98	
  The	 Chops	 (quarantine)	 is	 out	 by	 the	 jetties	
  where	 ships	 are	 confined	 until	 their	 crews	 can	
  prove	themselves	disease-free.	
  99-100	
  Corkscrew	(scuttler)	offers	a	dastardly	service	for	
  those	 who	 want	 to	 see	 a	 particular	 ship	 sunk.	
  Most	can’t	afford	the	fees,	though.	
  	
  	
  	
  	
  
  90	
  P O R T  T O W N :  F O L K  O F  I N T E R E S T  
  Use	 this	 table	 to	 generate	 the	 basic	 details	 of	 folk	 the	 PCs	
  encounter	as	they	explore	the	port	town.	Use	these	details	as	a	
  base	from	which	to	portray	the	NPC.	
  D%	
  	
  01-02	
  Donnor	Ry	(CN	male	human)	is	trying	to	get	out	
  of	paying	his	debts	by	sneaking	aboard	the	next	
  ship	heading	out	of	port.	
  03-04	
  Bornnuit	 Cenan	 (N	 male	 half-elf	 cleric	 2)	 is	 a	
  dark-skinned	sailor	who	was	born	on	a	boat	and	
  intends	to	die	on	one.	
  05-06	
  Hildgrid	 Sugara	 (LE	 female	 human)	 runs	 an	
  orphanage	that	also	doubles	as	a	“recruitment”	
  site	for	ships	needing	cabin	boys.	
  07-08	
  Gorma	 Seanric	 (LN	 female	 halfling)	 paints	 ship	
  hulls	 with	 designated	 names	 and	 intricate	
  designs	for	easier	identification.	
  09-10	
  Kimmah	Eldbyrt	(NG	male	halfling)	spends	most	
  of	his	days	out	on	the	piers,	fishing	line	trailing	
  out	into	the	water.	
  11-12	
  Phiales	Vulmon	(NG	male	elf	fighter	3)	is	a	rangy,	
  hard-eyed	fighter	who	claims	he’s	prophesied	to	
  die	while	out	at	sea.	
  13-14	
  Ahnric	 Standers	 (LG	 male	 human	 fighter	 1)	 is	 a	
  gate	 guard	 who	 despises	 smugglers	 and	
  thoroughly	inspects	everyone	going	in	or	out	of	
  town.	
  15-16	
  Fucara	 Aubryl	 (CE	 female	 human)	 is	 a	 comely	
  woman	
  who’s	
  been	
  threatened	
  by	
  local	
  prostitutes	if	she	keeps	soliciting	sailors	alone.	
  17-18	
  Suroahn	 Leehid	 (LN	 male	 half-elf)	 has	 been	
  frantic	ever	since	his	latest	shipment	of	fine	silks	
  didn’t	arrive	last	month.	
  19-20	
  Mandgen	Nen	(NE	male	human)	loves	to	gamble	
  with	 drunk	 sailors,	 leaving	 them	 without	 a	 coin	
  to	their	name.	
  21-22	
  Erthel	 Riesu	 (N	 male	 elf)	 spends	 his	 time	
  inspecting	dock	ropes	and	mooring	lines	for	any	
  sign	of	fraying	or	other	flaws.	
  23-24	
  Clamar	Afril	(CG	female	half-elf)	runs	the	town’s	
  theatre,	 bringing	 in	 shows	 that	 appeal	 to	 both	
  poor	sailors	and	wealthy	merchants.	
  25-26	
  Scevir	Jaan	(CE	male	human)	searches	the	alleys	
  behind	taverns	for	blacked-out	sailors	and	then	
  steals	all	their	belongings.	
  27-28	
  Cenda	 Diegel	 (N	 female	 human	 fighter	 2)	 is	 an	
  ex-pirate	 who	 discovered	 working	 as	 a	 sword-
  for-hire	is	actually	far	more	lucrative.	
  29-30	
  Thonsa	Ellers	(N	female	halfling)	loves	to	collect	
  sailors’	 stories	 and	 then	 embellish	 them	 until	
  they’re	utterly	outrageous.	
  31-32	
  Kesandi	 Brimmen	 (LG	 female	 halfling)	 work	 the	
  town’s	 bell	 tower,	 announcing	 ship	 arrivals	 or	
  tolling	out	warnings	of	pirates.	
  	
  33-34	
  Triis	Bornpha	(CE	female	dwarf)	is	believed	to	be	
  the	saboteur	responsible	for	several	ships	sinking	
  in	the	past	year.	
  35-36	
  Lannos	 Sithmull	 (N	 male	 human)	 is	 a	 bloated	
  man	who	distils	incredibly	potent	liquor	and	sells	
  it	by	the	flask	to	thirsty	crews.	
  37-38	
  Matomis	 Peccat	 (LE	 male	 human	 cleric	 1)	 sells	
  fake	 sea	 charts	 to	 unwary	 captains,	 often	
  promising	them	routes	to	uncharted	lands.	
  39-40	
  Prissa	 Gomathgar	 (NG	 female	 dwarf)	 sleeps	 in	
  the	 mud	 under	 one	 of	 the	 larger	 docks,	 where	
  she	catches	tiny	crabs	for	meals.	
  41-42	
  Sanmira	 Rennuel	 (LN	 female	 human)	 is	 known	
  for	her	ruthless	management	of	a	growing	cargo	
  fleet.	
  43-44	
  Donda	Burntbait	(CN	female	dwarf)	works	in	the	
  shipyard,	carting	off	wheelbarrows	of	sawdust	to	
  be	used	as	packing	materials.	
  45-46	
  Mukkel	 Ranng	 (CE	 male	 half-orc	 fighter	 2)	
  follows	 sailors	 to	 taverns,	 intending	 to	 provoke	
  them	into	bloody	fights.	
  47-48	
  Farlen	Robboh	(NG	male	human	/fighter	1)	runs	
  the	 most	 popular	 tavern	 in	 town,	 abiding	 no	
  troublemakers	or	brawls.	
  49-50	
  Heelan	 Macfurse	 (LN	 female	 half-elf	 fighter	 2)	
  patrols	 the	 docks,	 searching	 for	 anyone	 with	 a	
  bounty	 on	 their	 head	 who	 might	 be	 trying	 to	
  stow	away.	
  51-52	
  Carbel	 Andlay	 (LG	 male	 human	 cleric	 2)	 sells	
  charms	 and	 spells	 to	 sailors	 who	 want	 magical	
  defences	against	the	sea’s	dangers.	
  53-54	
  Brandin	 Ruthman	 (CN	 male	 human)	 is	 a	 skinny	
  man	 who	 has	 a	 knack	 for	 training	 cats	 as	
  mousers.	
  55-56	
  Thowerd	Erejen	(CG	male	halfling	cleric	3)	uses	
  her	spells	to	keep	lanterns	and	torches	lit	across	
  town	at	all	hours.	
  57-58	
  Tribs	Kever	(CN	female	half-orc	fighter	1)	is	the	
  bouncer	 at	 the	 town’s	 most	 popular	 brothel.	
  Don’t	ask	what	her	price	is	for	personal	services.	
  59-60	
  Dasma	Alsway	(LG	female	elf	cleric	1)	is	a	silver-
  haired	elf	who	has	maintained	the	lighthouse	for	
  as	long	as	anyone	remembers.	
  61-62	
  Leof	 Kadin	 (CE	 male	 halfling)	 is	 a	 crowd	 runner	
  who	 takes	 official	 bids	 from	 those	 participating	
  in	slave	auctions.	
  63-64	
  Neltri	Herogda	(CG	male	half-orc)	is	a	retired	ship	
  captain	
  who	
  made	
  his	
  fortune	
  carrying	
  dangerous	cargo	across	the	waves.	
  65-66	
  Marlm	Werks	(LG	female	half-orc)	is	the	town’s	
  finest	 negotiator	 when	 any	 two	 parties	 are	 at	
  odds	about	cargo	fees.	
  67-68	
  Wynna	Garkoden	(N	female	human)	owns	many	
  of	 the	 shoreside	 businesses	 catering	 to	 visiting	
  crews.	
  
  91	
  69-70	
  Ingami	 Hakev	 (NG	 female	 human)	 scrapes	 salt	
  deposits	 off	 hulls	 and	 then	 sells	 it	 in	 vials	 as	
  “food	seasoning.”	
  71-72	
  Mila	 Drigesc	 (NE	 female	 human)	 has	 been	
  seeking	work	in-town	ever	since	being	kicked	off	
  her	last	crew	for	spreading	mutinous	rumours.		
  73-74	
  Nyenk	Chael	(LE	male	halfling)	can	help	you	find	
  practically	 anything	 for	 purchase	 on	 the	 town’s	
  black	market.	
  75-76	
  Afty	Mondcar	(NG	female	halfling)	uses	her	tiny	
  spear	 and	 swift	 feet	 to	 hunt	 down	 rats	 in	 ship	
  holds	and	around	town.	
  77-78	
  Lassha	 Pehrrod	 (CG	 female	 human)	 always	
  carries	 her	 bow	 around	 town,	 shooting	 down	
  seagulls	in	midair.		
  79-80	
  Nasfelt	 Onald	 (NE	 male	 human)	 is	 a	 dock	
  inspector	who	gladly	accepts	bribe	from	captains	
  who	don’t	want	their	ships	observed	too	closely.	
  81-82	
  Isener	Gardcha	(LE	male	human	cleric	2)	always	
  finds	 a	 way	 to	 add	 surcharges	 to	 shipping	
  supplies	deliveries.	
  83-84	
  Ceol	Sinwilf	(LN	male	half-elf	cleric	2)	is	a	lanky	
  fisherman	 who	 runs	 a	 small	 fleet	 that	 brings	 in	
  hauls	of	fresh	fish	daily.	
  	
  85-86	
  Wigger	 Santun	 (LN	 male	 dwarf)	 is	 a	 stodgy	
  labourer	who	can	heft	heavy	crates	with	his	bare	
  hands.	
  87-88	
  Sarasmog	Marmit	(LG	female	dwarf)	is	fascinated	
  with	 navigation	 equipment	 even	 though	 she’s	
  never	been	on	a	boat	in	her	life.	
  89-90	
  Hadrug	Pulsk	(NE	male	dwarf)	is	a	grizzled	figure	
  who	works	with	a	band	of	smugglers,	specializing	
  in	weapons	transport.	
  91-92	
  Holph	 Lopest	 (CG	 male	 human)	 is	 the	 town’s	
  surgeon,	 despite	 being	 blind	 in	 one	 eye	 and	
  having	shaky	hands.	
  93-94	
  “Nobble”	 (LN	 female	 half-orc	 fighter	 3)	 is	 a	
  mercenary	 often	 hired	 to	 protect	 wealthy	
  captains	while	they’re	in	town.	
  95-96	
  Thasri	 Mardyll	 (CE	 male	 elf	 cleric	 3)	 enjoys	
  summoning	 little	 whirlpools	 in	 the	 harbour	 to	
  torment	crews.	
  97-98	
  Gusl	Chank	(CN	male	half-orc)	is	a	member	of	the	
  dock	guard	but	tends	to	spend	a	lot	of	his	time	
  chumming	with	sailors	in	the	bars.	
  99-100	
  Todoc	Hewjer	(CN	male	dwarf	fighter	2)	claims	a	
  ship	murdered	his	family	and	has	been	known	to	
  attack	hulls	with	his	axe.		
  	
  	
  
  92	
  P O R T  T O W N :  H O O K S ,  C O M P L I C A T I O N S  &  O P P O R T U N I T I E S  
  Although	 the	 PCs	 may	 simply	 want	 to	 visit	 the	 port	 town,	
  sometimes	 fate	 intervenes.	 Use	 this	 table,	 to	 determine	 what	
  opportunities	or	complications	the	PCs	encounter.	
  D20	
  	
  1	
  A	 crate	 hits	 the	 ground	 and	 cracks	 open,	 spilling	
  golden	treasure	all	around.	Everyone	freezes	for	a	
  breathless	moment	before	scrambling	to	scoop	up	
  as	much	as	they	can.	
  2	
  Warning	 bells	 resound	 across	 the	 town,	 signalling	
  the	black	sails	of	pirate	ships	have	been	spotted	on	
  the	horizon.	They’ll	likely	arrive	within	the	hour.	
  3	
  A	 single,	 poorly	 tossed	 pipe	 match	 has	 set	 the	
  whole	 of	 the	 docks	 ablaze,	 and	 the	 party	 are	
  conscripted	into	a	water	crew	to	help	stop	the	fire	
  at	all	costs.	
  4	
  These	 two	 crews	 seem	 determined	 to	 slaughter	
  one	 another.	 Unfortunate,	 then,	 the	 party	 are	
  standing	 right	 between	 the	 groups	 of	 murderous	
  sailors.	
  5	
  Deep	in	his	cups,	a	ship	captain	asks	the	party	to	
  take	 back	 his	 ship	 from	 the	 mutinous	 crew	 that	
  stole	 it	 from	 him.	 He’ll	 take	 them	 anywhere	 for	
  free,	if	they	succeed.	
  6	
  A	 local	 merchant	 has	 highly	 valuable	 cargo	 that	
  needs	to	be	transported	down	to	the	docks,	but	he	
  doesn’t	trust	any	of	the	usual	hired	hands	to	see	it	
  done.	He	asks	the	party	for	help.	
  7	
  The	 harbour	 has	 entirely	 frozen	 over—in	 the	
  middle	 of	 summer.	 And	 overnight.	 Townsfolk	 and	
  crews	 are	 on	 the	 hunt	 for	 the	 magic-mucker	
  responsible,	 and	 strangers	 in	 town	 are	 getting	
  harassed	as	possible	suspects.	
  8	
  A	swarm	of	rats	five	thousand	strong	just	flooded	
  off	 a	 ship,	 infesting	 other	 boats,	 the	 docks	 and	
  much	 of	 the	 rest	 of	 the	 town.	 Nothing	 but	 bones	
  remain	 of	 the	 ship’s	 original	 crew—so	 how	 did	 it	
  dock?	
  9	
  A	grizzled	old	man	approaches,	offering	quite	a	bit	
  of	 gold	 if	 the	 party	 would	 just	 help	 him	 secretly	
  scuttle	 a	 ship	 that	 belongs	 to	 a	 wealthy	 local	
  merchant.	
  10	
  A	woman	runs	up	to	the	party	in	hysterics,	claiming	
  her	son	has	been	kidnapped	by	sailors	and	is	being	
  forced	to	serve	as	a	cabin	boy	on	a	ship	set	to	sail	
  on	the	tide.	
  11	
  Glancing	 over	 the	 side	 of	 a	 dock,	 a	 PC	 spots	 the	
  face	of	a	gorgeous	woman.	She	smiles	and	waves	
  before	diving	below	the	surface,	flicking	her	fish	tail	
  in	farewell.	
  12	
  As	the	ship	glides	into	the	dock,	people	scream	as	
  they	 realize	 the	 crew	 is	 composed	 of	 nothing	 but	
  animated	skeletons.	
  13	
  By	the	gods,	that	had	to	be	the	most	horrendous	
  sailing	 trip	 the	 party	 have	 ever	 taken.	 Not	 a	 day	
  without	heaving	their	guts	over	the	sides.	At	least	
  they’ve	made	it	to	the	port—which	appears	to	be	
  under	attack	by	bloodthirsty	marauders.	
  14	
  A	 head	 of	 the	 sailor’s	 union	 wants	 an	 objective	
  party	 to	 investigate	 rumours	 of	 corruption	 in	 the	
  dockmaster’s	 office,	 with	 ships	 being	 charged	
  massive	“docking	fees”	and	cargo	off-loading	taxes.	
  15	
  The	head	of	the	local	ship	registry	offers	a	decent	
  stipend	if	the	party	help	him	hunt	down	and	arrest	
  a	 captain	 who’s	 been	 shirking	 taxes	 for	 the	 past	
  several	visits.		
  16	
  As	 the	 latest	 shipment	 of	 slaves	 goes	 up	 for	
  auction,	a	PC	recognizes	one	of	the	slaves	as	an	old	
  friend.	Their	eyes	meet	just	as	he’s	shoved	up	onto	
  the	block	for	bidding.	
  17	
  The	 docks	 and	 many	 ships	 have	 become	 overrun	
  with	 giant,	 man-eating	 barnacles	 that	 use	 their	
  internal	tendrils	to	grab	anyone	who	gets	too	close.	
  18	
  The	 water	 in	 the	 harbour	 seethes	 and	 foams	 as	
  dozens	 of	 scaled	 and	 web-footed	 humanoids	
  emerge	 from	 the	 sea	 and	 begin	 attack	 townsfolk	
  with	claws	and	coral	tridents.	
  19	
  Buildings	 shake	 and	 windows	 rattled	 as	 a	 single	
  explosion	 rattles	 over	 the	 town.	 Everyone	 starts	
  racing	that	way.	
  20	
  A	 smuggler	 sends	 word	 he’s	 looking	 for	 a	 few	
  talented	 folks	 who	 could	 help	 him	 transport	 a	
  goodly	 amount	 of	 contraband	 outside	 of	 town,	
  circumventing	the	dock	inspectors	and	gate	guards.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
  93	
   
   
   
   
   
   
   
   
   
   
  SLUM TOWN 
   
   
  
  94	
  S L U M  T O W N :  S I G H T S  &  S O U N D S  
  Use	 this	 table	 to	 generate	 the	 sights	 and	 sounds	 the	 PCs	
  experience	 as	 they	 move	 about	 the	 slum	 town.	 Ignore	
  inappropriate	results	and	simply	re-roll.	
  D%	
  	
  1	
  A	warren	of	ramshackle	shanties	stretch	as	far	as	
  the	eye	can	see.	
  2	
  The	once-flowing	river	winding	through	the	slum	
  is	now	little	more	than	a	channel	of	sludge.	
  3	
  Mountains	 of	 garbage	 and	 filth	 form	 miniature	
  ranges	across	the	slums.	
  4	
  Thick,	stinking	smoke	coils	up	from	the	dung	fires	
  people	are	cooking	over.	
  5	
  Colourful	 rags	 hang	 from	 crisscrossed	 lines	 of	
  frayed	rope,	strung	between	shanty	roofs.	
  6	
  Gaggles	 of	 dirt-crusted	 urchins	 stream	 through	
  the	streets	and	play	throughout	the	refuse	piles.	
  7	
  Crows	 swarm	 so	 thick	 over	 a	 mound	 it	 is	
  impossible	to	tell	if	it’s	garbage	or	a	body.		
  8	
  The	 skeleton	 of	 a	 horse	 lies	 half-buried	 in	 the	
  muck,	buckteeth	grinning	at	passers-by.	
  9	
  Plump,	hairy	rats	sizzle	on	skewers	over	nearby	
  fires,	sold	at	half	a	copper	apiece.		
  10	
  A	group	of	beggars	have	slathered	themselves	in	
  mud	to	avoid	baking	as	they	sit	in	the	sun	all	day.	
  11	
  These	 huts	 look	 to	 be	 built	 from	 nothing	 more	
  than	dried	mud,	packed	hay	and	sticks.	
  12	
  The	 path	 ends	 in	 a	 wide	 cesspool;	 rodent	
  corpses,	faeces	and	scraps	of	food	float	within.	
  13	
  The	people	here	are	starving:	bellies	protruding,	
  cheeks	cavernous	and	eyes	empty	of	hope.	
  14	
  Children	 play	 around	 a	 pigpen,	 occasionally	
  running	in	to	gulp	handfuls	of	the	slop.	
  15	
  A	haphazard	line	of	twitching	bodies	leads	back	
  to	the	dark	entrances	of	several	drug	dens.	
  16	
  Slavers	roam	the	street,	scanning	for	specimens	
  healthy	enough	to	chain	up	and	cart	off.	
  17	
  A	 cleric	 shuffles	 by,	 murmuring	 prayers	 for	 the	
  downtrodden	and	lost.	
  18	
  A	 single	 home	 stands	 packed	 with	 dozens	 of	
  people,	leaving	barely	any	room	to	sit	or	stand.	
  19	
  The	 stinking	 breeze	 is	 briefly	 replaced	 by	 the	
  wafting	 scent	 of	 strange	 spices	 being	 cooked	
  over	a	distant	fire.	
  20	
  A	 squad	 of	 guards	 stalks	 past,	 their	 armour	
  mismatched,	their	weapons	dull	and	rusting.	
  21	
  Warped	boards	have	been	laid	down	across	the	
  street,	letting	people	walk	without	getting	stuck	
  in	the	deep	mud.	
  22	
  A	 merchant	 calls	 out	 the	 dubious	 promise	 that	
  everything	he	sells	goes	for	a	copper	or	less.		
  23	
  A	few	young	folks	stalk	through	the	area,	holding	
  nets	 and	 buckets	 in	 hopes	 of	 catching	 a	 rat	 or	
  two	for	dinner.		
  24	
  The	 slabs	 of	 meat	 this	 vendor	 sells	 are	 tinged	
  green	and	covered	by	maggots.		
  25	
  A	 yeasty	 smell	 hints	 at	 flatbread	 being	 baked	
  nearby.	
  26	
  The	workers	in	this	packed	sweatshop	keep	their	
  heads	bent,	backs	bowed.	
  27	
  These	tunnels	look	to	lead	into	the	sewers;	grime	
  and	rust	cover	the	grates.	
  28	
  This	 rare	 open	 area	 forms	 a	 community	 space	
  where	people	gather	to	gossip	and	share	meals.	
  29	
  A	 rundown	 bakery	 sells	 week-old	 bread	 that	
  tastes	of	grit	and	dung.	
  30	
  A	group	of	women	sit	in	a	circle,	talking,	knitting	
  and	pounding	cornmeal.		
  31	
  A	 row	 of	 painted	 clay	 pots	 sits	 outside	 a	 tiny	
  shop;	several	are	cracked	or	crumbling.	
  32	
  A	woman	offers	you	a	handful	of	mouldy	herbs,	
  asking	for	a	copper	for	the	whole	bunch.	
  33	
  Painters	splash	whitewash	across	the	huts	here,	
  trying	to	create	a	false	sense	of	cleanliness.	
  34	
  Obscure	 graffiti	 spots	 and	 speckles	 the	 walls	
  along	this	stretch.	
  35	
  A	gang	strolls	by,	eyeing	everyone	as	a	potential	
  victim,	searching	for	trouble.	
  36	
  Women	chatter	as	they	kneel	around	brass	pots,	
  washing	clothes	and	linens	in	scummy	water.	
  37	
  Prostitutes	 lounge	 in	 the	 shade,	 tattered	 veils	
  covering	little	of	their	emaciated	figures.	
  38	
  Insects	 buzz	 about	 pools	 of	 stagnant	 water,	
  which	people	kneel	to	drink	from.	
  39	
  A	 tiny	 garden	 sits	 ruined	 in	 the	 corner,	 sickly	
  vines	and	herbs	trampled	down.	
  40	
  A	wagon	blocks	the	middle	of	the	road,	one	axle	
  broken,	wheel	spokes	snapped.	
  41	
  Shattered	glass,	a	few	shards	stained	with	blood,	
  litters	the	street,	glinting	in	the	harsh	sun.	
  42	
  Two	 men	 exchange	 vicious	 punches	 as	 they	
  scrabble	over	a	loaf	of	burnt	bread.	
  43	
  A	meat	vendor	plucks	handfuls	of	feathers	from	
  pigeons	waiting	to	be	roasted.	
  44	
  Lepers	totter	by,	clothed	in	bloody	rags,	shouting	
  warnings	 against	 anyone	 getting	 too	 close	 to	
  them.	
  45	
  A	madman	sits	off	to	the	side,	pouring	handfuls	
  of	dust	over	his	head	as	he	mutters	nonsense.	
  46	
  After	the	rain,	water	drips	constantly	off	shanty	
  roofs,	slicking	every	surface.	
  47	
  A	 moneylender	 sorts	 through	 stacks	 of	 coins,	
  eyeing	the	crowds	for	a	next	client.	
  48	
  A	 drunkard	 bobs	 and	 weaves	 his	 way	 along,	
  stumbling	against	walls	and	over	ruts	in	the	road.	
  49	
  Several	 upper	 class	 citizens	 stroll	 by,	 protected	
  by	personal	guards	as	they	gawk	at	the	sights.	
  50	
  Hundreds	 of	 people	 line	 up	 outside	 a	 day	 hire	
  office,	desperate	to	claim	one	of	the	limited	jobs.	
  
  95	
  51	
  A	 military	 recruiter	 calls	 to	 passing	 youths,	
  promising	meals,	clothes	and	steady	pay.	
  52	
  A	woman	uses	a	simple	stick	to	draw	sweeping	
  vistas	 in	 the	 dirt	 as	 people	 tread	 over	 her	
  temporary	masterpieces.	
  53	
  People	get	down	on	hands	and	knees	to	slurp	ale	
  spilling	into	the	road	from	a	broken	cask.	
  54	
  A	person	dashes	by,	snagging	a	fistful	of	clothes	
  off	a	wash	line	before	sprinting	away.	
  55	
  A	crowd	has	gathered	around	a	community	soup	
  pot,	 tossing	 scraps	 of	 ingredients	 into	 the	
  steaming	water.		
  56	
  A	row	of	shaded	pallets	is	lined	up	to	the	side,	
  where	 drunks	 can	 sleep	 off	 their	 hangovers	
  without	being	trampled.	
  57	
  Children	 sit	 gnawing	 on	 bones,	 their	 lips	 and	
  cheeks	stained	with	meat	juices.	
  58	
  A	series	of	charcoal-sketched	“Wanted”	posters	
  adorn	the	slumping	walls,	detailing	all	manner	of	
  brutes	and	ruffians.	
  59	
  A	missionary’s	shouted	message	goes	unheeded	
  as	slum	denizens	shuffle	by	his	corner	post.	
  60	
  In	the	middle	of	the	street,	stairs	appear	to	lead	
  down	into	nothing	but	an	earthen	pit.	
  61	
  Hot	 clay	 bricks	 are	 shovelled	 out	 of	 their	 kilns	
  laid	aside	to	cool	before	sale.	
  62	
  Grubby	 couriers	 dash	 about	 on	 bare	 feet,	
  slipping	down	tight	streets	with	lifelong	ease.	
  63	
  Men	and	women	use	stones	to	pound	old	scrolls	
  and	tomes	into	wet	pulp	to	plaster	their	walls.	
  64	
  Rows	 of	 burnt	 hovels	 line	 this	 street,	 a	 few	
  families	still	lingering	in	the	ashen	shells.	
  65	
  A	 pile	 of	 cracked	 and	 shattered	 furniture	 has	
  been	tossed	into	the	road.	
  66	
  A	 massive	 wall	 surrounds	 the	 entirety	 of	 the	
  slum,	a	stony	divide	between	it	and	the	proper	
  city	beyond.	
  67	
  A	 walled	 estate	 is	 a	 singular	 landmark	 in	 the	
  middle	 of	 the	 slum,	 gates	 guarded	 by	 fierce-
  looking	soldiers.	
  68	
  A	lone	black	tower	rears	over	the	slum,	absent	of	
  any	windows	or	doors.		
  69	
  A	 woman	 walks	 along	 the	 filthy	 streets	 in	 a	
  perfectly	clean	robe,	face	serene.	
  70	
  A	 rowdy	 wedding	 ceremony	 bustles	 along,	
  people	 dancing,	 singing	 and	 drinking	 with	
  abandon.	
  71	
  A	 funeral	 ceremony	 slouches	 by,	 filling	 the	 air	
  with	weeping	and	the	occasional	agonized	wail.	
  72	
  A	 crowd	 has	 gathered	 for	 a	 communal	 feast,	
  families	mingling	as	they	share	a	rare	bounty.		
  73	
  Every	street	and	home	in	the	area	stands	flooded	
  with	a	couple	feet	of	water.	
  74	
  A	woman	in	a	luxurious	robe	passes	out	handfuls	
  of	sweets	to	a	gang	of	children.	
  75	
  A	 child	 dips	 a	 hand	 into	 a	 woman’s	 purse	 and	
  ducks	away	with	a	few	coppers.	
  76	
  Tiny	 bird	 skulls	 dangle	 from	 a	 chain	 across	 an	
  open	window;	black	feathers	cover	the	sill.	
  77	
  A	 midwife	 rushes	 by,	 hands	 still	 stained	 with	
  blood	from	a	recent	birth.	
  78	
  A	 drink	 vendor	 appears	 to	 be	 selling	 mugs	 of	
  dirty	water	as	a	cure-all	for	diseases	and	curses.	
  79	
  A	band	of	ragtag	musicians	play	clattering	music	
  on	bent	and	broken	instruments.	
  80	
  A	 man’s	 bare	 arms	 display	 dozens	 of	 jagged	
  tattoos	and	scars.	
  81	
  The	 gutters	 along	 this	 narrow	 road	 are	 clogged	
  with	sticks,	mud	and	hair.	
  82	
  A	 mound	 of	 shattered	 wooden	 tankards	 sits	
  outside	the	door	to	a	crammed	tavern.	
  83	
  This	 merchant	 appears	 to	 sell	 nothing	 but	 tiny	
  pins	of	copper	and	tin.	
  84	
  These	gallows	look	so	rickety	it’s	doubtful	they’d	
  actually	hold	a	person’s	weight.	
  85	
  The	cracked	stones	and	cobbles	along	this	street	
  are	streaked	with	blood.	
  86	
  These	slum	buildings	have	been	built	up	around	
  an	 ancient	 crypt,	 hovels	 interspersed	 with	 the	
  tombs.		
  87	
  Dozens	of	children	peer	down	at	passers-by	from	
  the	rooftops.	
  88	
  Rows	 of	 buckets	 have	 been	 lined	 up	 under	 the	
  eaves	to	catch	water	from	the	recent	rains.	
  89	
  The	rotting	wood	walls	and	roofs	creak	and	sag	
  toward	their	inevitable	collapse.	
  90	
  Each	 shack	 here	 is	 built	 on	 a	 massive	 boulder,	
  though	the	stone	foundations	are	crumbling	and	
  cracked	with	age.	
  91	
  Birds	flap	frantically	overhead,	wings	caught	in	a	
  series	of	strung-up	nets.	
  92	
  People	scramble	to	pick	through	piles	of	mouldy	
  fruit	and	vegetables	dumped	at	random.	
  93	
  Hand-scrawled	 signs	 have	 been	 tacked	 to	 the	
  occasional	 corner,	 noting	 street	 names	 and	
  neighbourhoods.	
  94	
  A	 band	 of	 scrawny	 thugs	 squat	 over	 a	 game	 of	
  knucklebones	while	watching	passers-by.		
  95	
  A	maze	of	dark	paths	leads	off	into	the	distance	
  with	no	discernible	pattern	or	signs.	
  96	
  Filthy	curtains	have	been	hung	around,	forming	
  torn	 and	 temporary	 “walls”	 to	 separate	 living	
  spaces.	
  97	
  Overgrown	 vegetation	 crams	 into	 the	 spaces	
  between	 lopsided	 bricks	 while	 thorny	 vines	
  writhe	across	every	surface.	
  98	
  A	broken	door	hangs	halfway	off	its	hinges,	latch	
  snapped	beyond	repair.	
  99	
  The	 shacks	 here	 stand	 on	 tall	 stilts,	 letting	
  channels	of	sewage	run	underneath.	
  100	
  Every	building	in	this	part	of	the	slum	has	been	
  constructed	from	columns	and	slabs	of	bone.	
  	
  	
  
  96	
  S L U M  T O W N :  B U S I N E S S E S  
  Use	this	table	to	provide	the	basic	details	of	businesses	the	PCs	
  come	 across	 as	 they	 explore	 the	 slum	 town.	 Some	 may	 be	
  inappropriate	based	on	the	locale’s	set	up;	ignore	such	results	
  and	simply	re-roll.	
  D%	
  	
  01-02	
  Copper	Casting	(penny	spells)	offers	divinations,	
  charms	and	other	magical	services	on	the	cheap.	
  Quality	not	guaranteed.	
  03-04	
  Shortchange	(moneylender)	provides	loans	of	all	
  amounts	 at	 suspiciously	 reasonable	 interest	
  rates.	
  05-06	
  Paddock’s	(warehouse)	contains	several	blocks	of	
  private	storage	spaces	for	local	merchants.	
  07-08	
  The	Drabs	(gang	hideout)	is	a	well-hidden	den	for	
  the	 area’s	 primary	 gang	 that	 collects	 a	 “toll”	
  from	anyone	passing	through	their	territory.	
  09-10	
  The	 Blocks	 (slaver)	 has	 a	 constant	 string	 of	
  bodies	 brought	 up	 to	 be	 sold	 to	 the	 highest	
  bidder.	
  11-12	
  Churnup	 (mudraker)	 scrapes	 through	 the	 mud	
  and	 muck	 of	 the	 slums	 for	 any	 possible	 scrap	
  that	could	be	sold	for	the	smallest	profit.	
  13-14	
  Netter	 (bounty	 hunter)	 is	 the	 nickname	 of	 the	
  fighter	 who	 constantly	 combs	 the	 slums	 for	
  hideaways	 and	 runaways	 with	 prices	 on	 their	
  heads.	
  15-16	
  The	 Basin	 (washer)	 is	 where	 people	 bring	 their	
  laundry	 to	 futilely	 scrub	 away	 at	 stains	 that	
  never	actually	fade.	
  17-18	
  Made	to	Fit	(tailor)	is	overseen	by	a	surprisingly	
  dapper	 young	 man	 with	 a	 keen	 eye	 and	 hands	
  that	deftly	wield	needle	and	thread.	
  19-20	
  No	Nails	(cobbler)	sells	shoes	made	out	of	wood,	
  rope	 and	 almost	 any	 other	 substance	 besides	
  leather	or	cloth.	
  21-22	
  Fixum	(tinker)	is	operated	by	a	grey-haired	blind	
  man	 who	 somehow	 can	 patch	 up	 any	 broken	
  object	brought	to	him.	
  23-24	
  Whereyago	 (guide)	 provides	 guides	 who’ll	 take	
  visitors	 anywhere	 in	 the	 slums	 for	 a	 fee,	 and	
  double	that	to	be	brought	back	out	again.	
  25-26	
  Bloodleech	 (healer)	 is	 where	 only	 the	 most	
  desperate	go	for	healing	thanks	to	the	surgeon’s	
  horrific	techniques	and	doubtful	skill.	
  27-28	
  Taldy’s	 Teachin’s	 (school)	 is	 a	 charity	 school,	
  open	 every	 day,	 but	 rarely	 attended	 by	 any	
  children	of	their	own	free	will.	
  29-30	
  Anklechains	(sweatshop)	offers	a	pittance	to	its	
  workers,	nor	do	they	get	any	breaks	during	the	
  day.	Missing	a	quota	invites	harsh	beatings.	
  31-32	
  Hankerings	(drug	pit)	offers	everything	from	the	
  latest	 smokes	 to	 the	 driest	 spice-beetles	 for	
  those	who	can	afford	the	entry	fee.	
  	
  33-34	
  Aggies	(witch)	is	where	women	go	for	all	manner	
  of	 hexes	 and	 cures.	 No	 male	 is	 allowed	 inside,	
  ever.	
  35-36	
  Liar’s	 Lyme	 (soap	 maker)	 is	 the	 sole	 source	 of	
  cleaning	 supplies	 around,	 but	 no	 one	 quite	
  knows	 where	 the	 proprietor	 gets	 her	 soap-
  making	supplies.	
  37-38	
  Muddy	
  Dove	
  (church)	
  rarely	
  gets	
  any	
  worshippers	as	most	people	in	the	slums	are	too	
  hopeless	to	believe	in	prayer	anymore.	
  39-40	
  Sellstalls	 (marketplace)	 is	 a	 central	 market	 that	
  sells	everything	from	worthless	scrap	to	clothes	
  stripped	from	the	recent	dead.	
  41-42	
  Pebbleswap	 (black	 market)	 is	 an	 invite-only	
  underground	 market,	 found	 only	 by	 those	 in	
  possession	of	charmed	pebbles.	
  43-44	
  Scumdrum	 (brewer)	 sells	 back-alley	 ale	 and	
  liquor	that	people	claims	is	magically	made	from	
  rainwater	and	mud.	
  45-46	
  Cheap	 Sleep	 (beds)	 is	 where	 drunks	 and	 rare	
  slums	visitor	go	for	tiny	rooms	with	tinier	cots.	
  47-48	
  Filthy	 Foam	 (ale	 house)	 is	 run	 by	 an	 aging	
  curmudgeon	 who	 supposedly	 was	 once	 the	
  king’s	own	wine	taster.	
  49-50	
  Toddle’s	 (tax	 collector)	 is	 run	 by	 a	 sprightly	
  spinster	who	believes	even	the	city’s	poorest	are	
  not	immune	to	their	financial	duties.	
  51-52	
  Fumings	 (garbage	 burner)	 sees	 to	 the	 ever-
  burning	 piles	 of	 rubbish	 around	 the	 slums,	
  keeping	the	flames	from	spreading	further	than	
  they	should.	
  53-54	
  The	 Clutch	 (food	 stores)	 is	 a	 heavily	 guarded	
  series	 of	 silos	 on	 the	 edge	 of	 the	 slums	 that	 is	
  constantly	attacked	by	starving	residents.	
  55-56	
  The	 Pens	 (guard	 shacks)	 are	 designed	 like	 a	
  massive	jail	from	which	the	guards	rarely	emerge	
  to	go	on	any	actual	patrols.	
  57-58	
  Flotsam	(river	dredger)	is	owned	by	a	team	that	
  constantly	culls	the	river	for	anything	of	possible	
  value	to	cleanup	and	turn	for	a	copper.	
  59-60	
  Craven	Coin	(military	recruiter)	offers	an	escape	
  from	the	slums	for	any	desperate	enough	to	sign	
  up	for	the	royal	army.	
  61-62	
  Stumblebums	 (beggar’s	 guild)	 is	 ruled	 by	 the	
  Beggar	King,	who	takes	tithe	from	all	the	beggars	
  in	the	slum	and	throughout	the	city	beyond.	
  63-64	
  The	 Carter	 (corpseman)	 has	 a	 never-ending	 job	
  circling	the	slums	and	dragging	off	bodies	to	be	
  burned	or	sold.	
  65-66	
  Leaves	‘n	Weeds	(herbalist)	sells	fresh	herbs	and	
  spices,	 though	 few	 know	 where	 the	 young	
  woman	who	owns	the	place	gets	her	wares.	
  67-68	
  Cracker’s	(bonesetter)	is	noted	by	the	occasional	
  snap	 of	 bone	 and	 the	 resulting	 screams	 of	 the	
  patient	having	their	limb	properly	reset.	
  
  97	
  69-70	
  Draindry	(gutter	tender)	is	a	small	group	of	men	
  who	 clean	 the	 grates	 and	 drains	 to	 keep	 the	
  sewers	running	and	avoid	constant	flooding.	
  71-72	
  Chinup	 (barber)	 is	 run	 by	 a	 spindly	 barber	 who	
  charges	a	ha’penny	for	haircut,	but	offers	shaves	
  for	free.	
  73-74	
  Moist	Marrow	(chophouse)	considers	any	body,	
  animal	 or	 otherwise,	 to	 be	 prime	 pickings	 for	
  butchering.	 Who	 cares	 where	 the	 meat	 comes	
  from?	
  75-76	
  Spackle’s	 (artist)	 presence	 is	 noted	 by	 the	
  occasional	 whitewashed	 mud	 wall	 plus	 random	
  murals	painted	throughout	the	slum.	
  77-78	
  Spellspit	 (mud	 mage)	 is	 run	 by	 a	 wizard	 who	
  believes	true	magic	is	only	found	in	the	filth	of	
  life.	 He	 likes	 living	 in	 the	 slum	 –	 much	 to	 the	
  bewilderment	of	his	clientele.	
  79-80	
  Natty’s	 Nettles	 (orphanage)	 is	 run	 by	 a	 black-
  robed	 priest	 who	 is	 rumoured	 to	 organize	 the	
  children	into	a	gang	of	pickpockets	and	thieves.	
  81-82	
  Hire	 Here	 (day	 hires)	 arranges	 day	 labour	 and	
  other	 temporary	 jobs	 for	 the	 crowd	 gathering	
  outside	every	morning.	
  83-84	
  Tossit	(junker)	takes	everyone’s	trash	in	trade	for	
  coin,	 food	 and	 other	 goods.	 What	 the	 junkman	
  does	 with	 it	 then	 is	 anyone’s	 guess.	 His	 rickety	
  shop	is	crammed	full	of	junk	–	and	it	smells	like	
  several	cats	have	died	within.		
  85-86	
  Sticks	 and	 Stones	 (trinkets	 and	 toys)	 caters	 to	
  slum	urchins,	crafting	cheap	games	and	toys	out	
  of	scrap	and	selling	them	for	practically	nothing.	
  87-88	
  Suppit	(cafe)	is	little	more	than	shanty	where	a	
  large	 family	 makes	 fresh	 tea	 and	 herb-dusted	
  biscuits	 fresh	 every	 morning.	 The	 food	 here	 is	
  surprisingly	good.	
  89-90	
  The	Drags	(landlord)	is	the	main	residence	of	the	
  obese	 man	 who	 technically	 owns	 most	 of	 the	
  slum	 properties.	 Groups	 of	 rough-looking	 hired	
  thugs	 lurk	 in	 the	 surrounding	 streets,	 looking	
  after	their	master.	
  91-92	
  The	 Melt	 (leper	 colony)	 is	 the	 hellhole	 of	 the	
  slum,	 where	 those	 with	 incurable	 diseases	 are	
  sent	 to	 die	 in	 agonized	 isolation.	 The	 moans	 of	
  the	dying	fill	the	air;	no	sane	person	would	want	
  to	treated	within.		
  93-94	
  Flags	n	Rags	(rag	mender)	is	run	by	a	seamstress	
  who	 can	 make	 colourful	 draperies	 out	 of	 the	
  drabbest	materials.	
  95-96	
  Run	fer	a	Coppa	(messenger)	is	the	fastest	way	
  to	get	a	message	or	package	delivered	within	the	
  slums;	most	actually	arrive.	
  97-98	
  Scowley’s	 (health	 inspector)	 is	 a	 thankless	 and	
  hopeless	 task,	 trying	 to	 bring	 higher	 awareness	
  of	sanitation	and	hygiene	to	the	slumfolk.		
  99-100	
  Longfinger’s	(snatcher)	is	a	renowned	and	reviled	
  kidnapper	 who	 specializes	 in	 catching	 urchins	
  and	 selling	 them	 to	 a	 wide	 variety	 of	 clients	
  across	the	slums	and	city.	
  	
  	
  	
   
  
  98	
  S L U M  T O W N :  F O L K  O F  I N T E R E S T  
  Use	 this	 table	 to	 generate	 the	 basic	 details	 of	 folk	 the	 PCs	
  encounter	as	they	explore	the	slum	town.	Use	these	details	as	a	
  base	from	which	to	portray	the	NPC.	
  D%	
  	
  01-02	
  Lasbet	Wentom	(CE	female	human)	is	a	wily	child	
  who	runs	in	an	urchin	gang	of	pickpockets,	doing	
  anything	necessary	to	survive.	
  03-04	
  Skabra	Grel	(LG	female	half-orc	cleric	1)	tries	to	
  use	fire	and	water	to	wash	and	cleanse	portions	
  of	the	slums,	though	the	magic	tends	to	get	away	
  from	her	and	cause	occasional	hazards.	
  05-06	
  Brichit	 Thobeos	 (LG	 male	 gnome)	 uses	 his	
  architectural	 prowess	 to	 help	 shore	 up	 and	
  rebuild	 the	 shanties	 and	 shacks,	 avoiding	
  dangerous	collapses.	
  07-08	
  Corhik	 Davino	 (CN	 male	 dwarf)	 hobbles	 around	
  the	slum,	dragging	one	lame	leg	as	he	searches	
  for	anyone	willing	to	hire	him.	
  09-10	
  Stanth	Alddra	(CN	male	human)	is	rumoured	to	
  be	 the	 current	 Beggar	 King;	 he	 wears	 a	 ragged	
  cape	 and	 an	 eye	 patch	 embroidered	 with	 a	
  crimson	bowl.	
  11-12	
  Taelia	 Cunnel	 (CE	 female	 half-elf)	 will	 sell	
  anything	 to	 anyone	 and	 gladly	 takes	 orders	 for	
  custom	deliveries,	no	matter	the	payload.	
  13-14	
  Esclee	 Caroy	 (NE	 female	 human)	 has	 escaped	
  from	prison	more	times	than	she	can	count,	each	
  time	turning	her	grey	eyes	flintier	and	colder.	
  15-16	
  Sonwig	 Dolham	 (LE	 male	 human)	 is	 a	 tax	
  collector	who	is	all-too-willing	to	give	himself	a	
  hefty	cut	of	the	proceeds	he	gathers.	
  17-18	
  Girdum	Hollo	(LE	male	halfling	cleric	3)	satiates	
  his	 love	 for	 fire	 by	 helping	 burn	 down	 the	
  ubiquitous	 piles	 of	 garbage	 and	 refuse.	 Better	
  yet	if	someone’s	trying	to	sleep	in	or	on	them.	
  19-20	
  Pylau	 Naggert	 (CG	 male	 halfling	 cleric	 3)	 works	
  on	a	gutter	team,	trying	to	keep	the	sewers	from	
  backing	up	and	flooding	the	whole	slum.	
  21-22	
  Griggy	 Allmays	 (N	 female	 half-orc)	 has	 a	
  fondness	 for	 mint	 tea	 and	 spends	 much	 of	 her	
  day	clasping	a	steaming	tin	mug	in	her	massive	
  hands.	
  23-24	
  Eala	 Isennit	 (N	 female	 human)	 visits	 the	 slums	
  once	 a	 week,	 clad	 in	 plush	 robes	 as	 she	
  distributes	food	and	coin	to	the	downtrodden.	
  25-26	
  Andtha	Disthil	(NG	female	elf)	will	fix	golden	eyes	
  on	you	and	tell	her	tales	of	falling	from	a	life	of	
  wealth	and	glory...for	a	copper.	
  27-28	
  Vinna	Fanhildi	(CG	female	gnome	fighter	1)	is	a	
  slum	 guard	 who	 is	 actually	 one	 of	 the	 few	 to	
  keep	 to	 her	 patrols,	 knocking	 people	 in	 line	 at	
  every	opportunity.	
  	
  29-30	
  Frithers	Tolrol	(CN	male	human	fighter	2)	claims	
  he	took	a	vow	of	poverty	during	his	adventuring	
  years,	 and	 now	 owns	 nothing	 more	 than	 his	
  worn	leathers	and	a	dull	sword.	
  31-32	
  Irian	 Noral	 (NG	 male	 half-elf)	 still	 wears	 the	
  remnants	 of	 a	 once-vibrant	 robe	 that	 marked	
  him	as	a	noble,	though	those	days	are	years	past.	
  33-34	
  Viala	Cottins	(NG	female	halfling	cleric	2)	makes	
  a	 wide	 variety	 of	 sweet-smelling	 soaps,	 though	
  she	has	to	remind	people	to	use	them	to	bathe	
  rather	than	as	food.	
  35-36	
  Gaisen	Manath	(LN	male	human)	is	a	polite	blind	
  man	who	aimlessly	wanders	the	slum	and	spends	
  each	night	in	the	nearest	shack	he	finds.	No	one	
  ever	has	the	heart	to	turn	him	out.	
  37-38	
  Sayge	 Redasmus	 (N	 female	 human)	 is	 a	 skinny	
  woman	 who	 runs	 the	 biggest	 slum	 orphanage	
  and	is	called	“Mama”	by	most.	
  39-40	
  Walden	Muelben	(CE	male	human	cleric	3)	uses	
  the	 nastiest	 healing	 practices	 possible	 on	 his	
  patients,	including	drilling	skulls	and	amputating	
  without	any	attempt	to	deaden	the	pain.	
  41-42	
  Layfen	Baldson	(LN	male	gnome	fighter	3)	makes	
  a	 living	 tracking	 down	 runaway	 slaves	 hiding	 in	
  the	slum.	
  43-44	
  Wulfma	Nanye	(NE	female	human)	takes	any	sort	
  of	meat	and	bone	and	muck	to	turn	it	into	the	
  questionable	sausage	she	sells	to	the	starving.	
  45-46	
  Krisciel	Vemoth	(NG	male	elf)	was	a	popular	city	
  artist	 before	 running	 afoul	 of	 his	 patron	 and	
  being	cast	down	from	high	society.	
  47-48	
  Wennick	Ocles	(LN	male	gnome)	goes	about	bald	
  thanks	to	a	recent	lice	infestation,	and	is	forever	
  paranoid	about	insects	and	other	biting	bugs.		
  49-50	
  Ranthil	 Ovil	 (N	 male	 half-elf	 fighter	 1)	 is	 a	
  muscular	 soldier	 who	 stands	 at	 the	 main	 gates	
  into	and	out	of	the	slum,	keeping	traffic	moving.	
  51-52	
  Elmra	 Lusdu	 (NG	 female	 human	 fighter	 1)	 uses	
  her	broadsword	and	scarred	knuckles	to	protect	
  a	string	of	poor	families	from	a	local	gang.	
  53-54	
  Bolg	Nurtharg	(CE	male	half-orc)	can	whip	up	an	
  addictive	
  substance	
  out	
  of	
  almost	
  any	
  ingredients	on	hand,	and	is	happy	to	then	sell	it	
  to	those	souls	desperate	for	a	fix.	
  55-56	
  Odan	 Refdun	 (N	 male	 dwarf)	 is	 a	 slump-
  shouldered	 tinker	 whose	 work	 has	 suffered	 as	
  his	eyesight	began	failing.	
  57-58	
  Roso	Drasmiel	(LN	male	half-elf)	spends	most	of	
  his	 day	 whipping	 a	 set	 of	 throwing	 knives	 into	
  rodents	scampering	across	his	path.	
  59-60	
  Delil	 Rianta	 (LG	 female	 elf)	 is	 seen	 visiting	 a	
  particular	shack	every	so	often,	and	it’s	believed	
  she	has	some	relation	to	the	young	half-elf	who	
  lives	there.	
  	
  
  99	
  61-62	
  Lithers	 Lerst	 (LG	 male	 human)	 is	 proud	 he’s	
  never	 missed	 a	 single	 production	 quota	 in	 the	
  sweatshop	he’s	worked	in	since	he	was	a	child.	
  63-64	
  Doru	 Borrun	 (NE	 male	 halfling	 fighter	 2)	 helps	
  protect	 the	 main	 slum	 warehouses,	 dealing	
  viciously	with	anyone	who	dares	intrude.	
  65-66	
  Seric	Arkelnunst	(NG	male	gnome)	uses	his	keen,	
  bright	blue	gaze	to	patch	up	even	the	toughest	
  tear	in	clothes	with	barely	a	seam	to	be	seen.	
  67-68	
  Aoro	 Hlud	 (LE	 male	 dwarf	 fighter	 3)	 terrorizes	
  the	 area	 with	 his	 rusty	 greataxe,	 acting	 as	 the	
  muscle	for	one	of	the	slum’s	main	landlords.	
  69-70	
  Felma	 Bracesack	 (LE	 female	 halfling)	 is	 a	
  sweatshop	 overseer,	 delighting	 in	 punishing	
  anyone	who	fails	to	meet	their	daily	quota.	
  71-72	
  Mas	Acarton	(CE	male	human	cleric	2)	is	believed	
  to	be	behind	the	collapse	of	dozens	of	bulidings	
  that	killed	almost	a	hundred	people	not	too	long	
  ago.		
  73-74	
  “Aggie”	(CN	female	half-orc	cleric	2)	does	what	
  she	 can	 to	 keep	 the	 slum	 women	 healthy	 and	
  cares	 for	 their	 many	 birthing	 and	 other	 private	
  needs.	
  75-76	
  Burja	Bechar	(NE	female	human)	makes	her	way	
  by	slipping	poisons	into	people’s	food	and	drinks	
  and	then	slipping	into	their	homes	while	they	lie	
  ill	to	steal	anything	valuable.	
  77-78	
  Olsa	 Cesperit	 (CG	 female	 gnome)	 is	 one	 of	 the	
  more	 popular	 slum	 bakers,	 and	 her	 daily	 fresh	
  flatbread	sells	out	within	an	hour	or	two.	
  79-80	
  Rumtooth	(N	male	half-orc)	has	a	single	fang	he	
  uses	 to	 threaten	 anyone	 who	 he	 thinks	 might	
  want	to	steal	his	latest	drink.	
  81-82	
  Nasmeth	 Flit	 (NG	 male	 elf)	 tends	 a	 tiny	 garden	
  that	grows	inside	his	shack,	which	has	a	hole	in	
  the	roof	to	let	in	sunlight	and	rain.	
  83-84	
  Sephans	Herord	(CG	male	human)	clambers	over	
  the	 garbage	 heaps,	 searching	 for	 any	 glint	 that	
  might	indicate	an	item	worth	selling.	
  85-86	
  Reb	Mirde	(NE	male	dwarf	cleric	1)	has	hard	eyes	
  and	 a	 bristly	 beard,	 and	 constantly	 mutters	
  about	getting	revenge	on	the	wizards	and	mages	
  who	live	in	the	city	proper.	
  87-88	
  Londra	 Gammidge	 (NG	 female	 halfling)	 has	
  designs	 to	 tear	 down	 and	 rebuild	 part	 of	 the	
  slum	into	better	abodes	if	she	can	just	convince	
  the	people	there	to	move	for	a	while.	
  89-90	
  Hahdar	 Hudden	 (LG	 male	 dwarf)	 is	 forever	
  inspecting	 various	 sections	 of	 the	 slums,	
  believing	hidden	treasure	is	buried	all	about.	
  91-92	
  Tirden	Unst	(CN	male	human)	shambles	about	on	
  leprous	 legs,	 rotting	 flesh	 falling	 from	 him	 in	
  strips	and	scraps.	
  93-94	
  Charra	Eolni	(CN	female	halfling)	is	a	fleet-footed	
  courier,	and	entirely	trustworthy	if	you	pay	her	
  enough.		
  95-96	
  Aseric	Lenneth	(CG	male	gnome)	offers	his	skills	
  as	a	barber	to	slum	dwellers,	standing	on	crates	
  to	reach	most	of	his	clients’	heads.	
  97-98	
  Marmut	 Keadel	 (LN	 male	 gnome)	 has	 the	
  unenviable	job	of	being	the	slum’s	official	health	
  inspector,	a	hopeless	job	that	has	turned	his	hair	
  a	shocking	white.	
  99-100	
  Inlun	Mestrit	(LG	male	half-elf)	is	known	as	the	
  “Net	Dancer,”	forever	traipsing	across	the	ropes	
  and	nets	strung	up	along	the	slum	as	if	they	were	
  main	roads.	
  	
  	
  
  100	
  S L U M  T O W N :  H O O K S ,  C O M P L I C A T I O N S  &  O P P O R T U N I T I E S  
  Although	 the	 PCs	 may	 simply	 want	 to	 visit	 the	 slum	 town,	
  sometimes	 fate	 intervenes.	 Use	 this	 table	 to	 determine	 what	
  opportunities	or	complications	the	PCs	encounter.	
  D20	
  	
  1	
  No	one	knows	know	what	started	it,	but	a	small	fire	
  has	turned	into	a	massive	blaze	that	threatens	to	
  consume	the	whole	slum	if	not	stopped!		
  2	
  The	PCs	are	approached	by	someone	who	wants	to	
  hire	them	to	track	down	and	return	a	noble’s	slave	
  who	 is	 believed	 to	 have	 fled	 into	 the	 slums.	 The	
  slave	could	have	stolen	something	from	the	noble,	
  or	 could	 even	 have	 eloped	 with	 one	 of	 his	
  impressionable,	young	daughters.	
  3	
  A	wealthy	patron	has	brought	a	wagonload	of	fresh	
  food	 to	 hand	 out	 to	 the	 less-fortunate,	 but	 he’s	
  being	 attacked	 by	 a	 hunger-crazed	 mob.	 He	 sees	
  the	PCs	and	screams	for	help.	
  4	
  Dozens	of	guards	tromp	through	the	area,	clearing	
  out	 the	 slum	 with	 merciless,	 violent	 efficiency	
  under	the	king’s	orders.	
  5	
  A	PC	spots	a	person	skulking	about	the	slums	who	
  has	a	massive	bounty	on	their	head...but	who	now	
  wears	the	colours	of	a	local,	deadly	gang.	
  6	
  Everywhere	the	PCs	go,	starving	families	are	dying	
  on	the	streets	and	in	their	homes.	Not	a	scrap	of	
  food	can	be	found.	
  7	
  A	child	snatches	a	PC’s	purse	and	darts	deeper	into	
  the	 slum,	 laughing	 and	 daring	 them	 to	 follow.	 It	
  could	
  be	
  drawing	
  them	
  into	
  an	
  ambush.	
  Alternatively,	the	PCs	could	catch	the	child	just	as	it	
  reaches	its	ramshackle	house.		
  8	
  With	an	ill-timed	step	and	bump	against	a	rotting	
  wall,	 the	 shanties	 all	 around	 begin	 to	 collapse,	
  threatening	to	bury	the	PCs	in	rubble.	
  9	
  A	serial	killer	is	at	work	in	the	area,	leaving	dozens	
  of	 bodies	 around,	 each	 marked	 with	 a	 wide-open	
  eye	carved	into	the	victim’s	forehead.	
  10	
  A	 mob	 of	 labourers	 have	 gone	 into	 full	 revolt	
  against	 their	 taskmasters	 and	 are	 now	 rioting,	
  tearing	down	workshops	and	homes	at	random.	
  11	
  A	 group	 of	 beggars	 silently	 surrounds	 the	 party.	
  They	 suddenly	 become	 physically	 aggressive,	
  producing	weapons	and	growling	threats	unless	the	
  party	hand	over	everything	they	own.	
  12	
  A	PC	wakes	up	chained	to	a	workbench,	under	the	
  grim	eye	of	a	whip-wielding	overseer.	As	he	shakes	
  the	 sleep	 from	 his	 eyes,	 the	 overseer	 screams	 at	
  him	and	starts	whipping	his	back.		
  13	
  A	PC	wakes	up	naked	and	half-buried	in	a	cesspit,	
  with	 a	 massive	 bump	 on	 his	 head	 and	 no	
  recollection	of	events	from	the	day	before.	
  14	
  A	golem	has	arisen,	formed	of	garbage	and	refuse,	
  and	has	begun	trashing	the	area,	squashing	shacks	
  and	people	alike.	
  15	
  The	 party	 receive	 a	 message	 from	 an	 urchin,	
  summoning	 them	 to	 attend	 an	 audience	 with	 the	
  so-called	Beggar	King.	
  16	
  A	 wealthy	 merchant	 wants	 to	 hire	 the	 party	 to	
  escort	him	through	the	slums,	seeing	that	neither	
  his	 wares	 nor	 his	 person	 is	 threatened	 along	 the	
  way.	
  17	
  A	 PC	 spies	 an	 odd-looking	 relic	 glinting	 in	 the	
  nearby	rubbish	heap,	strangely	pristine	despite	the	
  surrounding	filth.	It	looks	valuable	and	could	be	a	
  symbol	recently	lost	by	a	secret,	evil	cult	operating	
  in	the	slums.	
  18	
  The	slums	are	being	torn	down	by	a	noble	looking	
  to	 build	 more	 valuable	 property,	 and	 the	 party	
  have	 been	 conscripted	 to	 run	 the	 “squatters”	 out	
  of	the	area.	
  19	
  One	of	the	party’s	close	friends	has	been	banished	
  to	 the	 slums	 for	 an	 ignorant	 slight	 made	 against	
  city	 royalty.	 They’ve	 since	 disappeared	 and	 are	
  feared	dead.	
  20	
  A	noble’s	daughter	comes	to	the	party	in	disguise,	
  asking	them	to	act	as	her	guide	and	guard	as	she	
  explores	the	slums	to	better	understand	the	plight	
  of	those	who	live	there.	
  	
  	
  	
  
  101	
   
   
   
   
   
   
   
   
   
  TRADE TOWN 
  	
   
  
  102	
  T R A D E  T O W N :  S I G H T S  &  S O U N D S  
  Use	 this	 table	 to	 generate	 the	 sights	 and	 sounds	 the	 PCs	
  experience	as	they	move	about	the	trade	town.	Some	may	be	
  inappropriate	based	on	the	locale’s	set	up;	ignore	such	results	
  and	simply	re-roll.	
  D%	
  	
  1	
  Guards	 shout	 to	 stop	 a	 passing	 caravan	 as	 the	
  driver	tries	to	flee.	
  2	
  A	man	in	luxurious	robes	jingles	as	he	walks,	his	
  purse	heavy	with	coin.	
  3	
  Hawkers	 belt	 out	 deals	 for	 lesser	 wares	 on	
  practically	every	street	corner.	
  4	
  A	 chain	 line	 of	 slaves	 shuffles	 by	 under	 the	
  watchful	 eye	 of	 an	 obese	 taskmaster	 and	 his	
  guards.	
  5	
  The	line	of	wagons	and	people	passing	through	
  the	main	gates	seems	never-ending.	
  6	
  Competing	 food	 vendors	 fling	 rotted	 wares	
  across	the	street	at	one	another.	
  7	
  A	whole	mercenary	band	stands	guard	in	front	of	
  the	imposing	gates	of	a	large	building.	
  8	
  A	 slim	 man	 flanked	 by	 bodyguards	 notes	 all	
  passersby,	jotting	observations	on	a	parchment.		
  9	
  The	last	cart	to	roll	by	definitely	had	the	aura	of	
  something	dead	wafting	from	it.	
  10	
  Lamplighters	 collect	 their	 dues	 from	 business	
  owners	to	keep	the	streets	lit	at	night.	
  11	
  A	crate	lies	in	the	middle	of	the	street,	cracked	
  open	and	empty	of	anything	but	sawdust.	
  12	
  Workers	 chant	 in	 rhythm	 as	 they	 unload	
  seemingly	endless	crates	from	the	latest	caravan.	
  13	
  Someone	has	painted	a	rather	obscene	glyph	on	
  every	business	door	along	this	street.	
  14	
  Water	 splashes	 as	 labourers	 slop	 it	 across	 the	
  street,	washing	animal	refuse	from	the	cobbles.	
  15	
  Two	 merchants	 wave	 daggers	 at	 each	 other	 as	
  they	argue	over	a	shipment.	
  16	
  A	whole	guard	troop	accompanies	a	tax	collector	
  who	stops	by	every	establishment	along	the	way.	
  17	
  Signs	indicate	all	business	done	in	town	must	be	
  registered	with	the	appropriate	guild,	on	pain	of	
  imprisonment.	
  18	
  A	 smell	 of	 smoke,	 redolent	 with	 foreign	 spices,	
  wafts	through	the	market.	
  19	
  A	 merchant	 is	 flanked	 by	 two	 massive	 hounds,	
  that	growl	at	anyone	who	gets	too	close.	
  20	
  Lute	 and	 flute	 players	 are	 among	 the	 many	
  performers	playing	to	the	crowded	market.	
  21	
  A	lovely	young	woman	chats	up	a	merchant,	who	
  appears	 completely	 unaware	 he’s	 standing	
  outside	a	brothel.	
  22	
  A	 vendor	 tries	 to	 sell	 off	 his	 stacks	 of	 candles	
  before	they	melt	in	the	blazing	sun.	He	appears	
  desperate—perhaps	suspiciously	so.	
  23	
  A	 heavily	 muscled	 man	 rolls	 a	 massive	 barrel	
  along	the	street.	
  24	
  A	man	cries	in	denial	as	he’s	shackled	by	guards	
  for	doing	business	without	guild	registration.	
  25	
  Black	smoke	churns	from	a	wagon	as	it	burns	in	
  the	street,	dangerously	close	to	a	shop.	
  26	
  A	line	of	guild	registrants	shuffles	in	place	as	they	
  wait	admittance	by	the	guards.	
  27	
  A	courier	pants	as	he	darts	passed,	message	bag	
  overflowing	with	letters.	
  28	
  These	gates	leading	to	a	guild’s	compound	have	
  been	smashed	in	by	a	massive	force.	
  29	
  Drunk	traders	weave	through	the	crowd	as	they	
  celebrate	a	recent	sale.	
  30	
  A	trader	weeps	over	a	lost	shipment,	wailing	his	
  tragedy	to	anyone	who’ll	listen.	
  31	
  A	 caged	 menagerie	 of	 exotically	 coloured	 (and	
  noisy)	birds	chatter	loudly	at	passersby.	
  32	
  A	sign	advertises	entrance	to	the	mayor’s	private	
  zoo	for	a	hefty	fee.	
  33	
  A	door	slams	in	a	woman’s	face,	and	she	falls	to	
  her	knees	on	the	stoop,	sobbing.	
  34	
  A	group	of	black-veiled	foreigners	carry	a	gilded	
  litter	down	the	way.	
  35	
  The	 doors	 of	 this	 tavern	 are	 shut	 and	 chained,	
  the	sign	knocked	to	the	ground.	
  36	
  A	 gaudy	 sign	 indicates	 fresh	 corpses	 are	 sold	
  within	the	establishment	beneath.	
  37	
  A	 guard	 leads	 several	 dogs	 around	 a	 wagon,	
  letting	them	sniff	it	vigorously.	A	merchant	looks	
  on—nervously.	
  38	
  Wine	 glugs	 as	 it’s	 poured	 from	 a	 barrel	 for	 a	
  merchant	to	sample.	
  39	
  Guards	 guide	 a	 caravan	 off	 to	 one	 side	 for	
  further	inspection.	
  40	
  A	lovely	voice	floats	over	the	crowd,	the	singing	
  almost	unearthly	in	its	beauty.	
  41	
  A	worker	opens	a	barrel	only	for	a	torrent	of	rats	
  to	pour	forth.	
  42	
  A	 merchant	 oversees	 the	 preparation	 of	 oil-
  soaked	bundles	of	new	weapons.	
  43	
  Voices	babble	over	one	another	during	an	open-
  air	auction.	
  44	
  Horses	 whinny	 as	 they’re	 tied	 to	 posts	 for	
  inspection	by	buyers.	
  45	
  Flyers	 proclaim	 a	 reward	 for	 the	 capture	 of	 a	
  group	of	bandits	harrying	the	incoming	caravans.	
  46	
  The	central	market	is	a	dusty,	chaotic	affair,	with	
  foot	and	hoof	traffic	all	about.	
  47	
  Beyond	 the	 gates,	 an	 encampment	 of	 traders	
  refused	entry	has	sprung	up.	
  48	
  People	 mutter	 and	 glare	 at	 a	 trader	 caravan	
  composed	of	people	wearing	bronze	masks.	
  49	
  Townsfolk	scurry	to	cover	their	goods	in	tarps	as	
  thunder	rumbles	in	the	distance.	
  
  103	
  50	
  A	mage	casts	an	icy	spell	to	keep	a	stall	of	fish	
  brought	in	from	the	coast	fresh.	
  51	
  Two	 carts	 crash	 together,	 spilling	 wares	 across	
  the	road.	
  52	
  A	 quartermaster	 checks	 off	 crates	 and	 barrels	
  with	a	wedge	of	chalk.	
  53	
  A	 guild	 leader	 preaches	 the	 virtue	 of	 proper	
  registration	and	following	regulations.	
  54	
  An	angry	crowd	demonstrates	in	front	of	a	guild	
  hall;	guards	watch	on	nervously.	
  55	
  A	man	loudly	begs	a	moneylender	to	extend	his	
  debt	just	once	more.	
  56	
  A	 group	 of	 traders	 swagger	 down	 the	 street,	
  bare	chests	covered	in	nautical	tattoos.	
  57	
  This	trader	appears	to	buy	and	trade	all	matter	
  of	tarred	or	shrunken	heads.	
  58	
  The	glint	of	jewelled	rings	on	a	merchant’s	pudgy	
  fingers	catches	the	sun.	
  59	
  A	 ragged	 woman	 runs	 up	 to	 a	 newly	 arrived	
  trader,	holding	up	a	child	as	he	tries	to	shove	her	
  away.	
  60	
  A	 caravan	 surrounded	 by	 soldiers	 blocks	 the	
  street.	A	growing	crush	of	other	merchants	and	
  passers-by	are	growing	increasingly	angry	at	the	
  delay.	
  61	
  This	row	of	crates	and	pots	has	been	marked	in	
  red,	saying:	“Do	Not	Open	Under	Pain	of	Death.”	
  62	
  This	 enormous	 clothing	 shop	 sells	 outfits	 for	
  every	possible	race	and	size.		
  63	
  A	 pair	 of	 traders	 guffaws	 as	 they	 stroll	 along,	
  boasting	how	much	gold	they	cheated	from	their	
  latest	client.	
  64	
  A	 child	 calls	 to	 passers-by,	 saying	 they	 can	 get	
  anything	at	any	price	with	his	help.	
  65	
  A	man	flips	through	a	large	tome,	wondering	out	
  loud	why	there	aren’t	any	pictures.	
  66	
  This	 trader’s	 cart	 appears	 to	 be	 guarded	 by	 a	
  massive,	horned	demon.	
  67	
  Merchants	still	beyond	the	gates	clamour	to	be	
  let	in	before	nightfall.	
  68	
  A	 buyer	 challenges	 a	 trader	 to	 a	 duel	 for	
  attempting	to	swindle	him.	
  69	
  A	 trader	 tosses	 a	 few	 coppers	 to	 a	 beggar	
  alongside	
  the	
  street.	
  Immediately,	
  he	
  is	
  inundated	with	other	street	denizens	begging	for	
  money.	
  70	
  Bolts	of	silk	and	cloth,	of	all	colours	and	patterns,	
  are	lined	up	against	the	wall.	
  71	
  This	trader	displays	an	array	of	tiny,	manicured	
  trees,	claiming	they	come	from	a	distant	land.	
  72	
  The	smell	of	salted	meats	and	pickled	vegetables	
  reaches	the	party’s	nostrils.	
  73	
  In	 a	 plume	 of	 dusty	 rubble,	 a	 warehouse	
  collapses	just	down	the	street.	
  74	
  The	 heady	 scent	 of	 mint	 hangs	 over	 the	 whole	
  street.	
  75	
  People	in	long	white	robes	gaze	at	vials	of	white	
  dust,	dabbing	the	substance	on	their	tongues.	
  76	
  A	thief	hangs	by	his	thumbs	in	the	middle	of	the	
  town	square,	a	warning	to	all.	
  77	
  A	 seer	 wanders	 the	 street,	 calling	 out	 offers	 to	
  sell	prophecies.	
  78	
  A	guildmaster	tacks	up	a	scroll	listing	next	week’s	
  projected	tariffs.		
  79	
  A	strange	moan	emanates	from	a	nearby	crate,	
  which	shakes	briefly.	
  80	
  Donkeys	bray	as	they	haul	sacks	laden	with	grain	
  and	goods.	
  81	
  A	bare-handed	masked	man	asks	people	to	make	
  a	donation	to	the	thieves’	guild.	
  82	
  Near	the	wall,	the	lowing	of	cattle	can	be	heard	
  in	the	stockyard	outside	town.	
  83	
  Townsfolk	line	up	to	gawk	at	a	recently	unveiled	
  statue	of	the	town	leader.	
  84	
  A	market	stall	selling	odd	citrus	drinks	appears	to	
  be	run	entirely	by	children.	
  85	
  Something	shatters	nearby,	followed	by	a	bellow	
  of	rage	and	screams.	
  86	
  A	 merchant	 stumbles,	 an	 arrow	 having	 just	
  sprouted	from	his	broad	back.	
  87	
  A	 vendor	 wanders	 the	 street,	 handing	 out	 free	
  samples	of	fruit	sold	back	at	the	stall.	
  88	
  This	wall	has	the	image	of	a	black	hog	painted	on	
  it,	with	an	arrow	pointing	down	a	nearby	alley.	
  89	
  The	 stink	 of	 sulphur	 wafts	 from	 a	 bathhouse	
  offering	hot	baths	for	weary	travellers.	
  90	
  This	temple	appears	to	be	dedicated	to	a	god	of	
  commerce	and	wealth.	
  91	
  A	puppet	show	depicts	the	mayor	as	controlled	
  by	the	strings	of	the	many	guilds.	
  92	
  The	crowd	boos	as	a	crier	announces	the	latest	
  tax	rise	by	the	mayor.	
  93	
  This	street	is	oddly	empty	and	quiet	for	being	in	
  the	middle	of	the	bustling	town.	
  94	
  A	 carriage	 careens	 down	 the	 street,	 the	 driver	
  trying	to	get	the	horses	back	under	control.	
  95	
  Pure	white	doves	flutter	within	a	wooden	cage,	
  soft	coos	barely	heard	over	the	crowd.	
  96	
  Coins	 chink	 as	 they	 strike	 the	 bottom	 of	 this	
  temple’s	“non-voluntary	offering”	box.	
  97	
  Hammering	 and	 sawing	 can	 be	 heard	 as	 a	
  building	undergoes	new	construction.	
  98	
  A	mage	chants	a	spell	to	check	for	disease	in	a	
  wagon	loaded	with	foodstuffs.		
  99	
  Every	driver	and	worker	on	this	caravan	appears	
  to	be	the	exact	same	person,	down	to	the	face	
  and	clothes.	
  100	
  This	shop	sign	promises	wishes	fulfilled	if	you’ll	
  simply	sell	your	soul	to	the	proprietor.	
  	
  	
   
  
  104	
  T R A D E  T O W N :  B U S I N E S S E S  
  Use	this	table	to	provide	the	basic	details	of	businesses	the	PCs	
  come	 across	 as	 they	 explore	 the	 trade	 town.	 Some	 may	 be	
  inappropriate	based	on	the	locale’s	set	up;	ignore	such	results	
  and	simply	re-roll.	
  D%	
  	
  01-02	
  Centerspire	
  (guild	
  hall)	
  contains	
  multiple	
  chambers	where	the	various	guild	leaders	meet	
  to	discuss	town	operations.	
  03-04	
  Puppetstrings	 (mayor’s	 office)	 is	 the	 slang	 term	
  for	the	office	where	the	guild’s	mayoral	puppet	
  works.	
  05-06	
  Jangle’s	
  (currency	
  changer)	
  can	
  exchange	
  virtually	any	currency	from	all	the	known	lands,	
  as	well	as	a	few	unknown	ones.	
  07-08	
  Lent,	Saved,	Owned	(bank)	offers	plenty	of	loans	
  so	 long	 as	 the	 applicants	 acceptable	 a	 high	
  interest	rate	and	offer	decent	collateral.	
  09-10	
  Ward	 Den	 (guard	 quarters)	 is	 the	 meeting	 and	
  training	quarters	for	the	town	guards.	
  11-12	
  Dusty	 Thoroughfare	 (caravan	 processing)	 is	 a	
  bottleneck	 formed	 so	 caravans	 have	 to	 move	
  through	one	at	a	time	for	inspection.	
  13-14	
  Low	Gutters	(thieves’	guild)	is	the	below-ground	
  lair	of	the	registered	town	thieves.	
  15-16	
  Silk	 Purse	 (merchant	 guild)	 is	 where	 every	
  merchant	must	be	registered	before	they	can	do	
  business	in	town.	
  17-18	
  The	 Vale	 (inn)	 is	 owned	 by	 a	 proprietor	 who	
  loves	to	haggle	on	daily	room	rates.	
  19-20	
  Steaming	 Pond	 (brothel)	 is	 run	 by	 Madame	
  Emerald	 and	 offers	 all	 manner	 of	 pleasures	 for	
  weary	travellers	and	traders.	
  21-22	
  Smoothside	 (open	 market)	 is	 where	 merchants	
  go	 to	 hold	 honest—or,	 at	 least,	 semi-honest—
  business.		
  23-24	
  Steady	 Blades	 (mercenaries)	 is	 a	 well-known	
  band	that	has	saved	the	lives	of	commoners	and	
  merchants	alike.	
  25-26	
  Malarky	 (alchemist)	 specializes	 in	 dangerous	
  concoctions	 that	 have	 only	 destroyed	 one	
  caravan	so	far.	
  27-28	
  Muscleyard	 (day	 labour)	 hires	 out	 any	 workers	
  traders	may	need	as	they	prepare	shipments	for	
  despatch.	
  29-30	
  The	Falcon	(inspector)	is	overseen	by	an	elderly	
  half-elf	 who	 makes	 sure	 all	 imported	 goods	
  undergo	proper	scrutiny.	
  31-32	
  The	Barred	Door	(storage)	is	an	secure	vault	used	
  to	 hold	 only	 the	 most	 priceless	 goods	 traders	
  bring	to	sell	or	trade.	
  33-34	
  Redstall’s	 (spellcaster)	 provides	 arcane	 dealings	
  of	 all	 sorts,	 as	 well	 as	 the	 sale	 of	 magic	 scrolls	
  and	talismans.		
  	
  35-36	
  Brindle’s	Brushes	(wagon	painter)	is	the	shop	of	
  an	 elven	 artist	 who	 decorates	 wagons	 and	
  carriages	with	magnificent	murals.	
  37-38	
  Palm	 to	 Palm	 (bank	 guild)	 is	 one	 of	 the	 more	
  powerful	 guilds	 in	 town,	 considering	 they	
  oversee	all	financial	transactions	of	note.	
  39-40	
  Puregrave’s	 (rotsniffer)	 is	 run	 by	 a	 kindly	
  necromancer	who	works	to	seek	out	disease	or	
  poison	hidden	within	wares.	
  41-42	
  Inkline	 (bookkeeper)	 monitors	 the	 traders	 and	
  merchants	 themselves,	 tracking	 who’s	 visited	
  town	lately	and	how	long	they	stayed.	
  43-44	
  Metalwell	 (ironsmith)	 is	 run	 by	 a	 pair	 of	 burly	
  twins	who	handle	most	smelting	and	refining	in	
  the	town.	
  45-46	
  The	 Edge	 (lumber	 mill)	 produces	 worked	 wood	
  to	fulfil	the	constant	demand	for	barrels,	crates,	
  wagons	and	more.	
  47-48	
  Hallowgem	(jeweller)	is	run	by	a	refined	gnome	
  who	refuses	to	trade	in	anything	except	jewels	of	
  the	highest	grade.	
  49-50	
  Spackle’s	(art	gallery)	is	run	by	a	fussy	dwarf	who	
  allows	promising	artists	to	display	their	work	for	
  potential	patrons	and	purchasers.	
  51-52	
  Steepmore	(washer’s	guild)	endlessly	cleans	the	
  streets	and	gutters	to	avoid	the	town	becoming	a	
  stinking	pile	from	all	the	traffic.	
  53-54	
  Loadbar	 (disease	 control)	 monitors	 any	 sick	
  traders,	animals	or	goods	to	ensure	no	illness	or	
  plague	spreads	throughout	the	town.	
  55-56	
  Cobbles	to	Sky	(architect)	thrills	at	the	constant	
  influx	of	wealth	the	town	enjoys,	allowing	them	
  to	constantly	build	on	its	properties	and	walled	
  boundaries.	
  57-58	
  Ice	 Pack	 (preservatives)	 keeps	 goods	 from	
  spoiling,	 whether	 through	 freezing,	 salting	 or	
  spellwork.	
  59-60	
  Waggle’s	 (translator)	 acts	 as	 a	 go-between	 for	
  traders	 who	 are	 separated	 by	 language	 or	
  difficult	culture	gaps.	
  61-62	
  Scrollden	(library)	is	a	large	depository	of	books	
  and	 scrolls	 in	 every	 possible	 language,	 all	 for	
  sale,	of	course.	
  63-64	
  Arcanum	 (magicians	 guild)	 oversees	 all	 spell-
  dealing	 in	 town,	 and	 any	 mage	 must	 register	
  there	 before	 casting	 even	 the	 most	 minor	
  cantrip.	
  65-66	
  The	Fetchers	(hunting	guild)	keeps	the	town	well	
  fed	with	a	steady	stream	of	fresh	meat.	
  67-68	
  The	Blind	Eye	(oracle)	is	the	home	of	an	oracle	
  who	 sells	 prophecies	 that	 can	 reveal	 upcoming	
  market	shifts	and	trade	route	safety.	
  69-70	
  The	Keeps	(warehouse)	is	where	traders	can	rent	
  out	 guarded	 space	 for	 their	 goods	 until	 their	
  dealing	is	done.	
  
  105	
  71-72	
  Ronner’s	 Repairs	 (forge)	 tends	 to	 all	 damaged	
  metal,	 be	 it	 armour	 or	 wagon	 wheel	 pins.	 The	
  forge	is	always	busy—this	rambling	building	has	
  several	smith	on	staff	including	a	dwarf	and	two	
  gnomes.	
  73-74	
  Yonder	 (foreign	 quarters)	 is	 a	 heavily	 patrolled	
  neighbourhood	where	traders	from	more	exotic	
  lands	can	enjoy	their	privacy.	
  75-76	
  The	 Brood	 (orphanage)	 is	 overseen	 by	 Master	
  Simly,	 who	 cares	 for	 children	 separated	 from	
  their	 caravans.	 Persistent	 whispers	 tell	 how	
  many	 of	 these	 children	 have	 disappeared	 over	
  the	years.	
  77-78	
  March’s	 End	 (slave	 block)	 hosts	 regular	 slave	
  auctions,	which	many	townsfolk	have	decried—
  but	guildmasters	overrule	such	opposition	due	to	
  the	wealth	the	trade	brings	in.	
  79-80	
  Pig’s	Bristles	(black	market)	is	marked	by	a	black	
  hog	 painting,	 leading	 to	 dark	 corners	 where	
  darker	 deals	 are	 made.	 Much	 can	 be	 had	 here,	
  for	the	right	price.	
  81-82	
  Boltgrease	 (carter)	 is	 overseen	 by	 a	 human	
  master	 craftsman	 who	 acts	 as	 if	 every	 wagon	
  made	is	one	of	his	own	children.	His	wagons	are	
  lighter	and	better	built	than	almost	any	other	in	
  the	kingdom.		
  83-84	
  Hoof	 and	 Paw	 (stables)	 is	 where	 all	 manner	 of	
  mounts	or	wagon	teams	can	receive	a	good	rub-
  down	and	feed.	The	owner	also	offers	an	animal	
  training	 service	 for	 horses,	 dogs	 and	 other	
  working	animals.	
  85-86	
  Lastmourne	 (military	 post)	 is	 the	 main	 gate	
  outpost	 and	 the	 town’s	 first	 line	 of	 defence	
  against	 bandits	 or	 beasts.	 It	 is	 always	 well	
  guarded,	and	also	serves	as	a	temporary	prison	
  for	thieves	and	suchlike.		
  87-88	
  Chainline	(fire	detail)	is	a	guard	squad	dedicated	
  to	 containing	 and	 stopping	 fires	 before	 they	
  damage	 valuable	 goods.	 They	 have	 several	
  wagons	 outfitted	 for	 fire	 fighting,	 and	 several	
  magic	items	capable	of	creating	large	quantities	
  of	water	quickly.		
  89-90	
  Oversight	 (quartermaster)	 keeps	 extensive	 logs	
  of	all	goods	trafficking	within	the	town.	He	is	a	
  deal	maker	and	specialising	in	putting	clients	in	
  touch	 with	 those	 selling	 rare	 or	 contraband	
  material.	
  91-92	
  Passersby	 (traffic	 guide)	 is	 a	 band	 of	 halflings	
  who	 keep	 traffic	 running	 smoothly	 by	 directing	
  carts	and	wagons	down	torturous	routes	to	their	
  destinations.	The	have	a	side	line	helping	those	
  who	
  pay	
  handsomely	
  move	
  about	
  town	
  undetected.	
  93-94	
  Skurven’s	 (mapper)	 sells	 maps	 of	 “safe	 and	
  quick”	 trade	 routes,	 safety	 and	 speed	 not	
  actually	guaranteed.	Many	of	his	maps	are	either	
  out	of	date	or	just	downright	wrong.	He	also	sells	
  treasure	maps	to	adventurers.		
  95-96	
  The	 Fine	 Brush	 (artists’	 guild)	 constantly	
  produces	 masterful	 works	 that	 are	 then	 sold	
  across	the	country	to	discerning	clientele.	Their	
  services	are	much	in	demand.	
  97-98	
  The	 Heaps	 (unwanted	 goods)	 is	 run	 by	 a	
  hunchbacked	half-orc	who	knows	even	garbage	
  can	 be	 sold	 to	 someone.	 Their	 staff	 knows	 the	
  layout	of	the	local	sewers	very	well.	
  99-100	
  All	Hallow	(divine	goods)	contains	items	blessed	
  by	 the	 gods	 themselves,	 and	 commands	 an	
  exclusive	clientele.	Occasionally,	they	have	magic	
  items	for	sale.		
  	
   
  
  106	
  T R A D E  T O W N :  F O L K  O F  I N T E R E S T  
  Use	 this	 table	 to	 generate	 the	 basic	 details	 of	 folk	 the	 PCs	
  encounter	as	they	explore	the	trade	town.	Use	these	details	as	a	
  base	from	which	to	portray	the	NPC.	
  D%	
  	
  01-02	
  Sigel	 Ginherd	 (CG	 male	 halfling)	 can	 tell	 if	 a	
  wagon	 is	 riding	 too	 high	 or	 too	 low	 for	 its	
  supposed	cargo	just	by	eyeballing	it.	
  03-04	
  Shirlen	Rimbell	(LG	female	human)	came	to	town	
  as	a	caravan	driver	but	found	safer	and	better-
  paying	work	as	a	bartender.	
  05-06	
  Hedra	Grisben	(LG	female	dwarf	fighter	3)	works	
  on	 the	 town	 guard,	 one	 of	 the	 few	 to	 never	
  accept	a	bribe,	no	matter	how	big.	
  07-08	
  Khidili	Vamir	(CE	female	half-elf)	is	a	surly	whelp	
  who	 enjoys	 stealing	 any	 loose	 goods	 left	
  unwatched	for	more	than	a	minute.	
  09-10	
  Ubu	Grumbu	(NE	male	half-orc)	has	an	appetite	
  for	 horseflesh,	 which	 leaves	 most	 trader	 and	
  caravan	drivers	wary	of	his	presence.	
  11-12	
  Khoul	 Belver	 (NG	 male	 dwarf)	 is	 a	 stout	
  guildmaster	 who	 handles	 the	 majority	 of	 his	
  guild’s	taxes	and	accounting.	
  13-14	
  Palmiera	Bayla	(LE	female	human	fighter	3)	is	a	
  short,	 thin	 woman	 whose	 rapier	 proves	 deadly	
  for	anyone	who	threatens	her	latest	master.	
  15-16	
  Rowes	 Stour	 (LN	 female	 gnome)	 inspects	
  incoming	 goods	 for	 the	 artisans’	 guild,	 seeking	
  craftwork	worth	investing	in.	
  17-18	
  Lestren	 Aerindel	 (CE	 male	 elf)	 is	 blond	 with	
  dagger-sharp	ears,	and	often	accused	of	trying	to	
  sell	contraband.	
  19-20	
  Delba	Thonbult	(N	female	halfling)	is	an	elderly	
  mender	 whose	 only	 love	 is	 to	 fix	 any	 broken	
  mechanical	contraption.	
  21-22	
  Nemeth	Awluyin	(N	female	half-elf	fighter	1)	has	
  worked	as	a	bodyguard	for	numerous	merchants	
  when	they	visit	town.	
  23-24	
  Colbin	Camawlings	(CE	male	human)	is	an	obese	
  figure	 who	 loves	 wearing	 large	 rings	 when	
  smashing	 fists	 into	 the	 faces	 of	 his	 defeated	
  mercantile	foes.	
  25-26	
  Marcho	Berilac	(LN	male	gnome)	helps	manage	
  the	 main	 bank,	 where	 he	 ensures	 no	 copper	 is	
  out	of	place.	
  27-28	
  Bergel	 Jermol	 (CN	 male	 half-elf	 fighter	 2)	
  considers	 himself	 a	 fine	 product,	 always	 up	 for	
  sale	to	the	highest	bidder.	
  29-30	
  Gidoua	Miku	(NG	female	dwarf	cleric	1)	holds	a	
  permanent	frown	around	people,	but	can’t	stop	
  smiling	 when	 at	 the	 stables	 with	 her	 beloved	
  horses.	
  31-32	
  Yater	Magrogran	(LN	male	half-orc	cleric	1)	is	a	
  blind	oracle	who	is	often	hired	to	tell	if	a	trade	
  will	turn	a	profit.	
  33-34	
  Wogo	Haffson	(NE	male	halfling)	is	an	informant	
  for	the	thieves’	guild,	letting	them	know	when	a	
  wealthy	merchant	has	arrived.	
  35-36	
  Quendig	 Soakes	 (CN	 male	 gnome)	 is	 a	 crippled	
  beggar	 who	 keeps	 trying	 to	 get	 hired	 by	
  caravans,	with	no	success.	
  37-38	
  Olinda	Goodbin	(LE	female	halfling)	loves	writing	
  up	trade	contracts	so	confusing,	no	one	notices	
  there’s	always	side	profit	for	her.	
  39-40	
  Abbi	Lumella	(N	female	human)	assists	the	head	
  quartermaster,	double-checking	goods	coming	in	
  and	going	out.	
  41-42	
  Barlun	 Nurasak	 (CE	 male	 dwarf)	 is	 a	 shaggy-
  bearded	 cobble	 sweep	 who	 likes	 leaving	 loose	
  stones	to	trip	others	up.	
  43-44	
  Kostra	 Menegilt	 (NG	 female	 gnome)	 has	 a	 tiny	
  frame	that	belies	the	power	she	wields	as	one	of	
  the	town’s	tax	collectors.	
  45-46	
  Vindtra	Dradis	(CG	female	gnome)	is	constantly	
  covered	 in	 soot	 thanks	 to	 her	 tireless	 labour	 in	
  the	ironworks.	
  47-48	
  Almyra	 Minkeyls	 (CE	 female	 human)	 is	 a	 slim,	
  fast	lady	who	has	poisoned	more	than	one	food	
  shipment	for	the	fun	of	it.	
  49-50	
  Phaisie	 Tituvalen	 (LN	 female	 human	 /wizard	 3)	
  oversees	 the	 mage	 guild,	 gladly	 accepting	 spell	
  duels	 from	 would-be	 usurpers	 before	 thrashing	
  them.	
  51-52	
  Andwise	Stedes	(N	male	halfling	cleric	2)	wears	
  white	 robes	 as	 she	 casts	 spells	 to	 detect	
  potential	diseases	in	transported	foodstuffs.	
  53-54	
  Dolpho	 Fethel	 (CG	 male	 gnome)	 would	 make	 a	
  fine	drug	merchant	if	he’d	stop	sampling	his	own	
  wares.	
  55-56	
  Higig	Adag	(NG	male	half-orc	fighter	2)	is	missing	
  a	leg,	but	that	doesn’t	stop	him	from	acting	as	a	
  town	lookout	for	bandits.	
  57-58	
  Jiaden	 Heilee	 (LE	 female	 human)	 is	 a	 scarred	
  slave	 trader	 who	 was	 once	 a	 slave	 and	
  taskmaster	herself	before	she	fought	free.	
  59-60	
  Airl	Respin	(LG	male	elf)	is	a	master	painter	who	
  paints	wagons	with	unique	vibrancy	and	flair.	
  61-62	
  Lauder	
  Britius	
  (CE	
  male	
  gnome)	
  loves	
  eavesdropping	 on	 guild	 dealings	 and	 reporting	
  them	to	opposing	guild	members.	
  63-64	
  Otrath	 Doroul	 (LG	 male	 dwarf)	 is	 proud	 of	 his	
  reputation	as	a	courier	who	has	never	failed	to	
  deliver	a	message.	
  65-66	
  Vielna	 Gyth	 (NE	 female	 human	 cleric	 1)	 hires	
  herself	 out	 to	 scry	 on	 other	 traders,	 stealing	
  business	secrets	for	clients.	
  67-68	
  Weldon	 Westkott	 (CE	 male	 human	 fighter	 3)	
  enjoys	 framing	 merchants	 for	 dirty	 business	 so	
  he	has	an	excuse	to	kill	them.	
  	
  
  107	
  69-70	
  Timba	 Worrol	 (CE	 female	 halfling	 cleric	 2)	 is	
  missing	 an	 eye,	 and	 so	 thinks	 it’s	 only	 right	 to	
  hex	wagons	to	lose	a	wheel	at	random	times.	
  71-72	
  Odi	Wimbleston	(CN	male	gnome	cleric	1)	often	
  goes	 barefoot	 and	 enjoys	 making	 a	 game	 of	
  dashing	 across	 the	 tops	 of	 wagons	 and	 loaded	
  carts.	
  73-74	
  Gharza	Druggem	(CG	female	half-orc	fighter	3)	is	
  a	gate	guard	who	has	nearly	killed	several	other	
  guards	who	were	caught	taking	bribes.	
  75-76	
  Deuarla	Sileive	(LE	female	half-elf)	is	the	mayor’s	
  svelte	assistant	who	many	are	certain	is	aiming	
  to	take	over	his	office.	
  77-78	
  Piriphil	 Hulvinyir	 (LE	 male	 elf)	 oversees	 the	
  hunting	guild	and	has	a	trophy	room	with	more	
  than	just	animals	in	it.	
  79-80	
  Tomkin	Storkle	(NG	male	human)	is	an	easygoing	
  day	labourer	whose	laugh	inspires	the	others	to	
  work	harder.	
  81-82	
  Foid	 Dumnim	 (CE	 male	 dwarf	 fighter	 1)	 is	 a	
  caravan	 guard	 for	 a	 band	 of	 devil-worshipping	
  foreigners,	but	they	sure	do	pay	well.	
  83-84	
  Zildirk	Skash	(NE	female	half-orc	fighter	2)	uses	
  her	massive	tusks	to	scare	off	anyone	who	gets	
  too	close	to	the	warehouse	she	guards.	
  85-86	
  Maelynn	Trydstun	(LG	female	dwarf	cleric	2)	is	a	
  warty	 fellow	 with	 a	 knack	 for	 building	 nigh-
  unbreakable	crates	and	barrels.	
  87-88	
  Fastrel	Gamba	(N	male	gnome	cleric	2)	uses	his	
  magic	to	dry	out	muddy	streets	after	rain	so	no	
  wagons	get	stuck.	
  89-90	
  Ralbic	 Norlook	 (LG	 male	 halfling)	 uses	 his	
  cherubic	looks	and	quick	wits	to	disarm	many	a	
  rowdy	trader	before	things	get	out	of	hand.	
  91-92	
  Ruli	Mebbleshew	(LN	male	dwarf)	is	a	dwarven	
  youngling	who	loves	pestering	merchants	about	
  business	contract	minutiae.		
  93-94	
  Dathra	Agragar	(LN	female	dwarf)	runs	the	only	
  inn	 in	 town	 where	 no	 humans	 are	 allowed	 to	
  drink	or	stay.		
  95-96	
  Arrol	 Feist	 (CE	 male	 human	 cleric	 1)	 loves	
  snatching	 items	 from	 one	 vendor	 and	 selling	
  them	to	another.	
  97-98	
  Ren	Tarrol	(LE	male	half-elf)	oversees	all	aspects	
  of	the	slave	trade	in	the	town	and	its	surrounds,	
  and	 keeps	 traders	 from	 getting	 out	 of	 line	 and	
  sourcing	their	wares	too	close	to	home.	
  99-100	
  Saria	 Rilissa	 (N	 female	 elf	 fighter	 3)	 possesses	
  keen	green	eyes	and	patrols	the	streets—but	for	
  no	known	master.	Some	rumour	that	she	has	a	
  bond	with	the	spirit	of	the	town	itself.	
  	
  	
  
  108	
  T R A D E  T O W N :  H O O K S ,  C O M P L I C A T I O N S  &  O P P O R T U N I T I E S  
  Although	 the	 PCs	 may	 simply	 want	 to	 visit	 the	 trade	 town,	
  sometimes	 fate	 intervenes.	 Use	 this	 table	 to	 determine	 what	
  opportunities	or	complications	the	PCs	encounter.	
  D20	
  	
  1	
  Multiple	 traders	 have	 had	 shipments	 stolen	
  without	any	seeming	rhyme	or	reason.	The	mayor	
  has	a	reward	out	for	anyone	who	helps	recover	the	
  missing	goods.	
  2	
  Merchants	 are	 in	 an	 uproar	 as	 a	 counterfeit	
  currency	has	been	passed	around—and	they	want	
  the	heads	of	the	counterfeiters	at	all	costs!	
  3	
  The	 slave	 traders	 are	 fighting	 against	 a	 revolt	 by	
  escaped	 slaves.	 At	 this	 point,	 they’ll	 pay	 well	 for	
  every	 slave	 returned,	 dead	 or	 alive.	 If	 nothing	 is	
  done,	the	poorer	sections	of	town	quickly	begin	to	
  resemble	a	war	zone.	
  4	
  A	 band	 of	 beggar	 priests	 under	 a	 vow	 of	 poverty	
  are	 threatening	 to	 burn	 down	 the	 temple	
  dedicated	to	the	god	of	commerce	and	wealth.	
  5	
  Laughing	 maniacally,	 a	 man	 randomly	 begins	
  throwing	fistfuls	of	gold	into	the	air	in	the	middle	of	
  a	crowded	street.	
  6	
  Every	 wagon	 along	 the	 entire	 street	 suddenly	
  breaks	down	in	unison,	wheels	falling	off	and	axles	
  snapping.	
  7	
  Yet	another	tax	hike	by	the	mayor	and	guildmasters	
  has	 people	 muttering	 murderous	 threats.	 It’s	 said	
  anyone	who	convinces	the	town	leaders	to	rescind	
  the	hike	will	be	considered	heroes.	
  8	
  No	 matter	 how	 many	 times	 you	 leave	 or	 enter	
  town,	the	gate	guards	expect	a	hefty	bribe.	It’s	just	
  business.	Nothing	personal.	
  9	
  A	 shadowy	 figure	 offers	 a	 heavy	 purse	 if	 the	 PCs	
  will	 simply	 poison	 a	 recent	 food	 shipment	 and	
  leave	no	evidence	or	witnesses.	
  10	
  A	caravan	driver	visited	the	stables	to	discover	his	
  horse	teams	had	been	stolen	in	the	night.	A	reward	
  is	out	for	their	return.	
  11	
  A	major	warehouse	has	caught	fire!	The	party	are	
  begged	 to	 join	 the	 bucket	 brigade	 and	 stop	 it	
  before	
  the	
  blaze	
  spreads	
  through	
  the	
  neighbourhood.	
  12	
  One	 guild	 leader	 approaches	 the	 party	 and	
  requests	they	quietly	assassinate	an	opposing	guild	
  leader	in	retribution	for	a	deal-gone-bad.	
  13	
  A	PC	tosses	a	copper	to	a	beggar,	who	leans	in	and	
  whispers,	 “Want	 to	 know	 the	 path	 to	 the	 black	
  market,	where	the	real	lucrative	business	is	held?”	
  14	
  One	of	the	party’s	friends	has	been	kidnapped	and	
  held	 for	 ransom—apparently	 a	 rapidly	 growing	
  business	in	a	town	full	of	wealthy	merchants.	
  15	
  A	 representative	 of	 the	 thieves’	 guild	 approaches	
  bearing	 a	 valuable	 item	 they’ve	 stolen	 from	 the	
  party.	The	only	way	to	get	it	back	is	to	pass	a	series	
  of	tests	and	join	the	guild.	
  16	
  With	an	ear-blasting	roar,	an	unnatural	gale	sweeps	
  through	the	open	market,	knocking	over	stalls	and	
  people	alike.	
  17	
  A	 new	 group	 of	 slaves	 are	 prodded	 up	 to	 the	
  auction	 block;	 they	 appear	 to	 be	 some	 form	 of	
  undead	 creature.	 It	 seems	 the	 trader	 commands	
  them	 with	 a	 strange,	 iron-wrought	 amulet	 of	
  curious	design.	
  18	
  The	townsfolk	aren’t	happy	with	the	latest	taxes,	so	
  the	mayor	asks	the	party	to	protect	the	collectors	
  and	enforce	the	law.	
  19	
  In	 the	 middle	 of	 a	 busy	 day,	 several	 traders	 have	
  apparently	 gone	 mad	 and	 are	 smashing	 and	
  burning	their	own	goods	and	equipment.	
  20	
  A	perceptive	PC	has	to	get	closer	to	check,	but	he’s	
  pretty	 sure	 the	 town’s	 largest	 meat	 vendor	 is	
  selling	human	flesh	amidst	the	animal	shanks.	
  	
  	
  	
  	
  	
  	
   
  
  109	
   
   
   
   
   
   
   
   
   
  WAR-TORN TOWN 
  	
   
  
  110	
  W A R - T O R N  T O W N :  S I G H T S  &  S O U N D S  
  Use	 this	 table	 to	 generate	 the	 sights	 and	 sounds	 the	 PCs	
  experience	 as	 they	 move	 about	 the	 war-torn	 town.	 Ignore	
  inappropriate	results	and	simply	re-roll.	
  D%	
  	
  1	
  Ash	 has	 drifted	 down	 from	 the	 skies	 to	 coat	
  every	surface	in	sight.		
  2	
  The	 buildings	 along	 this	 street	 all	 appear	 to	 be	
  leaning,	as	if	their	foundations	are	crumbling.	
  3	
  Smoke	plumes	into	the	air	as	tongues	of	wicked	
  fire	lick	the	buildings.	
  4	
  A	string	of	black-garbed	widows	and	orphans	line	
  the	street	to	weep	as	a	squad	marches	by.	
  5	
  This	whole	block	has	been	reduced	to	rubble	and	
  wreckage.	
  6	
  Piles	of	broken	and	shattered	armour	lie	strewn	
  on	the	ground,	battered	beyond	use.	
  7	
  Snapped	spears	and	mangled	swords	form	piles	
  off	to	one	side	of	the	street.	
  8	
  Half-a-dozen	corpses	are	carried	by,	laid	out	on	
  their	own	bloodstained	shields.	
  9	
  The	soft	sound	of	sobs	and	choked	weeping	fills	
  the	air.	
  10	
  A	 priest	 in	 a	 gilded	 robe	 strolls	 by	 a	 line	 of	
  recruits,	laying	hands	on	each	in	blessing	
  11	
  A	 zealous	 rebel	 stands	 on	 the	 corner,	 ignoring	
  glares	as	he	shouts	a	creed	of	violent	defiance.	
  12	
  A	trio	of	soldiers	are	strung	up;	their	arms	and	
  legs	 are	 lashed	 to	 spears	 driven	 through	 their	
  chests.	
  13	
  A	 family	 cries	 for	 help	 as	 soldiers	 raid	 their	
  home,	taking	every	scrap	of	their	food.	
  14	
  This	 band	 of	 recruits	 looks	 to	 comprise	 little	
  more	than	children.	
  15	
  Hard-eyed	 mercenaries	 lounge	 about,	 drinking	
  and	 scowling	 at	 anyone	 who	 pays	 them	 the	
  slightest	bit	of	attention.	
  16	
  A	person	entirely	encased	in	plate	armour	stands	
  nearby,	watching	everyone.	
  17	
  The	 air-quaking	 screams	 suggest	 the	 local	
  surgeon	is	hard	at	work	amputating	more	limbs.		
  18	
  These	 beggars	 use	 dented	 and	 rusted	 helms	 as	
  bowls	and	claim	they’re	veterans	too	old	to	fight.	
  19	
  A	scattering	of	metal	and	wooden	shards	on	the	
  road	is	what	remains	of	a	knight’s	shield.	
  20	
  In	 the	 distance,	 a	 row	 of	 people	 on	 mounts	 is	
  silhouetted	against	the	horizon.	
  21	
  Distant	cries	and	clashes	indicate	the	battling	has	
  renewed	with	increased	ferocity.	
  22	
  Droop-shouldered	sentries	trudge	along	the	tops	
  of	 the	 walls,	 rarely	 bothering	 to	 watch	 beyond	
  the	town.	
  23	
  A	horse	careens	passed,	saddle	empty,	its	mouth	
  and	mane	are	coated	in	froth.	
  24	
  A	robed	figure	nails	a	flier	to	a	post,	announcing	
  fresh	recruitment	efforts.	
  25	
  This	 wall	 is	 engraved	 with	 all	 the	 names	 of	 the	
  dead—there	must	be	hundreds	of	them.	
  26	
  A	 group	 of	 children	 have	 turned	 a	 trash	 heap	
  into	 the	 epicentre	 of	 their	 “king	 of	 the	 hill”	
  game.	
  27	
  A	cart	trundles	by,	weighed	down	by	dozens	of	
  stiff	and	rotting	bodies.	
  28	
  This	 person	 appears	 to	 be	 selling	 scraps	 and	
  goods	scrounged	from	those	killed	in	battle.	
  29	
  A	 hedge	 witch	 rasps	 out	 offers	 of	 charms	 and	
  spells	to	protect	one	against	death.	
  30	
  As	 a	 squad	 marches	 by,	 a	 woman	 trails	 after,	
  screaming	 for	 one	 of	 the	 soldiers	 to	 return	
  home.	
  31	
  A	 soldier	 limps	 by	 using	 his	 sword	 as	 a	 cane;	 a	
  grey	beard	hangs	down	to	his	waist.	
  32	
  A	skinny	youth	clatters	past,	his	armour	far	too	
  big	for	his	lanky	frame.	
  33	
  The	 sewers	 and	 gutters	 of	 the	 town	 are	 full	 of	
  bloody	water	and	crimson	mud.	
  34	
  Terrible	shrieks	tear	the	air	as	a	team	of	horses	
  are	 slaughtered	 to	 provide	 food	 for	 the	
  townsfolk.	
  35	
  The	heads	of	enemy	soldiers	are	stuck	on	pikes	
  all	around	town.	
  36	
  This	building	has	been	brightly	painted	in	loyalist	
  colours	and	insignia.	
  37	
  A	bundle	of	flags	have	been	set	alight	and	tossed	
  to	burn	in	the	middle	of	the	road.	
  38	
  A	 group	 of	 rioters	 storm	 down	 the	 street,	
  chanting	violent	threats.	
  39	
  Cries	of	fear	echo	as	several	soldiers	kick	down	
  the	door	to	a	home.	
  40	
  A	soldier	sits	rocking	back	and	forth,	cradling	his	
  sword	as	if	it	were	a	babe.	
  41	
  The	 stink	 of	 gangrene	 makes	 people	 retch	 as	
  they	pass	by	the	local	apothecaries’	home.	
  42	
  Agonized	 weeping	 comes	 from	 the	 makeshift	
  hospital	tents	set	up	along	the	street.	
  43	
  A	 family	 kneels	 in	 the	 street	 in	 the	 wake	 of	 a	
  squad,	offering	up	prayers	for	protection	to	their	
  god.	
  44	
  A	 pile	 of	 battlefield	 loot	 sits	 in	 the	 middle	 of	
  town,	ignored	and	untouched	by	all.	
  45	
  Whatever	 this	 building	 used	 to	 be,	 all	 that	
  remains	is	an	ashen	husk.	
  46	
  Soldiers	 pound	 on	 every	 door,	 searching	
  buildings	one	by	one.	
  47	
  Every	 street	 is	 barricaded	 by	 spiked	 metal	 and	
  wooden	posts.	
  48	
  A	 sentry	 tower	 stands	 ablaze	 on	 the	 edge	 of	
  town,	 casting	 sparks	 and	 embers	 onto	 the	
  nearby	rooftops.	
  
  111	
  49	
  A	 waft	 of	 rot	 emanates	 from	 the	 nearby	 shop,	
  which	has	shuttered	windows	and	a	barred	door.	
  50	
  The	 supply	 caravan	 lumbering	 into	 town	 looks	
  like	most	of	its	goods	have	been	pilfered	by	its	
  guards.	
  51	
  The	person	off	to	the	side	has	a	shifting	gaze	as	
  they	sketch	out	a	map	of	the	area.	
  52	
  A	herd	of	pigs	has	been	outfitted	with	miniature	
  armour	and	sports	iron-capped	tusks.	
  53	
  A	 pack	 of	 snarling,	 slavering	 war	 hounds	 tug	 at	
  their	master’s	leashes.	
  54	
  As	a	person	walks	by,	a	brand	under	his	rags—
  labelling	him	a	deserter—is	briefly	visible.	
  55	
  This	miserable	lot	of	scarred	and	wounded	slaves	
  looks	to	be	culled	from	enemy	ranks.	
  56	
  Men	 nail	 up	 a	 variety	 of	 charcoal	 sketches	
  detailing	 a	 fresh	 batch	 of	 soldiers	 wanted	 for	
  desertion.	
  57	
  The	 general	 who	 just	 staggered	 by	 reeks	 of	
  whiskey	more	than	the	most	drunken	beggar.	
  58	
  A	 pair	 of	 soldiers	 shows	 off	 a	 weapons	
  demonstration	to	a	group	of	grubby	children.	
  59	
  Two	people	stand	in	the	street	bellowing	a	mix	
  of	military	propaganda	at	one	another.	
  60	
  A	 blind	 oracle	 shambles	 past,	 muttering	 the	
  word	“doom”	over	and	over.	
  61	
  Every	 wall	 surrounding	 the	 town	 appears	 to	 be	
  falling	apart.		
  62	
  The	main	gates	to	the	town	lie	knocked	off	their	
  hinges	and	cast	to	the	side.	
  63	
  These	painted	slogans	look	to	be	the	work	of	a	
  bunch	of	soldiers.	
  64	
  An	enemy	soldier	peers	out	from	behind	the	bars	
  of	the	local	jail.	
  65	
  A	 large	 tent	 serves	 as	 the	 centre	 of	 a	 bustling	
  military	camp.	
  66	
  A	 uniformed	 courier	 dashes	 by,	 boots	 polished	
  and	sabre	rattling	in	its	sheath.	
  67	
  The	squad	marching	through	the	town	bears	the	
  royal	colours	and	insignia.	
  68	
  Every	home	in	town	shows	some	sign	of	disrepair	
  or	 damage,	 from	 caved-in	 roofs	 to	 shattered	
  windows.	
  69	
  A	 shadowy	 figure	 ducks	 down	 an	 alley	 and	
  vanishes	into	a	gutter	opening.	
  70	
  Off	to	one	side,	a	person	touches	a	brick	in	a	wall	
  and	a	secret	door	slides	open.	
  71	
  A	 haunting	 melody	 fills	 the	 air	 as	 a	 band	 plays	
  dirges	as	they	shuffle	passed.	
  72	
  The	doors	and	windows	of	these	home	are	laid	
  across	with	thick	chains.	
  73	
  The	entire	town	is	blanketed	with	an	unnatural	
  silence.	
  74	
  The	screams	in	the	distance	have	been	going	on	
  for	hours,	and	they	don’t	sound	human.	
  75	
  A	single	soldier	tries	to	protect	himself	as	a	mob	
  of	townsfolk	curse	and	fling	rocks	his	way.	
  76	
  Children	scuttle	by,	digging	through	garbage	and	
  heaps	for	any	crumb	of	food.	
  77	
  A	group	of	soldiers	stand	around	the	entrance	to	
  a	cellar	as	smoke	pours	up	the	stairs.	
  78	
  A	 goodly	 number	 of	 trip	 wires,	 bear	 traps	 and	
  hastily	
  concealed	
  pits	
  defend	
  this	
  neighbourhood.	
  79	
  Villagers	 have	 gathered	 to	 work	 on	 crumbling	
  and	charred	portions	of	the	town	walls.	
  80	
  Townsfolk	work	alongside	guards	to	construct	a	
  catapult	out	of	any	wood	scraps	lying	around.	
  81	
  These	stocks	stand	empty,	but	the	fresh	gore	on	
  the	wood	indicates	recent	usage.	
  82	
  A	lone	lute,	strings	cut	and	frame	cracked,	lies	in	
  the	middle	of	the	road.	
  83	
  A	whip	cracks	as	a	deserter	has	his	back	turned	
  into	a	bloody	mess	beneath	the	lashings.	
  84	
  A	shirtless	man	strides	by,	back	straight	despite	
  his	torso	being	a	mass	of	scars.	
  85	
  This	 puppet	 show	 is	 little	 more	 than	 a	
  demonstration	of	gory	ways	one	can	be	killed	in	
  battle.	
  86	
  Several	 youths	 flee	 from	 a	 pair	 of	 guards	 who	
  look	too	wearied	to	give	proper	chase.	
  87	
  A	child	clutches	the	ankle	of	a	man,	pleading	for	
  “Papa”	to	not	leave.	
  88	
  An	 enemy	 soldier	 hollers	 down	 from	 atop	 the	
  tower,	taunting	anyone	to	try	and	remove	him.	
  89	
  One	soldier	falls	to	the	ground	in	mid-step	and	is	
  left	there	as	his	regiment	marches	on.	
  90	
  Townsfolk	stream	along	the	main	street,	carrying	
  dozens	of	sealed	coffins	to	the	graveyard.	
  91	
  Enormous	stones	form	a	giant	cairn	in	the	middle	
  of	town,	dedicated	to	“All	Who	Have	Fallen.”	
  92	
  What	looks	like	a	heap	of	muddy	rags	is	revealed	
  to	be	a	pile	of	discarded	military	uniforms.	
  93	
  The	harsh	cawing	of	buzzards	grows	louder	as	a	
  flock	settles	over	the	town.	
  94	
  This	 chapel	 has	 been	 set	 ablaze;	 flames	 pour	
  from	every	window	and	doorway.		
  95	
  Several	 figures	 crawl	 down	 the	 street,	 trailing	
  filth	and	blood	from	their	bodies.	
  96	
  This	once-bustling	marketplace	has	been	entirely	
  shuttered	and	closed	down.	
  97	
  The	 road	 is	 almost	 completely	 clogged	 with	
  abandoned	wagons,	whose	axles	and	wheels	are	
  broken.	
  98	
  Men,	women	and	children	scream	as	they	sprint	
  away	from	the	approaching	soldiers.	
  99	
  The	skies	have	been	blood-red	for	a	week	now,	
  all	day,	all	night.		
  100	
  Every	 guard	 in	 town	 stands	 perfectly	 still;	
  peering	through	the	bars	of	their	helms	reveals	
  each	one	is	an	animated	skeleton.	
  	
  	
  
  112	
  W A R - T O R N  T O W N :  B U S I N E S S E S  
  Use	this	table	to	provide	the	basic	details	of	businesses	the	PCs	
  come	across	as	they	explore	the	war-torn	town.	Some	may	be	
  inappropriate	based	on	the	locale’s	set	up;	ignore	such	results	
  and	simply	re-roll.	
  D%	
  	
  01-02	
  Chancer’s	 (recruiter)	 is	 overseen	 by	 a	 silver-
  haired	soldier	in	gleaming	armour	who	welcomes	
  the	fortune-seekers	and	desperate	alike.	
  03-04	
  Flinch	(morgue)	has	been	rapidly	running	out	of	
  coffins	and	grave	plots	since	the	war	started.	
  05-06	
  Proper	 Sendings	 (mourner)	 makes	 sure	 even	
  unknown	 battle	 victims	 receive	 the	 sorrowful	
  burials	they	deserve.	
  07-08	
  Heartshield	 (charms)	 is	 run	 by	 a	 hedge	 witch	
  with	an	iffy	track	record	of	magical	success.	
  09-10	
  Blume’s	(blacksmith)	is	run	by	two	brothers	who	
  donate	much	of	their	time	to	the	war	effort.	
  11-12	
  The	 Notch	 (weaponsmith)	 has	 been	 on	 back-
  order	 for	 months	 now,	 and	 their	 blade	 quality	
  has	suffered	some	lately.	
  13-14	
  Haypricks	(stables)	is	a	lonely	place	indeed	since	
  the	last	horse	in	town	got	nabbed	by	a	military	
  courier	with	royal	orders.	
  15-16	
  The	 Pins	 (military	 HQ)	 has	 headquartered	 so	
  many	 different	 units,	 it’s	 hard	 to	 keep	 track	 of	
  who	is	actually	meant	to	be	inside.	
  17-18	
  Slitter’s	 (armoury)	 has	 a	 team	 of	 labourers	
  keeping	the	forge	blazing	at	all	hours.	
  19-20	
  Bags	n’	Barrels	(supply	depot)	has	been	forced	to	
  give	 the	 local	 garrison	 a	 hefty	 discount	 on	 all	
  goods.		
  21-22	
  Featherfeet	 (courier)	 claims	 to	 be	 a	 neutral	
  messenger	
  service,	
  with	
  confidentiality	
  guaranteed	on	pain	of	death.	
  23-24	
  Fleabit’s	(spy	HQ)	is	a	local	merchant	who	gladly	
  sells	regional	information	to	the	highest	bidder.	
  25-26	
  Off	 the	 Edge	 (maps)	 is	 run	 by	 a	 frustrated	
  cartographer	 who	 has	 to	 redraw	 borders	 after	
  every	battle.	
  27-28	
  Meckle	and	Sons	(masons)	donates	many	hours	
  to	help	rebuild	townhomes	and	walls.	
  29-30	
  Flitche’s	 (pawn	 shop)	 is	 where	 many	 battlefield	
  scroungers	 go	 to	 sell	 valuables	 and	 mementos	
  taken	from	the	corpses	of	the	fallen.	
  31-32	
  Cracked	 Jugs	 (tavern)	 is	 run	 by	 a	 bartender	
  whose	 only	 rule	 is	 “no	 talking	 about	 religion,	
  money	or	politics.”	
  33-34	
  The	Jabber	(chapel)	is	said	to	be	cursed	since	its	
  head	 priest	 went	 insane	 after	 seeing	 the	
  senseless	suffering	of	war	victims.	
  35-36	
  Danglers	(hanging	square)	has	seen	plenty	of	use	
  lately,	 what	 with	 all	 the	 deserters	 and	 spies	
  captured	in	town.	
  37-38	
  Stockwall	(garrison)	houses	the	few	local	guards	
  who	haven’t	already	gone	off	to	the	battlefront;	
  only	old	men	and	boys	live	within.	
  39-40	
  Bastion	 (main	 gates)	 is	 overseen	 by	 a	 guard	
  captain	who	enforces	a	hefty	safe	passage	tax	on	
  anyone	coming	or	going.	
  41-42	
  Bone’s	Throw	(prison)	is	where	deserters,	spies,	
  and	 other	 rabble-rousers	 are	 tossed	 to	 await	
  judgment	and	execution.	
  43-44	
  Dogmaw	(dump)	is	a	stinking	crevasse	townsfolk	
  often	 visit	 to	 toss	 unwanted	 items	 into	 the	
  depths,	be	it	night	soil	or	a	body.	
  45-46	
  Slicknails	(looters)	is	headed	by	a	band	of	thieves	
  who	raid	the	homes	of	people	killed	by	soldiers.	
  47-48	
  Helping	 Hands	 (lenders)	 is	 glad	 to	 offer	 anyone	
  insurance	 policies	 or	 high-interest,	 emergency	
  loans.	
  49-50	
  Light’s	Touch	(healers)	is	run	by	a	married	couple	
  who	somehow	remain	joyful	and	hopeful	amidst	
  the	violence.	
  51-52	
  Pickering’s	(remains	collector)	offers—for	a	fee—
  to	 search	 old	 battlefields	 for	 proof	 a	 particular	
  person	is	dead.		
  53-54	
  Summation	 (death	 tallies)	 is	 run	 by	 a	 team	 of	
  clerks	 who	 carefully	 notate	 the	 names	 and	
  number	of	all	those	fallen	in	battle.	
  55-56	
  The	 Restless	 (spirit	 soother)	 tends	 the	 nearby	
  battlefields,	 sending	 the	 souls	 of	 the	 dead	 to	
  eternal	rest	so	they	don’t	haunt	the	town.	
  57-58	
  Copper	Cobbles	(landlord)	has	struggled	to	keep	
  much	 of	 the	 property	 it	 owns	 from	 being	
  reduced	to	so	much	rubble	and	ash.	
  59-60	
  Chum’s	(cook)	once-expansive	larder	and	kitchen	
  has	now	been	reduced	to	serving	scraps	of	meat	
  and	greatly	aged	cheese.	
  61-62	
  Crack	n’	Sunder	(slaughterhouse)	is	owned	by	a	
  butcher	who	has	somehow	procured	a	constant	
  supply	 of	 fresh	 —	 if	 questionable	 —	 meat.	 No	
  matter,	 his	 customers	 don’t	 ask	 too	 many	
  questions.	
  63-64	
  Tramplin’s	 (stockyards)	 is	 kept	 under	 heavy	
  guard	 by	 soldiers	 using	 the	 livestock	 as	
  emergency	rations.	
  65-66	
  Fitted	 Fashions	 (tailor)	 devotes	 much	 of	 its	
  labour	to	producing	or	repairing	army	uniforms	
  as	well	as	flags	and	regiment	standards.	
  67-68	
  Rattlerag’s	 (tinker)	 sells	 anything	 in	 stock	 for	 a	
  single	 copper	 coin,	 so	 long	 as	 you	 don’t	 ask	
  where	the	goods	came	from.	
  69-70	
  Knuckle’s	(martial	school)	is	headed	by	an	elderly	
  monk	 who	 teaches	 townsfolk	 the	 art	 of	 bare-
  handed	self-defence.	
  71-72	
  Gravelute	(bards)	has	been	hard-pressed	to	pen	
  the	jaunty	tunes	it	used	to	be	known	for	in	such	
  a	sombre	atmosphere.	
  
  113	
  73-74	
  Mudcloak’s	 (rebel	 HQ)	 is	 a	 tiny	 drinking	 house	
  that	 conceals	 a	 young,	 yet	 growing	 band	 of	
  rebels	full	of	righteous	fury.	
  75-76	
  White	 Flags	 (diplomat)	 has	 seen	 at	 least	 three	
  negotiators	 come	 into	 town,	 with	 each	 dead	
  within	a	month	of	trying	to	secure	peace.	
  77-78	
  Dusty	Aisles	(market)	used	to	be	open	every	day,	
  but	 now	 opens	 weekly...or	 whenever	 a	 supply	
  caravan	 actually	 makes	 it	 into	 town.	 Otherwise	
  only	beggars	can	be	found	here	
  79-80	
  The	Jut	(saboteur)	is	a	supposed	goods	store	that	
  is	 rarely	 open,	 as	 the	 proprietor	 is	 often	 away	
  destroying	bridges	or	blocking	supply	routes.	
  81-82	
  Hoister’s	 (mercenaries)	 is	 in-between	 contracts	
  right	 now,	 but	 is	 surprisingly	 loyal	 to	 whoever	
  pays	for	services	rendered.		
  83-84	
  Ragged	Roost	(slum)	has	swelled	with	the	tents	
  and	 ramshackle	 huts	 of	 refugees	 from	 the	 war.	
  Tensions	 between	 the	 newcomers	 and	 the	
  residents	are	slowly	rising.		
  85-86	
  Crumdrum	(soup	kitchen)	is	run	by	a	pudgy	cook	
  who	seems	able	to	make	meals	out	of	dirt	and	
  dried	leather.		
  87-88	
  The	 Pens	 (orphanage)	 is	 bursting	 at	 the	 seams	
  with	newly	orphaned	waifs	who	now	contribute	
  to	 the	 local	 begging	 schemes.	 The	 place	 is	 a	
  madhouse	 and	 the	 few	 remaining	 staff	 are	
  exhausted.	
  89-90	
  The	 Pockle	 Stage	 (puppeteer)	 has	 eschewed	 its	
  long-running	 shows	 for	 poking	 fun	 at	 whatever	
  side	is	currently	losing.	Eventually,	he’s	likely	to	
  get	into	serious	trouble	with	the	authorities.		
  91-92	
  Waverly’s	(seamstress)	stocks	rolls	of	thread	and	
  linen	in	the	colours	of	every	side	involved	in	the	
  war,	just	in	case.	
  93-94	
  Morning	 Mist	 (cafe)	 has	 somehow	 remained	
  opened	 amidst	 the	 turmoil,	 serving	 fresh	 eggs	
  and	biscuits	every	morning.	
  95-96	
  Mudtoe	 (cobbler)	 offers	 free	 boot	 repair	 to	
  townsfolk	 but	 charges	 double	 for	 officers.	 The	
  proprietor	is	a	spy	for	the	enemy.	
  97-98	
  Curs	 (kennels)	 sells	 the	 finest	 war	 hounds	 and	
  trackers	coin	can	buy,	though	the	kennel	master	
  won’t	sell	them	to	just	anyone.	The	dogs	are	in	
  high	demand,	but	the	training	takes	many	weeks	
  and	thus	prices	here	are	high.		
  99-100	
  Crimson	Trails	(blood	tracker)	has	made	a	decent	
  profit	 tracking	 slaves,	 spies	 and	 deserters	 via	
  blood	magic.	
  	
  	
  	
  	
  	
  	
  	
  		
  	
  
  114	
  W A R - T O R N  T O W N :  F O L K  O F  I N T E R E S T  
  Use	 this	 table	 to	 generate	 the	 basic	 details	 of	 folk	 the	 PCs	
  encounter	as	they	explore	the	war-torn	town.	Use	these	details	
  as	a	base	from	which	to	portray	the	NPC.	
  D%	
  	
  01-02	
  Hargbal	 Riog	 (LE	 female	 half-orc)	 does	 an	
  excellent	 job	 extracting	 the	 mayor’s	 “war	 tax”,	
  paid	in	coin	or	blood,	from	everyone.	
  03-04	
  Laciri	Bolz	(NE	female	human	fighter	1)	doesn’t	
  fight	 for	 any	 particular	 side.	 She	 just	 enjoys	
  cutting	others	down.	
  05-06	
  Swaur	 Lecole	 (LG	 male	 human	 cleric	 2)	 is	 a	
  bright-eyed	 healer	 whose	 joyful	 spirit	 remains	
  undimmed	by	the	devastation	in	town.	
  07-08	
  Cama	 Meswig	 (LN	 female	 human	 cleric	 2)	 uses	
  her	art	to	counter-balance	any	enemy	scrying	or	
  attempts	to	magically	scout	out	the	town.	
  09-10	
  Crancy	 Boffhorn	 (NE	 female	 halfling)	 keeps	
  raising	rent	on	the	dwindling	number	of	homes	
  she	 owns	 as	 more	 are	 destroyed	 with	 each	
  skirmish.	
  11-12	
  Tolwyn	Lisam	(LG	male	human)	is	a	mason	who	
  lends	his	effort	to	help	repair	the	battered	and	
  broken	town	walls.	
  13-14	
  Gimen	 Doringli	 (CE	 male	 dwarf)	 is	 a	 deserter	
  ready	and	willing	to	kill	anyone	he	thinks	might	
  turn	him	in.	
  15-16	
  Magsda	 Saraving	 (N	 female	 halfling)	 picks	 over	
  recent	battlefields,	seeking	anything	she	can	sell	
  for	another	meal.	
  17-18	
  Unaga	 Dushug	 (NE	 female	 half-orc)	 poses	 as	 a	
  town	 guard	 while	 selling	 local	 intelligence	 to	
  bidders	on	either	side	of	the	war.	
  19-20	
  Gobilda	 Vinbairn	 (LE	 female	 gnome	 cleric	 2)	
  enjoys	 unleashing	 agonizing	 magics	 on	 enemy	
  soldiers	in	the	heat	of	battle.	
  21-22	
  Thoroda	Wenbaran	(NG	female	elf)	is	a	waif	who	
  has	 grown	 up	 in	 town	 in	 the	 shadow	 of	 her	
  father,	a	legendary	warrior.	
  23-24	
  Ordvil	 Warlem	 (CG	 male	 human	 cleric	 1)	 has	
  nearly	burnt	the	town	down	several	times	with	
  his	attempts	to	defend	it	with	fiery	magic.	Next	
  time,	nothing	bad	will	happen…	
  25-26	
  Slyn	Ronath	(N	male	human)	is	an	ex-army	cook	
  whose	skeletal	frame	belies	his	true	love	for	fine	
  foods.	
  27-28	
  Hectar	 Jalbak	 (CG	 male	 dwarf	 fighter	 2)	 has	 a	
  broad	grin	that	stays	fixed	even	when	his	face	is	
  splattered	with	blood.	
  29-30	
  Mendraya	Berea	(NG	female	human	cleric	3)	is	a	
  elderly	 priestess	 who	 says	 blessings	 over	 the	
  dead,	whether	friend	or	foe	in	life.	
  31-32	
  Nacwen	Renneso	(NE	female	human	cleric	1)	is	a	
  snaggle-toothed	crone	who	has	been	harvesting	
  organs	from	dead	soldiers	for	months	now.	
  33-34	
  Arthleen	Hirmar	(LN	female	elf)	is	the	mistress	of	
  a	group	of	prostitutes	who	follow	regiments	for	
  steady	pay.		
  35-36	
  Nashal	 Danlebo	 (LG	 male	 elf	 fighter	 2)	 is	 a	
  refined	 fighter	 who	 ruthlessly	 tracks	 down	
  deserters	and	brings	them	to	justice.		
  37-38	
  Blanfaste	 Liogard	 (CE	 male	 gnome)	 is	 currently	
  plotting	to	poison	the	well	the	next	time	an	army	
  occupies	the	town.	
  39-40	
  Mazair	 Thoad	 (CN	 female	 dwarf)	 is	 a	 would-be	
  inventor	who	has	failed	to	convince	anyone	her	
  “improved”	 slingshots	 are	 a	 good	 crossbow	
  replacement.	
  41-42	
  Murfak	 Vanndun	 (N	 male	 dwarf	 fighter	 1)	 is	 a	
  ruddy-haired	 soldier	 who’s	 found	 he	 prefers	
  getting	 drunk	 with	 the	 enemy	 rather	 than	
  fighting	them.		
  43-44	
  Starden	Ravoriel	(N	female	half-elf)	is	rather	irate	
  her	 retirement	 estate	 has	 been	 threatened	 by	
  the	violence.	
  45-46	
  Gotin	 Ropermble	 (CE	 male	 halfling	 cleric	 3)	 has	
  hired	 himself	 out	 to	 numerous	 clients	 as	 an	
  efficient	and	effective	saboteur.		
  47-48	
  Ruthers	 Yapulco	 (LN	 male	 human)	 laughs	 too	
  loudly	 at	 everything	 while	 his	 dark	 eyes	 hold	 a	
  constant	pain.		
  49-50	
  Belgruk	 Gnaumo	 (LN	 male	 dwarf)	 has	 kept	 the	
  local	 smithy	 open	 despite	 the	 building	 being	
  sabotaged	several	times.	
  51-52	
  Doldalm	 Arnalsgo	 (NG	 male	 half-elf)	 is	 a	 tattoo	
  artist	who	helps	mask	deserter	and	slave	brands	
  with	his	ink-work.	
  53-54	
  Illish	 Branlynn	 (N	 female	 gnome)	 has	 bright	
  yellow	hair	and	eyebrows	and	tries	to	pass	as	a	
  human	child	when	she	begs	for	food	or	coin.	
  55-56	
  Ramma	Ealesen	(CN	female	human	cleric	3)	runs	
  the	 town	 orphanage	 and	 viciously	 defends	 her	
  charges	from	any	ill-doers,	mostly	because	of	the	
  labour	and	profit	they	provide.	
  57-58	
  Ordwald	 Wyntols	 (LG	 male	 human)	 is	 a	 noble-
  born	officer	who	has	risked	his	troops	to	defend	
  the	town	multiple	times.		
  59-60	
  Gugul	Ashburk	(LG	male	half-orc	fighter	2)	loves	
  this	 town	 and	 has	 a	 bit	 of	 a	 temper	 problem	
  when	anyone	threatens	it	or	its	citizens.	
  61-62	
  Orasem	 Carovo	 (LN	 male	 elf	 cleric	 1)	 has	 been	
  seen	standing	sentry	on	the	town	walls	for	weeks	
  on	end	even	though	he’s	not	an	official	guard.	
  63-64	
  Aneda	Bertulli	(LE	female	human)	is	rumoured	to	
  be	in	dealings	with	the	mayor	to	“purchase”	the	
  town	for	unknown	purposes.	
  65-66	
  Ardlen	 Hoffins	 (CE	 male	 halfling)	 has	 incited	
  several	town-wide	riots	just	so	he	can	loot	a	few	
  homes	he’s	had	his	eye	on.	
  	
  
  115	
  67-68	
  Leddy	Handston	(NE	female	human	fighter	3)	is	a	
  gorgeous	
  woman	
  who	
  enjoys	
  collecting	
  scars...but	keeps	her	collection	on	other	people.	
  69-70	
  Earlas	 Worook	 (CG	 male	 gnome	 fighter	 3)	
  steadfastly	refuses	any	pay	for	the	nightly	patrols	
  he	makes	around	town.		
  71-72	
  Thorem	Andeys	(CN	male	human)	is	a	slim	man	
  who	makes	a	living	selling	spoils	brought	to	him	
  by	battlefield	scavengers.	
  73-74	
  Debhik	 Venk	 (NE	 male	 human)	 is	 a	 bent	 and	
  knob-jointed	 man	 who	 mutters	 bitterly	 at	
  everyone	and	everything.	
  75-76	
  Vaarci	 Pentora	 (CE	 female	 half-elf)	 turns	 her	
  velvety	 voice	 to	 haunting	 dirges	 and	 secretly	
  delights	in	the	grief	they	spread.	
  77-78	
  Daerie	 Chaele	 (LG	 female	 human	 cleric	 1)	 is	 a	
  seer	 who	 keeps	 trying	 to	 see	 happier	 fortunes	
  for	the	townsfolk,	to	no	avail.	
  79-80	
  Rumesto	Glorehaven	(LN	male	human	fighter	2)	
  is	 a	 renowned	 mercenary,	 here	 to	 make	 a	
  fortune	on	the	war.	
  81-82	
  Sungdas	 Jowal	 (NG	 male	 human	 fighter	 1)	 is	 a	
  smooth-cheeked	youth	who	has	survived	several	
  battles	despite	his	inexperience.	
  83-84	
  Halnasne	
  Feudan	
  (LE	
  female	
  half-elf)	
  is	
  constantly	 giggling	 as	 she	 tallies	 reports	 of	 the	
  most	recent	dead.	
  85-86	
  Rimthos	 Boldahk	 (N	 male	 half-orc	 cleric	 1)	 is	 a	
  hedge	 mage	 who	 creates	 cheap	 spells	 and	
  charms...of	questionable	efficacy.		
  87-88	
  Prack	 Cosken	 (CN	 male	 half-orc	 fighter	 3)	 is	 an	
  elderly,	 heavily	 scarred	 guard	 who	 seems	
  embittered	 he	 isn’t	 strong	 enough	 to	 fight	 in	 a	
  real	battle	any	longer.	
  89-90	
  Haeger	Orwald	(CG	male	gnome)	is	a	town	scout	
  who	reports	in	when	soldiers	are	getting	close.	
  91-92	
  Georard	 Smuden	 (LE	 male	 human)	 is	 a	 wealthy	
  moneylender	glad	to	take	advantage	of	people’s	
  need	for	immediate	funds.		
  93-94	
  Toble	Marish	(NE	male	halfling)	is	a	four-fingered	
  pickpocket	willing	to	steal	bread	from	a	starving	
  child	to	keep	from	going	hungry.	
  95-96	
  Jalda	 Brivisil	 (CE	 female	 human	 cleric	 1)	 enjoys	
  accusing	 random	 people	 of	 being	 spies	 just	 to	
  see	what	happens.	
  97-98	
  Lalhir	Felas	(N	female	half-elf)	has	kept	a	group	
  of	 local	 mercenaries	 in	 her	 employ	 as	 private	
  bodyguards.	
  99-100	
  Dala	Nodds	(LG	female	human	fighter	3)	is	only	
  sixteen	 but	 is	 considered	 a	 divinely	 gifted	
  strategist,	sought	out	by	legendary	generals	for	
  advice.	
  	
  	
  
  116	
  W A R - T O R N  T O W N :  H O O K S ,  C O M P L I C A T I O N S  &  O P P O R T U N I T I E S  
  Although	 the	 PCs	may	simply	want	to	visit	the	war-torn	 town,	
  sometimes	 fate	 intervenes.	 Use	 this	 table	 to	 determine	 what	
  opportunities	or	complications	the	PCs	encounter.	
  D20	
  	
  1	
  Within	a	day	of	the	PCs’	arrival,	a	fresh	army	has	
  appeared	 to	 lay	 siege	 to	 the	 town,	 completely	
  surrounding	it	and	cutting	off	all	supply	routes.	
  2	
  A	 supply	 caravan	 hasn’t	 made	 it	 to	 the	 town	 in	
  months	and	every	nearby	farm	has	been	burnt	to	
  ashes.	Starving	townsfolk	lie	suffering	everywhere	
  the	PCs	look.	
  3	
  The	 PCs	 hear	 word	 the	 generals	 of	 the	 opposing	
  armies	have	challenge	one	another	to	a	duel	to	end	
  the	battle	once-and-for-all...and	the	fight	is	to	take	
  place	in	the	centre	of	town.	
  4	
  The	 town	 has	 been	 engulfed	 by	 rioters	 who	 are	
  looting,	 killing,	 wrecking	 property	 and	 setting	
  buildings	ablaze.	
  5	
  With	most	able-bodied	fighters	off	to	war,	a	gang	
  of	 hooligans	 has	 taken	 to	 terrorizing	 the	 town,	
  taking	 what	 they	 wish	 and	 beating	 anyone	 who	
  opposes	them	senseless.	
  6	
  A	group	of	guards	stops	the	PCs	in	the	street	and	
  their	 captain	 accuses	 them	 of	 being	 enemy	 spies.	
  They	 can	 either	 be	 escorted	 to	 jail	 peaceably	 or	
  taken	there	in	pieces.	
  7	
  A	 hooded	 figure	 sidles	 up	 and	 offers	 the	 party	 a	
  tempting	amount	of	gold	if	you’d	be	so	kind	as	to	
  scout	 the	 town	 and	 report	 on	 the	 defences	 and	
  nearby	troop	movements.	
  8	
  The	town’s	food	stores	have	been	broken	into	by	a	
  self-proclaimed	freedom	fighter	who	is	now	doling	
  out	bags	of	grain	and	goods	to	starving	townsfolk.	
  9	
  An	army	recruiter	has	set	up	a	tent	in	the	middle	of	
  town,	offering	wealth	and	fame	to	anyone	willing	
  to	sign	up	for	the	latest	march	on	enemy	territory.	
  10	
  A	 weeping	 mother	 begs	 for	 the	 PCs’	 help,	 as	 her	
  children	 have	 been	 conscripted	 into	 a	 makeshift	
  army	 comprised	 entirely	 of	 little	 boys	 and	 girls.	
  They	march	on	the	morrow.	
  11	
  A	black-robed	priest	stalks	the	city,	claiming	if	the	
  fighting	 doesn’t	 end,	 the	 spirits	 of	 the	 slain	 will	
  come	to	haunt	the	town	and	drag	everyone’s	souls	
  to	Hell.	
  12	
  A	 PC	 realize	 almost	 every	 item	 being	 sold	 in	 the	
  marketplace	
  has	
  been	
  scrounged	
  off	
  dead	
  soldiers—some	 of	 the	 goods	 still	 have	 relatively	
  fresh	blood	and	gore	on	them.	
  13	
  With	 a	 groan	 and	 loud	 crack,	 the	 town’s	 main	
  tower—damaged	 by	 fire	 and	 battering	 rams—
  begins	to	topple.	
  14	
  A	PC	suddenly	realises	the	suit	of	shiny	armour	that	
  just	walked	by	was	actually	empty.	
  15	
  With	a	bloodthirsty	cry,	a	bunch	of	fighters	wearing	
  rebel	 colours	 surge	 out	 of	 the	 tavern	 and	 begin	
  attacking	everyone	in	sight.	
  16	
  Loyalist	 soldiers	 are	 marching	 through	 town,	
  hunting	 anyone	 they	 even	 suspect	 of	 having	
  sympathies	for	or	connections	with	the	enemy.	
  17	
  The	 party	 are	 cornered	 by	 the	 mayor’s	 personal	
  guard	and	ordered	to	cough	up	the	mandatory	(and	
  hefty)	war	tax.	Pay	up,	or	else.	
  18	
  The	guards	have	been	in	an	uproar	since	someone	
  broke	into	their	armoury	and	made	off	with	every	
  spare	piece	of	armour	and	weaponry.	A	reward	has	
  been	issued	for	the	equipment’s	return.	
  19	
  A	 person	 sprints	 through	 town,	 screaming	 that	 a	
  devilish	 army	 has	 been	 spotted	 just	 beyond	 the	
  horizon	and	they	are	laying	waste	to	everything	in	
  their	path.	
  20	
  A	group	of	war	prisoners	are	being	marched	to	the	
  gallows	for	execution,	but	a	PC	recognizes	at	least	
  one	of	them	as	an	old	companion.	
   
   
  
  117	
  D I D  Y O U  K N O W ?  
  	
  	
  If	you	enjoyed	this	product,	please	consider	leaving	a	review.	
  	
  	
  If	you	didn’t	enjoy	this	product,	did	you	know	Raging	Swan	Press	offers	a	money	back	guarantee?	
   
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  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document:	©2000,	Wizards	of	the	Coast,	Inc.	Authors:	Jonathan	Tweet,	
  Monte	Cook,	Skip	Williams,	based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.	
  	
  Urban	Dressing:	Borderland	Town.	©Raging	Swan	Press	2014;	Author:	Josh	Vogt.	
  	
  Urban	Dressing:	Bridge	Town.	©Raging	Swan	Press	2016;	Author:	Josh	Vogt.	
  	
  Urban	Dressing:	Pirate	Town.	©Raging	Swan	Press	2014;	Author:	Josh	Vogt.	
  	
  Urban	Dressing:	Decadent	Town.	©Raging	Swan	Press	2014;	Author:	Josh	Vogt.	
  	
  Urban	Dressing:	Marsh	Town.	©Raging	Swan	Press	2016;	Author:	Josh	Vogt.	
  	
  Urban	Dressing:	Mining	Town.	©Raging	Swan	Press	2014;	Author:	Josh	Vogt.	
  	
  Urban	Dressing:	Plague	Town.	©Raging	Swan	Press	2014;	Author:	Josh	Vogt.	
  	
  Urban	Dressing:	Port	Town.	©Raging	Swan	Press	2015;	Author:	Josh	Vogt.	
  	
  Urban	Dressing:	Slum	Town.	©Raging	Swan	Press	2014;	Author:	Josh	Vogt.	
  	
  Urban	Dressing:	War-Torn	Town.	©Raging	Swan	Press	2015;	Author:	Josh	Vogt.	
  	
  Urban	Dressing:	Dwarven	Hold.	©Raging	Swan	Press	2015;	Author:	Josh	Vogt.	
  	
  Urban	Dressing:	Elven	Town.	©Raging	Swan	Press	2015;	Author:	Josh	Vogt.	
  	
  Urban	Dressing:	Trade	Town.	©Raging	Swan	Press	2015;	Author:	Josh	Vogt.	
  	
  Urban	Dressing:	Logging	Town.	©Raging	Swan	Press	2015;	Author:	Josh	Vogt.	
  	
  Urban	Dressing:	Marsh	Town.	©Raging	Swan	Press	2016;	Author:	Josh	Vogt.	
  	
  GM’s	Miscellany:	Urban	Dressing	II.	©Raging	Swan	Press	2016;	Author:	Josh	Vogt.	
  	
  	
  
  R A G I N G S W A N . C O M  
   EVERYTHING  
       is better with  
  tentacles 
  
  	
    
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
  ragingswan.com 
  
SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan GM's Miscellany Urban Dressing/Raging Swan GM's Miscellany Urban Dressing 2.pdf