TEXT: 101 
  101 City
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  101 
  101 City
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  101 City EnCountErs
  101 City Encounters  •  Written & Illustrated by C. Aaron Kreader • Edited by: Travis Greenwood, Maezar,  & Heidi Parsons
  Copyright © 2020 Studio 9 Games • www.studio9inc.com
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games.
  This product is published under license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All rights reserved.
  For additional information, visit www.goodman-games.com or contact info@goodman-games.com.
  
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  How to Use: 101 City Encounters
  A city has a life of its own. Use this booklet to bring detailed 
  personality to your adventures, and to generate the chaotic 
  risks and rewards of wandering the streets. It is suggested 
  that this book be used to randomize the sights, sounds, and 
  encounters that make a city more than the sum of its parts. 
  Use it any time the PCs wander the streets in search of ser-
  vices, necessities, notable personages, places, or adventure. 
  Reputation and Infamy
  Many of the encounters presented here utilize a new system; 
  Reputation and Infamy. This system tracks the notoriety of 
  the PCs within four distinct factions: Town, Guild, Holy and 
  Noble. These reputations should be recorded using the Rep-
  utation and Infamy Tracker (see p. 19). PCs start at reputa-
  tion level zero. Earning levels grants discounts, information 
  access, missions, and other special privileges. 
  Judges are encouraged to add/subtract reputation points for 
  each DCC adventure (not encounter) completed in or near 
  town. Which faction (or factions) this is assigned to is up to 
  the Judge, and should usually range from 1 to 4 points.
  Town: Word of heroics moves through the city like a swift 
  river. These tales can generate folk hero status amongst the 
  commoners who, in return, give the celebrity discounts on 
  goods and services—assuming they are cordial and willing 
  to share a story or two. Reputation levels are gained or lost 
  in increments of 5 points. Positive levels grant a 5% discount 
  on goods, to a max of 25%. Negative levels incur a 10% 
  increase in prices per level, to a max of 50%.
  Guild: The Thieves Guild—known simply as The Guild— 
  keeps a watchful eye on the streets. Reputation levels are 
  gained or lost in increments of 5 points. Each positive level 
  grants a 25% discount on the Guild Fee*, to a max of 100%. 
  At level 2, the PC will be asked to join The Guild as a non-
  thief (thieves are already required to register). At level 5, 
  the PC will have boss status and the option to turn down 
  missions from the Guildmaster without consequences.  
  *Guild Fee: 10% of all treasure sold, traded, looted, carried, 
  earned, or smuggled within the Guild’s domain. Failure to 
  pay results in -5 Guild. Negative levels carry inverted results. 
  At negative 4th level, the PC is marked as an enemy of  
  The Guild and a contract goes out on their life.
  Noble: The elite are slow to be persuaded by the affairs of 
  commoners. Reputation levels are gained or lost in incre-
  ments of 15 points. At level 2, the PC is allowed to enter or 
  exit the noble districts without the usual obstruction by the 
  guards. At Level 3, the PC may be offered a political position 
  with salary and official papers—along with the burden of 
  duties, meetings, bribes, intrigues, enemies, assassinations, 
  and smear campaigns. Gaining a negative level is a fast way 
  to either get jailed, run out of town, or publicly executed.
  Holy: Temples and holy sites collect the best information in 
  town. Reputation levels are gained or lost in increments of 
  5 points. Each positive level grants a +15% chance to gain 
  knowledge, insights, rumors, and inside dirt from that temple. 
  At 3rd level, the PC enjoys a 50% discount in holy services 
  (healing, curse removal, exorcism, etc.) Note: Unlike other 
  factions, Holy will track each deity separately. PCs may gain 
  or lose levels in various deities. For each negative level, the 
  amount of reputation it takes to gain a level in a non-Holy 
  faction doubles. Crossing a temple creates ugly rumors and 
  hearsay about the PC in question. A vexed temple will work 
  hard to lower the public image of those who spit at the gods.
  Judge Awards: Judges are encouraged to craft customized re-
  wards in each faction to support a campaign that reflects their 
  world. NPCs may hint at this reward structure by revealing 
  that certain items, information, establishments, quests and 
  benefits are available only to those with sterling reputations.
  By their very nature, most cities are places of (primarily) 
  ordered living. People move through designated streets to 
  places of business that operate on a schedule. Guards main-
  tain laws that govern acceptable societal behavior. Therefore, 
  certain encounters herein reward players with reputation 
  gains for lawful behavior. Chaotic or Neutral characters may 
  discover the inherent rewards of freedom and wealth from 
  
  4
  their actions, but should also be rewarded for participating 
  in city play. The Judge is encouraged to use awards of XP or 
  Luck for notable acts of roleplaying performed in accordance 
  with PC alignments.
  Note: Losing reputation occurs usually from shame, humil-
  iation, or failure. For example, getting caught and publicly 
  flogged for a failed pickpocket attempt will incur a loss. How-
  ever, killing a Guild master would not cause a loss, and may 
  yield reputation gains. PCs may become targets for Guild 
  agents, but those agents would hold the PCs in high esteem.  
  The Encounters
  Each time PCs move about the city, roll 1d100 and con-
  sult the results below. Some entries are purposely vague, 
  in terms of stats and details, to allow the events to play 
  out as colorful moments rather than deep prolonged en-
  counters. If the same event is rolled multiple times, keep 
  track and alter or extend the concept. Most encounters 
  could logically occur more than once, in different ways. 
  1.  
  City guards sweep the streets, pushing back and 
  clubbing vagrants and the elderly. Folks swiftly 
  yield and clear the streets.  
  If PCs intervene, they get a stern rebuke and pos-
  sibly (non-lethal) attacks from the guards’ clubs. 
  Three rounds after the guards sweep away any 
  undesirables:  
  A procession of nobles passes through the area 
  on its way to the court. The members ride on the 
  backs of strange, tall, birdlike lizard beasts. Vari-
  ous citizens offer up gifts to the passing nobles.  
  Any PC making a valuable offering to the nobles 
  (taken by a valet) receives +1 or +2 (depending on 
  its worth) Noble, a nod, and a smile. Any PCs mak-
  ing a nuisance of themselves receive a city guard 
  beatdown and public humiliation; -1 Noble.
  2. 
  A strange 6-inch-tall (fey or demonic) creature 
  dashes through the streets as giggling children 
  chase it. Some kids throw rocks and taunt the 
  creature.  
  If the group saves the entity from harassment, they 
  get a sly wink and a fey or demonic blessing. This 
  grants a +2d to a roll of their choice this day.
  3. 
  You spot a colorful vendor’s stall that you’ve never 
  seen before. Was it just set up today? Huge crowds 
  mob the vendor, who claims he has rare magical 
  curative juices. Rumor has it he only visits on the 
  blood harvest day each year.  
  If the PCs muscle to the front (this requires a DC 
  18 Str check), they can get 1 blood red juice for 
  50gp. It has a unique, unidentifiable fruit flavor that 
  is amazing and will restore 2 lost physical ability 
  points (player’s choice) and 2 hit points upon con-
  sumption. It goes sour after 2 weeks.
  4. 
  A scrawny, starving dog approaches you on the 
  street and begs for food.  
  If PCs offer food, it gobbles it up greedily. If the 
  dog is assaulted, it will bite the PC and run (+2 
  atk, 1d2 dam, DC 10 Fort save or contract Pun-
  ja Plurger). A PC afflicted must sleep 16 hours 
  each night. During the day, the PC has a sluggish 
  sensation (-2 Init). Without 16 hours of sleep, the 
  PC loses 1d6 Stamina and suffers a -4 Init penalty 
  until the disease is removed.
  5. 
  A street performer is juggling five sharp blades. It 
  provides for a mesmerizing show! 
  The hypnotic display requires a DC 15 Will save to 
  resist the urge to donate to the act. Upon failure, 
  the viewer is compelled to offer the performer a 
  handful (3d5) of the most abundant coin type in 
  their possession.
  
  5
  6. 
  A horse seems lost. No apparent owner is around 
  and it is not observably branded or outfitted. It does 
  appear trained and domesticated.  
  PCs may take the horse, believing it is theirs for free, 
  but the horse has in fact been stolen and its owner is 
  on the lookout for it. Each day, there is a 10% chance 
  the owner finds the steed and pays a constable to take 
  it back with any goods or saddle on it. If the PC is 
  caught while on the horse, they will be jailed for 1d30 
  days unless they pay a 10gp fine.  
  Jail: This is an extremely dangerous experience. Roll 
  1d30; if the roll is less than the number of days in the 
  sentence, the PC takes 1d8 damage from inmates. On a 
  natural 1, the PC is killed by inmates. On a natural 30, 
  the PC gains a valuable piece of information or a strong 
  contact (Judge’s choice). PCs also suffer 1d6 tempo-
  rary Sta loss, but gain 1d4 experience points in jail. No 
  healing or luck regeneration is possible in jail. Jailed PCs 
  suffer -2 to Town, and gain +1 Guild. 
  7. 
  A building fire is blazing out of control. Flames shoot 
  from the windows. Voices within scream for help, but 
  the dangerous inferno is keeping neighbors back. 
  PCs will have to act decisively and heroically to 
  save the people trapped inside. Braving the flames 
  requires a DC 15 Agi check (deed die allowed). For 
  each point the check is missed by, the PC suffers 
  1d6 damage. Everyone who tries and survives also 
  rescues a victim, gaining +2 Town.
  8. 
  You come upon a street festival where people are 
  celebrating the defeat of the warlocks from the old 
  city. Everyone is throwing bright red mud at each 
  other. Vendors sell bags of mud for 1sp. 
  All magic is forbidden this day under penalty of mob 
  assault and jail (see #6 Jail). PCs must make a DC 15 
  Ref save or get hit with a bright red mud substance 
  while moving through the streets. Although seeming-
  ly harmless, this was the river mud used to defeat the 
  warlocks. Its minerals slow magical flow; those hit by 
  mud suffer -2 to all spell checks for one week. 
  9. 
  The streets are clogged with people. Do you press 
  closer to see what is going on or find alternate 
  alleyways and streets to avoid this attraction?  
  If they investigate, the PCs come to a large open 
  square with a fountain intersecting eight different 
  streets and alleyways—Spider Plaza. Here, cultists 
  with yellow sashes serve a free biscuit and bowl 
  of stew to anyone who desires a meal. The cultists 
  give a blessing and attach a yellow burr to the shirt 
  of anyone who accepts food. The burr is from a 
  special bright-colored swamp flower and is almost 
  impossible to remove—practically fusing itself to 
  clothing. PCs with a burr will be seen as members 
  of the cult by others with the marking. The meal is 
  rather filling. For each day the PC serves and the 
  burr is left on, they gain +1 Holy to the Cult of the 
  Yellow Burr up to a +5. At that point, the PCs suffer 
  -1 with all other Holy, and Clerics gain 2 increases 
  in their Divine Disapproval rating.
  10. You hear a shout and a sloshing sound. Someone is 
  dumping their swill and chamber pot contents from 
  an apartment above the street.  
  The PC with the lowest current luck score must 
  make a DC 10 Ref save or be drenched in putrid 
  filth. Everyone on the street laughs hysterically and 
  the word spreads. Due to the “crown of poop,” the 
  PC gains the nickname “Gong King,” which spreads 
  as the story is told over and over. This humiliation 
  results in -1d3 Town loss. The affected PC cannot 
  conduct any business until visiting the bathhouse 
  and spending 1sp in a full-service cleaning. 
  11. A soft tune echoes down to the streets from a 
  window high above. Advanced students seem to be 
  plying their trade in the musical arts. It is a most 
  attractive song. Do you stop to enjoy the moment?  
  
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  If PCs do so, the sheer joy of the moment restores 1 
  burnt (or fleeting) Luck to listeners.
  12. An annoying youth pesters you for advice. In a 
  screechy voice, he says he is trying to get to the 
  nightmarket.  
  If PCs provide a map, give proper directions, or 
  offer to escort the youth, he will return the favor by 
  informing his father. His father is a captain in the 
  guard, so all PCs who were helpful gain +1 Town. If 
  he is treated rudely, he reports this as well, and PCs 
  involved suffer -1 Town. 
  13. A holy procession emerges from the fog. People 
  come out from their homes to watch as finely-robed 
  priests drop gems into the mud of the streets. Some 
  30 paces behind them, several tattered, gray-
  robed, grubby figures pick up the gems and place 
  them in their pockets. Do you leap into the streets 
  and take a gem too?  
  The grubby figures are actually high priests. The 
  gems are worth 1d30 + Luck modifier gp each, but 
  the procession immediately yells at and curses any 
  PC who touches one. That PC also suffers -1 Luck 
  and -1d3+1 Holy (for a random deity in this city) 
  for this humiliating violation of a ritual to ensure the 
  temple’s continued prosperity. Anyone offering 30gp 
  or higher value in gems from their own supply will 
  gain +1d2 Holy.
  14. A merchant’s handcart topples over in front of you 
  and hundreds of tiny, ornately carved boxes spill 
  out into the street. The owner frantically tries to 
  gather them before the passing throngs descend.  
  If the PCs offer help, the merchant rewards them 
  with one of the boxes (10gp value). If PCs do not 
  leap to aid the merchant, the streets devolve into 
  a mass melee. Simulate the results by having each 
  PC roll a Luck check. If they fail, they get caught up 
  and sustain 1d6 subdual damage. If everyone in the 
  group is knocked out, they awake to find that they 
  have been robbed by the thieving rabble.
  15. You chance upon a man being flogged in a public 
  square. A host of townspeople look on. 
  If the crowd is scanned closely, a nobleman can be 
  seen among the onlookers. If anyone intervenes, 
  the flogging stops temporarily. However, the noble-
  man steps forward with his retinue and collects the 
  names and descriptions of those who intervened. 
  Guards then assure that the flailing continues and 
  PCs involved suffer -2 Noble.
  16. Two burly thugs aggressively hold down a street 
  tough. They are yelling at him and delivering pun-
  ishing blows all over his body. Amongst the shouts 
  are heard “dirty sneak” over and over.  
  Intervening provokes a tough fight with the thugs 
  as bandit hero (see p. 432 DCC Core Rulebook). 
  Blows will be non-lethal (they don’t want to risk 
  a murder charge). If the PCs are knocked out, the 
  thugs take their coin purses. Win or lose, PCs just 
  defended a Guild member and gain +2 Guild.
  17. A dock worker approaches and asks you to help 
  unload carts into a store. It is a day’s work. The 
  supplies are mostly grains and vegetables.  
  PCs who help him split a payment of 10sp.  
  If this entry is rolled again: A man asks you to help 
  unload a packed cart of goods into his wagon.  
  Once the work is complete, the wagon departs. Then 
  a merchant runs towards the PCs and accuses them 
  of robbing his cart. The PCs just unwittingly helped 
  pull a Guild heist. A patrol of 1d5 guards will arrive 
  in 2d4 rounds. The PCs must either reimburse the 
  merchant 10gp (gain +2 Town), defeat the guards 
  (lose -2 Town), or serve jail time (see #6 Jail). If 
  PCs report the thief, they also suffer -1 Guild.  
  18. Kids chase each other, playing a loud and active 
  game of “zotch touch.” They use your bodies as 
  shields and barriers, even running under your legs.  
  If PCs play along, the kids don’t allow them to do 
  anything else for the entire day. If PCs ditch the 
  kids, the kids follow, while playing, and nothing will 
  be accomplished. Nothing short of a violent gesture 
  will get rid of the kids, but this incurs -2 Town.
  19. A street merchant sells a rare, strange flower with 
  a rainbow hue—one you have never seen before. A 
  single flower costs an astonishing one gold coin!  
  Purchasing this rare flower and giving it to a noble that 
  day grants +1 Noble. If given to a merchant, the PC will 
  get 25% off one item and possibly an amorous friend.
  20. (D20) rats burst up from a drain in the street and 
  rush down an alley, squeaking and skittering away 
  from some unknown threat.
  21. A few streets away, the roar of an animal is heard. 
  It almost sounds like a giant, garbled rooster.  
  The sound is from a wealthy jeweler’s guardian 
  cockatrice. If PCs pursue the source of the sound, 
  it leads them to the exterior of a courtyard that is 
  walled off from the street. 
  
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  22. A man in fine clothing posts a sign that announces 
  an apartment for sale.  
  Inquiry reveals he has a fine, simple abode that his 
  deceased father left him. He asks for 2000gp (but 
  will go as low as 1750gp). It is above an inn. This 
  base of operations could be sold for 1500 +100 x 
  d10gp (current market value) later. Property owners 
  may also vote on town policy in certain elections. 
  Owning this property grants +3 Noble.
  23. Along a side street you spot “The Rusty Nail,” an 
  inn teeming with life. Smoke billows out of this 
  aged structure, which creaks under the weight of 
  its rowdy patrons. It is a dark, two-story wooden 
  structure with a blood-red stone base.  
  If the PCs explore the inn, they can find shady contacts 
  and information about the seedy underbelly of the city. 
  The chance to discover information is 20% + Per mod-
  ifier. A roll of 95-100 means that someone didn’t like 
  the questions and throws the PCs out of the inn with 
  force. Lawful characters may feel uncomfortable here. 
  24. Three thugs with knives rob a man in an alleyway.  
  If the PCs defend the victim, they suffer -1 Guild. The 
  thugs are as bandit (see p. 432 DCC Core Rulebook).
  25. Two 30-foot-high wooden doors stand open to 
  reveal a courtyard garden. The garden features 
  three fountains, each with a pot resting nearby an 
  attendant monk. People line up before each foun-
  tain, drop a coin into the pot, sip the water, and 
  then exit the courtyard with joyful expressions.  
  Depending on the fountain and the coin type, an 
  effect will immediately take place (see below). Each 
  PC is allowed one sip. If the PCs mark the location 
  and return the gates are closed, only to open for the 
  annual Holiday of the Three Waters.
  White Pool—Image of a Sun 
  1cp: cool refreshing flavor 
  1sp: no food needed today 
  1gp: +2 temporary HP for 1 week 
  1ep: +4 temporary HP for 1 week 
  1pp: heal a disease or immune to disease and 
  poison for 1 week
   
  Golden Pool—Image of a Bird 
  1cp: sweet taste 
  1sp: people like you today (10% trade discount) 
  1gp: +2 cleric spell check cast on you (1 week) 
  1ep: +1 Luck (restored or fleeting) 
  1pp: “Gift of Gab”—one time this week the PC can 
  speak with the effects of the spell Charm Person 
  (see p. 131 DCC Core Rulebook). The check is 
  made with a 1d20 + Per modifier.
   
  Red Pool—Image of a Cherub 
  1cp: energetic feeling 
  1sp: +1 Init bonus today 
  1gp: +2 Init bonus for 1 week 
  1ep: Snake Speed: +2 Init and +1 AC (1 week) 
  1pp: +1 Luck and +2 temporary Sta (1 week)
  26.   A woman and her son sit in filth begging. They 
  smell horrible and are covered in grime. 
  If anyone gives them coin, they pray blessings on 
  the generous soul. If tracked, they are in reality rich 
  Guild beggars who live in fine accommodations. 
  27.   A troupe of musicians from a distant land conducts 
  a dynamic street concert with instruments never 
  before heard. A full choir of singers moves through 
  the crowd, bringing the sound alive. Do you stay 
  and enjoy the show? 
  If the PCs stay for the full hour, they feel uplifted. 
  Their next attack, skill check, or saving throw roll is 
  made with +1d.
  28. The rich scent of fine cheese wafts over you. The 
  source is an exotic cheesemonger whose cart serves 
  
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  as a portable shop. He offers you samples.  
  This is the best cheese the PCs have ever had! The 
  group can pay 1sp for a block of cheese. This could 
  easily be resold to an inn for 1gp. PCs can purchase 
  up to 10 blocks, but the cheesemonger cannot be 
  convinced to sell his entire stock or formula.
  29. A town crier offers a gold coin to anyone willing 
  to deliver notices to everyone in the upper nobles 
  district. The notices promote a clothing boutique.  
  If the job is taken, this requires a full day of work 
  to complete, during which there is a 10% chance of 
  being run off by the guards for illegal solicitation. 
  Offenders are branded as low class and suffer -1 
  Noble. If successful, the PC will be asked to do it 
  again. This job can be taken up to three times to 
  canvass three separate noble districts.
  30. An indescribable smell hits your senses. Initially 
  it is offensive like a pungent body odor, but soon 
  after, it carries a deeper, spicy aroma. You realize it 
  is an exotic, rich seasoning—you feel compelled to 
  find the source! 
  If they search, it takes about an hour to find the 
  source of the scent—an open street market. The 
  spice tastes amazing in savory dishes. It makes 
  bland or spoiled food palatable, and can mask the 
  taste of poisons. After sampling the spice, the PC 
  suffers a -2 to any Personality check for the remain-
  der of the day due to the strong aroma. 
  31. You come across a dog tied to a post. It is an odd 
  breed with narrow eyes and a coat of fiery, reddish 
  orange. It patiently waits for its master.  
  It will not eat or drink anything offered, but if 
  spoken to, it will growl low and menacing. At one 
  point, a poor-looking old man tosses it a fine piece 
  of steak from his pack. The dog slowly eats it with 
  care. Anyone touching this dog will be snapped at 
  (+3 atk, 1d5 dam). In addition, the bite gives an 
  odd burning sensation. It is nothing more than mild-
  ly acidic saliva, but PCs may be alarmed. The dog 
  has 5 hp and AC 12. If attacked, it will defend itself. 
  If the PCs kill the dog, they will be branded as ani-
  mal killers and suffer -1 Town. In addition, the PC 
  making the killing blow must make a Luck check; 
  if missed, the guards witness the crime and levy a 
  10gp fine or a week in jail (see #6 Jail).
  32. You spot a curious bright red door on the side of an 
  unmarked building.  
  The door is unlocked. Beyond, a long hall leads to an 
  active underground gambling den. A man sits next 
  to the den’s entrance with a box of coins. He looks at 
  the PCs expectantly. If they pay 1gp, they can enter 
  and gamble. If they don’t pay, they are escorted to the 
  street by thugs. Playing takes a full day and is encour-
  aged with free drinks and food. Players first announce 
  how much they are willing to bid. PCs then make a 
  DC 14 Luck check. Failure means the bid is gone, and 
  success means the money is doubled. PCs may hold 
  those winnings or press their luck up to 6 times. The 
  initial wager is tripled with each success, or lost and 
  reset after each failed roll. Winning three times in a 
  row gets a PC “escorted” out with their earnings. Oth-
  erwise, earnings and debts are settled at the end of the 
  day. If PCs gamble money they do not possess, they 
  suffer -2 Guild and will have thugs coming after them 
  to collect (+10% interest/week). If PCs return to this 
  location in the future, they find a textile factory with 
  no signs of the gambling den or 
  those who had been inside.
  33.   A small crowd has formed 
  around a man. 
  If the PCs inspect:  
  A High Priest of Ulesh (or 
  another deity) is seen in the 
  middle of the circle blessing 
  those around him.  
  If the group awaits a blessing, 
  a mom pushes two kids and 
  herself in front past every-
  one. If PCs make an issue, the 
  whole crowd vilifies the PCs. 
  Those who persist making an 
  issue of the mom and kids 
  
  9
  suffer -1 Town. If the group is patient, they re-
  ceive a blessing and a knowing nod from the High 
  Priest, who seems to notice their forgiveness. This 
  grants +2 Holy with Ulesh and the Temple of Peace 
  (or another deity). 
  34.   A congregation of pilgrims follows a guide through 
  the streets. They gawk and point at the features of 
  the city. With them is a priest who remains poised 
  and reserved.  
  If followed, the assembly grows more and more 
  silent as it approaches an old shrine. If pursued at 
  close range, the entire group assumes the PCs are 
  pilgrims as well. Eventually, they enter an alley 
  and go down an ancient stone stairwell. If the PCs 
  remain with them, they come to a stone chamber 
  where a feast of berries is laid out. The pilgrims 
  gorge themselves on the treats. They then disrobe 
  and are covered in ash to “cleanse the journey.” If 
  the PCs do so as well, they benefit with +3 on their 
  next Luck check after dying (see p. 93 DCC Core 
  Rulebook). If they abandon this journey and ritual 
  at any point, no harm or question comes to them. 
  35. As you walk down a boulevard, a bare-chested 
  halfling joyfully shouts out a challenge. “Thirty 
  gold coins to anyone who bests me in weaponless 
  combat. If I should win, I ask for but a single gold 
  coin.” His pleasant smile and relatively large size 
  for a halfling lend him a commanding confidence.  
  A crowd will gather around the fight if a challenger 
  steps forward. All damage is subdual. 
   
  Frunni the Fist: Init: +1; Atk fists 1d4+2 melee 
  (1d2+1d4+2); AC 13; HD 3d8+8; hp 27; MC 20’; 
  Act 2d16; SP stunning blow; SV Fort +3, Ref +2, 
  Will +2; AL: N
   
  Frunni is a master pugilist. He has a deed die 
  with fist attacks only. A 3 or 4 on the deed die is a 
  head shot, stunning blow; the opponent suffers a 
  -1D on next attack. Frunni will burn up to 8 of his 
  Luck points to win. A PC who defeats Frunni gains 
  +2 Town. If the PC is knocked out, they suffer -1 
  Town as people taunt, “That fool got beat up by a 
  halfling!” Frunni is rather good-natured and can 
  be convinced to join the PCs if the offer is lucrative 
  or if a player needs a new character. Ability stats: 
  Str:16 Agi:17 Sta:16 Per:9 Int:8 Luck:12. If played 
  as an NPC, Frunni will never use a weapon against 
  humanoids, and will only kill non-humanoids in 
  dire situations.
  36. A troop of armored horsemen marches down the 
  street waving their militia’s standard and con-
  scripting able-bodied men into their regiment.  
  The PC with the lowest Luck must make a Luck 
  check. If failed, that PC is pressed into service unless 
  they present noble’s papers or pay a 10gp war tax.
  37. A white-haired elderly man asks you to watch a 
  bag while he relieves himself in the gong pit. He 
  doesn’t return in an expected amount of time. How 
  long do you wait?  
  After one hour, he returns. If the bag is unopened, 
  he thanks the PCs and tips them 1sp. If the bag was 
  opened, a small creature bursts out and scampers 
  off. When the old man returns, he extends a crook-
  ed bony finger, curses the group, “fate and fail be 
  fast foul friends by four,” then stomps off. PCs suffer 
  -1 on their next four Saving Throw rolls. 
  38. Above your heads, a short, emerald-skinned mage 
  floats by, holding his nose. He sneers down at the 
  streets below. Soon after, a gong cart rolls towards 
  you. The gongfarmer cries out over and over, “Dung, 
  dung, you go two, one by one!” Townspeople make 
  their way to the streets and dump chamber pot 
  contents into the cart. 
  Unless the PCs change direction, he proceeds to go 
  right along their path. The sickening odor sticks in 
  their noses; -2 to all Fort saves today.
  39. A sweet and savory scent is caught on the air.  
  If the PCs follow it, they discover a meat monger 
  working from a marketplace stall. He and his wife 
  present a large brazier of meat. The smell is irresist-
  ible and a crowd is gathering. PCs can purchase it at 
  the same price as rations (5cp/day), but the taste is 
  out of this world. This is a family-owned business, 
  and patrons who purchase a lot of meat are treated 
  very well. When eating this meat for daily rations, 
  PCs gain +1 to natural healing.
  40. A burly tax collector in fine robes approaches you. 
  He begins to demand various taxes, but in the 
  middle of his speech, a short man armored in dark 
  leather begins to yell at him—hurling abuses. It 
  looks as though it might come to blows as they 
  argue louder and louder over taxes and politics. 
  If the PCs defend the tax man, they gain +2 Noble 
  but are also hit with a “walking tax” for 10% of the 
  value of the coins they carry. If they ignore the tax 
  collector or allow the ruffian’s assault to continue, 
  the tax man stomps off, calling for the city guard.
  
  10
  41. A group of wounded adventurers carrying weapons 
  and gear is spotted limping down a side street. 
  They appear worldly-wise and travel-worn.  
  They are looking for the Temple of Pelagia (God 
  of the Sea) for healing and blessings. If they are 
  accompanied there and treated with honor, they re-
  veal stories of a sinister lair. The lair was created by 
  some mysterious cult with devious intent, but is full 
  of wealth and lore. The Judge might wish to tailor 
  this encounter as a hook for a new adventure. 
  42. A procession of mourners and priests passes down 
  the street, holding up foot traffic. Finally, they are 
  followed by pallbearers. The serene funerary march 
  carries a sacred, deep sadness.  
  If the PCs are reverent as the procession passes, 
  they gain 1 Luck. This fallen youth was beloved by 
  gods and man alike. However, if they spend the day 
  pursuing the procession to the burial site, remaining 
  reverent, and partaking in the services (by offering 
  a prayer or extra sign of reverence) they gain an-
  other 1 Luck and +1 Holy to each deity where they 
  currently have a positive reputation score.
  43. A heavy, dark fog rolls in. It is so thick the tops of 
  buildings are obscured. It seems like a sign.  
  For the rest of this week, PCs gain +2 to hide checks 
  and +2 to spell checks related to hiding, obscurity, 
  fogs, illusions, or darkness.  
  If this entry is rolled again: An orange rain 
  begins to fall, and you immediately start to cough 
  and gag on a dusty silt.  
  This mix of high-desert eastern winds and southern 
  rain covers the city. PCs must make a DC 12 Fort 
  save to avoid taking 1d3 temporary Sta damage.
  44. As you pass the Temple of Ahriman, god of death, 
  you are solicited by an undertaker. He asks if you 
  would deliver a body across town to a grave site.  
  The job pays a 15sp sum (this can be bargained up 
  to 1gp) upon delivery. The body, however, is that 
  of a hated slumlord. As the PCs walk through town, 
  outraged citizens hurl abuses and slander, threats 
  and curses. A mob forms and follows the group, 
  yelling, “A pox on you for honoring that ghastly 
  beast! Drop him!” If PCs persist, they gain +1 Town 
  and +2 Holy (Ahriman) for the having the integrity 
  to honor the dead man despite his enemies. If they 
  turn the casket over to the mob or abandon the 
  body, they receive neither penalty nor reward.
  45. Cheering is heard up ahead. You see a vast crowd 
  filling a large, open court and the surrounding 
  rooftops. Banners welcome everyone to the “14th 
  Annual Sling Competition!” 
  Two levels of competition are open to all: the ama-
  teur level entry fee is 1gp, and the professional level 
  is 10gp. To win, contestants must achieve the high 
  score by hitting a target dummy at 30 paces. Each 
  slinger takes five shots at the body (AC 10), hits 
  worth 2 points; five at the head (AC 15), hits worth 
  4 points; and five at the eye (AC 18), hits worth 8 
  points. The top competitor at the amateur level is 
  the famed Lucky Barkback. Lucky has +5 to hit. 
  At the professional level, the top player to beat is 
  Leana Faroona. Leana has +8 to hit. 
   
  Prizes: The winners in both competitions receive 
  one week of expert training, which grants a per-
  manent +1d to their sling attacks. The profes-
  sional winner also receives tips on scoring deadly 
  hits, which grants a permanent +2d to their sling 
  damage. Both winners also receive a gold trophy 
  (10gp). Finally, the top amateur gains +2 Town, 
  while the top professional gains +4 Town. 
  46. You pass a public pool where monks and priests 
  of Choranus (Lord of Creation) wash the feet and 
  clothing of the poor, elderly, and sick. A monk 
  turns and asks you to lend a hand.  
  
  11
  If PCs help, express in gruesome detail the horrid, 
  rank-smelling, and diseased, pustule-afflicted com-
  moners who arrive for washing. If they continue 
  and work the entire day, they are exhausted but 
  their spirits are strong. They gain +1 Holy (Chora-
  nus), +1 Town, and +1 Luck. Each PC must make 
  a Luck check to avoid sickness. The illness lasts for 
  a week. During this time, they must pass a DC 12 
  Fort save or permanently lose 1 Stamina.
  47. Obitu-que cultists preach from a makeshift stage on 
  the back of a wide cart. They offer the rare ceremony 
  of fire to anyone interested in bonding with the Lord 
  of the Five. They talk of power, strength, knowledge 
  and wish fulfillment for those found worthy! No 
  barbarians allowed! 
  If PCs agree, they are wrapped in a red headpiece that 
  covers their face. They are taken to the top of a build-
  ing, where they wait without food or water. If they 
  take the headpiece off before midnight, they are dis-
  missed. At midnight it gets hot—very hot! If they pull 
  the headpiece off, they are dismissed. As the ritual 
  ends, the hoods burn up in a flash, revealing a circle 
  of red-cloaked initiates with red candles producing 
  a thick fog that seems alive and full of intelligence. 
  PCs who endured the process can roll a patron check 
  d20 +1 (spellburn is allowed) and must consult the 
  patron bond for results. Obitu-que is listening…
  48. A homely lady of nobility is spotted leading a long 
  line of children and youths. Commoners offer hum-
  ble gifts to the young royals until their arms are 
  laden with goods. After each offering, the courtiers 
  respond with rude gestures and insults. 
  If PCs offer a gift, the lady nods respectfully while 
  the courtiers jeer. If a PC brings her a simple flower, 
  she asks for their name—causing the entourage and 
  commoners to gasp. That PC gains +2 Noble.
  49. Shouting is heard down the street.  
  If investigated, a young man is seen on a high 
  rooftop. Suddenly, he leaps down into an alley out 
  of view as people cry out in horror. If the PCs look 
  down the alley, they spot the youth laughing in a 
  wagon full of hay. He and his friends ascend to the 
  rooftop for another fun jump!
  50. At an intersection, you discover a detailed bronze 
  statue. It realistically depicts a crustacean man. At 
  its base there is a tiny plaque with small print. 
  If a PC leans in to read it, the statue suddenly lurch-
  es forth and grasps the curious fool. The attack roll 
  is 1d20 +5. On a hit, the target is held while two 
  young thieves take valuables and coins under the 
  pretext of trying to help release the victim. They 
  shout for help and yell, all the while pickpocketing 
  (d20 + 6 check vs. the PC’s Int check) the PC. The 
  statue is an automaton and releases the captive  
  after 3 rounds. Escape requires a DC 20 Str check. 
  The sign reads, “Thank you for your contributions.”
  51. A group of drunken rakes pours out of a tavern. 
  They stumble forward, slinging vulgarities and 
  taunts at you. Then they stare you down.  
  If PCs engage in a fight and subdue the drunkards, 
  they suffer -1 Guild but gain +1 Town. These bul-
  lies have been terrorizing this neighborhood. The 
  8 thugs are as bandit (see p. 432 DCC Core Rule-
  book). They fight with fists in an attempt to subdue 
  then pillage fallen opponents. They require no mo-
  rale rolls, but suffer -1 to hit in their current state.
  52. You notice someone following you at a distance.  
  If PCs turn to face or wait for the pursuer, she ducks 
  
  12
  between buildings. If they go after her, she whispers 
  from a narrow back alley, “Leave town.” After any 
  further pursuit, they find her dead body. A tiny dart 
  protrudes from her neck. She possesses nothing and 
  appears as no more than a street urchin.
  53. A window above the street shatters and wild 
  screams are heard in an unknown language.  
  If the PCs wait a few minutes, a woman exits the 
  building. She appears forlorn. If questioned, she 
  seems destitute and lost. If she is offered money to 
  procure lodging and food, she gives the group her 
  lucky charm—a flower-shaped emblem in red wood 
  on a leather cord. It can be used to add +1 to any 3 
  rolls before mysteriously falling apart.
  54. Three women carry baskets containing doves. Each 
  woman wears a pure white silken robe.  
  If hailed, they convey that they are part of a mes-
  saging service. Anyone in the city can be sent a 
  messenger dove at the cost of 1sp.
  55. A dove falls to the street with a thud. Youth carry-
  ing bullet slings rush to it and remove a tiny note 
  wrapped around its leg. They all crowd around to 
  look over the message. The dead dove was clearly 
  shot with a sling bullet.  
  If the PCs intercept the message, they discover it is 
  addressed to a noble house associated with ship-
  ping. The encoded message can be read with magic 
  or a DC 20 Int/Read Language skill check. It con-
  tains accounting information for a rival shipping 
  company. If the PCs deliver it to the noble house, 
  they are invited to share a bottle of port and their 
  names. If they accept, the PCs receive +2 Noble. PCs 
  who pass a DC 15 Per check make a strong social 
  impression and gain an additional +2 Noble.  
  56. A burly knight waddles past you with an uncon-
  scious lady over his shoulder. 
  If confronted, he sneers at the group, “Mind your 
  own business!” He is actually returning the noble 
  to her manse after she passed out. The knight will 
  defend his honor if accused of foul play. If this leads 
  to blows, the PCs suffer -1 Town and -1 Noble. 
   
  Winston (knight): Init +1; Atk sword +3 melee 
  (1d8+2); AC 16; HD 4d8; hp 20; MV 25’; Act 1d20 
  + d16; SP 1d6 deed die added to attacks, will not 
  attack to kill, subdual damage only, SV Fort +5, Ref 
  +1, Will +3; AL L. 
  57. You pass a tavern where the storytelling of a bard 
  fills the building with eager listeners. The crowd 
  spills out onto the streets.  
  If the PCs move in for a closer listen, they hear wild and 
  exciting tales of lost love to the wiles of the sea and 
  hints of a fortune in gold sunk to save a maiden. Other 
  amazing adventures are shared. These can be hooks for 
  any adventure the Judge desires to reveal. If the bard is 
  
  13
  given drinks and questioned afterwards, he says he can 
  make them a map for 10gp. The promise of wealth on 
  the map is bogus, but it is accurate enough to lead the 
  PCs to a prepared module of the Judge’s choice.
  58. A frail man lures a three-headed snake from within 
  a wicker nest. He does so with an unusual flute-
  like instrument. His interesting act intrigues you. 
  If a wizard or an elf studies the act, they may gain 
  arcane knowledge. If a DC 13 Int check succeeds, 
  the PC can spend a week in study, purchase 50gp 
  in materials, and gain the spell Ropework (see p. 
  153 DCC Core Rulebook.) If the PC already knows 
  the spell, they gain +1d when casting Ropework. 
  PCs watching this show for any duration also risk 
  getting pickpocketed (1d20 +3 vs. PC Int check) by 
  associates of the musician.
  59. A man with a map is looking around confused. He 
  speaks in unknown tongues from another land and 
  points to his map. Seeing your confusion, he utters 
  a few broken words of your lan-
  guage: “flesh sale?” 
  He is a meat vendor, but his 
  translation is bad. PCs may take 
  him to the wrong location!
  60. A vast shimmering web stretches 
  across an alley before a gather-
  ing of common folk. Two young 
  girls smile as they leap and stick 
  to the glistening strands. Dark-
  robed priests with eight sleeves 
  built into their robes wave and 
  chant in high-pitched tones. Hun-
  dreds of fist-sized spiders pour 
  onto the web, covering the girls. 
  The crowd gasps! The swarm 
  writhes around the trapped forms 
  for a time before skittering deep 
  into the alley. The girls are gone. 
  The mob gasps again! The priests 
  look toward you and call out, 
  “Who is next?! Mog selects you! 
  Are you worthy? Are you bold?” 
  The congregation cheers.  
  If anyone volunteers for this ritual, 
  they gain a +2 spell check to form 
  a patron bond (d20 + level + spell 
  burn) with Mog, Lord of Spiders. 
  If they fail, it is certain death. This 
  event is seen as an abomination. 
  PCs participating incur -2 Holy to all lawful deities.
  61. The rat god has murals all over the city. However, 
  you come upon one that stands apart. It depicts 
  a colossal rat being fed by adoring farmers. The 
  painting seems lifelike—almost alive!  
  This is the secret entrance to a rat god sewer shrine. 
  A DC 18 Int check is required to spot the door latch.
  62. A black mist rolls off the great salt marsh. It brings 
  a salty taste to the air and stings your eyes and 
  throat. The entire city seems to be covered. What 
  might this portend? 
  For 1d4 days there is a +1 spell check to any spell 
  involving water, but -1 to spell checks with fire.
  63. A hauntingly beautiful, dark-haired woman walks 
  down the middle of the street towards you. People 
  give her a wide berth. She flashes a wry, enigmatic 
  smile. While you cannot take your eyes off her, she 
  makes no eye contact with you. As she comes closer, 
  you see she is barefoot and garbed 
  in silk night clothing. Is this an 
  apparition? Something about her 
  both attracts and frightens you. 
  She is, in fact, a mischievous 
  devil. If engaged, she provides 
  lies, horrible advice, and a fabri-
  cated mission for the group. She 
  attempts to lure PCs to a house 
  that is “haunted by a wealthy 
  demon who must be destroyed!” 
  It’s just the home of an eccentric 
  artist. PCs suffer -3 Town if they 
  succumb to this temptation.
  64.    You spot a hidden figure lurking 
  on a rooftop. The grey-robed 
  man with pale skin and a golden 
  beard is covered in chimney soot.  
  If the PCs engage him or draw 
  any attention to him, he vanish-
  es behind the far side of the roof 
  and chimney. If the PCs sneak up 
  and capture him, they learn he is 
  a spy as bandit hero (see p. 432 
  DCC Core Rulebook) from a rival 
  kingdom. He is here to discover 
  flaws in the city defense. Should he 
  be caught or killed, the PCs gain +2 
  Noble and +2 Town.
  
  14
  65. A poor, desperate youth approaches you, introducing 
  himself as Kulor. He asks you for work.  
  He will endear himself to the PC with the highest 
  Personality and offers to perform tasks and run 
  errands. Kulor will seek full patronage and housing. 
  He is lawful by nature. Use a random level zero 
  scratch off for stats, or generate them as the need 
  arises. Kulor is very loyal; +1 to morale checks.
  66. Use this entry to insert people, places, events, or 
  items as clues or partial clues connecting to any pre-
  pared adventure in this city. For example, it could be 
  the Pint ’n’ Pony tavern (see #101).
  67. You spot a colorful orange flower dropped in the 
  mud. Its scent is an intoxicating sweet aroma. 
  If worn, it adds +1 to Personality. After a week, the 
  aroma and effects fade.
  68. You see a man coughing and hacking ahead. He 
  stumbles down the street towards you. His face 
  turns a pale sickly yellow shade. 
  This merchant’s name is Fajool. Fajool is reacting to 
  an assassin’s poison planted in his evening meal. If 
  he is saved, he is extremely grateful and gives the 
  group a key to his guest house. The Guild has been 
  trying to take the man’s property for some time 
  now. In a few weeks, the Guild breaks in and uses a 
  team of brutes to evict anyone there. His house is a 
  critical location for Guild expansion. The PCs could 
  intervene to negotiate a relocation, but it will not 
  come without intrigue and violence.
  69. Six militia rush up the street and grab (a random 
  PC, or the one with the lowest Luck).  
  They disarm the PC and cite crimes of passion 
  against Lady Lilianous of House Castal. This is a 
  case of mistaken identity. If the PCs resist, they 
  must defeat the 6 men at arms (see p. 434 DCC 
  Core Rulebook). Four rounds later, 10 elite dragoon 
  guards, as knights (see p. 433 DCC Core Rulebook), 
  reinforce the militia. If the PCs cooperate, the issue 
  gets sorted after a week in jail (see #6 Jail). The 
  treatment in jail is particularly harsh. The jailed PC los-
  es 4 additional temporary Sta and 4 hp from abuse. 
  If the PC is alive after the week, Lady Lilianous fully 
  exonerates all parties. She vows to uphold one favor 
  her house can provide and issues a sealed note of 
  promise. If accepted, the PC gains this favor as well 
  as an embarrassment, suffering -1 Noble. If the favor 
  is refused, this act of defiance will be admired by the 
  other noble houses and the PC gains +3 Noble.
  70. A sailor from a far-off land speaks in a thick ac-
  cent to a group of youth. He whispers of a Sea King 
  and claims to have consorted with one of the Sea 
  Queens. He says he has given up the ocean now. 
  He tells PCs he was a captain and will sell his 
  strong, seaworthy vessel, “La Bona,” for 5000gp.
  71. Hundreds of black birds caw and flutter about, 
  crowding this end of town. This is a bad omen. 
  PCs suffer -1 on all Saving Throws this day.
  72. A mass of beetles infests the city grounds like a 
  moving sea of shimmering black stones. Underfoot, 
  each crushed beetle cries out a tiny scream. After 
  what seems an eternity you are left disturbed and 
  covered in shin-deep gore. This is a terrible omen! 
  PCs suffer -2 on all Saving Throws this day.
  73. The city is overwhelmed in swamp flies! The vermin 
  bite and sting, covering you in itchy welts. The air 
  is so thick with flies that people without scarves 
  are choking on them. Is this an omen? 
  PCs suffer -3 on all spell and skill checks this day. 
  The markets are closed. At night, squeaking bats flit 
  through the air, gorging on the feast.  
  If this is entry is rolled again: 
  Butterflies brighten the whole city! People are joyful 
  and singing. This may be a good sign. 
  All cleric spell checks are at +2. All other spell 
  checks are at +1. The markets offer 10% discounts 
  for the sake of festivity. That night the swarms de-
  part and the moon takes on a rainbow hue.
  74. You see a red light flash and a 7-foot-tall gawky bat-
  like fiend strides across the street, only to vanish into 
  another flash of light. You are left blinking in disbelief. 
  If the PCs study the areas where the flashes occurred, 
  they see magic sigils glowing faintly before disap-
  pearing. The city archways with sigils were crafted as 
  a hidden portal system. If studied by a wizard or elf, 
  it will take a while and require some arcane research. 
  Extended public inspections will attract the Arcanus 
  Nobility who expect this powerful transport system 
  to remain a secret. If the research is not discreet, an 
  Arcanus wizard warns the PCs to cease. If she is un-
  heeded, the next day she activates a portal precisely 
  as the PCs pass under it. PCs experience a crimson 
  flash and are exiled to a remote land. This could cre-
  ate one or more adventures just to return home.
  75. Your stomach churns as you witness ten or so 
  slaves bound in chains and manacles, led north by 
  
  15
  four elite dragoon guards.  
  If challenged by four or more PCs, the dragoon be-
  come gentle and conciliatory. They yield their catch 
  to the PCs. Afterwards, within 1d3 turns, 12 elite 
  dragoon guards, as knights (see p. 433 DCC Core 
  Rulebook), track down the PCs, ready for battle.
  76. You pass through a pristine, well-maintained ward. 
  Immediately you notice it seems safer than most 
  areas of the city. No one carries weapons, and all 
  the people smile and have perfect courtesy. Howev-
  er, they never make eye contact. 
  The laws of this ward require no eye contact or 
  weapons, but perfect courtesy and manners. If 
  the PCs violate any of these codes, there is a 50% 
  chance they will be approached by the ward boss 
  noble (see p. 434 DCC Core Rulebook) and his 6 
  dandy knights (see p. 433 DCC Core Rulebook). 
  They will demand proper behavior and exact the 
  penalty of street cleaning service (between 2 hours 
  and 2 days, depending on severity and whim) 
  for the violation. In addition, PCs suffer -1 Noble. 
  The ward boss and dandies are not interested in a 
  causing a major scene in their peaceful community, 
  but will issue witty insults, bold intimidations, and 
  strong condemnations.
  77. As you pass a ruined building, it suddenly shifts, 
  rumbles, and crashes to the ground! Aside from 
  some casual glances, no one takes much notice of 
  the tragedy. Could it have been occupied? 
  Searching the ruins will yield no evidence of sur-
  vivors or items of value, but it is dangerous. PCs 
  doing so must make a DC 12 Agi check each round 
  or suffer 1d6 damage from further collapse. After 10 
  rounds, the PCs would be assured they had checked 
  every space available.
  78. A long row of makeshift tents lines the sides of the 
  street you are passing. This depressed area is popu-
  lated by beggars with weeping sores and pox scars. 
  They pour out of the tents asking for a copper or 
  two. On the perimeter of the camp, shark-faced 
  men with concealed weapons circle like predators 
  eyeing a kill. 
  If PCs make a show of intimidation or strength 
  towards the beggars or the thugs, they retreat. The 
  thugs are Guild members intent on punishing the 
  unregistered, non-Guild beggars. If PCs make a show 
  of wealth or act with generosity, a flurry of beggars, 
  robbers, and cutthroats swarm the group until they 
  are picked clean or knocked out. To abate the chaos, 
  PCs will have to defeat 20 of the 100 beggars, as 
  peasants (see p. 434 DCC Core Rulebook). Each 
  round, PCs are required to make a DC 13 Luck check 
  or lose a valuable and take 1d3 subdual damage from 
  the grabbing, clawing, tearing hands of the horde. If 
  a melee erupts, the PCs suffer -1 Guild for interrupt-
  ing official Guild business. 
  79. A great clay giant lumbers down the street. In his 
  hands sit two colorfully robed men with a flair for 
  style. They are engaged in a deep conversation 
  that is outside your hearing range. They pass your 
  gawking faces and move right into a wall circled 
  with glowing sigils—vanishing from sight. 
  PCs may wish to study the sigils (see #74). The PCs 
  have just witnessed elite members of the Arcanus 
  Nobility going about their business.
  80. A great line of chained prisoners led by dozens of 
  dragoon guards march down the streets on the way 
  to the main citadel. At the front of the parade is a 
  crier who barks out the list of crimes, which invari-
  ably include offenses to various noble houses. The 
  careful orchestration of the event serves as a stern 
  warning to the city about who holds the real power 
  and who should never be crossed. The crier ends 
  each listing with the sentencing, “a lifetime and 
  beyond of service in the iron mines.” You shudder 
  when considering the “beyond” aspect. At the rear 
  of the group is a collector. As townsfolk hear the 
  offenses, they pay tribute. The collector gives you a 
  stern gaze. 
  
  16
  If the PCs pay a tribute of 50gp or more, they are 
  offered a courtesy ride to Blackstone Citadel and  
  loaded onto a ship. On the boat, they are invited to 
  chat with members of minor nobility, gaining +1 
  Noble. In those chats, PCs learn a little of the major 
  power-holding houses in the city and about some of 
  their leading members. If they pay little or nothing, 
  no ill comes to them.
  81. Climbing up a steep street, you see a gang of kids 
  throwing rocks at a massive trash heap that has 
  formed along a wall separating the ward above. Up 
  above, fancier houses can be seen. This is clearly 
  where they dispose of garbage. You finally spot 
  the target of the children’s attacks. It is a rat-like 
  creature the size of a large dog. It appears to have 
  made a den in the heap.
  82. You see a dirt-covered lady’s purse in the mud.  
  The purse contains 1d20cp and 1d4sp. If cleaned 
  up, its true value is revealed. This fine purple silk 
  creation is labeled “nightwalker” (5gp). If inspected 
  by the keen eyes of an elf or a thief, allow a DC 14 
  Int check. If successful, a clever interior false lining 
  is discovered, where 8gp have been concealed.
  83. You see a distressed and disheveled lady of the 
  night. She stinks of cheap ale. She stumbles down 
  the street towards you and asks if you found a 
  purple purse. She looks around nervously, then gets 
  sick at your feet.  
  If PCs give her a found purse, compensation, con-
  solation or even a drink, she attempts to befriend 
  them. She admits she genuinely needs better work. 
  She offers her services as a hireling, and claims to 
  be good with a blade. Roll up a random character, or 
  use a scratch off. She aspires to be a Guild thief.
  84. You come upon a small, peaceful park with a 
  relaxing set of fountains and a refreshing garden 
  design. You realize this would be an ideal setting to 
  spend some downtime. 
  If PCs linger here, they notice something feels out 
  of place. An elf or a wizard senses an odd energetic 
  force in the park. Within the park, spells related to 
  nature or time are cast with a +3 spell check bonus. 
  In addition, no matter how long PCs stay in the park, 
  when they leave, they realize no time has passed. If 
  the group attempts to enter the park after exiting, it 
  proves impossible to find. Its appearance is tied to a 
  rare celestial occurrence and until this entry is rolled 
  again, it seems to have simply vanished! 
  85. You spot someone lying down in an alley. 
  If PCs inspect, they find a dead body.  
  Cause of Death (roll 1d6):  
  (1) Unpaid debts: His hands are gone. He likely 
  bled to death.  
  (2) Slander: His tongue was removed and his 
  mouth is purple from poison.  
  (3) Witness: His eyes are each run through with 
  iron spikes.  
  (4) Political Rival: He was beaten to death. He was 
  a man of wealth, but now has only his empty coin 
  purse and silk clothing (1d30gp value).  
  (5) Duel of Pride: The man holds a crossbow. A 
  single crossbow bolt is lodged in his head.   
  (6) Love Sick: He has noose marks on his neck. 
  The body was robbed and moved here from the 
  place of death. A note remains clutched in his hand. 
  On it is a poem of farewell addressed to a lady. If 
  the lady is tracked down, she is angry and throws 
  a box of the man’s poems at the PCs, telling them 
  to leave. The poems are exceptionally creative and 
  moving, and can fetch 15gp from the right buyer. If 
  they are studied by a spell caster, they contain the 
  root makings of the spell Charm Person (see p. 
  131 DCC Core Rulebook.) A few weeks of study is 
  required. If the caster already has Charm Person, 
  various secrets housed in the poems provide a +1 
  spell check when casting Charm Person. These are 
  highly inspired poems!
  86. An old man sits alone, sobbing. 
  If PCs approach and inquire, he speaks of his woes. 
  His story is long and drawn out. If the PCs listen to 
  the entire yarn, he is very grateful and feels better 
  about being consoled. His story houses one valuable 
  clue for the PCs: The wards of the old city on the 
  west end of town are lawless, horrible places— 
  perhaps worth avoiding.
  87. All PCs must make an Int Check. Then read: 
  (the PC with the highest Int check), you witness a 
  cutpurse successfully removing the pouch from a 
  mark. What do you do? 
  If the PCs interfere, the thankful victim gets his pouch 
  back and pays a 5gp reward. The PC also gets the 
  evil eye from the cutpurse and suffers -1 Guild. If the 
  PC leaves the situation alone, the cutpurse looks at 
  the PC, winks, and palms off a 1gp reward as thanks 
  for keeping quiet. PC gains +1 Guild.
  88. You pass a wall with a map freshly etched into it. 
  You wonder: could this be a treasure map? 
  
  17
  If they inspect the map, it correlates to an area 
  surrounding the city, albeit crudely depicted. In 
  addition, a spot that is a four-hour ride from the city 
  is marked with a distinct “X”. Comparing the loca-
  tion to maps held by local cartographers reveals it 
  is a location vague and unfinished on most maps. 
  Asking around yields reports of missing people and 
  conflicting accounts of the features associated with 
  the area around the X. This can be used to prompt 
  almost any adventure that the Judge has prepared.
  89. You come upon a clean, fresh, spring water well.  
  The water has a wonderful flavor and refreshing 
  mineral potency. Each PC who partakes is healed 1 
  hp. If visited again, the well is dry. Only if this entry 
  is rolled again do the waters return. 
  90. A priest of (insert any deity) is chastising the cit-
  izens publicly. He calls for greater dedication and 
  faith lest his god rains down vengeance.  
  The priest will accept no money or donations, but 
  if PCs stop to listen to the full two hours of ranting 
  (DC 10 Will save required to endure it), they learn 
  two random bits of useful knowledge about the city 
  (Judge’s discretion). Suggestions could include these: 
  the dragoon guards are operating a secret slave trade, 
  the leader of the slave trade is a slum thief working 
  outside the Guild, the names of corrupt or dangerous 
  city wards, the names of nobles or merchants who 
  trade favors for gold. In addition, PCs who remain 
  to the end are blessed by the priest and gain +1d on 
  their next roll and +1 Holy to that deity. 
  91. You pass a dead twisted and knotted tree. All over 
  its boughs and branches are carved and tacked 
  various wishes, desires, and prayers.  
  This is the sacred tree of the Druid Mannicar, who 
  built the original outpost that predates the city. If 
  PCs carve or pin a wish to the tree, they gain +1 on 
  all rolls related to that goal for one day. Additional 
  prayers beyond the first provide no benefit.
  92. You hear the sound of yelps mixed with the “oohs” 
  and “aahs” of children. As you round the corner, 
  you see a large litter of puppies for sale. The sign 
  reads “vicious war dogs for sale, 5 gp each.” 
  In a few months, they become loyal war dogs.
   
  Loyal War Dogs: Init: +1; Atk bite +2 melee 
  (1d4+1); AC 12; HD 1d6; MV 40; Act 1d20; SP +2 
  morale checks; SV Fort +1, Ref +1, Will -1; AL N
  93. Sounds of construction, hammering and hard labor 
  are heard over the city crowds. You spot a building 
  under development. Perhaps they need hired help? 
  Here PCs with building skills could earn 15sp/day. 
  Otherwise, the PC is offered 2sp/day for basic labor.
  94. Rounding a corner, you see a sinkhole exposing 
  areas deep under the streets. Gazing down, you see 
  the old city, which was built on top of long ago. A 
  long-forgotten ancient staircase plunges into the 
  dark. Are those shadowy forms lurking below? 
  The stairs open into three consecutive rooms with 
  samples of lost pottery and ancient clay work. Rats 
  occupy the first, a giant rat the second, and an 
  ancient clay golem guardian is in the last chamber. 
  This last chamber has a large workshop. The golem 
  protects samples of maker’s clay. Maker’s clay is a 
  lost crafting material infused with life. PCs can use 
  it to make any form imagined. This requires a spell 
  check on the Maker’s Clay Handling Table: 
  1: It turns on you! The clay smothers and absorbs 
  the user, then doubles in size. 
  2-8: Failure! The clay is ruined and the form is lost. 
  9-12: You made a thing. However, it is unstable. It 
  returns to dust in 1d6 turns. 
  13-15: Well built form! It appears as a statue. 
  16-20: Fantastically built form! It takes on full 
  color and realism. It is identical to the desired goal. 
  20+ The object springs to life! It gazes at its creator 
  and asks, “Who am I, Father?”
   
  While inside, there is a 20% chance per hour the 
  sinkhole will be filled in from above by city workers. 
  
  18
  The PCs must now find their way through the sew-
  ers and old city to an alternate exit. Further explora-
  tion could lead to a dungeon, or the old city streets, 
  or an adventure the Judge wishes to reveal. 
  95. A grotesque lusus naturae ambles towards you 
  with a withering stare. He possesses one skeletal 
  arm and his cloak moves as if he has multiple feet! 
  This 5th level wizard is traveling the city’s hidden 
  magic portals to visit the Arcanus Nobility. He is 
  chaotic and will fling a random spell (1d20+7 spell 
  check) on anyone who so much as looks at him too 
  long. He then exits to avoid extended conflict or risk 
  facing retribution. PCs may gain a lasting enemy, 
  depending on their actions or reactions.
  96. You come upon a dragoon guard face down in the 
  street. Is he dead? 
  This dragoon captain was jumped by thugs and 
  rendered unconscious because he refused to accept 
  a bribe. If the captain is healed and helped to his 
  feet, he explains what happened to him. Before 
  departing, he collects the names of the PCs and 
  shows his appreciation; PCs gain +1 Town.
  97. As you walk down the side streets of your neigh-
  borhood, you see a burst of sudden violence from 
  all sides. Your ward is under attack from a neigh-
  boring one! Thugs rush down the avenue, clubbing 
  and assaulting anyone in sight. Dozens of locals 
  rush to defend. 
  This is an all-out street brawl. The attackers from 
  the neighboring ward are wearing red head wraps. 
  Defenders of the PCs’ ward don white armbands. 
  Everyone without these markings is assumed to 
  be from a rival ward and may be attacked. PCs are 
  attacked each round if they fail a DC12 Luck check. 
  The melee attack is at 1d20 +1 for 1d4 dam. PCs 
  choosing to hide avoid the need to make a Luck 
  check. PCs may attack each round. If they score 
  a hit (AC 12), that thug (3 hp) either falls to the 
  ground or flees wounded. If a PC is still standing 
  after 10 rounds, didn’t hide, and hit at least one 
  attacker, they are celebrated as a hero and gain +2 
  Town. In addition, the ward noble offers either an 
  honor badge or reward. The badge grants +2 Noble; 
  the reward is 5gp per PC.
  98. A distant horn blares out from the city walls. Those 
  on the streets scatter into homes and buildings, while 
  others brandish weapons and rush to the gates.  
  These drills are sounded by the gate sentry, who has 
  orders to raise the alarm whenever a threat to the city 
  is spotted. After 1 turn, the horn sounds again and 
  everything returns to normal. The panic ends and 
  people go back to their business. If PCs ask questions, 
  most people grunt out something about war and hon-
  or, but little more. Rarely does this amount to much 
  and most folks see it as harassment.
  99. Roll again. Use the entry, and try to do the opposite 
  with 1d5 details from within that entry. For exam-
  ple, if the entry had the PCs finding something in 
  the street, now have them misplace something in 
  the market. If the entry presented a fine noble, alter 
  it to a group of ragged vagrants, etc.
  100. Roll twice and creatively fuse the two entries!
  101. You chance upon a small building with an entrance 
  hardly large enough for a child. The sign above the 
  door features a pint of ale in the hands of a pony. 
  Cheery music, dancing and merriment cascade 
  from the warm glow of open windows.  
  Invent the details or use the A Strange Night at 
  the Pint ’n’ Pony module to support this encoun-
  ter. Anyone taller than a dwarf will feel uncomfort-
  able in these surroundings. They will also be treated 
  with suspicion by the patrons.
  
  19
  infamy & rEputation traCkEr
  infamy & rEputation traCkEr
  town
  town
  LEvEL
  LEvEL
  LEvEL
  LEvEL
  LEvEL
  LEvEL
  LEvEL
  LEvEL
  LEvEL
  LEvEL
  LEvEL
  LEvEL
  LEvEL
  LEvEL
  points
  points
  points
  points
  points
  points
  points
  points
  points
  points
  points
  points
  points
  points
  rEputation EffECts:
  rEputation EffECts:
  rEputation EffECts:
  rEputation EffECts:
  rEputation EffECts:
  rEputation EffECts:
  rEputation EffECts:
  rEputation EffECts:
  rEputation EffECts:
  rEputation EffECts:
  rEputation EffECts:
  rEputation EffECts:
  rEputation EffECts:
  rEputation EffECts:
  DEity/patron:
  DEity/patron:
  DEity/patron:
  DEity/patron:
  DEity/patron:
  DEity/patron:
  DEity/patron:
  DEity/patron:
  GuiLD
  GuiLD
  nobLE
  nobLE
  15pts
  to level
  5pts
  to level
  5pts
  to level
  5pts
  to level
  5pts
  to level
  5pts
  to level
  5pts
  to level
  HoLy
  HoLy
  HoLy
  HoLy
  HoLy
  HoLy
  HoLy
  HoLy
  
  730059
  780998
  9
   
  ISBN 9780998730059
  50999 >
  Bring your city adventures to life! This booklet contains over 100  
  encounters developed to add sights, smells, sounds, and other  
  dimensions to your PCs’ metropolitan visits. With this Judge’s aid, you 
  are equipped to develop rich, textured encounters on the fly. No need 
  to panic when the group explores new areas of the city that you have 
  yet to craft. With this booklet, your cities become vibrant and exciting 
  without much preparation. Also included is a system for tracking  
  each PC’s reputation and infamy among the bickering city factions. 
  Let the adventurers feel the consequences and reap the rewards of 
  their choices in the intricate social web of your world. 
  This product is compatible with the  
  Dungeon Crawl Classics Role Playing Game.
  $9.99
  $9.99
  S9G10019
  www.studio9inc.com
  SKU: S9G10019
  © 2020 Studio 9 Games
  101 
  101 City
  City EnCountErs
  EnCountErs
  101 
  101 City
  City EnCountErs
  EnCountErs
  101 City
  101 City EncountErs
  EncountErs
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/101 City Encounters (DCC)/101 City Encounters (DCC).pdf