TEXT: 1
  WILDERLANDS OF
  HIGH ADVENTURE™
  100 STREET VENDORS
  OF THE CITY STATE™
  БY JAMES MISHLER
  OFFICIAL GAMING AID DESIGNED AND APPROVED FOR USE WITH
  CASTLES & CRUSADES®
  ADVENTURE GAMES PUБLISHING
  
  2
  WILDERLANDS OF
  HIGH ADVENTURE™
  100 STREET VENDORS OF  THE CITY STATE™
  OFFICIAL GAMING AID DESIGNED AND APPROVED FOR USE WITH
  CASTLES & CRUSADES®
  By James Mishler
  Adventure Games Publishing PO Box 185, Iola, WI 54945
  Adventure Games Publishing: adventuregamespublishing.blogspot.com
  Judges Guild: www.judgesguild.com
  Troll Lord Games: www.trolllord.com
  Castles & Crusades: www.castlesandcrusades.com
  Ravenchilde Illustrations: www.ravenchilde.com
  PDF Support: www.drivethrurpg.com and www.rpgnow.com
  For a complete listing of all Judges Guild products, classic or modern, original or licensed, reference the excellent lists at www.acaeum.com/jg.
  The materials herein are an alternative interpretation of the original, official Judges Guild City State Campaign setting, are derivative thereof, and are not official Judges 
  Guild materials.
  This book uses the mystical, the supernatural, drugs, racism, sexism, insanity, and perversity for settings, characters, and themes. All such elements are elements of 
  fiction, are intended for entertainment purposes only, and do not reflect the beliefs of the writers or publishers. Any resemblance between characters and situations 
  in this book, and persons living or dead, or historical events, is purely coincidental. Reader discretion is advised.
  100 Street Vendors of the City State © 2010 by Adventure Games Publishing and Judges Guild. All Rights Reserved. Adventure Games Publishing, Wilderlands of 
  High Adventure, and respective logos are Trademarks of Adventure Games Publishing. Wilderlands of High Adventure © 2010 Adventure Games Publishing and Judges 
  Guild. All Rights Reserved. Judges Guild and the Judges Guild logo are trademarks of Judges Guild. All characters, names, places, items, art, and text herein are copyright 
  Adventure Games Publishing and Judges Guild.
  This book is published pursuant to a License from Troll Lord Games. The rules-based content appearing in this book is derived from the Castles & Crusades Player’s 
  Handbook Copyright © 2004 Troll Lord Games. Castles & Crusades is property of and copyright 2004 Troll Lord Games.  All Rights Reserved.  Castles & Crusades, C&C, 
  Castle Keeper, the Castles & Crusades logo, SIEGE engine, and the SIEGE engine logo are Trademarks owned by Troll Lord Games. All Rights Reserved.
  AGP06201                                                                                                                            MSRP $12.00
  
  3
  100 STREET VENDORS OF THE CITY STATE
  While the great magnates and agents, guildmasters and 
  master craftsmen of the Merchants Guild and Craftsmen 
  Guilds may be the backbone of manufacturing and 
  commerce, and the everyday proprietors and mongers, 
  expert and journeymen craftsmen and traders the 
  heart of business, it is the street vendors and itinerant 
  hucksters that are the lifeblood that keeps trade alive 
  in the City State.
  From rat-on-a-stick to used slaves and jacks of ale 
  to pieces of armor, the street vendors keep commerce 
  flowing in the City State. If they do not have what a 
  customer needs, odds are they know where to get it 
  (for a price). They are also the eyes and ears of their 
  respective guilds and groups, whether Merchants 
  Guild or Craftsmen’s Guild or simply an informal 
  “association” of freemen and citizens performing any of 
  the dozens of non-Guild labors.
  Half the trade in the City State is done in the 
  streets, from the back of a pushcart, mule cart, or horse 
  wain, for it is in the streets that the people of the City 
  State can be found and most readily separated from 
  their coin. This booklet provides a list of 100 street 
  vendors, from barbers and bakers to rug merchants and 
  tinkers, for adventurers to encounter and trade with, 
  whether hard-earned coin for goods and services or 
  rumor for rumor.
  Vendors listed in this book can also be used to add 
  whole new standard business establishments to the 
  City State of the Invincible Overlord or other cities or 
  towns. Simply change the vendor from a street vendor 
  to a standard store; in some cases you might want to 
  add a few additional employees or otherwise adjust 
  details. Say that you want a new tavern, for example, 
  all you need to do is check one of the listings for Drink 
  (Ale, Beer, or Wine) and expand the details…
  Street Vendor #30: Drink, Ale: Bjarni Brass 
  Balls can be expanded to the Brass Balls Tavern, 
  found on Beggar’s Street across from the Constables’ 
  Barracks. Bjarni is the proprietor, and his “tame” 
  minotaur, Kargarsh, is the bartender, serving ale and 
  beer while wearing the enchanted helm that changed 
  him forever. Perhaps a few of Bjarni’s cousins from 
  Thunderhold help him by cooking up venison, beef, 
  and fried mushrooms in the kitchens, while Bjarni has 
  hired local Alryan and Tharbriana wenches to serve in 
  the common room (and maybe in private parties in the 
  backrooms). The serving wenches wear horned helms, 
  to emulate their infamous monstrous bartender. For 
  entertainment Bjarni hires the dancer, Adamanthia 
  MacKenzie (Street Vendor #28); as he has no interest 
  in human women, he’s the only taverner she’ll work for, 
  and so she and the Thunderhold ale draw in a crowd 
  of 70 to 120 every day, mostly of Constables, Dwarves, 
  and Vikings.
  And there you have it, a whole new establishment!
  HAGGLING WITH STREET VENDORS
  In most circumstances, a Judge may wish to forgo the 
  haggle process, as not all games revolve around complete 
  simulation of every moment of a player character’s life. 
  But for those who enjoy even an encounter with a 
  minor merchant in the street, haggling is very much a 
  part of every day life!
  The prices listed in this book are the base price; if 
  haggling is not your thing, go ahead and simply sell the 
  item to the player at the price. However, if haggling is 
  to occur, the vendor’s starting price is double the base 
  price. The player and the Judge should then role-play 
  out the haggling; if the final price is resolved through 
  play, fine and well. However, if the players prefer a die-
  roll mechanism, bonuses and penalties accrue to the 
  final price roll based on the quality of play (though 
  never penalize a player if he himself is not much of a 
  haggler in real life, even though his character has a 
  Charisma score of 18). 
  Opposed Charisma or Haggle checks are then 
  made to determine the final price. Player characters 
  with a Merchant Caste background should be able to 
  haggle as a class skill, as should most characters with a 
  Craftsman Caste background.
  If the player succeeds and the vendor fails, the 
  final price is 5% less than the base price per point by 
  which he succeeded, though never more than 50% off 
  the base price.
  If the vendor succeeds and the player fails, the 
  final price is the starting price, less 1d10%. 
  If neither the player nor the vendor succeeds, the 
  final price is the base price.
  If both the player character and the vendor 
  succeed, the end price is somewhere between the base 
  price and starting price, based on a percentage favoring 
  whomever succeeded by the best margin. For example, 
  if the base price is 100 gp and the starting price 200 
  
  4
  gp, and the vendor succeeds with a margin of 10 while 
  the player character succeeded with a margin of 5, the 
  final price is 10/15ths or 67% in the vendor’s favor, for 
  a total final price of 167 gp.
  01. ADVERTISER: FELWYN BELLOWS (N male 
  Alryan 4th level Bard; SL General 5 (Dirksman Clan); 
  HD 5d10+5, HP 36; AC 12 (Leather Coat + Dex); 
  Attacks: Short Sword (+3 BtH, 1d6-1 damage) or Dagger 
  (+3/+5 BtH, 1d4-1 damage); Abilities: Haggle (Cha), 
  Oratory (Cha), Decipher Script (Int), Exalt (Cha), 
  Legend Lore (Cha), Fascinate; Languages: Alryan; Str 7, 
  Dex 14*, Con 13, Int 10*, Wis 11, Cha 15*; carries 2d6 
  cp, 2d6 sp, 1d8 gp, and wears a silver ring worth 50 gp) 
  This lanky, ever-grinning dirty-blond dapperly-dressed 
  fellow advertises the goods, services, and needs of his 
  customers (including those seeking the services of 
  mercenaries and/or hirelings). He usually operates in 
  the Square of the Gods, the Plaza of Profuse Pleasures, 
  the Royal Market, and South Market (he avoids the 
  Open Market as it is too crowded). His horse-drawn 
  canvas-covered wagon has long wooden boards on 
  both sides covered with advertisements in Alryan. 
  He constantly calls out the services his customers 
  offer using a megaphone while two young assistants, 
  JINGAL (CN female Alryan 1st level Bard; HD 1d10, 
  HP 7, AC 12; 17-years old, Cha 17) and BELLA 
  (N female Tharbriana 1st level Wizard; HD1d4, HP 
  2, AC 12; 17-years old, Cha 16, Spells: message x2, 
  prestidigitation x2, charm person x3) work the crowds, 
  filling people in on details on the ads and looking for 
  new prospects. Every hour on the hour he and the 
  girls do a little show from the back of his cart, filled 
  with patter, repartee, witticisms, and a little song and 
  dance to catch the attention of crowds. He is quite 
  loquacious and friendly, and very eager to please those 
  he represents. Randomly determine 2d4+4 customers 
  for whom he is advertising by simply picking them at 
  random from the pages of the CSIO book. He knows 
  a veritable who’s who in the City State, as many have 
  used his services. Prices: a simple campaign consisting 
  of a sheet on each side of the wagon costs 1 gp per 
  week; a full-on campaign, including hiring additional 
  assistants and special shows, can run up to 600 gp per 
  week! Cash Box contains 10d10 cp, 10d10 sp, 5d10 gp, 
  and a 7% chance of 1d4 gems each worth 50 to 250 gp. 
  The wagon also contains his lute and Jingal’s pan pipes, 
  placards advertising goods and services, and several 
  changes of clothing for the various shows. Disposition: 
  1) Cheery, 2) Loquacious, 3) Helpful, 4) Endearing, 5) 
  Chummy, or 6) Bored. Rumor: The Litigation Tricksters 
  Guild is hosting a special round of exams tomorrow. Rumor: 
  The Velvet Bed or Table on the Plaza of Profuse Pleasures 
  has a special on Red Dragon Ribs this week only! Rumor: 
  A lion-headed man walked out of one of the mirrors for sale 
  at the Brass Bazaar on Slave Market Plaza.
  02. ANIMAL TRAINER: RUNTY PHARAMOND 
  (N male Halfling 1st level Druid; SL General 4; HD 1d8-
  1, HP 1; AC 14 (Laminar Leather + Dex); Attacks: 
  Club (+0 BtH, 1d6+1 damage); Abilities: Fearless, Hide 
  (Dex), Move Silently (Dex), Duskvision, Resistant, Nature 
  Lore (Wis), Sylvan Touch; Spells: create water, first aid x2, 
  animal friendship; Languages: Alryan, Druidic, Halfling, 
  Faerie, Sylvan; Str 11, Dex 13*, Con 8, Int 12, Wis 12*, 
  Cha 10; carries 2d6 cp, 2d6 sp, and 1d4 gp) This tiny 
  (2’8”) halfling with curly brown hair and plain, simple 
  clothes has a troupe of small, mostly harmless creatures 
  as pets, which he has trained to entertain crowds. He is 
  usually found in the South Market by the Gate of the 
  Gods. His wagon is a halfling-sized pushcart covered 
  with perches, hammocks, and door-less cages for his 
  pets. He is a friendly if shy fellow, who lets his pets 
  speak for him; he was a foundling, raised by the faeries 
  and sylvan folk in the Dearthwood, and is nervous 
  around “normal” folk. He has a red squirrel, a raccoon, 
  a turtle, five hedgehogs, two possums, a skunk, a cat, 
  a spider monkey, a large sassy white cockatoo, an 
  extraordinarily talented black and white beagle, and 
  a dozen songbirds. With his Sylvan Touch ability he 
  can actually speak with his animal friends, all of whom 
  are quite loyal. They perform all sorts of funny and 
  acrobatic tricks; they also perform a small “Tea Party” 
  show every hour and can often be seen dancing while 
  he plays a small fiddle. Prices: he lives off donations 
  and fees charged for talking with melancholy pets 
  (5 gp per session) and putting on private shows for 
  noble children (5 gp per SL). He would never consider 
  selling his friends! He might be convinced to guide 
  an honorable party into the Fey and Sylvan-haunted 
  lands of the northwestern Dearthwood. Cash Box 
  contains 10d10 cp, 5d10 sp, and 1d20 gp. Disposition: 
  1) Morose, 2) Happy, 3) Friendly, 4) Hungry, 5) 
  Distant, or 6) Sad. Rumor: Crazyman, the bartender at 
  the Sea Rover Tavern on Water-Rat Road, was given an old 
  treasure map by a dying pirate.
  03. APOTHECARY: GORGEOUS GRAINNE (NG 
  
  5
  female Altanian 4th level Psychic; SL General 5 (Great 
  Tree Clan); HD 4d6, HP 16; AC 10 (Leather Coat - 
  Dex); Attacks: Dagger (+1 BtH, 1d4 damage); Abilities: 
  Apothecary (Int), Haggle (Dex), Detect Psychic Power, 
  Empathy, ESP (Clairaudience, Clairvoyance), Psychic 
  Blast, Psychic Shield; Languages: Altanian, Alryan, Roglo; 
  Str 11, Dex 8, Con 11, Int 13*, Wis 12*, Cha 16*; she 
  carries 2d6 cp, 2d6 sp, and 1d8 gp, and wears a silk shawl 
  worth 10 gp) This stunning 5’8” tall Altanian with 
  long flowing raven tresses, one green and one blue 
  eye, and scarlet red skin wears a simple knee-length 
  green and blue quartered tunic and white leather belt; 
  she sells herbs, poultices, special draughts, nostrums, 
  tonics, and other minor needful things for household 
  medicinal and cleaning purposes. She is usually found 
  on Caravan Street or Wailing Street, or elsewhere 
  in the Common Quarter. She sleeps in her wagon in 
  Twilight Village on the grounds of the Mystic Passage 
  Saloon, which is owned by a distant cousin of the 
  Great Tree Clan. Her wagon is a Tharbeo gypsy-style 
  wagon drawn by two white horses; she sells from the 
  back of the wagon. She is beautiful and wistful, having 
  lost her lover, an Altanian swordsman, to the depths 
  of the Dungeons of the Dragon Lords beneath the 
  Palisade Ruins. Prices: (list is just a sample of dozens 
  of concoctions) Chaelo Tea Leaves (Nerve-soothing 
  90%) 1 sp, Hangover Tonic (Purgative, 95%) 2 sp, 
  Wine Spices (Stomach-soothing 75%) 5 sp, Dragon 
  Tea Leaves (Dream-weaving 85%) 1 gp, Altanian 
  Chiles (Love-inspiring 50%) 2 gp, Roglo River-Weed 
  (Healing, 1d3 points overnight, 53%) 5 gp. Cash Box 
  contains 10d10 cp, 10d10 sp, 5d20 gp, a 7% chance 
  of 1d4 gems worth 5 to 20 gp each, and a tarot deck 
  worth 12 gp. Disposition: 1) Wistful, 2) Wrathful, 3) 
  Radiant, 4) Gorgeous, 5) Helpful, or 6) Tender. Rumor: 
  One of Anhar the Abnormal’s trained bears has wandered 
  away from the Bonny Black Bear Inn on the large alley 
  south of Caravan Street; he offers a 100 gp reward for the 
  bear’s safe return! 
  04. 
  ARMOR-BY-THE-PIECE: 
  ONE-ARMED 
  WARLAK (NE male Black Hand Orc 5th level Fighter; 
  SL General 4; HD 5d10, HP 29; AC 14 (Coat of 
  Plates - Dex); Attacks: magical Broad Sword +1 (+10 
  BtH, 2d4+5 damage); Abilities: Evaluate Armor (Int), 
  Darkvision 60’, Light Sensitivity, Weapon Specialization 
  (Broad Sword), Combat Dominance; Languages: Orcish, 
  Alryan, Elvish; Str 18*, Dex 6, Con 12*, Int 11, Wis 
  8, Cha 8*; carries 2d6 cp, 2d6 sp, and 1d4 gp and 
  wears a silver chain (10 gp) from which depends a silver 
  unholy symbol of Kolrak Mar (25 gp)) Dressed always 
  in a heavy, thick black cloak with cowl, many never 
  realize they are dealing with an orc until it is time to 
  cross his black, gnarled claw with coin. Warlak sells 
  leather, mail, scale, and plate armor by the piece; as 
  he does not actually make or repair armor, he falls 
  outside the purview of the Armorers Guild. He usually 
  operates in the Thieves Quarter, and is often found 
  at the South Market or outside the Prancing Ki-Rin. 
  He sells to down-on-their luck fighters; he also feeds 
  any information they may provide about their future 
  adventures to a band of bandits, who give him a 
  percent of the take, including all scrounged armor 
  pieces! His cart is a simple two-wheel cart pulled by 
  a flea-bitten mule. He lost his left arm “during an 
  adventure,” or so he says, which is true in a way, as he 
  was defending his home from wandering adventurers! 
  He is a spy for the Black Hand Tribe of orcs who 
  reside in the caverns beneath the Dearthwood. Prices 
  (all used, dinged, dented, and often bloodstained): 
  buckle 1d6 sp, leather gauntlet 5 sp, bits of mail 1d6 
  gp, laminar greave 1 gp, leather codpiece 1 gp, leather 
  hood 2 gp, mail gauntlet 3 gp, plate visor or bevor 3 gp, 
  mail aventail 4 gp, plate codpiece 5 gp, plate gauntlet 5 
  gp, mail coif 8 gp, mail loincloth 10 gp, plate rerebrace 
  or vambrace 10 gp, plate greave or cuisse 12 gp, scale 
  skirt 10 gp, mail trews 25 gp, steel breastplate 150 gp. 
  Cash Box contains 10d10 cp, 10d10 sp, 5d10 gp, and 
  a 12% chance of 1d3 gems worth 10 to 100 gp each. 
  Disposition: 1) Grim, 2) Grumpy, 3) Amorous, 4) 
  Wrathful, 5) Gassy, or 6) Spiteful. Rumor: Shantra of 
  Altania, the owner of the She-Devil tavern, is looking 
  for adventurers to plunder the depths of the Glory Hole 
  Dwarven Mine, just north of the City State.
  05. 
  ARMOR 
  REPAIR-WHILE-YOU-WAIT: 
  DUBBER DAMIAN (CG male Alryan 2nd level 
  Fighter; SL Guild (Armorers) 4; HD 2d10, HP 14; AC 12 
  (Leather Coat); Attacks: Warhammer (+6 BtH, 1d8+4 
  damage); Abilities: Armorer (Str), Weapon Specialization 
  (Warhammer); Languages: Alryan; Str 18*, Dex 14*, 
  Con 12, Int 12, Wis 10, Cha 13*; carries 2d6 cp, 2d6 sp, 
  and 1d4 gp, wears an iron holy symbol of Thor (5 gp) on 
  a leather thong on his neck) Standing 6’2” with rippling 
  muscles, bronzed skin, pearl-white teeth, blue eyes, 
  and short, curly brown hair, Damian looks more like a 
  knight than a simple journeyman armorer who polishes 
  and repairs mail and plate armors in the streets. 
  
  6
  Damian is usually found at the Royal Market; he has 
  many customers in the nearby noble and knight’s clubs. 
  His wagon is a simple two-wheeled handcart, piled high 
  with anvil, brazier, coal, tongs, hammer, and bottles of 
  polish and other tools; he has many female gawkers 
  when he pushes it with his bulging muscles. He went 
  adventuring once upon a time, after his apprenticeship, 
  seeking to make his fortune; the other members of his 
  pary abandoned him to bandits, who ransomed him 
  through his old master, Karovan the Old Marshal. He 
  still owes his old master for the ransom as well as for 
  setting him up with the repair cart and tools. Prices: 
  polish armor 1 gp and 1 minute per AC bonus, repairs 
  cost 1 gp to 100 gp, depending on what needs be done; 
  he can only accomplish minor repairs and fix dents 
  and dings, and will direct those who need more work 
  to his master. Cash Box contains 10d10 cp, 10d10 sp, 
  10d10 gp, and a 43% chance of 1d4 gems each worth 
  10 to 100 gp. Disposition: 1) Bitter, 2) Helpful, 3) 
  Hungry, 4) Bored, 5) Amorous, or 6) Jolly. Rumor: One 
  of the three Ventriloquist Brothers, halflings who work with 
  Gavcard the Poet on End Gate Road, has disappeared into 
  the sewers of the City State.
  06. ARTIST, MINIATURIST: BITTER BOTHEUS 
  (LE male Common Viridian 4th level Monk; SL General 
  4; HD 4d12, HP 9; AC 14 or 12 (Monk + or - Dex); 
  Attacks: Open Hand (+1 BtH, 1d6-2 damage); Abilities: 
  Art Appreciation (Wis), Art Lore (Int), Artist [Paint] 
  (Dex), Fast Movement, Hand to Hand Combat, Iron Body 
  +1, Stun Attack, Deflect Missiles, Iron Fists, Slow Fall; 
  Languages: Common Viridian, Alryan; Str 5, Dex 14 or 
  4, Con 5*, Int 11*, Wis 8*, Cha 8; carries 2d6 cp, 2d6 
  sp, and 1d4 gp) This tall, lanky ascetic aesthete with 
  light green skin and short, dark blonde hair wears 
  loose-fitting white robes cinched with a green silk 
  belt. Botheus paints small portraits, specializing in 
  cameos to be included in a small locket. He is a fast 
  painter, but produces quality work. He can usually be 
  found in the Plaza of Profuse Pleasures or the Park of 
  Obscene Statues, more rarely elsewhere in the Noble 
  Quarter such as the Royal Market at Grand Gate. His 
  small two-wheeled cart is pulled by a jenny; the cart 
  includes an awning under which the artist and subject 
  sit. He is a very bitter and angry young man; he had 
  a promising career as an art instructor at the School 
  of Ancient Knowledge, until they discovered that he 
  was selling secrets and rare textbooks to other schools. 
  His punishment was to fight against every master at 
  the school; they broke his legs in numerous places, 
  and otherwise beat him within an inch of his life, but 
  left his hands untouched (Dex 4 for any leg-based 
  actions). He never recovered from the beating, and 
  no other school will accept him, thus he is reduced to 
  painting in the streets. He and Scultor, the Miniaturist 
  on Festival Street, often get into shouting matches 
  when they meet in the plaza; Scultor’s apprentices 
  have paid urchins to pelt Botheus with rotten eggs and 
  vegetables. Prices: 30 gp for a locket portrait or a small 
  (5” x 7”) portrait, each takes 1d3 hours, during which 
  the subject must sit for him. He also has 12+1d12 
  cameo lockets on hand, ranging in price from 20 to 120 
  gp, plus paints and canvas for a dozen of each type of 
  painting. Cash Box contains 2d20 cp, 10d10 sp, 20d10 
  gp, and a 37% chance of 1d4 gems each worth 10 to 
  100 gp. Disposition: 1) Smarmy, 2) Bitter, 3) Aloof, 
  4) Diabolical, 5) Bitter, or 6) Morose. Rumor: An angry 
  demon has appeared in the Scholar’s Inn on the Street 
  of Maelstroms; he seeks a particular houri – one whose 
  description matches that of one known to the players.
  07. ASTROLOGER: NARESH NIMBALKAR (N 
  male Telanghan Gnome 5th level Wizard; SL General 
  4; HD 5d4, HP 16; AC 11 (Dex); Attacks: Dagger 
  (+1/+2 BtH, 1d4 damage); Abilities: Astrology (Int), 
  Natural Born Merchant (Cha), Darkvision 60’, Enhanced 
  Hearing; Spell-like Abilities: dancing lights, ghost sound, 
  prestidigitation; Spells: arcane mark, detect magic x2, 
  message x2, charm person x2, comprehend languages, 
  read magic, unseen servant, detect thoughts x2, rope trick, 
  suggestion; Languages: Gnomish (Telanghan dialect), 
  Telanghan, Karakhan, Alryan, Gnomish (Roglaran 
  dialect); Str 11, Dex 13, Con 11, Int 17*, Wis 14*, 
  Cha 14*; he carries 2d6 cp, 2d6 sp, and 1d4 gp, and 
  carries a wand of illusion with 29 charges) This unusual 
  gnome stands 4 feet tall, is quite thin, with long black 
  hair, a neatly shaven chin, long mustaches, and deep 
  brown eyes; he wears silken robes with starts, moons, 
  and suns. He uses arcane tomes, strange devices, 
  eldritch lore, and his wand to provide customers with 
  spectacularly entertaining readings of their future. He 
  seeks a sailor with one eye, one hand, and one leg to 
  take him home. Readings are done in the darkened 
  wagon itself; he has a table at which sits a small crystal 
  ball which, when he says mysterious words over it, 
  lights up and projects the stars and constellations on 
  the walls and ceiling. He can usually be found in the 
  Fish Market, where he hopes to find his promised sea 
  
  7
  captain. His wagon is an old and battered Tharbeo 
  gypsy wain; he is served by two young Tharbeo sisters, 
  BRANWYN and HALFWYN (16 years of age with 
  Cha 14 and a hidden dagger, and 12 years of age with a 
  sad expression), whom he rescued from an ogre. He is an 
  old and kindly gnome, far from home; he was captured 
  by slavers far to the East, and escaped when their ship 
  foundered on the Altanian shore. He has slowly made 
  his way north, to the City State, where he eventually 
  hopes to find an honest ship captain who is heading 
  toward the Kingdom of Karak. Prices: A reading costs 
  5 gp per SL, though he has been known to trade in kind 
  with lower-Caste and Class customers; the reading has 
  a 1d6% chance of accuracy per point of success on his 
  Astrology roll; reading is vague, if flashy. Cash Box 
  contains 10d10 cp, 10d10 sp, 10d10 gp, and has a 13% 
  chance of having 1d4 gems each worth 10 to 100 gp. 
  Disposition: 1) Lonely, 2) Pensive, 3) Worried, 4) Jolly, 
  5) Joyful, or 6) Helpful. Rumor: Sigtun, the Master of the 
  Monks on Regal Street, has disappeared in the dungeons far 
  below the School of Ancient Knowledge.
  08. BARBER: SEAMUS SHAKEHANDS (NE male 
  Tharbriana 9th level Assassin; SL General 5 (Red Rogue 
  Clan, but really Guild (Assassins) 6); HD 9d6, HP 31; 
  AC 14 (Leather Coat); Attacks: Straight Razor (+3 BtH, 
  1d3 damage); Abilities: Barber (Dex), Rumor Monger 
  (Cha), Case Target (Wis), Climb (Dex), Death Attack, 
  Disguise (Cha), Hide (Dex), Listen (Wis), Move Silently 
  (Dex), Poisons (Int), Traps (Int); Languages: Tharbriana, 
  Alryan (strong brogue, actually faked); Str 9, Dex 18*, 
  Con 7, Int 12*, Wis 12, Cha 15*; carries 2d6 cp, 2d6 
  sp, and 1d8 gp, and wears a ring with a large stone, which 
  is really a fake hiding a secret compartment with Type V 
  poison) This tall, thin, pale-skinned fellow has a shock 
  of loud red hair, large flaming-red beard and mustache, 
  and wears a neat white smock and apron that is 
  sometimes spattered with blood. Seamus cuts hair, trims 
  and shaves beards, trims nails, lances boils, removes 
  warts, bleeds away illnesses, and performs other basic 
  hygienic actions for a modest fee. He can be found all 
  over the City State. He is known as “Shakehands” due 
  to his friendliness; he is renowned for his absolutely 
  steady hands and very close and thorough shave. He 
  is actually a leading member of the Black Lotus, and is 
  on the streets to keep tabs on the moods of the masses. 
  He chatters incessantly, passing on gossip and rumors 
  at a blue streak, though always leaving openings for his 
  customers to speak their own mind… “And what do 
  ye think, eh, me fine lad?” His wagon is drawn by two 
  black geldings and has the traditional barber poles at 
  each of the four corners; services are provided in the 
  bed of the wagon, wherein sits a large, comfortable chair 
  surrounded by his equipment, water basin, bleeding 
  bucket, and etc. He is extremely friendly, always calling 
  out to former customers and asking after their families 
  and fortunes. Prices: trim beard or hair 2 cp, wax 
  mustache 3 cp, full shave and a haircut 2 sp, trim nails 
  5 cp, lance boil or remove wart 5 sp, bleeding 1 gp/hp 
  (has 1% chance of curing illness per 1 hp damage). 
  Cash Box contains 10d10 cp, 10d10 sp, 5d10 gp, pp, 
  and gems. Disposition: 1) Jolly, 2) Friendly, 3) Curious, 
  4) Garrulous, 5) Busy, or 6) Helpful. Rumor: The White 
  Lotus attempted to kill Chief Magistrate Talingar of the 
  Royal Court; thye say one of his guardsmen was a member 
  of the rebel organization.
  09. BARBER: PHLEET THE NEAT (CE male 
  “Alryan” Type I Demon; SL General 4; HD 8d8, HP 
  34; AC 18 (Natural); Attacks: Straight Razor (+8 BtH, 
  1d3+3 damage) or Two Claws (+8 BtH, 1d4 damage) 
  and Two Talons (+8 btH, 1d6 damage) and Bite (+8 
  BtH, 1d8 damage); Abilities: Barber (Dex), Darkness 
  5’ radius, Deepvision 240’, Immunities (Natural Cold, 
  Natural Fire, Poisons), Polymorph Self, Resistances 
  (Magical Cold, Magical Fire, Lightning), SR 10; Spell-
  like Abilities: Charm Person 3/day, Detect Invisible, ESP, 
  Telekinesis 200#; Languages: Demonic, Alryan, Telepathy; 
  Str 18*, Dex 18*, Con 18*, Int 12, Wis 12, Cha 12; 
  carries 2d6 cp, 2d6 sp, and 1d4 gp, and wears a burnished 
  gold unholy symbol of Harmakhis (100 gp) on a blackened 
  silver chain (10 gp)) This being usually appears to be a 
  tall, rail-thin Alryan with pale pinkish skin, dull black 
  hair, deep black eyes that shimmer in shadows, long 
  spindly fingers with sharp nails, and a wide, beak-like 
  mouth with long teeth with prominent fangs; in his 
  natural form he resembles a bastardization between a 
  vulture, a hyena, and a man. Actually a demon exiled 
  from the Demon Empire, Phleet has had most of his 
  powers suppressed through demonic punishments, and 
  has been sent to the City State as a spy to earn his 
  pardon. He acts as an itinerant barber. He can be found 
  anywhere in the City State, but prefers to operate in the 
  Thieves Quarter, where his less innocuous activities, 
  i.e., feeding, will be less likely to be noticed. His large 
  black windowless Tharbeo gypsy-style wagon is drawn 
  by a large black ox, which is actually a polymorphed 
  NIGHTMARE; the single barber pole outside the 
  
  8
  back door of the wagon drips real blood, as he wraps the 
  bloody rags from bleedings around the pole. He is gruff 
  but workmanlike; when he chooses a victim to further 
  “question” or find for feeding upon, he switches out to 
  a “fresh” razor, which invariably nicks the customer, 
  the blood from which is used to track down the victim. 
  Among the more watchful folk of the Thieves Quarter 
  he has earned the nickname “Nicker Neat,” and there 
  is a 17% chance that one of these is watching out for a 
  new victim, and will warn them that they might be in 
  danger. Prices: trim beard or hair 1 cp, wax mustache 2 
  cp, full shave and a haircut 1 sp, trim nails 3 cp, lance 
  boil or remove wart 3 sp, bleeding 5 sp/hp (has 5% 
  chance per hp damage of suffering Demonic Possession 
  attack by Lesser Demon within 1d3 days); Cash Box 
  contains 10d10 cp, 10d10 sp, 10d10 gp, 1d4 gems each 
  worth 10 to 100 gp, and a 5% chance of one random 
  magic item. Disposition: 1) Aloof, 2) Demoniacal, 3) 
  Petty, 4) Angry, 5) Hungry, or 6) Businesslike. Rumor: 
  Beleroptar, proprietor of the Boar’s Head Tavern on the 
  Street of Maelstroms, is seeking vampire hunters for hire.
  10. BASKETS: GUNILA BRIGHT-EYES (CN 
  female Alryan 2nd level Cleric of Modron; SL General 
  5 (Great Blue Bass Clan); HD 2d8-2, HP 4; AC 12 
  (Padded Armor + Dex); Attacks: Staff (+2 BtH, 1d6+1 
  damage); Abilities: Weave Baskets (Dex), Haggle (Cha), 
  Command River Animals, Turn Undead, Spells; Spells: 
  create water x2, endure elements x2, bless water, remove 
  fear, sanctuary; Languages: Alryan, Roglo; Str 13, Dex 
  13*, Con 6, Int 13, Wis 16*, Cha 14*; carries 2d6 cp, 
  2d6 sp, and 1d8 gp, and wears a silver holy symbol of 
  Modron (25 gp) on a leather thong on her neck) This 
  elderly yet spry Alryan woman with tanned skin, sun-
  bleached brown hair, and bright water-blue eyes wears 
  a simple dirty-grey shift with a belt made of river vines. 
  She is usually found in the Fish Market at End Gate or 
  elsewhere in the Seafront Quarter. She pushes a small 
  three-wheeled hand cart piled high with wicker baskets 
  made of river reeds; her baskets are of high quality, and 
  she takes great pride in her work. She is a friend of the 
  Roglo River Folk, and a member of the Great Blue Bass 
  Clan; her late husband was a Roglo river-man, and 
  she has two sons who still trade on the river with their 
  families. Prices: small baskets 1 cp, medium 2 cp, large 
  3 cp; those lined with white or blue cloth cost double, 
  while blessed baskets that will float on rivers cost the 
  same in gp. Cash Basket contains 5d10 cp, 2d10 sp, 
  and has a 34% chance of 1d6 gp. Disposition: 1) 
  Saucy, 2) Amorous, 3) Generous, 4) Rude, 5) Grim, or 
  6) Beneficial. Rumor: Bountiful Normiena, a dancing girl 
  at the Pig & Whistle on Old South Road, seeks adventurers 
  to recover a great treasure she claims to know of through a 
  treasure map gifted her by a patron. 
  11. BONE CARVINGS: SHREWD BOCTOR (N 
  male Alryan 5th level Bard; SL Guild (Carvers) 4; HD 
  5d10, HP 26; AC 13 (Leather Coat + Dex); Attacks: 
  Carving Knife (+4 BtH, 1d3 damage); Abilities: Carve 
  Bone (Dex), Haggle (Cha), Decipher Script (Int), Exalt 
  (Cha), Legend Lore (Cha), Fascinate; Languages: Alryan; 
  Str 11, Dex 16*, Con 12, Int 8*, Wis 8, Cha 14*; 
  carries 2d6 cp, 2d6 sp, and 1d4 gp, and wears a half-
  dozen unblessed carven bone holy and unholy symbols 
  on chains around his neck (each worth 1d6 gp)) This 
  handsome young Alryan with strawberry blonde hair, 
  light blue eyes, and pale skin wears a fine scarlet shirt 
  and blue pantaloons under his thick leather work coat. 
  Boctor, known sarcastically as “The Shrewd” for he is 
  anything but, sells bone carvings of holy symbols and 
  deific icons at the Square of the Gods; he is rarely 
  encountered elsewhere in the Noble Quarter. He has 
  a Tharbeo gypsy-style wagon drawn by two donkeys in 
  which he travels and carries his stock, but sells from a 
  table set up under an awning on the side of the wagon, 
  where he also carves new symbols and icons when not 
  dealing with customers. He is slow of wit and always 
  claims to make a shrewd deal, even when it otherwise 
  seems obvious that he hasn’t made much on a deal if 
  anything. However, as he is a devout polytheist, he 
  is happy to serve the gods by making sure that their 
  followers get their symbols and icons at a decent price, 
  usually while relating obscure tales of various faiths. 
  Prices: small symbol 1d6 gp, large symbol 2d6+6 gp, 2” 
  to 4” icon 3d6+12 gp, 5” to 8” icon 4d6+24 gp, 9” to 
  12” icon 8d6+48 gp; none are properly blessed, which 
  he emphasizes is the responsibility of the buyer. There 
  is an 87% chance that a symbol or icon of any deity 
  or pantheon with a major temple in the City State is 
  available; 13% for any other major deity or pantheon, 
  2% for minor deities. Cash Box contains 10d10 cp, 
  10d10 sp, 10d10 gp, and 1d3 gems worth 10 to 100 
  gp. Disposition: 1) Cheery, 2) Ominous, 3) Reverent, 
  4) Helpful, 5) Glum, or 6) Chummy. Rumor: The Hell-
  Bridge Temple is seeking a strange prophet who claims to 
  know the whereabouts of the infamous Other Eye of Morg; 
  the description of the prophet resembles a clerical member of 
  the party or a cleric the party members know.
  
  9
  12. BOOKSELLER: GLIMFLASHY GROPLAG 
  (NE male Gnole 3rd level Illusionist; SL Merchant 4; HD 
  3d4-3, HP 8; AC 11 (Dex); Attacks: Dagger (+1/+2 
  BtH, 1d4 damage); Abilities: Darkvision 30’, Haggle (Cha), 
  Literature (Int), Disguise (Charisma), Sharp Senses +1, 
  Spells; Spells: influence, message, mending, prestidigitation, 
  charm person, daze, read magic, detect magic, eyes of fire; 
  Languages: Gnoll (Lyoophiath dialect), Alryan, Common 
  Viridian, Elvish, Orichalan; Str 12, Dex 15*, Con 8, Int 
  18*, Wis 12, Cha 15*; carries 2d6 cp, 2d6 sp, and 1d4 gp, 
  and has a 34% chance of carrying 1d4 gems worth 5 to 50 gp 
  each; he also wields a wand of major image with 47 charges) 
  This gnole (a race of mixed elvish, gnoll, and human 
  lineage) looks like a tall, ugly human with vaguely 
  bestial features, including claw-like hands, sharp teeth, 
  black tongue and lips, and feral eyes; his hair is fur-like, 
  sandy colored with streaks of black, while his skin is a 
  sickly sallow green. He wears fine silk clothing cut in 
  Viridian styles, including a large green turban with a 
  fine green opal (50 gp). He is usually found in the Noble 
  Quarter, either in the Royal Market or in the Plaza of 
  Profuse Pleasures. His wagon, drawn by two geldings 
  enchanted to a lime green color, is also green and built 
  from fine woods from the West. It is lined on all inside 
  walls with shelves of books of all kinds and subjects. An 
  exile from the Falling Empire, he seeks the wealth and 
  connections to rise in social status in the City State. He 
  is no friend of the Green Emperor, and happily tells all 
  he knows about the City of Spices (for a price). Prices: 
  at any time he has 100 to 300 books, in various states 
  and on various subjects, ranging in price from 20 to 800 
  gp; his collections focus on history and magic, and there 
  is a 36% chance he has a book on any specific subject 
  in those areas; otherwise there is an 9% chance he has 
  a book on any other area. Cash Box contains 5d10 cp, 
  5d10 sp, 10d10 x 1d6 gp, and 1d4 gems worth 50 to 250 
  gp each; it is trapped with a poisoned needle with strong 
  Type II poison (-2 penalty to saving throw). Disposition: 
  1) Angry, 2) Disturbed, 3) Unpleasant, 4) Greedy, 5) 
  Grumpy, or 6) Wistful. Rumor: Fakir Mukang, the wizard 
  who lives in the Pleasure Dome on Beggar’s Street, seeks a 
  cleric to exorcize a demon that haunts his dreams.
  13. CANDLES & TORCHES: MILMO CHANDLER 
  (N male Bulwark Shire Halfling 4th level Rogue; SL 
  General 4; HD 4d6+4, HP 13; AC 13 (Leather Coat 
  + Dex); Attacks: Dagger (+0/+3 BtH, 1d4-1 damage); 
  Abilities: Haggle (Cha), Fearless, Duskvision, Resistant, 
  Back Attack, Climb (Dex), Decipher Script (Int), Hide 
  (Dex +2), Listen (Wis), Move Silently (Dex +2), Open 
  Locks (Dex), Pick Pocket (Dex), Traps (Int), Sneak 
  Attack; Languages: Halfling, Alryan, Thieves Cant; Str 7, 
  Dex 16*, Con 13, Int 10, Wis 14*, Cha 11*; carries 2d6 
  cp, 2d6 sp, and 1d4 gp) This roly-poly halfling with curly 
  black hair, large hairy feet, green eyes, and an impish 
  grin wears homespun woolens of plain, dark gray under 
  his leather coat; bandoleers filled with candles cross 
  over each shoulder. He sells candles made by Congmar 
  the Heathen and torches made by Rakstor the Rat, 
  both on Wailing Street south of the Caravan Street 
  crossing. He generally operates in the Thieves Quarter, 
  servicing regular customers door-to-door and selling 
  candles to passersby in between stops, and is sometimes 
  found in the South Market. He uses his route to check 
  out new residents and find opportunities to return later 
  in the night for some second-storey work, though he 
  never steals from his regulars. His small two-wheeled 
  cart is drawn by a donkey and guarded continually 
  by his cousin, FARDO WARDER (N male Bulwark 
  Shire Halfling 1st level Fighter; HD 1d10+1, HP 10; AC 
  15 (Mail Shirt + Dex); Attacks: Short Sword (+3 BtH, 
  1d6+2 damage), carries 2d6 each of cp and sp). Prices: 
  resin torches 2 cp, “blessed” torches that burn specific 
  colors 2 sp, tallow candle 2 cp, beeswax candle 2 sp, 
  scented beeswax candles 5 sp, half-price for regulars 
  who pre-order in bulk. Cash Box contains 8d10 cp, 
  5d10 sp, and a 46% chance of 2d10 gp. Disposition: 
  1) Jolly, 2) Thoughtful, 3) Helpful, 4) Bored, 5) 
  Conniving, or 6) Hungry. Rumor: Count Perigen, the 
  undertaker at the Funeral Parlor on Caravan Street, seeks 
  mourners for the funeral of a friendless robber-baron; he’s 
  paying one gold crown for a single day’s work! [Actually, 
  he’s seeking new victims to amplify his zombie workforce.]
  14. CANDLES, UNHOLY: JENSINE THE SIRINE 
  (LE female Alryan/Roglo 1st level Cleric of Harmakhis; SL 
  Clerical Hierarchy (Harmakhis) 4; HD 1d8, HP 6; AC 
  13 (Scale Mail - Dex); Attacks: Dagger (+0/-1 BtH, 1d4 
  damage); Abilities: Haggle (Cha), Sing (Cha), Swim (Str), 
  Control Demons and Undead, Spells; Spells: detect magic, 
  first aid, cure light wounds, cause fear; Languages: Roglo, 
  Alryan; Str 12*, Dex 6, Con 11, Int 8, Wis 14*, Cha 16*; 
  carries 2d6 cp, 2d6 sp, and 1d4 gp, and wears a blackened 
  silver unholy symbol of Harmakhis (25 gp) on a blackened 
  silver chain (10 gp), plus she wears a pair of silver earrings 
  in the shape of sharks (50 gp for the pair)) This waifish 
  yet hauntingly beautiful young Alryan woman has long 
  black hair, creamy pale skin with purplish highlights, 
  
  10
  glittering purple eyes, and wears long black robes with 
  a purple hood and silver-plated skullcap. She sells 
  unholy candles in the Square of the Gods, on Brazier 
  Street in front of the Hell-Bridge Temple, and in the 
  Temple District in general. She sells candles made by 
  her lover, Remy the Mariner, the chandler on By-Water 
  Road. She sings unholy hymns of Harmakhis to get the 
  attention of passersby. Her two-wheeled cart is drawn 
  by two half-orc slaves, the twin brothers FERKH and 
  GURKH (LE, HD 1d8, HP 5, 3, AC 14); they have 
  been extensively tattooed with unholy scripture of 
  Harmakhis, are dressed in Ghinorian-style clothing, are 
  absolutely loyal to their mistress, and are True Believers 
  in Harmakhis. Prices: black orc-fat tallow candles 1 gp, 
  black human-fat tallow candles 2 gp, black human-fat 
  tallow scented with black lotus 10 gp, black candle that 
  emits hallucinogenic gas 40 gp (as Type II poison), black 
  human-fat tallow unholy candle (acts as unholy water) 
  50 gp. Cash Box contains 10d10 cp, 10d10 sp, 10d10 
  gp, and has a 32% chance of having 1d4 gems each 
  worth 10 to 100 gp. Disposition: 1) Erotic, 2) Raging, 
  3) Aloof, 4) Mirthful, 5) Excited, 6) Wrathful. Rumor: 
  Tasso Garnet, the Twilight Road courtesan rumored to be 
  the Overlord’s favorite, has apparently fallen out of favor 
  and is hiring guards to protect her from her enemies.
  15. CARPETS: MAKHAEON PHELOUZIS (NE 
  male High Viridian 3rd level Fighter; SL Merchants 
  Guild 5; HD 3d10, HP 24; AC 17 (magical Scale 
  Mail +3); Attacks: Long Sword (+5 BtH, 1d8+2 
  damage); Abilities: Weapon Specialization (Long Sword); 
  Languages: High Viridian, Alryan; Str 14*, Dex 10, 
  Con 12, Int 11*, Wis 9, Cha 15*; carries 2d6 cp, 2d6 
  sp, and 1d8 gp, plus 1d4 gems worth 10 to 100 gp, and 
  wears a gold unholy symbol of Tama Hama (100 gp) on 
  a gold chain (20 gp)) This tall, muscular High Viridian 
  has deep greenish-blue skin, pale golden hair, deep 
  green eyes, and a perpetual sneer; he wears silk finery 
  under his glittering emerald green scale mail, which 
  he proudly notes was won by his great-grandfather at 
  the Awesome Battle of Potegah. Self-exiled from the 
  Falling Empire due to many enemies, he sought to take 
  up his family business, carpet making, when he arrived 
  in the City State, but was rejected by the Carpet 
  Makers Guild; so instead he bribed a member of the 
  Merchants Guild to let him join, and now he imports 
  Viridian and Antillian carpets and sells them in the 
  streets. He has three wagons, each large and wide, 
  built for long-range travel; as he trusts no one, he goes 
  to Lakenheath himself to pick up carpets ordered from 
  abroad. Each is drawn by four horses; he has a driver 
  (1st level Fighters) and two guards (2nd level Fighters) 
  for each wagon, and his personal wagon is also home 
  to his slave concubine, PHILONOË VASILIOU (LE 
  female High Viridian 1st level Assassin, 18 years old, Dex 
  17, Cha 17; the kidnapped and much-abused daughter of 
  his worst enemy, she has been administered a potent love 
  philter and now adores Makhaeon no matter what he does 
  to her). He always travels outside the City State with 
  a caravan, never alone. He usually sells his wares in 
  the Royal Market, Plaza of Profuse Pleasures, or Slave 
  Market Plaza, though he can be found anywhere in the 
  Noble Quarter, as he has several regular customers and 
  is not at all above selling to passers-by. Prices: 5d6 sp 
  per square foot, depending on quality and complexity; 
  he has carpets in size from 2’ x 3’ to 10’ x 40’. Cash 
  Box contains 10d10 cp, 10d10 sp, 10d10 x 1d6 gp, and 
  1d4 gems each worth 50 to 250 gp. Disposition: 1) 
  Haughty, 2) Lusty, 3) Perverse, 4) Moody, 5) Greedy, 
  or 6) Wistful. Rumor: The trolls of the Howling Hills have 
  been attacking the hamlets around Gaehill of late, using 
  group tactics foreign to trollish warfare.
  16. CHARCOAL & FIREWOOD: THULURGH 
  BLACKHANDS (CE male Ogre; SL General 4; HD 
  4d8+8, HP 30; AC 16 (Hide + Furs); Attacks: Fist 
  (+7 BtH, 1d10 damage) or Two-Handed Axe (+7 
  BtH, 1d12+3 damage); Abilities: Make Charcoal (Int), 
  Intimidate (Str), Darkvision 60’, Twilight Vision; Languages: 
  Ogrish, Alryan; Str 18*, Dex 10, Con 17*, Int 10, Wis 9, 
  Cha 8; carries only his cash sack, as below, plus wears a 
  necklace made from bear claws and man knuckles (10 gp)) 
  This barrel-chested ogre stands nine feet tall, with long 
  straggly black hair, deep furrowed red eyes, a large potato 
  nose, and large tusks on either side of his wide, tooth-
  filled maw. He wears black rags and furs, all thoroughly 
  covered in charcoal dust. He sells charcoal and wood 
  throughout the Thieves Quarter and into the Common 
  Quarter, can often be found at the South Market, and 
  is the main bone black dealer for the Sorcerers Supply 
  House on Regal Street. If Bloody Noriena the Slave 
  Dealer (#86, below) isn’t also at South Market, he 
  will found at Slave Market Plaza near the end of the 
  day. He’s quite lazy, and finds it easier to make and sell 
  charcoal than to raid and pillage, especially when meat 
  can be bought so cheaply from Bloody Noriena or at the 
  Slave Market Plaza. He pushes a massive wheelbarrow 
  piled high with split wood and bags of charcoal, and 
  
  11
  carries almost as much wood and a bag of bone black in 
  a rig upon his back; late in the day there is a 17% chance 
  that his back rig instead holds a newly-bought slave, a 
  weeping old man, shrieking crone woman, or terrified 
  toddler, destined for his larder (triple the chance on 
  Friday). He is always careful to keep the bill of sale lest 
  he be accused of kidnapping (he’s evil, but not stupid). 
  He lives four miles east in the Dearthwood, where he 
  gathers and cuts the wood and makes charcoal; his large, 
  stinking hut contains his hoard, buried beneath a pile 
  of bones: 919 cp, 1,242 sp, 7 gp, a bone scroll case with 
  an ancient scroll detailing the Last Battle of the Dragon 
  Lord of the North (worth 60 gp to a sage), a small silver 
  locket with gem flakes (250 gp), and a rotted leather belt 
  with a gold-plated buckle (50 gp). Prices: firewood 2 cp 
  per bunch, charcoal 5 cp per pound, bone black 5 sp 
  per pound. Cash Box: he keeps his daily take in a small 
  sack at his belt, usually 5d10 cp, 5d10 sp, and 1d12 gp. 
  Disposition: 1) Placid, 2) Grim, 3) Hungry, 4) Angry, 5) 
  Gassy, or 6) Mirthful. Rumor: Me cousins Mib and Kurg 
  down at the Sword-Rat Resthouse on the Street of Shadows, 
  they sez that a gang of gargoyles is robbing people in the 
  Thieves Quarter and nesting high on the roof of the Temple 
  of the Gargoyle… least, that’s what they sez, they does.
  17. CLOTHING, BOOTS & BITS: KARNASH 
  KNUCKLER (NE male Half-Orc (Alryan/Wild Orc 
  of the Purple Claw) 5th level Rogue; SL General 4; 
  HD 5d6-5, HP 15; AC 12 (Martial Prowess + Dex); 
  Attacks: Short Sword (+1 BtH, 1d6-1 damage); Abilities: 
  Darkvision 60’, Enhanced Sense of Smell, Martial Prowess, 
  Resistant to Disease, Back Attack, Climb (Dex), Decipher 
  Script (Int), Hide (Dex), Listen (Wis), Move Silently 
  (Dex), Open Locks (Dex), Pick Pocket (Dex), Traps (Int), 
  Sneak Attack; Languages: Alryan, Orcish, Goblin, Thieves 
  Cant; Str 8, Dex 14*, Con 8, Int 13*, Wis 8, Cha 9; 
  carries 2d6 cp, 2d6 sp, and 1d4 gp, and has a 14% chance 
  of an additional 1d4x1d10 gp) This short, hunchbacked, 
  gnarled creature has a mannish-looking face save for 
  his sharp, fanged teeth; his skin is a mottled greenish-
  yellow and warty, his pate is bald and wrinkled, his ears 
  are curled and pointed with an inordinate amount of 
  hair therein, and his hands appear to be gnarled claws 
  with stumpy fingers (an appearance that belies a high 
  level of manual dexterity). Karnash sells used boots, 
  leather shoes, and unidentifiable and often worn, 
  torn, or bloodied bits of leather; it is a rare occasion to 
  find two boots that match. He is usually found at the 
  South Market near the Gate of the Gods. His cart is 
  little more than a two-wheeled rickety hand-cart piled 
  high with boots and bits and often (44% chance) with 
  1d4 largish rats hidden among the wares. He considers 
  these creatures his only friends; he does not know it, 
  but these rats spy for the rat civilization hidden in 
  the sewers of the City State. Karnash is a freelance 
  pickpocket, though is careful to only target outlanders 
  or the destitute, unprotected and uncared for by the 
  Thieves Guild. He does not haggle; when a customer 
  pulls out an item, he quotes a random price, take it or 
  leave it. Prices: odd bit of leather 1d6 cp, odd shoe 2d4 
  cp, odd soft boot 2d4+4 cp, leather belt 5d6 cp, odd 
  heavy boot or leather glove 1d4 sp. Cash Box contains 
  5d10 cp, 5d10 sp, a hunk of rotting cheese for the rats, 
  and a 28% chance of 1d10 x 1d10 gp. Disposition: 
  1) Greedy, 2) Mean, 3) Lonely, 4) Hungry, 5) Bored, 
  or 6) Chatty. Rumor: A dwarf thane from Thunderhold 
  went into the Thieves Quarter the other night, seeking his 
  brother’s assassin, and has not been seen since.
  18. CLOTHING, CLOAKS & TUNICS: JUPE 
  MURROUGH (N male Tharbriana 1st level Fighter; 
  SL Guild (Tailors) 4; HD 1d10-1, HP 2; AC 11 (Dex); 
  Attacks: Short Sword (+2 BtH, 1d6+1 damage); Abilities: 
  Tailor (Dex), Haggle (Cha), Weapon Specialization (Short 
  Sword); Languages: Tharbriana, Alryan; Str 9*, Dex 13*, 
  Con 6, Int 10, Wis 11, Cha 14*; carries 2d6 cp, 2d6 sp, 
  and 1d4 gp) Descended from “Black Hair” Tharbriana, 
  Jupe has ghostly pale white skin, raven-black hair, deep 
  brownish-amber eyes, and is of medium height with a 
  thin build and fine hands and fingers, as fits a tailor; he 
  is dressed in foppish Alryan style clothing in blues and 
  whites with a tall blue fez topped by a wheel of thread, 
  a large needle, and a clutch of pink feathers. Jupe is 
  usually found in the Merchant Quarter, either in front 
  of the Merchants Guild or in the Open Market. Jupe 
  had dreams of being a captain in the Overlord’s Army 
  when he was young, but a childhood illness stripped 
  him of his vitality, and so he was apprenticed to a tailor. 
  He still has a special preference for men in armor, and 
  offers them discounts of up to 50%. His wagon, drawn 
  by two smartly-dressed goblin slaves GLICKT and 
  SNICKT (LE, HD 1d6, HP 6, 4, AC 15), has roll-up 
  sides that display twirling racks of capes, cloaks, shirts, 
  tunics, vests, and other such upper-body wear. He can 
  also repair said items, usually while the customer waits 
  and still wears the item. Prices: cape 12 sp, cloak 8 sp, 
  cowl 2 sp, doublet 2d4 gp, frock 7 sp, gown 1d6 gp, robe 
  1d6 gp, smock 6 sp, tunic 5 sp, vest 3 sp. Cash Box 
  
  12
  contains 10d10 cp, 10d10 sp, and 1d30 gp. Disposition: 
  1) Busy, 2) Flustered, 3) Bored, 4) Dreaming, 5) Tired, 
  or 6) Weak. Rumor: Rheu Dather, the proprietor of the 
  Exotic Food Shop on the Street of Crafts, seeks a new 
  supplier of hippogriff eggs; he says he knows where they can 
  be found, he just needs someone to go and get them...
  19. CLOTHING, BELTS & BALDRICS, COLLARS 
  & CHAINS: DHURN IM GRODH (CN male 
  Kazadurul (Gaehill) Dwarf 2nd level Barbarian; SL 
  General 4; HD 2d12+4, HP 20; AC 13 (Laminar 
  Leather - Dex); Attacks: Hand Axe (+1/+0 BtH, 1d6 
  damage); Abilities: Haggle (Cha), Animosity (Elves), 
  Deepvision 60’, Determine Depth and Direction, Enmity 
  (Trolls/Trow), Defensive Expertise (Trolls/Trow), Resistant 
  to Arcane Magic, Resistant to Fear, Resistant to Poisons, 
  Stonecraft (Wis), Combat Sense, Deerstalker, Intimidate, 
  Primeval Instincts; Languages: Dwarvish, Alryan, Troll; 
  Str 10, Dex 6, Con 17*, Int 13, Wis 14*, Cha 7; carries 
  2d6 cp, 2d6 sp, and 1d4 gp, and wears a silver unholy 
  symbol of Tama Hama (25 gp) on an iron chain (1 gp)) 
  Standing 4’5” with a stocky build, bronzed skin, sun-
  bleached brown hair, large bushy mustaches, and mad 
  green eyes, this dwarf makes quite a sight as he walks 
  through the streets wearing a cap, greaves, elbow-
  length gauntlets, and codpiece on a thong, all of silver 
  skull-studded black laminar leather, plus sandals, a 
  dozen body piercings (many connected by chains), and 
  naught else. He usually operates in the Slave Market 
  Plaza and Plaza of Profuse Pleasures. His merchandise 
  is carried upon a palanquin by two muscular female 
  Chaelo slaves, LUSZA and YELENA (N, HD 1d6, HP 
  2 each, Cha 13 each) who wear essentially the same gear 
  as he; he stands upon the palanquin shouting about 
  his merchandise until someone asks him to stop so 
  they can buy something. All his merchandise is of high 
  quality. He sends anyone inquiring about his armor to 
  the Barbarian Shop on Silver Street. Prices: belts and 
  collars common leather 1 gp, buckskin 2 gp, bearskin 3 
  gp, red fox 8 gp, leopard or panther 10 gp, lion 12 gp, 
  sharkskin 20 gp, alligator 30 gp; baldrics and cuffs are 
  half above prices each; chains are 1 sp per foot for 1/8” 
  chain, 2 sp/ft for 1/4” chain; bronze or iron buckle or 
  clasp 1 sp, silver buckle or clasp 1 gp, 2 sp/gp for bronze/
  silver studding, 3 sp/gp for spikes. Cash Box contains 
  5d10 cp, 5d10 sp, 10d10 gp, and has a 7% chance of 
  holding 1d3 gems each worth 5 to 50 gp. Disposition: 
  1) Amorous, 2) Angry, 3) Confused, 4) Hungry, 5) 
  Lusty, or 6) Weird. Rumor: Mukang, my main man who 
  owns the Pleasure Dome on Beggar’s Street, is looking 
  to buy some new harem girls, preferably fiery redheaded 
  Tharbriana and saucy blonde Skandik wenches.
  20. CLOTHING, EXOTIC: HISMETI KADISH 
  (LE female Gishmesh 3rd level Monk; SL Merchants 
  Guild 4; HD 3d12+3, HP 27; AC 13 (Monk + 
  Dex); Attacks: Open Hand (+3 BtH, 1d6+1 damage); 
  Abilities: Haggle (Cha), Listen (Wis), Observe (Int), Fast 
  Movement, HtH Combat, Iron Body +1, Stun Attack, 
  Deflect Missiles, Iron Fists; Languages: Gishmesh, Alryan, 
  Karzulun; Str 13, Dex 15*, Con 15*, Int 10, Wis 10, 
  Cha 15*; carries 2d6 cp, 2d6 sp, and 1d4 gp, plus wears 
  a small gold unholy symbol of Adorak Tau (50 gp) on 
  an iron chain (1 gp)) This exotic, 5’2” tall, lean and 
  muscular woman has golden skin, long black hair worn 
  in beaded braids, and almond-shaped amber eyes; she 
  wears a classic “girl genie” outfit in oranges and reds, 
  complete with bangles and bells, golden waist chain 
  (100 gp), a veil with beaded headscarf, and pointy 
  slippers. Hismeti sells clothing imported from Tarantis 
  and points East; she is usually found in the Plaza of 
  Profuse Pleasures or the Royal Market, though can 
  be encountered anywhere in the Noble Quarter. Her 
  wagon is designed to look like a Karakhan yurt with 
  many colorful pennons and flags, and is drawn by a 
  big, unpleasant dromedary camel named BALOOSH. 
  A stair leads into the wagon, where all deals are made 
  while sitting on silken pillows and smoking a hookah 
  filled with fine Karzulun pipeweed; the stair is guarded 
  by two Karzulun warriors, ALI and HASAN (LE, 1st 
  level Barbarians; HD 1d12+1, HP 11, 7; AC 13 (Hide); 
  Attacks: Great Scimitar (BtH +1, 1d10+1 damage)). 
  Hismeti apologizes for forgoing the traditional coffee 
  ceremony, claiming that her inability as a foreigner to 
  buy a place of business keeps her from observing all 
  the niceties. She does enjoy holding a 10 to 30 minute 
  discussion before all trade, focusing on current events, 
  rumor, and innuendo. She is, of course, a spy, serving 
  several masters, selling information she gains to both 
  the Taran King and the Temple of Adorak Tau. Prices: 
  all clothes are of fine silk… loincloth 1 gp, turban wrap 
  or sash or scarf 1 to 12 gp, pair of stockings 2 to 5 gp, 
  pair of gloves or slippers 10 to 40 gp, cape or hose or 
  shirt or vest 10 to 60 gp, robe 20 to 80 gp, gown 15 to 
  150 gp, grand ensemble 250 to 250 gp; she also sells a 
  special type of silken thieves shoes for 100 gp (give a 
  +2 bonus to Move Silently). She also imports bracelets, 
  cuffs, armbands, headbands, and waist chains in the 
  
  13
  Tarantine style, prices range from 20 to 120 gp. Cash 
  Box contains 10d10 cp, 10d10 sp, 10d10 x 1d4 gp, 
  and 1d3 gems worth 10 to 100 gp each. Disposition: 
  1) Ardent, 2) Haughty, 3) Demanding, 4) Wheeling-
  Dealing, 5) Erotic, or 6) Wrathful. Rumor: Llangwellan 
  the Blue, the Overlord’s Magist and Lord of the Wizard’s 
  Keep, recently dismissed his Captain of the Amazons, 
  Alarin Half-Elven, for some sort of indiscretion.
  21. CLOTHING, FURS: THORGRIM THE 
  UNCLEAN (N male Markka 3rd level Barbarian; 
  SL General 4; HD 3d12+6, HP 25; AC 13 (Furs); 
  Attacks: Morningstar (+3 BtH, 2d4+1 damage) or Long 
  Bow (+2 BtH, 1d6 damage, 100 ft. range); Abilities: 
  Furrier (Int), Haggle (Cha), Combat Sense, Deerstalker, 
  Intimidate, Primeval Instincts; Languages: Valonar, Alryan, 
  Lenapashim; Str 14, Dex 11, Con 17*, Int 12, Wis 11*, Cha 
  11*; carries 2d6 cp, 2d6 sp, and 1d4 gp, plus wears a silver 
  necklace (10 gp) from which depend a dozen small arrows 
  (holy symbols of Scodem) each worth 10 gp) Thorgrim is 
  tall and muscular, blonde, and hazel-eyed, with a quick 
  grin or scowl. He usually wears furs of fine white fox with 
  buckskin breeches and tall, soft boots; he always has his 
  morningstar, long bow, and a quiver of 20 arrows at his 
  side, and looks uncomfortable in the streets of the city. 
  He gained the nickname “The Unclean” while in Lenap, 
  where he ate pork, which is considered an unclean 
  animal; he has since found the nickname amusing and 
  kept it, though he keeps himself quite clean otherwise. 
  He is found only at the South Market near the Gate of 
  the Gods. He has no wagon; all his goods are on the back 
  of two mules. He catches the animals himself, skins and 
  treats the pelt, then has young Markka women of his clan 
  make the actual item of clothing. He usually is happy to 
  unload is goods on Brogart Raskat, the proprietor of the 
  Barbarian Shop on Silver Street, who then doubles the 
  price to unsuspecting yokels, but when the gnomes fail 
  to meet him in a timely fashion, he’s happy to sell to 
  whomever. Prices: buckskin vest 40 gp, black bearskin 
  vest or cape 60 gp, muskrat vest or cape 100 gp, seal vest 
  or cape 120 gp, beaver vest or cape 200 gp, grizzly bear 
  vest or cape 250 gp, red fox vest or cape 300 gp, white 
  fox vest or cape 400 gp. Cash Box contains 5d10 cp, 
  10d10 sp, 10d10 x 1d4 gp, and 1d4 gems worth 25 to 250 
  gp. Disposition: 1) Grumpy, 2) Impatient, 3) Beneficial, 
  4) Outraged, 5) Bored, or 6) Suspicious. Rumor: Bands of 
  Skandik raiders are moving north and west across the Hills of 
  Torn and the Archlin Ridge, threatening the hamlets around 
  Ashenshaft.
  22. CLOTHING, GLOVES: NIMMO HALF-
  ELVEN (CN male Human-Lineage Half-Elf (Tharbrian/
  Half-Elf (Alryan/Adderwood High Elf)) 7th level Rogue; 
  SL Guild (Tailors) 6; HD 7d6, HP 15; AC 13 (Leather 
  Coat + Dex); Attacks: magical Dagger +2 (+2/+6 
  BtH, 1d4+2 damage); Abilities: Make Gloves (Dex), 
  Haggle (Cha), Empathy (+2 Cha checks), Spot Hidden 
  Doors, Attribute Check Modification (+2 Cha checks), 
  Spell Resistance +2, Back Attack, Climb (Dex), Decipher 
  Script (Int), Hide (Dex), Listen (Wis), Move Silently (Dex 
  +2), Open Locks (Dex), Pick Pocket (Dex), Traps (Int, 
  +2 Find), Sneak Attack; Languages: Tharbrian, Elvish, 
  Alryan (oddly accented), Thieves Cant; Str 11, Dex 16*, 
  Con 11, Int 10, Wis 13*, Cha 11; carries 2d6 cp, 2d6 sp, 
  and 2d6 gp, and wears a silver holy symbol of Corrno, God 
  of Thieves (25 gp) on a silver chain (10 gp)) Nimmo, son 
  of a bard from Limerick and a wanton half-elf wench 
  of Adderwood, is of middling height and fairly lean, 
  with dark brown hair, pale skin, freckles, elven ears 
  and an impish grin. He was an adventuring rogue for 
  several years, until he was nearly killed by a contact 
  poison. Thereafter he sought out quality gloves, but 
  was unable to find a true master glove maker; he 
  then set about to become one, and so has set up shop 
  traveling the Roglaras selling quality gloves (and doing 
  a bit of thievery when sales are slack). When he is 
  in the City State he sets up his wagon in the South 
  Market near the Gate of the Gods, to better serve his 
  former “brothers” in the Thieves Guild. His wagon is a 
  Tharbeo gypsy wain, drawn by two chestnut geldings, 
  and well maintained by his Tharbeo wife RHAWN 
  (CG female Tharbeo, 1st level Rogue, Dex 15, Cha 15) 
  and their two young sons GWAWL and MAWR (9 
  and 7 years old). Prices: mouse or moleskin 5 sp, mink 1 
  gp, white fox winter gloves 5 gp, giant lynx winter gloves 
  10 gp, “Sharper Specials” 25 gp (+5 to save vs contact 
  poison, no penalty to abilities), “Spiderskin Gloves” 50 
  gp (+2 to Climb checks, a natural 1 on a Climb check 
  means the gloves have been ruined). Cash Box contains 
  10d10 cp, 10d10 sp, 10d10 gp, and has a 35% chance of 
  containing 1d4 gems worth 10 to 100 gp. Disposition: 
  1) Sly, 2) Bored, 3) Conniving, 4) Busy, 5) Suspicious, 
  or 6) Helpful. Rumor: Bedestyr, Master of the School of 
  Bards at Limerick, is considering retirement; he has called a 
  great conclave and competition of the bards of the school to 
  determine if there is a worthy successor at this time.
  23. CLOTHING, HATS: MADELIENA HATTER 
  (LG female Alryan 2nd level Fighter; SL Guild (Hat 
  
  14
  Makers) 4; HD 2d10+2, HP 8; AC 10 (No Armor); 
  Attacks: Short Sword (+4 BtH, 1d6+2 damage); Abilities: 
  Hat Making (Dex), Haggling (Cha), Weapon Specialization 
  (Short Sword); Languages: Alryan, Tharbriana; Str 14*, 
  Dex 12*, Con 13, Int 14, Wis 8, Cha 11*; carries 2d6 cp, 
  2d6 sp, and 1d4 gp, and wears earrings of chipmunk feet 
  that she claims are enchanted to protect herself from the 
  “little monsters”) Madeliena is a young Alryan woman of 
  median height and build, with short dark hair in a pixie 
  cut, merry and mad blue eyes, and very pale skin, often 
  with painful-looking chemical burns. She has gone 
  quite mad due to the fumes used in making the hats; 
  fortunately, she’s a friendly nut, though sometimes she 
  speaks in Squirrel, warns customers of the impending 
  Chipmunk Rebellion, or believes she is selling large 
  mushroom caps. She sells hats of all kinds; she makes 
  most of them, or is jobbing them for her friends in the 
  business. She is usually found in the Open Market or 
  on Silk-Merchant Street in the Merchant Quarter. Her 
  cart is a small two-wheeled pushcart covered with tall 
  poles with many hooks covered with all kinds of hats. 
  Prices: basic cap 2 sp, beret 3 sp, simple hat 4 sp, wide-
  brimmed hat 6 sp, bowler 7 sp, felt hat 8 sp, fez 1 gp, 
  fedora 15 sp, silk hat 2 gp, top hat 5 gp, beaver fur hat 
  20 gp. Cash Box contains 10d10 cp, 10d10 sp, 3d20 
  gp, and has a 22% chance of 1d3 gems worth 5 to 50 
  gp each. Disposition: 1) Pleasant, 2) Nutty, 3) Merry, 
  4) Babbling, 5) Helpful, or 6) Pensive. Rumor: The 
  Temple of Rash’l is trying to make a comeback through the 
  White Lotus by recruiting disgruntled chipmunks from the 
  Chipmunk Liberation Front and ghouls from the sewers of 
  the City State.
  24. CLOTHING, HOSE & PANTALOONS: 
  LANDO GUIDA (LE male Antillian 1st level Assassin; 
  SL Merchant 4; HD 1d6-1, HP 4; AC 12 (Leather Coat 
  + Dex); Attacks: Short Sword (+1 BtH, 1d6+1 damage); 
  Abilities: Bluff (Cha), Haggle (Cha), Rumor Monger 
  (Cha), Case Target (Wis), Climb (Dex), Death Attack, 
  Disguise (Cha), Hide (Dex), Listen (Wis), Move Silently 
  (Dex), Poisons (Int), Traps (Int); Languages: Antillian, 
  Alryan (strongly accented), Elvish; Str 13, Dex 15*, Con 
  8, Int 14*, Wis 14, Cha 12*; carries 2d6 cp, 2d6 sp, and 
  1d4 gp) Lando is a typical Antillian, standing 5’5” tall, 
  with clear olive skin, curly black hair, and dark brown 
  eyes; his fine straight teeth are invariably set in a grin, 
  though his eyes offset the grin with a diabolical glint. 
  He sells imported hose and pantaloons from Antillia, 
  fabricated in the slave villas of his cousins. He is usually 
  found in the Plaza of Profuse Pleasures or the Slave 
  Market Plaza, or elsewhere in the Noble Quarter. He is 
  a spy for his family’s House and the Doge of Antil, but 
  really could care less about politics, and simply enjoys 
  the wealth his import business brings him. He does, 
  however, like to gossip, and shares “important” gossip 
  at a stiff price (10 to 100 gp). His goods are in a large 
  two-wheeled cart pushed by an ogre, IL GARGANTO 
  (CE, HD 4d8, HP 22), who is dressed in giant-size 
  Antillian finery, while he himself is carted around on 
  a palanquin by two strong Amazon mercenary guards 
  masquerading as slaves wearing chainmail bikinis, 
  THEODORA AND ZENOBIA (LG, 2nd level 
  Fighters, HD 2d10, HP 17, 14, AC 17; they have broad 
  swords and shields hidden beneath the palanquin, Cha 16 
  each). Prices: linen or wool hose pair 4 sp, linen or wool 
  pantaloons 1 gp, silk hose pair 2 gp, silk pantaloons 5 
  gp. Cash Box contains 10d10 cp, 10d10 sp, 10d10 gp, 
  and a 24% chance of 1d3 gems worth 10 to 100 gp each. 
  Disposition: 1) Greedy, 2) Lusty, 3) Hungry, 4) Bored, 
  5) Interested, or 6) Diabolical. Rumor: A Knight of the 
  Realm, accused of cowardice in battle, has been sent into the 
  Dearthwood with only a sword and must return with 13 orc 
  heads or be shot through with arrows from the wall. 
  25. 
  CLOTHING, 
  MASKS: 
  BUFALIN 
  THE 
  BRUSQUE 
  (N 
  male 
  Kazadaran 
  (Thunderhold) 
  Dwarf 5th level Fighter; SL Guild (Maskmakers) 5; HD 
  5d10+5, HP 29; AC 14 (Mail Shirt); Attacks: Battle 
  Axe (+7 BtH, 1d8+2 damage); Abilities: Armorer 
  (Mask Making) (Str), Animosity (Elves), Deepvision 
  120’, Determine Depth and Direction, Enmity (Elves), 
  Defensive Expertise (Ogres/Giants), Resistant to Arcane 
  Magic, Resistant to Fear, Resistant to Poisons, Stonecraft 
  (Wis), Weapon Specialization (Battle Axe), Combat 
  Dominance; Languages: Dwarvish, Alryan (thickly 
  accented); Str 14*, Dex 10, Con 13, Int 8, Wis 7, Cha 
  12*; carries 2d6 cp, 2d6 sp, and 1d8 gp, and wears a gold 
  holy symbol of Goibhnie (100 gp) on a gold chain (20 
  gp)) Bufalin is a tall, thin dwarf, with deeply tanned 
  skin, fiery red hair, and sparkling blue eyes; his face is 
  usually hidden behind one of his fierce metal masks, 
  an ornate gold-plated dragon mask being his favorite. 
  His brother, Rufalin, is an armorer in Thunderhold. 
  His forge is in his home outside the City State, but 
  he sells only in the City State, usually on Silver Street 
  outside the Mercenary Guild and Barbarian Shop; he 
  is rarely found elsewhere, save when summoned by a 
  rich patron or, at times, having a meal in the Werelord 
  
  15
  Tavern. He often complains about being stuck in the 
  “pansy Maskmakers guild, when he should by rights be 
  considered an Armorer.” His wagon is a sturdy four-
  wheeler pulled by two mules and watched over by two 
  young cousins, FILI and FALI (N 1st level Fighters, HD 
  1d10+1, HP 8, 6, AC 15, armed with battle axes). His 
  masks, when properly attached, convert open-faced 
  helms into full helms, adding +1 AC to the helm AC 
  and grant a +1 bonus against gases and like saving 
  throws. Bufalin sells the masks right off the wagon, 
  or can affix them to a helm for free if given the helm 
  and one day. Prices: simple half-mask 2 gp, simple full 
  mask 4 gp, fancy half mask 10 gp, fancy full mask 20 gp, 
  ornate half mask 50 gp, ornate full mask 100 gp, silver 
  filigree x5, gold filigree or silver plated x10, gold plated 
  x20. Cash Box contains 5d10 cp, 5d10 sp, 10d10 x 1d6 
  gp, and 1d4 gems worth 25 to 250 gp each. Disposition: 
  1) Grumpy, 2) Greedy, 3) Curt, 4) Busy, 5) Distracted, 
  or 6) Greedy. Rumor: Hetalan, the Governor-Regent of 
  Byrny, is at loggerheads with young Cormac, the heir to the 
  Ducal Throne who comes of age next year.
  26. CLOTHING, PANTS & TREWS: SHANDOR 
  GHREE (CN male Roglo 2nd level Wizard; SL General 
  5 (Great Blue Bass Clan); HD 2d4, HP 4; AC 11 (Dex); 
  Attacks: Dagger (+0/+1 BtH, 1d4 damage); Abilities: 
  Haggle (Cha), Sail (Int), Swim (Dex), Spells; Spells: endure 
  elements, mage hand, mending x2, read magic, unseen 
  servant x2; Languages: Roglo, Alryan, Altanian; Str 10, 
  Dex 15*, Con 10, Int 14*, Wis 7, Cha 11*; carries 2d6 
  cp, 2d6 sp, and 1d4 gp) Shandor Ghree is a typical Roglo 
  river-man, 6’2” with a thin light build, swarthy purple 
  skin, milky gray eyes, and long black hair worn in a tail; 
  he wears a plain white shirt with bright blue pants and a 
  dark blue cape. Shandor usually does not sell such trifling 
  things, as he is a respected member of his Roglo clan, but 
  the Wise Woman of the clan predicted that he would 
  find a great treasure when he sold an honorable man a 
  pair of breeches he did not need, and so he labors as a 
  common huckster. He usually operates in Slave Market 
  Plaza and the Fish Market in the Seafront Quarter. His 
  wagon is actually a small boat converted to land use 
  with four wheels and drawn by an ox; his young son, 
  HACLAV (9-years old) watches the wagon and swats at 
  flies with a switch while his father deals with customers. 
  The clothing is used, though in fairly decent shape, as it 
  is stolen rather than salvaged from the dead (usually). 
  Prices: breeches 1d8 gp, leggings 1d6 sp, loincloth 
  1d4 sp, skirt 1d4 sp, suspenders 1d6 sp, trousers 1d6 
  sp. Cash Box contains 10d10 cp, 10d10 sp, and 2d20 
  gp. Disposition: 1) Impatient, 2) Busy, 3) Tired, 4) 
  Cunning, 5) Helpful, or 6) Bored. Rumor: Maelstron, the 
  River Serpent in service to the Invincible Overlord, has not 
  been seen for several weeks, and it is thought that it may have 
  met an untimely death.
  27. CLOTHING, SHOES: COBBLER CRAIGH 
  (NG male 9-HD Godling, apparently Alryan; SL Guild 
  (Boot & Shoemakers) 6; HD 9d12, HP 89; AC 20 
  (Natural + Leather Coat + Dex); Attacks: twice per 
  round he attacks with his magical +1 Returning Hammer 
  (+11 BtH, 2d4+2 damage, 20 ft. range); Abilities: 
  Immortal, Regenerate 1 hp/round, SR 3, Make Shoes (Dex 
  +4), Enchant Shoes, Haggle (Cha); Languages: Alryan, 
  Telepathy; Str 14, Dex 20*, Con 10, Int 16*, Wis 15*, 
  Cha 18*; carries 2d6 cp, 2d6 sp, and 2d6 gp, wears a 
  stone holy symbol of Dacron) Craigh stands 6’2” and 
  broad of chest, with fine muscle tone and figure, long 
  brown hair and mustaches, deep glittering blue eyes 
  and a friendly smile. He is one of a great number of the 
  bastard sons of Dacron, God of Craftsmen; his father 
  often visits promising expert craftsmen to give them a 
  few pointers, and it is not unusual for the craftsman’s 
  sister or daughter to take a shine to the handsome, 
  burly stranger. For most of his life Craigh seemed 
  nothing more than a mere mortal, if a highly talented 
  one, until he went on his own after his apprenticeship. 
  He met his father, who explained to him his origin and 
  nature. Craigh has the potential to be a true deity, but 
  for now is satisfied with being the best cobbler in the 
  City State. He can be found all over the City State and 
  even beyond, though he likes working with and selling 
  to the common folk, so he is most often in the Common 
  Quarter, usually at the South Market. His wagon is a 
  humble, plain Tharbeo gypsy-style wagon drawn by a 
  pair of white horses (really pegasi under glamour) with 
  a pair of shoes hanging above the rear door; all business 
  is done inside, where he sits behind a workbench piled 
  high with shoes, tools, and the material to make 
  shoes. He is assisted by two short and sassy halflings, 
  PADRAIG and SEAMUS (actually brownies, each a 
  consummate cobbler on his own). He and his assistants 
  both enjoy a good bowl of pipeweed. Prices: he sells his 
  goods at a rate commensurate with the ability of the 
  customer to pay; he often gives shoes to needy children 
  of goodly sort. When he encounters a potential hero 
  who needs a little boost, or a villain who needs to be 
  cut down to size, he slips him a pair of enchanted or 
  
  16
  cursed shoes. Cash Box contains 10d10 cp, 10d10 sp, 
  and 10d10 gp. Disposition: 1) Busy, 2) Interested, 3) Jolly, 
  4) Hungry, 5) Working Merrily, 6) Concerned. Rumor: 
  Angerfew, the proprietor of the Wine Shop at the corner of 
  Caravan Street and the Street of Maelstroms, is looking to hire 
  adventurers to go to the Valley of the Ancients to acquire some 
  of the famous and rare Navel Valley Wine.
  28. DANCER: ADAMANTHIA MACKENZIE 
  (CN female Amazon/Tharbriana 5th level Rogue; SL 
  General 5 (Iron Fist Clan); HD 5d6, HP 26; AC 20 
  (Torc & Rings + Dex + Battle Dancer); Attacks: Staff 
  (+2 BtH, 1d6 damage) or Dagger (+2/+4 BtH, 1d4 
  damage); Abilities: Dance (Dex +3), Haggle (Cha), 
  Battle Dancer, Back Attack, Climb (Dex), Decipher Script 
  (Int), Hide (Dex), Listen (Wis), Move Silently (Dex), 
  Open Locks (Dex), Pick Pocket (Dex), Traps (Int), Sneak 
  Attack; Languages: Amazon, Tharbriana, Alryan (lilting 
  brogue), Thieves Cant; Str 12*, Dex 16*, Con 11, Int 
  11, Wis 9, Cha 18*; she carries no personal coin, as she 
  has no place to stash it (ahem), but the torc and rings she 
  wears during performances are made of gold and worth 
  1,200 gp) Adamanthia combines the best and most 
  beautiful aspects of her parentage, with raven black 
  tresses (though often temporarily dyed unusual colors), 
  smooth pale skin (that would tan perfectly, should she 
  let it), mischievous blue almond-shaped eyes, and at 
  5’8” has an heroically if athletically-proportioned figure 
  such as bards and kings dream of and lust after. Save 
  for her tresses and eyebrows, she is absolutely hairless, 
  due to regular applications of arcane prestidigitation. 
  She refuses to dance in any of the taverns or inns of the 
  City State, as she’s found almost every proprietor to be 
  a grab-handy pig. So she dances in the streets, usually 
  in the Plaza of Profuse Pleasures. She is protected 
  by two well-paid 8’ tall young trollop bodyguards, 
  ZHEENA and GHABREEL (CN female Trolls, HD 
  6d8, HP 38, 27; AC 17 (Hide + Torc & Rings), they 
  are armed with BIG two-handed iron-shod clubs (2d6+3 
  damage), often used to push overly-passionate audience 
  members off the stage; Cha 17 and 18, respectively); the 
  trollops also pull her small wagon, which folds out to 
  a waist-high stage complete with dancing pole and 
  torches for night dances. Prices: Usually she works for 
  tips, but on occasion she’ll do a special dance, such as 
  the Dance of Seven Veils, the Flaming Dagger Dance, 
  or the Apples and Oranges Dance for 10 to 60 gp 
  (she has a chest built into her stage wagon filled with 
  needful things). She also does private appearances 
  for 50 to 200 gp, depending on the number of dances 
  and attendees; presence of her bodyguards is non-
  negotiable, and she is highly insulted by any demands 
  to sell more than just dances. Truth be told, she is still 
  a virgin; various cults and brothels would fall over each 
  other trying to kidnap her if they found this out. She 
  waits for True Love to strike… Cash Box contains 
  10d10 cp, 10d10 sp, 10d10x1d6 gp, and 1d4 gems 
  each worth 10 to 1,000 gp. Disposition: 1) Cheery, 2) 
  Ardent, 3) Angry, 4) Tender, 5) Gossipy, or 6) Insulted. 
  Rumor: Glubb Neebling, the Perfumer on Twilight Road, 
  is willing to pay 100 gp per petal of the legendary Pink 
  Lotus, said to grow only in the Shimmersink Marsh on the 
  Ebony Coast. Rumor: Karstak Kyr, the proprietor of the 
  Tanglebones Tavern, is looking for new dancers after his 
  dancer, Peerless Pulchiena, ran off with a two-headed troll. 
  Rumor: Jugs Karizna, one of the dancers off the Plaza of 
  Profuse Pleasures, seeks a wizard who is able to preserve 
  her professional assets from the ravages of time.
  29. DENTIST: PHARACELLUS THE PHYSIKER 
  (CN male City Halfling 1st level Fighter; SL General 4; 
  HD 1d10, HP 5; AC 12 (Leather Apron + Dex); Attacks: 
  “Bleeding Knife” is a nicked, dull short sword (+2 BtH, 
  1d6+1 damage + damage x 10% chance of infection); 
  Abilities: Pull Tooth (Dex), Bleed (Dex), Heal (Wis), Weapon 
  Specialization (Short Sword); Languages: Alryan, Halfling; 
  Str 14*, Dex 14, Con 10, Int 8, Wis 7, Cha 15*; carries 
  2d6 cp, 2d6 sp, and 1d4 gp, plus he has 1d20 gp sewn into 
  the lining of his blood-spattered leather apron) Philo the Fool, 
  as his acquaintances know him, likes to consider himself 
  a bit of a physician, as he spent some time in the School 
  of Ancient Knowledge (he was a chamber-pot boy). 
  Before he was fired he grabbed some important-looking 
  documents, which he used to have his cousin forge the 
  impressive-looking “degrees” that hang on his wagon 
  wall. He generally is found only in the Thieves Quarter, 
  pulling teeth with a wrench while standing on a stool; 
  teeth are thrown in a cracked chamber pot, where the 
  wrench also often resides. His wagon, pulled by a half-
  starved nag, is old and decrepit, with holes in and mold 
  growing on the ceiling, floor, and walls (11% chance of 
  infection even from just walking in the door). A big sign 
  in poor handwriting says “Satisfakshun Guarantee: If You 
  Ain’t Happy, Don’t Come Back.” Prices: pull tooth 3 cp 
  (33% chance of infection), “painless” tooth surgery 5 sp 
  (he hits you on the head with a big mallet, dealing 1d4 
  points of subdual damage, then pulls the tooth), bleeding 
  1 gp (1d6+1 damage, no chance of curing sickness, 66% 
  
  17
  chance of bad infection), “healing potion” 5 gp (made 
  from Mermist Swamp Water and mashed frogs eggs, 
  1% chance cures illness, 99% chance of typhoid fever). 
  Cash Box contains 10d10 cp, 10d10 sp, 1d30 gp, and 1d6 
  gold teeth that he “liberated” from previous customers. 
  Disposition: 1) Serious, 2) Bored, 3) Twitchy, 4) Hungry, 
  5) Drunk, or 6) Experimental. Rumor: A man ran screaming 
  out of the sewers the other day and was dragged back in by a 
  skeletal hand; I saw glowing eyes down in the sewer behind 
  him, I swear! This was at the corner of the Street of Shadows 
  and Cutpurse Row, in front of the Cup & Dragon. 
  30. DRINK, ALE: BJARNI BRASS BALLS (CG 
  male Kazadaran (Thunderhold) Dwarf 3rd level Bard; 
  SL General 5 (Golden Axe Clan); HD 3d10, HP 28; 
  AC 15 (magical +1 Mail Shirt); Attacks: magical +1 
  Warhammer (+3 BtH, 1d8+1 damage); Abilities: Haggle 
  (Cha), Animosity (Elves), Deepvision 120’, Determine 
  Depth and Direction, Enmity (Elves), Defensive Expertise 
  (Ogres/Giants), Resistant to Arcane Magic, Resistant to 
  Fear, Resistant to Poisons, Stonecraft (Wis), Decipher 
  Script (Int), Exalt (Cha), Legend Lore (Cha); Languages: 
  Dwarvish, Alryan: Language; Str 10, Dex 10, Con 10, 
  Int 12*, Wis 9, Cha 17*; carries 2d6 cp, 2d6 sp, and 
  1d8 gp, plus wears a silver holy symbol of Rosmerta (25 
  gp) on a leather thong and wears a silver-chased hunting 
  horn (worth 100 gp) on a lanyard around his neck) This 
  dwarven bard stands 4’2” and is broad like a barrel, with 
  long golden-red hair and beard worn in braids Valonar 
  style and cheery green eyes. He wears his shimmering 
  golden magical mail shirt, blue trews, and a winged 
  helm; he gets the attention of passersby by blowing on 
  his horn. He sells ale in leather jacks directly from large 
  barrels in the Common Quarter, usually on Caravan 
  Street and south Regal Street to the South Market. 
  He enjoys regaling customers while they drink, telling 
  them of his adventures in Sunstone Caverns and how 
  all the other members of his party died when they 
  encountered packs of ravening blood-thirsty ghouls. 
  He loves to hear other stories of adventure, and will 
  break out in extemporaneous couplets after hearing 
  a rousing tale (the first song is free; it costs 10 to 60 
  gp for the words written down). He does not have a 
  wagon; instead, the ale is carried in two large barrels 
  tied to the back of his tame minotaur, KARGARSH 
  (LG, HD 7d8, HP 23, AC 14); converted to the ways of 
  peace and love by misadventure with a magical helm, 
  Kargarsh is sought by his elder brother, Bragrash the 
  Ghoul-Lord of Sunstone Caverns near Thunderhold. 
  Kargarsh holds bunches of wildflowers and gives them 
  to pretty girls. Prices: jack of common ale 1 sp, jack 
  of Emerald Green Ale (imported from Thunderhold) 
  5 sp. Cash Box contains 10d10 cp, 10d10 sp, and 5d10 
  gp. Disposition: 1) Boisterous, 2) Ballsy, 3) Full of 
  Song, 4) Merry, 5) Drunk, or 6) Melancholy. Rumor: 
  Thinway Abun, the keeper of the North Gate, has lost one 
  of his dwarven servants in the Dungeons of the Dragon 
  Lords beneath the Palisade Ruins, and is hiring adventurers 
  to return him or his body to the City State. 
  31. DRINK, ALE: MALVIN MALSTER (N male City 
  Gnome 3rd level Fighter; SL General 4; HD 3d10+3, HP 
  11; AC 13 (Mail Shirt - Dex); Attacks: Short Sword (+6 
  BtH, 1d6+3 damage); Abilities: Brew Ale (Int), Haggle 
  (Cha), Animal Empathy, Combat Expertise (Goblins/
  Kobolds), Darkvision 60 ft., Enhanced Hearing, Weapon 
  Specialization (Short Sword); Spell-like Abilities: dancing 
  lights, ghost sound, prestidigitation; Languages: Gnomish, 
  Alryan, Tharbriana; Str 16*, Dex 6, Con 15, Int 14, Wis 
  14, Cha 13*; carries 2d6 cp, 2d6 sp, and 1d4 gp, plus 
  wears a silver holy symbol of Rosmerta (25 gp) on a silver 
  chain (10 gp)) A typical city gnome, Malvin stands 3’6” 
  tall with a lean build, shoulder-length blond hair, a 
  goatee, twinkling green eyes, and pale pinkish skin; he 
  wears earthy browns along with a leather fez designed 
  to look like a leather jack of ale, complete with foam 
  head. He is all business, though he considers telling 
  bad and bawdy jokes and puns and laughing at his 
  own jests to be part of “keeping the customers happy.” 
  He usually sells his ale on Regal Street from Caravan 
  Street, usually north to the Square of the Gods, as well 
  as on Silver Street. His four-wheel wagon is drawn by 
  two donkeys; he has six barrels, three to each side, and 
  he is assisted by his two lazy, often drunken brothers, 
  MOANING MOFFET and MOUSEY MUNGO 
  (N male Gnomes; HD 1d8, HP 7, 6; each has a dagger). 
  Prices: jack of common ale 1 sp, jack of Treebeard Pale 
  Ale (from Haghill) 15 cp, jack of Dunael Dark (from 
  Greenwalls) 2 sp. Cash Box contains 10d10 cp, 10d10 sp, 
  and 6d10 gp. Disposition: 1) Japing, 2) Busy, 3) Bored, 4) 
  Punny, 5) Tipsy, or 6) Melancholy. Rumor: Daxrik, the troll 
  proprietor of the Gouge Eye Inn on Guardsman’s Road, ran 
  out of the inn the other night chasing after a dozen dirt-covered 
  goblins and crying out for the guard to stop the thieves; no one 
  remembers the goblins ever entering the inn!
  32. DRINK, BEER: LOUDMOUTH LUFKIN (CE 
  male Alryan 4th level Cleric of Lord Skortch; SL General 4; 
  HD 4d8, HP 21; AC 12 (Padded Armor + Dex); Attacks: 
  
  18
  Dagger (+1/+3 BtH, 1d4-1 damage); Abilities: Arson (Wis), 
  Disguise (Cha), Haggle (Cha), Control Demons and Undead, 
  Spells; Spells: detect good, detect magic, putrefy food & drink 
  x2, bane, curse water, cause light wounds, cure light wounds, 
  darkness, hold person; Languages: Alryan, Demonic; Str 6, 
  Dex 15*, Con 9, Int 10, Wis 13*, Cha 14*; carries 2d6 cp, 
  2d6 sp, and 1d4 gp, and a tinderbox with a burning skull etched 
  on the cover) This hunchbacked, wall-eyed old man with 
  long dirty white hair and scabrous skin wears stinking rags 
  and spits when he speaks and caterwauls. Lufkin meanders 
  the streets of the Thieves Quarter, usually making a circuit 
  along Regal Street, Guardsman’s Road, Old South Road, 
  and Dead Broke Street, screeching out his wares as he goes, 
  often tarrying in front of the East Wall Enclave to take time 
  to ogle the Amazon guards of the Blue Wizard (the Amazons 
  have not had him arrested and charged as they feel he is 
  beneath their notice). He sells piss-poor beer from the back 
  of his rickety, filthy two-wheel cart; the cart is drawn by two 
  weak and weary slave boys; these always change, as they are 
  worked until they drop and then are sold to ogres or trolls 
  for meat. Lufkin is not at all what he appears to be; he is 
  actually a spy for the Ashen Coven, a cult of Lord Skortch 
  (God of Pillage, Rapine, and Thoughtless Acts) that seeks 
  to destroy the City State, and to this end he has been 
  assigned to watch the movements and actions of the Blue 
  Wizard and his Amazons. As opportunity permits, he likes 
  to use his cause light wounds spell on passed-out drunks for 
  amusement, giggling as they writhe in their death throes. If 
  need be to save his own skin he will reveal the hiding place 
  of his stash in his flat, given to him by the Coven to pay for 
  needful things: 212 sp, 179 gp, a potion of cause disease, and 
  a potion of cure light wounds. Prices: jack of piss-poor beer 
  1 cp (13% chance of the Burning Trots, due to a “special” 
  spiking of the beer by Lufkin). Cash Box contains 10d10 
  cp and 5d10 sp. Disposition: 1) Wheezing, 2) Hacking, 3) 
  Coughing, 4) Rapaciously Lustful, 5) Fire-starting, or 6) 
  Angry At The World And Everything In It. Rumor: Castig 
  Sun-hiker, the slaver on End Gate Road, has just brought in a 
  long coffle full of dwarven slaves from the Majestic Mountains.
  33. DRINK, BEER: DJANGO ROMBARO (CN 
  male Roglo 1st level Fighter; SL General 5 (Red rogue 
  Clan); HD 1d10, HP 8; AC 12 (Leather Coat + Dex); 
  Attacks: Dagger (+3/+3 BtH, 1d4+2 damage, 15 ft. 
  range); Abilities: Haggle (Cha), Seduce (Cha), Swim 
  (Dex), Weapon Specialization (Dagger); Languages: 
  Roglo, Alryan; Str 15*, Dex 13*, Con 11, Int 10, Wis 9, 
  Cha 17*; carries 2d6 cp, 2d6 sp, and 1d8 gp; wears cheap 
  but flash rings (four), bracelets (two), and an earring, each 
  worth 2d6 gp; plus carries a dagger on each hip in his sash 
  and a dagger in each boot, all balanced for throwing, thus 
  the longer range) This handsome young Roglo has pale 
  creamy purple skin, long black hair worn in a single 
  braid, deep purple eyes, and fine white teeth always 
  worn in a smile; he wears traditional Roglo dress, with 
  a white tunic, brown leggings, a big blue sash and long 
  blue head scarf. He is usually found in the Fish Market 
  in the Seafront Quarter and along By-Water Road, 
  Fog Street, and Water-Rat Road. His two-wheeled 
  cart is little more than a wheelbarrow with a single 
  large barrel; the barrel and thus beer quality varies 
  day to day, depending on what his gang of rogues has 
  managed to steal lately. Prices: 1 cp per jack for swill 
  to 5 cp per jack for Dwarf Beer, roll 1d6 to determine 
  the quality and price of beer, on a 6 it is skunked swill 
  with a 34% chance the imbiber gets the Grippe. Cash 
  Box contains 10d10 cp and 5d10 sp. Disposition: 1) 
  Merry, 2) Angry, 3) Greedy, 4) Amorous, 5) Cunning, 
  or 6) Helpful. Rumor: A strange Wizard appeared in the 
  Firedrake Mead Hall on Silver Street and pronounced a 
  Vision of Doom upon the proprietor, Roarbek the Whelp.
  34. DRINK, WINE: GALENGIL MITHLAS (CG 
  male Adderwood High Elf 2nd level Fighter/Wizard; SL 
  Merchant 5; HD 2d7+2, HP 8; AC 11 (Dex); Attacks: 
  Long sword (+5 BtH, 1d8+2 damage); Abilities: Haggle 
  (Cha), Enhanced Senses, Twilight Vision, Move Silently 
  (Dex), Spell Resistance, Spot Hidden Doors, Weapon 
  Training (Long Sword), Weapon Specialization (Long 
  Sword), Spells; Spells: detect poison, mage hand x2, 
  prestidigitation, charm person, comprehend languages, 
  sleep, unseen servant; Languages: Elvish, Alryan, Orcish; 
  Str 14*, Dex 13, Con 13, Int 13*, Wis 12, Cha 15; 
  carries 2d6 cp, 2d6 sp, and 1d8 gp, plus wears a silver 
  holy symbol of Losborst (25 gp) on a silver chain (10 gp) 
  and a silver-tipped green and gray cane with a head shaped 
  like that of an adder (50 gp)) This elf stands 5’8” tall, 
  with a lean build, long blond hair, blue eyes, and an 
  ennui-ridden demeanor; he wears bright greens and 
  dark grays, including silvery-gray embroidery of leaves 
  and grapes upon his bright emerald-green tunic. He is 
  invariably found outside the Bazaar at the corner of 
  Twilight Road and By-Water Road; he is a friend of 
  Apthon the Gaudy, and the bazaar-goers are often seen 
  walking through the aisles of the shop with goblets of 
  fine wine. His two-wheeled cart is of fine construction 
  and painted a bright green; it is all for show, however, 
  as he never leaves the spot, though for legal purposes it 
  
  19
  can be moved (and is, though only into the bazaar for 
  safe keeping at night). The back of the wagon is filled 
  with racks holding dozens of bottles of wine and shelf 
  of two score fine goblets (each worth 5d6 gp). Prices: 
  (per goblet) fine Darkfield Red 8 cp, Ashenshaft Blue 
  or Luckstone White 4 sp, Anguikan Pale or Modron 
  Rose 1 gp, Adderwood Emerald 2 gp, Sunfells Red 3 
  gp, Benobles Blue or Palewood Burgundy or Wildwood 
  White 5 gp; bottles can be had for five times the price 
  and goblets can be bought at double their value. Cash 
  Box contains 5d10 cp, 10d10 sp, 10d10 gp, and there 
  is a 30% chance of 1d4 gems each worth 5 to 50 gp. 
  Disposition: 1) Merry, 2) Sardonic, 3) Wry, 4) Bored, 
  5) Tipsy, or 6) Helpful. Rumor: Wild Orcs of the Purple 
  Claw have been spotted by rangers on the Old Elf Road 
  within sight of the Palisade Ruins… what? What? Yes, I 
  know you young folk like to call it the “Orc Path” these 
  days, but I remember when it was a road between here and 
  Adderwood. Why, back in those days… 
  35. FLOWERS: BEWITCHING BUTTERCUP 
  (CG female Pixie 5th level Witch; SL General 4; HD 
  5d4+5, HP 18; AC 16 (Size + Dex); Attacks: Pixie 
  Bow (+5 BtH, 1d4+1 damage or Sleep or Memory Loss); 
  Abilities: Faerie Invisibility, MSR 10, Second Sight, Spell-
  like Abilities, Spells, Twilight Vision; Spell-like Abilities: 
  confusion, detect thoughts, dispel magic 1/day, faerie lights, 
  faerie sleep (50% chance) 1/day know alignment, permanent 
  illusion 1/day, polymorph self; Spells: dancing lights, ghost 
  sound, influence, magical aura, prestidigitation, charm 
  person x2, faerie fire, faerie glamour, sleep, cause blindness, 
  fog cloud, speak with animals, bestow curse; Languages: 
  Faerie, Alryan, Orcish, Elvish, Sylvan, Amazon; Str 10, 
  Dex 20, Con 13, Int 15*, Wis 6, Cha 17*; carries 2d6 cp, 
  2d6 sp, and 1d4 gp, and 1d6 pinches of pixie dust in her 
  personal pixie pouch (minor bag of holding)) Buttercup 
  stands 2’ tall, appearing as a tiny elf with glittering blue 
  and green pixie wings, grass-green hair, and twinkling 
  blue eyes, wearing a bright yellow shift and tiny yellow 
  boots made from buttercup petals. Once upon a time 
  she left her home at Valanae Shee in the Dearthwood 
  to visit her old friend, the Blue Wizard, in the City 
  State. There she found most of the folk living in a 
  dirty, dingy city of stone and dead trees; she decided 
  to try to brighten their lives by bringing them beautiful 
  wild flowers, but to her surprise, no one would accept 
  them! When she asked the Blue Wizard what their 
  problem was, he said that they suspected a trick, being 
  given flowers by a faerie; so now she sells them, merely 
  asking for a single coin (of whatever type, as it doesn’t 
  matter to her). So now she brings bright wild flowers 
  by the bunch into the City State. She can be found 
  anywhere in the City State; she does not have a wagon; 
  instead she has the service of 13 permanent unseen 
  servants (the gift, it is said, of the Blue Wizard) 12 of 
  which each hold a bunch of flowers, the 13th a sack 
  with the coins earned. She and Valerienne Oquilnoth 
  (#73, Perfumes & Soaps, below) are good friends and 
  roommates, and can often be found together enjoying 
  the festivities in the Balor’s Eye on Barter Street late 
  into the night. Prices: one coin to pick a flower or a 
  bunch, but please tip with a smile! Cash Sack usually 
  contains 1d100 each of cp, sp, and gp, plus if in the 
  Noble Quarter a 34% chance of 1d4 gems each worth 
  5 to 50 gp. Disposition: 1) Merry, 2) Pouty, 3) Silly, 4) 
  Excited, 5) Helpful, or 6) Angry. Rumor: Slobones, the 
  talking dog owned by Gadichan the Tailor on the Street of 
  Crafts, has gone missing in the Deathwood while hunting. 
  Will you help me find him?
  36. FOOD, BREADS & PASTRIES: EASY 
  EITHNE (CE female Alryan/Tharbriana 5th level 
  Cleric of Tama Hama; SL General 4; HD 5d8, HP 22; 
  AC 10 (No Armor); Attacks: Dagger (+2/+2 BtH, 1d4 
  damage); Abilities: Bake (Wis), Haggle (Cha), Seduce 
  (Cha), Control Undead, Spells; Spells: detect good, detect 
  poison, endure elements, first aid, bless, command x2, 
  cause fear, charm person x2, remove disease; Languages: 
  Alryan, Tharbriana; Str 10, Dex 12*, Con 12, Int 10, 
  Wis 14*, Cha 18*; carries 2d6 cp, 2d6 sp, and 1d4 gp, 
  plus wears a silver unholy symbol of Tama Hama (25 gp) 
  on a silver chain (10 gp)) Easy Eithne is tall and willowy, 
  with long windblown strawberry blonde hair, green 
  eyes, ruby lips, and flawless skin; she wears a billowy 
  calf-length blue and white checked dress that leaves 
  little to the imagination. She has quite a reputation 
  as a brazen strumpet; however, as the priestess of the 
  Secret Society of Silken Bonds, the local cult of Tama 
  Hama, her hunger is understandably insatiable, and so 
  she is always on the prowl for “new meat” (Cha 13+, 
  male or female, preferably human or elf new to the City 
  State) which, while in public, she usually slips a “super-
  special” pastry that acts as a charm person spell (not 
  that, with her beauty, she needs it, but it makes targets 
  more compliant). If, after several intimate encounters 
  her inamorata does not convert, she later invites him 
  (or her) to a picnic outside the City State; there the 
  target is set upon by her co-religionists (3d4 cultists, 
  
  20
  usually 1st to 3rd level Clerics, Bards, Fighters, and/or 
  Rogues) and enslaved, often quickly sold on to other 
  temples far from the City State (10% chance is instead 
  “harvested” for ingredients for aphrodisiac pastries). 
  She is usually found in the South Market at the Gate of 
  the Gods (she has a thing for mighty-thewed Altanian 
  warriors and Dunael rangers) or otherwise nearby in 
  the Common and Thieves Quarters. Her two-wheel 
  cart is piled high with breads and pastries, baked 
  fresh every day by several of her personal worshippers. 
  Local housewives and wenches know that she has a 
  special extra-sweet pastry that acts as an aphrodisiac. 
  Prices: loaf of common bread 2 cp, sweet pastry 5 cp, 
  aphrodisiac extra-sweet pastry 1 gp (36% chance of 
  working), charm person super-sweet pastry 50 gp (1d6 
  in the cart, sold only to cultists and allies, acts as a 
  charm person spell on the one who eats it with the one 
  who handed them the pastry treated as the caster ((5th 
  level caster)). Cash Box contains 10d10 cp, 5d10 sp, 
  and 1d20 gp with an 18% chance of an additional 1d6 
  x 50 gp in coin or gems. Disposition: 1) Erotic, 2) 
  Excited, 3) Ardent, 4) Tired, 5) Angry, or 6) Jealous. 
  Rumor: Ragolet the Ruffian, the Guildmaster of the Slavers 
  Guild on Wailing Street, seeks adventurers with discretion 
  to find a certain rare herb in the Dearthwood that will 
  restore his, hmmm… vitality, shall we say? 
  37. 
  FOOD, 
  DRIED 
  MEATS: 
  DYLANN 
  MAKDOUGHALL (CN male Tharbrian 5th level 
  Barbarian; SL General 4; HD 5d12+5, HP 50; AC 13 
  (Mail Shirt - Dex); Attacks: Saber (+6 BtH, 1d8+2 
  damage); Abilities: Nomad Horsemanship (Dex), Haggle 
  (Cha), Combat Sense, Deerstalker, Intimidate, Primeval 
  Instincts, Whirlwind Attack; Languages: Tharbrian, 
  Alryan, Valonar; Str 16, Dex 7*, Con 14*, Int 10, Wis 
  13*, Cha 14; carries 2d6 cp, 2d6 sp, and 1d4 gp, and 
  wears a silver holy symbol of Epona (25 gp) on a leather 
  thong) This young, grim Tharbrian warrior stands 5’4” 
  tall, with lean musculature and build, long red hair 
  worn in dreadlocks, bright green eyes, and tan ruddy 
  skin; he wears his mail shirt with deerskin breeches and 
  moccasins. Severely wounded in battle with goblins on 
  the Plateau of Bendigroth, Dylann nearly lost his life to 
  gangrene from a poisoned wound; instead he merely lost 
  his left leg. Unable to keep up with his clan, Dylann left 
  to die in the wilderness, but could not bring himself 
  to suicide by attacking a troll or dragon on his own. 
  Eventually he made his way to the City State, where 
  he found a demand for the preserved meats of his 
  people. He is usually found on Silver Street, between 
  the Thieves Quarter and the Merchants Quarter, where 
  many mercenaries and adventuring types are found. 
  He sells his wares out of a Tharbeo gypsy-style wagon, 
  drawn by two gray geldings and decorated with black 
  horse patterns, which is kept by his pregnant Tharbeo 
  wife, YGERNA (CN 1st level Witch, HD 1d4+1, HP 
  5; Spells: first aid x2, purify food and drink, message, calm 
  animals, head fog, see invisibility). He usually buys his 
  meats from passing clans in exchange for goods from the 
  city; they know that as a clansman, he can be trusted to 
  give them an honest deal, which he does. He also now 
  deals with passing Markka clans for smoked fish. The 
  Rampant Stallion Clan of the City State has tried to 
  recruit him on several occasions, but he feels he does not 
  belong with a clan while he cannot properly ride a horse. 
  Prices: (each equals half of a daily iron ration) smoked 
  beef 3 sp, dried beef 4 sp, jerked beef or smoked cod 7 sp, 
  spicy jerked beef 1 gp, smoked salmon 15 sp; Cash Box 
  contains 10d10 cp, 10d10 sp, and 1d20 gp. Disposition: 
  1) Angry, 2) Merry, 3) Vengeful, 4) Grim, 5) Helpful, 
  or 6) Wistful. Rumor: The clans have been having trouble 
  from orcs out of the Majestic Mountains of late; they say that 
  a new ruler has arisen among the orcs, a sorcerer of shadows 
  and mist called the Eye of Fire and Fear.
  38. FOOD, FRESH FISH: FERKA FISHMONGER 
  (CN male Roglo 5th level Rogue; SL General 5 (Great 
  Black Bass Clan); HD 5d6, HP 9; AC 11 (No Armor); 
  Attacks: “Fish Knife” (+2 BtH, 1d6 damage); Abilities: 
  Breathe Water 3/day, Fish (Cha +3), Haggle (Cha), Swim 
  (Dex +3), Back Attack, Climb (Dex), Decipher Script 
  (Int), Hide (Dex), Listen (Wis), Move Silently (Dex), 
  Open Locks (Dex), Pick Pocket (Dex), Traps (Int), Sneak 
  Attack; Languages: Roglo, Alryan (thickly accented), 
  Thieves Cant; Str 10*, Dex 14*, Con 10, Int 8, Wis 9, 
  Cha 15*; carries 2d6 cp, 2d6 sp, and 1d8 gp) Fishy Ferk, 
  as he is known to his friends, is a short, thin man with 
  pale purple skin, bulging black eyes, bald scaly pate, 
  fin-like ears, and prominently webbed hands and feet; 
  large patches of small greenish-purple scales are readily 
  visible across his body, as he only wears a loincloth. 
  Every inch that is not covered in scales is covered 
  with tattoos of fish and mermaids. He is of the Great 
  Black Bass Clan, the most prominent fisher-folk of the 
  western Roglaroon (though the Great Blue Bass Clan 
  would deny that at the point of a dagger); he is one of 
  several fishmongers of the clan, as he is more capable 
  of interacting with the “land lubbers” than most of the 
  
  21
  clansfolk, which tend to be ornery, xenophobic, and 
  inbred (after long ago absorbing a bit of Merfolk blood, 
  to be sure). He usually is found in the Seafront Quarter, 
  in the Fish Market at End Gate or along Water-Rat 
  Road; he supplies many of the Seafront taverns and 
  inns with fish in the early dawn, and sells the leftovers 
  in the street. His two-wheeled cart is pulled by two 
  Roglo youths, PAIKE and GHAAR (CN 1st level 
  Rogues, HD 1d6, HP 3, 2, AC 12; “fish knives”). Ferka is 
  also the Thieves Guild’s contact with the Great Black 
  Bass network of water-bandits and river-pirates. Prices: 
  small fish or crayfish four for 1 cp, medium two for 1 cp, 
  large 2 cp each, riverweed 1 cp per pound, river clams 
  1 cp each. Cash Box contains 10d10 cp, 5d10 sp, and 
  has a 28% chance of 1d10 x 1d10 gp and 14% chance 
  of 1d3 gems worth 10 to 100 gp each. Disposition: 1) 
  Harried, 2) Bored, 3) Wicked, 4) Ornery, 5) Sly, or 6) 
  Lecherous. Rumor: An ancient temple of the Sea God has 
  been discovered in the fens of the Mermist Swamp; it is said 
  to be overrun by trolls and giant toads that guard the gold-
  plated statue at the heart of the temple.
  39. FOOD, FRESH FISH: MAMA MAIRA (N 
  female Tharbriana 3rd level Witch; SL General 4; HD 
  3d4-6, HP 3; AC 10 (No Armor); Attacks: Club (+1 
  BtH, 1d4 damage); Abilities: Fish (Wis), Haggle (Cha), 
  Spells; Spells: first aid x2, mending x2, charm person, 
  entangle, shillelagh, magic missile, speak with animals; 
  Languages: Tharbriana, Alryan (thick brogue); Str 13, 
  Dex 14*, Con 4, Int 9, Wis 13*, Cha 13*; carries 2d6 cp, 
  2d6 sp, and 1d4 gp, wand of mage hand (9 charges) and 
  a talisman of summon swarm (5 charges)) Mama Maira 
  is an old Tharbriana crone, stooped and gray-haired, 
  with wrinkled face and rheumy eyes; unfortunately, 
  her apparent age and weakened condition (both lost 
  Constitution and energy levels) is the result of a curse 
  cast by an enemy sorcerer, as Maira is merely 27 years 
  old! Originally from Modron, she has come to the City 
  State seeking her enemy, who thinks her dead. She 
  knows he has a taste for fresh fish, and so she sells such 
  across the City State. She can be found anywhere on 
  the west side, but is most often in the Noble Quarter, in 
  the Royal Market, as that is where she figures she will 
  most likely find some sign of him. Her two-wheeled, 
  gaily painted cart is pulled by a charmed goblin, 
  SNARBLIX (LE, HD 1d6, HP 5, who has been charmed 
  by her for so long he is absolutely loyal). Maira is up early 
  and buys only the best fish from the fishermen on the 
  Seafront Quarter; she also often has fish shipped in 
  from afar, as her quarry enjoys rare viands. Prices: 
  small fish two for 1 cp, medium fish 2 cp, large fish 
  5 cp, fish from Modron x3 (65% chance), fish from 
  the Winedark Sea x10 (26% chance), rare fish x3 
  (7% chance). Cash Box contains 10d10 cp, 10d10 
  sp, and 1d10 x 1d6. Disposition: 1) Short Tempered, 
  2) Morbid, 3) Wistful, 4) Merry, 5) Foretelling, or 6) 
  Wrathful. Rumor: Anoethin, Patriarch-King of Modron, 
  seeks adventurers to recover the Blinding Blade, a long 
  sword once wielded by a great paladin of Mitra and lost in 
  the Dearthwood.
  40. FOOD, FRESH MEATS: GORRIE THE 
  GHASTLY (CE male Half-Orc (Alryan/Wild Orc of 
  the Purple Claw) 2nd level Fighter; SL General 2; HD 
  2d10+4, HP 17; AC 10 (No Armor); Attacks: Hand 
  Axe (+5 BtH, 1d6+3 damage); Abilities: Darkvision 60’, 
  Enhanced Sense of Smell, Martial Prowess, Resistant to 
  Disease, Weapon Specialization (Hand Axe); Languages: 
  Orcish, Alryan; Str 16*, Dex 10, Con 17*, Int 11, Wis 
  10, Cha 7; carries 1d6 cp) This half-orc is actually not 
  unpleasant looking, merely being slightly hunched and 
  mush-faced with large incisors and scraggly black hair; 
  it is his table manners and etiquette that are ghastly. 
  Gorrie is an indentured servant of Santotak the Alley 
  Butcher off of Guardsman’s Road. Holvar the Cleaver, 
  the assistant butcher, came up with the idea of selling 
  their cuts and sausages further afield in the city, and so 
  Gorrie goes forth every morning with a pushcart piled 
  with meat… long pork, not that such is ever mentioned, 
  even in poor company. It is usually represented as pork 
  or beef. Gorrie usually pushes his two-wheeled cart 
  through the streets and alleys of the Common Quarter, 
  though sometimes he can be found as far west as the 
  Seafront Quarter and the Fish Market. He’s very loyal 
  to Santotak and really likes his job, considering it a 
  great improvement upon scraping by on nuts and bark 
  in the Dearthwood, where he was an outcast of his 
  Wild Orc clan. He’s always on the lookout for potential 
  “raw material,” especially lone drunks, old beggars, and 
  street urchins. Prices: large smoked sausages five for 1 
  cp, spiced sausages two for 1 cp, chops 3 cp each, riblets 
  4 cp per handful, bacon 5 cp per rasher, brain pudding 
  1 sp per pot, whole ham 5 sp; each meal on such invites 
  a 1% cumulative chance of contracting Brain Rot and 
  attendant Madness. Use of the charcoal brazier to cook 
  your meal on the spot costs 1 cp. Cash Box contains 
  10d10 cp and 5d10 sp. Disposition: 1) Bored, 2) 
  Grumpy, 3) Nose-Pickingly Bored, 4) Hungry, 5) Gassy, 
  
  22
  or 6) Scheming. Rumor: I wuz down at da Prancing Ki-
  Rin, ya know, dat saloon off Cutpurse Row, havin myself a 
  Goblin & Tonic and a bit of a dance under a dancin’ wench, 
  ya know, an da dancer, she done mentioned dat dere was 
  tunnels beneath da city an dat dragons and demons lived dere 
  wit lotsa gold and gems and stuff.
  41. FOOD, FRESH MEATS: SWAYNE STIKKER 
  (LG male Woodman (Alryan) 4th level Ranger; SL 
  General 5 (Royal Boar Clan); HD 4d10, HP 15; AC 
  14 (Mail Shirt); Attacks: Cleaver (+4 BtH, 1d6+1 
  damage); Abilities: Butcher (Dex), Combat Marauder, 
  Conceal (Dex), Delay/Neutralize Poison (Wis), Move 
  Silently (Dex), Scale (Dex), Traps (Wis), Survival (Wis), 
  Track (Wis); Languages: Alryan (backwoods accent), 
  Dunael, Orcish; Str 15*, Dex 11, Con 10, Int 13, Wis 
  13*, Cha 14*; carries 2d6 cp, 2d6 sp, and 1d8 gp) This 
  lanky, tanned Woodman is of a long line of Alryan 
  settlers in the Dearthwood; as with most such families, 
  he has a touch of Dunael blood. Unfortunately, the old 
  ways ran weak in his line, and though he took early to 
  ranger training, he could not keep up with the other 
  rangers, and so when he washed out of training he took 
  to hunting and butchering wild boar and other game. 
  He is usually found at the South Market at the Gate 
  of the Gods or otherwise along Regal Street, between 
  the Thieves Quarter and the Common Quarter. His 
  small four-wheeled wagon, drawn by two shaggy forest 
  ponies, opens on one side with a stair up to a counter, 
  where he does all business. He has been known to hire 
  out as a guide in the Dearthwood from time to time, 
  but only with Good types and for no less than 10 gp 
  per day plus a half-share in all treasure found and 
  loot taken. Prices: beaver steaks or otter tongue 1 cp, 
  whole wild hare 2 cp, whole wild chicken 3 cp, leg or 
  ribs of wild goat 1 sp, leg or ribs of wild sheep 2 sp, ham 
  or ribs of wild boar or venison 4 sp. Cash Box contains 
  10d10 cp, 10d10 sp, and 8d10 gp. Disposition: 1) Busy, 
  2) Helpful, 3) Thoughtful, 4) Sad, 5) Grumpy, or 6) 
  Kind. Rumor: Knights in black armor and capes have been 
  seen riding the Old South Road of late; they appear out of 
  swirling mists and attack travelers at random.
  42. FOOD, FRESH VEGETABLES & GRAINS: 
  FERGO FIFOOT (LN male Dark Shire Halfling 3rd level 
  Fighter; SL Merchant 5; HD 3d10, HP 20; AC 10 (No 
  Armor); Attacks: Pitchfork (+5 BtH, 1d8+2 damage); 
  Abilities: Farm (Wis), Haggle (Cha), Fearless, Hide (Dex), 
  Move Silently (Dex), Duskvision, Resistant, Weapon 
  Specialization (Pitchfork); Languages: Halfling, Alryan; 
  Str 14*, Dex 11, Con 9, Int 10, Wis 15*, Cha 12; carries 
  2d6 cp, 2d6 sp, and 1d8 gp) This plump, merry shire 
  gaffer has curly graying-brown hair, brown eyes, deeply 
  tanned skin, and large feet covered with curly brown 
  hair; he wears simple peasant clothing in subdued reds 
  and browns. His simple fashion and demeanor belies 
  his wealth, as he is one of the richest halfling farmers of 
  Darkfield Vale. He is usually found on Ox-Cart Road 
  or in the Square of the Gods; unlike most farmers who 
  just stop short after entering the gates, he brings his 
  wares into the city, and thus commands a better price. 
  His wagon is a simple, large farming wain, piled high 
  with sacks of grains and vegetables (in winter, usually 
  potatoes and other roots). His three youngest sons, 
  FARGO, FUNGO, and FILGO (LN Dark Shire 
  Halflings; HD 1d8, HP 8, 5, 4, AC 12; Daggers) help 
  him and watch the wagon while he is chatting away 
  with customers. He especially loves to chat with 
  adventuring types, reminiscing about the days when 
  he was an adventurer himself, Fergo Firemaster he was 
  known then, a mighty and loyal torch-bearer. After 
  hearing his tales for their whole lives, Fargo and Filgo 
  want nothing to do with adventuring, though Fungo 
  might be hired for 1 gp/day plus a half-share. Fergo has 
  a partial map of the 1st level of the Majestic Fastness 
  that he will sell for 1,000 gp. Prices: (all items in season 
  only, of course) apples 1 sp/#, barley 1 sp/#, cabbage 
  1 cp/head, carrots 1 sp/#, cucumbers 5 cp/#, grapes 7 
  cp/#, green beans 1 sp/#, honey 5 cp/pint, lentils 1 sp/
  #, lettuce 2 cp/head, maize 5 cp/#, Fifoot Mead 16 sp 
  per 2-gallon keg, oats 5 cp/#, onions 5 cp/#, peas 1 sp/
  #, pickles 3 sp/quart, Fifoot Pipeweed 7 sp/#, potatoes 
  5 cp/#, squash 5 cp/#, rye 5 cp/#, strawberries 2 sp/#, 
  tomatoes 8 cp/#, walnuts 3 sp/#, watermelon 5 cp/#, 
  wheat 1 sp/#. Cash Box contains 10d10 cp, 10d10 sp, 
  and 4d10 gp. Disposition: 1) Jolly, 2) Chatty, 3) Busy, 
  4) Very Chatty, 5) Mellow (smoking pipeweed), or 6) 
  Wistful. Rumor: I hear tell the dwarves of Thunderhold are 
  hiring adventurers, paying good gold on top of salvage rights 
  to scout out the situation in the Majestic Fastness. If I were 
  but 30 years younger, I’d sign up meself.
  43. FOOD, FRESH VEGETABLES & PRESERVES: 
  GUSTY GRIDLEY (LE male Alryan 7th level Rogue; 
  SL Merchant 5; HD 7d6, HP 18; AC 12 (Leather Coat 
  + Dex); Attacks: Dagger (+2/+3 BtH, 1d4 damage); 
  Abilities: Haggle (Cha), Back Attack, Climb (Dex), 
  Decipher Script (Int), Hide (Dex), Listen (Wis), Move 
  
  23
  Silently (Dex), Open Locks (Dex), Pick Pocket (Dex), 
  Traps (Int), Sneak Attack; Languages: Alryan, Goblin, 
  Thieves Cant; Str 9, Dex 13*, Con 11, Int 13*, Wis 
  12, Cha 16*; carries 2d6 cp, 2d6 sp, and 1d8 gp) Once 
  lean, handsome, and dangerous, Gridley (then Gutsy 
  for his bravery rather than Gusty for his boasting) is 
  today obese, red-faced and jowly from fine wine and 
  meats, and perhaps even more dangerous. He retired 
  some years ago from adventuring and from the Thieves 
  Guild to manage the farm he bought in Darkfield; he 
  found that rather than growing his own foods to sell, 
  he made better money by buying from neighboring 
  farms and shipping it into the city. He is usually found 
  in the Merchants and Thieves Quarters, starting in the 
  north early in the morning near the Open Market, and 
  ending at South Market later in the afternoon, selling 
  the dregs of his fresh baskets and bags at half-price. 
  He ends the day with a meal and a drink at the Pig & 
  Whistle (with his cart in the alley next to the Thieves 
  Guild, stationed in such a way as to hide from view the 
  people and things removed from and placed in a secret 
  compartment in the bed of the wagon). His wagon 
  is very large and tall, as the bed consists of cabinets 
  holding pickled and preserved goods (and masking the 
  hidden compartment). He is assisted by three “hands,” 
  ZOUCH JENKINS, TAFFY O’JONES, and RHYS 
  DUFFER (LE 1st level Rogues; HD 1d6, HP 6, 5, 5, AC 
  13; Pitchforks and Daggers) who work with the men at 
  the guild to smuggle the goods into the wagon. Prices: 
  (all items in season only, of course) Darkfield Ale 6 
  sp per 2-gallon keg, apples 14 cp/#, barley 12 cp/#, 
  beets 8 cp/#, cabbage 2 cp/head, carrots 16 cp/#, 
  Darkfield Brown Cottage Cheese 6 sp/#, Darkfield 
  Brick Cheese 8 sp/#, Mermist Green Cheese (stinky 
  but tasty) 16 sp/#, Mermist chilies 2 gp/#, Darkfield 
  Cider 2 sp per 2-gallon keg, crabapple jelly 6 sp/pint, 
  cucumbers 8 cp/#, Darkfield Ditchweed 5 sp/#, 
  elderberry jam 14 sp/pint, eggs 1 sp/dozen, grapes 12 
  cp/#, green beans 18 cp/#, honey 1 sp/pint, lentils 14 
  cp/#, lettuce 3 cp/head, maize 1 sp/#, Darkfield Mead 
  2 gp per 2-gallon keg, oats 1 sp/#, onions 1 sp/#, peas 
  18 cp/#, pickles 5 sp/quart, Darkfield Pipeweed 1 gp/
  #, Mermist Lotus Pipeweed 10 gp/# (mixed with the 
  lotus of the Mermist, CL 3 Int save or lose 1d3 Int for 
  1d3 days; if save is successful, a wizard can memorize 
  one extra 1st level spell that fades in 1d3 days if not 
  used), Mermist Scarlet Pipeweed 5 gp/# (steeped in 
  the poison of the scarlet toad, CL 2 Wis save or suffer 
  waking nightmares for 1d3 days), potatoes 8 cp/#, 
  squash 8 cp/#, rye 8 cp/#, Mermist Mild Salsa 2 gp/
  pint, Mermist Medium Salsa 3 gp/pint, Mermist Hot 
  Salsa 4 gp/pint, Mermist Super-Spicy Toad Salsa 10 
  gp/pint (made with the poison of the Mermist scarlet 
  toad, CL 0 Con save or burning diarrhea for 1d3 days), 
  sauerkraut 8 sp/#, strawberries 4 sp/#, strawberry jam 
  6 sp/pint, strawberry preserves 1 gp/pint, tomatoes 14 
  cp/#, walnuts 6 sp/#, watermelon 1 sp/#, wheat 18 
  cp/#. Cash Box contains 10d10 cp, 10d10 sp, 10d10 
  gp, and has a 32% chance of having 1d4 gems each 
  worth 10 to 100 gp. Disposition: 1) Helpful, 2) Jolly, 
  3) Angry, 4) Cunning, 5) Aloof, or 6) Hungry. Rumor: 
  A three-headed troll was spotted just outside of Haghill last 
  week; they say it has been carrying away cattle.
  44. 
  FOOD, 
  HOT 
  TAMALES: 
  CROAKER 
  CAMAXTLI (LG male Tlanitlan 2nd level Cleric of 
  Vicon; SL General 5 (Feathered Serpent Clan); HD 
  2d8, HP 13; AC 10 (No Armor); Attacks: Club (+2 
  BtH, 1d6+2 damage); Abilities: Haggle (Cha), Make 
  Tamales (Wis), Spells, Turn Undead; Spells: detect evil, 
  endure elements, first aid, purify food and drink, bless, 
  cure light wounds, sanctuary; Languages: Tlanitlan, 
  Alryan, Elvish, Draconic; Str 14, Dex 9, Con 10, Int 
  17*, Wis 17*, Cha 16*; carries 2d6 cp, 2d6 sp, and 1d8 
  gp, plus wears a silver holy symbol of Vicon (25 gp) on 
  a jaguar-skin thong) Croaker’s family immigrated from 
  Tlan 20 years ago when he was a teen, so unlike most 
  members of the Feathered Serpent Clan (who after 
  long generations of assimilation, are as Alryan as the 
  next fellow), he actually is Tlanitlan. He stands 5’2” 
  tall with deep brown skin, shiny black hair, and deep 
  brown eyes; he wears the traditional clothing of his 
  people, a white kilt with a jaguar-skin belt, jaguar-skin 
  cape, sandals, and as part of the flash of his business, 
  a tall crown made of maize stalks complete with ears 
  and tassels. His pushcart is decorated with Tlanitlan 
  glyphs representing good, pleasure, tastiness, maize, 
  and prosperity, while the umbrella above is made 
  from colorful feathers and preserved flowers. Steam 
  rises from the deep, food-filled metal bowls, as they 
  are heated continually from below with a charcoal 
  brazier. There is a 14% chance that, when he touches 
  a customer’s hand while giving food or change, he has 
  a vision of doom about the customer. He is usually 
  found in the Open Market in the Merchant Quarter 
  or otherwise on the Street of Crafts. Prices: nachos 1 
  cp, mild chilies 1 cp, refried beans 1 cp, churros 2 cp, 
  cheese sauce 2 cp, maize tamales 2 cp, medium jalapeno 
  
  24
  chilies 3 cp, Tlanitlan rice 4 cp, cold lemon beer 4 cp, 
  pork tamales 5 cp, hot habanera chilies 6 cp, spicy hot 
  ale 8 cp, beef tamales 1 sp, chocolate sauce 1 sp, hot 
  chocolate 5 sp, insanely hot quetzalzacatlenango chilies 
  1 gp (CL 0 Con save or waking visions for 1d24 hours). 
  Cash Box contains 10d10 cp, 10d10 sp, and 2d20 gp. 
  Disposition: 1) Verbose, 2) Helpful, 3) Jocular, 4) 
  Boasting, 5) Beneficial, or 6) Whimsical. Rumor: Some 
  cousins of mine arrived from the far south last week; they 
  say the civil war in Tlan is heating up again, and all sides 
  are looking for mercenaries to serve in the war.
  45. FOOD, ICED TREATS: PALZYRIAX THE PALE 
  (LG male Avalonian 8th level Ice Wizard; SL Guild 
  (Magicians) 6; HD 8d4+8, HP 24; AC 12 (Ring + 
  Dex); Attacks: Dagger (+2/+3 BtH, 1d4 damage); 
  Abilities: Immunity (Natural Cold), Resistance (Magic 
  Cold), Spells, Susceptibility (Fire, Heat); Spells: chill touch 
  x5, freezing hands x5, continual chill x2, cryotechnics, cold 
  burst, glacial wind, fly, ice storm, wall of ice; Languages: 
  Avalonian, Valonar, Alryan (heavily accented); Str 9, Dex 
  14*, Con 13, Int 14*, Wis 13, Cha 10*; carries 2d6 cp, 
  2d6 sp, and 2d6 gp, wears a ring of protection +1, and 
  carries a wand of dispel magic (46 charges)) This wizard 
  has pale blue skin that is cold to the touch, platinum 
  blonde hair, glittering blue eyes the color of glacial 
  ice, and deep blue lips; he wears robes of blue, white, 
  and silver, with curled shoes topped with silver bells 
  (10 gp). An émigré from Valon, Palzyriax sells iced 
  refreshments in the streets, the better to get the locals 
  to appreciate the cold, chill ways of the north. His 
  treats being quite expensive, he operates in the Noble 
  Quarter, usually in the Royal Market at the Grand 
  Gate or along Twilight Road; he is never found in the 
  Plaza of Profuse Pleasures, as he finds it too savagely 
  decadent. His wagon, the size of a pushcart, floats using 
  a permanent floating disk spell; it is made of steel, with 
  many doors on the top and sides, and is frosty year-
  round. A tall, wide, blue-and-silver-striped umbrella 
  stands from the center, to keep Palzyriax in the shade, 
  especially in summer. Treats are scooped out and 
  served in small silver bowls (1 gp) with a silver spoon (8 
  sp) that must be returned. He desires the fabled Frost 
  Staff of Fiormizath, said to be lost in Barbarian Altanis 
  centuries ago, and seeks like-minded adventurers to 
  assist him on his quest; possession of the staff would 
  make him a Master Wizard in the Magician’s Guild, 
  and as he is very socially conscious, he is desperate to 
  find the staff. Prices (per serving): ice ball 1 sp, fruity 
  ice ball 5 sp, ice milk 1 gp, vanilla or mint ice milk 2 
  gp, strawberry ice milk 3 gp, chocolate ice milk 10 gp. 
  He can also deliver such treats for special occasions 
  in 2-gallon kegs (each holds 32 servings) for merely 
  25x the single serving cost. He also sells containers 
  with continual chill enchantment: silver bowl 25 gp, 
  silver stein 50 gp, silver storage keg (2 gallons) 100 gp. 
  Cash Box contains 10d10 cp, 10d10 sp, 10d10 x1d3 
  (x2d3 in summer) gp, and a 20% chance of 1d6 gems 
  each worth 10 to 100 gp. Disposition: 1) Helpful, 2) 
  Kind, 3) Lecturing, 4) Insulted, 5) Aloof, or 6) Chillin’. 
  Rumor: I’m not one to spread rumors, but… they say that 
  Stewart Morgadan, that petty little hedge wizard who works 
  under Major-Domo Gwaul in the Silverlight Palace… yes, 
  that nasty little fellow… well, apparently he lost his wand of 
  cold while on a misadventure in the Dearthwood.
  46. FOOD, KHALAV KHALASH: ZHUTROS 
  TIBORI (N male Orichalan (?) Normal Human; SL 
  General 4; HD 1d8, HP 1; AC 10 (No Armor); Attacks: 
  Khalash Stick (-1 BtH, 1d3-1 damage); Abilities: Catch 
  Rats (Dex), Make Khalav Khalash (Int); Languages: 
  Orichalan Dialect, Alryan (somewhat, and grossly 
  accented); Str 7, Dex 11*, Con 9, Int 9*, Wis 9, Cha 
  11*; carries 1d6 cp) Zhutros is of median height and 
  broad build, with swarthy purple skin, black hair (very 
  hirsute), and dull purple eyes; he wears cast-off lousy 
  clothing (19% chance of getting lice if you stand too 
  close to him), usually formerly worn by sailors. This 
  strange fellow was found floating in the estuary by a 
  passing merchant ship and taken on board; fortunately 
  for him, they were not interested in taking him as a 
  slave. They couldn’t understand a word he said, so 
  they simply dropped him off at their next port-of-call, 
  the City State. He looks much like a Roglo or Chaelo, 
  and such folk aver that his language is similar to theirs, 
  but mostly indecipherable. He has no real skills, and 
  from what little he can get across to others, it seems 
  that he was the town drunk, wherever it was that he 
  was from, which he claims was a small town on an 
  island in the sea. In his months in the City State, he 
  has mastered perhaps two score Alryan words. He still 
  resides in the Seafront District and sells his wares in 
  the Fish Market and along Water-Rat Road; he hasn’t 
  really explored much further into the city, however, as 
  the locals are getting wise to the qualities of his wares, 
  he will soon have to move on if he wants to stay in 
  business. Nobody’s bothered to kill him yet, as he has 
  nothing of any value. He pushes around a small four-
  
  25
  wheeled pushcart with a tattered umbrella, calling 
  out his wares in his gravelly voice; the pushcart has 
  a brazier on one end where the khalav khalash cook, 
  a dirty pot where uncooked khalav meat sits, a dirtier 
  pot holding khalash sticks, and a keg filled with bar rag 
  squeezings flavored with cast-off crab chitin. Prices: 
  Khalav Khalash 1 cp (wharf rat on a stick, 44% chance 
  of Grippe), jack of Itzalmirzak 1 cp (ungodly swill, 
  33% chance of Dysentery, 10% chance cumulative per 
  jack of Explosive Incontinence for 1d3 days). Cash 
  Box contains 1d30 cp. Disposition: 1) Mysterious, 
  2) Indecipherable, 3) Impatient, 4) Angry, 5) Bored, 
  or 6) Silent. Rumor: Yum yum, Khalav Khalash? Hah? 
  Drinky drinky Itzalmirzak? Hah? Gruta na treeah poolos 
  Itzalmirzak ii Khalav Khalash? Wahn penneeah each, hah? 
  You buy now, yes? Yum yum!
  47. 
  FOOD, 
  LIVE 
  ANIMALS: 
  IOMHAR 
  ILLEFOSTER (NE male Alryan/Tharbriana 4th level 
  Rogue; SL General 5 (Black Rogue Clan); HD 4d6-4, 
  HP 6; AC 12 (Leather Coat + Dex); Attacks: Staff (+1 
  BtH, 1d6 damage); Abilities: Haggle (Cha), Herdsman 
  (Wis), Back Attack, Climb (Dex), Decipher Script (Int), 
  Hide (Dex), Listen (Wis), Move Silently (Dex), Open 
  Locks (Dex), Pick Pocket (Dex), Traps (Int), Sneak Attack; 
  Languages: Alryan, Tharbrian, Thieves Cant; Str 9, Dex 
  14*, Con 7, Int 11, Wis 12*, Cha 12*; carries 2d6 cp, 2d6 
  sp, and 1d8 gp) This thin, ill-favored fellow has greasy 
  brownish hair, a pock-marked face with a scar across his 
  chin, muddy brown eyes, and pale skin usually dingy and 
  covered with muck; he wears a dirty gray tunic with a 
  rope belt, dingy brown leggings, and wooden clogs. He’s a 
  shepherd on the verge of the Troll Fens, and once a week 
  (usually Fridays) he drives sheep, goats, and whatever 
  else he can “find” along the way, to the City State. He’s 
  usually found in the grassy area behind the Smith and 
  Saddle Shop on By-Water Road, near the Royal Market 
  at Grand Gate; there he sells his lot to a “cousin” who 
  lives in the Thieves Quarter, though while waiting (1d12 
  hours) he happily sells to any passers-by. He assures all 
  buyers that any odd brands they may notice are merely 
  due to the fact that he sells for “friends” from his home 
  hamlet and the areas in-between. His wagon is a rickety 
  farm wain drawn by two oxen (not for sale), and usually 
  contains swine, goat kids, chickens, rabbits, and such 
  human prey as he’s been able to grab, usually small 
  children and young lovely maidens from the border 
  hamlets. He’s assisted by his friend, TOMMY HALF-
  TROW (CE male Troll-Blooded Alryan 1st level Fighter; 
  HD 1d10+2, HP 10, AC 12; Nail-Girt Club 1d6+4; 
  regenerates 1 hp/hour after the first hour). Prices: (number 
  available) chicken or rabbit 1 cp (4d6 each), goat kid 
  or sucking pig 1 sp (2d6 each), goat 5 sp (2d6), sheep 
  or yearling pig 1 gp (2d6 each), pig 2 gp (75% chance 
  1d6), cow 5 gp (50% chance 1d3), ox or pony 10 gp 
  (25% chance), light horse 50 gp (10% chance); baby 
  boy 3 gp, baby girl 4 gp, boy child 5 gp, girl child 6 gp, 
  young maiden 8 gp, pretty young maiden (Cha 13+) 
  10 gp (12% chance of 1d3 of each). There’s an 11% 
  chance that any one critter is diseased, and anyone 
  who eats of the flesh will get the Grippe. Cash Box 
  contains 10d10 cp, 5d10 sp, and a 24% chance of 1d100 
  gp. Disposition: 1) Fickle, 2) Restless, 3) Antagonistic, 
  4) Bored, 5) Hungry, or 6) Sadistic. Rumor: Mervyn the 
  Mauve, the Wizard of the Twisted Tower two miles west of 
  the City State, is taking on new apprentices.
  48. 
  FOOD, 
  PASTRIES: 
  LOVELY 
  LILY 
  LONGBOTTOM (NG female City Halfling 1st level 
  Cleric of Limtram; SL General 5 (Golden Grains Clan); 
  HD 1d8+1, HP 5; AC 10 (No Armor); Attacks: Bread 
  Knife (+0 BtH, 1d3 damage); Abilities: Bake (Wis), 
  Haggle (Cha), Spells, Turn Undead; Spells: first aid, 
  purify food and drink x2, cure light wounds, sanctuary; 
  Languages: Halfling, Alryan; Str 10, Dex 12, Con 15, Int 
  11, Wis 16*, Cha 15*; carries 2d6 cp, 2d6 sp, and 1d8 
  gp, plus wears a silver holy symbol of Limtram (25 gp) on 
  a silver chain (10 gp)) Lovely Lily is a tall, well-formed 
  halfling maiden, with curly golden hair, rosy cheeks, 
  blue-green eyes, and pale cream skin; she wears a 
  demure dress of blue and yellow with a white apron, 
  and sandals. She is kind-hearted, somewhat naïve, and 
  loves elves. She usually sells her pastries in the Square 
  of the Gods and the Open Market in the Merchants 
  Quarter. Her small two-wheeled cart is pulled by two 
  tall, strong mastiffs, completely loyal (will defend her 
  to the death), SCREWJAWS and SHAKETAIL 
  (HD 2d8, HP 15, 14, AC 13; as Wolves). Ralibarn the 
  Wise, the Patriarch of Odin, has a special fondness for 
  Lily’s orange cake; he would be most wroth if anything 
  untoward happened to her! Prices: sticky bun 3 cp, 
  cinnamon or honey bun 5 cp, apple fritter 8 cp, apple 
  or cherry or strawberry tart 1 sp, mincemeat tart 15 cp, 
  gingerbread slice or lemon tart 2 sp, orange cake slice 
  25 cp, chocolate cake slice 5 sp; add powdered sugar 
  to any one for 1 sp. Whole cakes available at 10x cost, 
  have 16 slices. Cash Box contains 10d10 cp, 10d10 sp, 
  and 2d20. Disposition: 1) Sweet, 2) Playful, 3) Merry, 
  
  26
  4) Moody, 5) Super Sweet, or 6) Sad. Rumor: The Seven 
  Winds, a merchant ship out of Rallu, just docked at the port 
  loaded with goods from Tlan, Lenap, and Ghinor; I hope 
  they have some chocolate! It’s been hard to find lately...
  49. FOOD, PASTRIES: CRUSTY CLANCY (N 
  male Alryan/Tharbriana 5th level Rogue; SL Guild 
  (Sailors) 6; HD 5d6, HP 23; AC 12 (Dex); Attacks: 
  Belaying Pin (+2 BtH, 1d4 damage); Abilities: Haggle 
  (Cha), Sailor (Dex), Back Attack, Climb (Dex), Decipher 
  Script (Int), Hide (Dex), Listen (Wis), Move Silently 
  (Dex), Open Locks (Dex), Pick Pocket (Dex), Traps 
  (Int), Sneak Attack; Languages: Alryan, Tharbriana, 
  Skandik, Thieves Cant, Pirate Parlay; Str 10, Dex 17*, 
  Con 11, Int 13*, Wis 7, Cha 12*; carries 2d6 cp, 2d6 
  sp, and 2d6 gp, a scroll case with his letters of marque and 
  a map to a 5,000 gp treasure on an island in the Silver 
  Sea, and a wears a sassy, semi-intelligent green parrot on 
  his shoulder) This vendor is an old man, with graying 
  red hair and beard, a ruddy red wrinkled face, a long 
  carrot-like nose, and rheumy blue eyes; he wears 
  classic pirate gear, including a big black hat with skull 
  and crossbones. He is cantankerous, miserly, and salty 
  in his speech and manners. An old, broken-down 
  sailor and former part-time privateer, Clancey lost his 
  ship to a giant squid several years ago, and since then 
  no one will sail with him (or let him sail with them). 
  Fortunately, he discovered an amazing recipe for fish 
  and crab pastries in a port in Karak, and has been 
  living on the proceeds of the sales of the pastries. He 
  usually is found in the Royal Market at the Grand Gate 
  or in the Noble Quarter along Twilight Road (he’s got 
  enemies in the Seafront Quarter, notably Plankton 
  Pete, the scurviest sailor of the seven seas). His wagon 
  is decorated like an old ship, and is in fact made from 
  old planks of his ship, complete with portholes! He is 
  assisted by SCAPSKULL BOB (CG bubbly baker and 
  cook) and SID THE SQUID (LN grumpy front-man 
  and accordion-player). Crusty Clancy sings sea shanties 
  and dances jigs while Sid the Squid plays the accordion 
  and Scapskull Bob bakes and cooks the orders and 
  serves them. Prices: river-fish pot pie or coral crisps 
  (fried potatoes with spicy fish dip) 1 sp, trout tart or 
  Brezal Brew Beer 2 sp, crawfish cup or seaweed stew 3 
  sp, Croy Island Ale 4 sp, whitefish sandwich 5 sp, clam 
  chowder 8 sp, Clancy’s Crab Cake or shark-fin soup 1 gp, 
  boiled crab legs 2 gp, giant crab steak 5 gp; add grated 
  cheese or melted butter to any dish 5 cp, add a dash of 
  pepper 1 sp. Cash Box (built into the wagon with triple-
  thick walls and a scythe trap) usually contains 10d10 
  cp, 10d10 sp, and 10d10 gp. Disposition: 1) Greedy, 2) 
  Angry, 3) Lecherous, 4) Bored, 5) Enraged, or 6) Very 
  Greedy. Rumor: Civil war be brewing in Tarantis, aye, that 
  be what I hear, arrrr. Scuttlebut be that Greataust II was not 
  killed years ago, but that he’d been taken by the Karakhans 
  and now his son by a Karakhan princess has returned to take 
  the city for himself and the Karakhan king!
  50. 
  FOOD, 
  TRAIL 
  RATIONS: 
  LANKY 
  LLEWELLYN (LN male Altanian/Tharbriana 1st level 
  Ranger; SL General 5 (Royal Boar Clan); HD 1d10, HP 
  1; AC 8 (Dex); Attacks: Dagger (+2/-2 BtH, 1d4+2 
  damage); Abilities: Haggle (Cha), Combat Marauder, 
  Conceal (Dex), Delay/Neutralize Poison (Wis), Move 
  Silently (Dex), Scale (Dex), Traps (Wis), Survival (Wis), 
  Track (Wis); Languages: Altanian, Tharbriana, Alryan 
  (thickly accented, harsh brogue); Str 17*, Dex 5*, Con 
  10, Int 6, Wis 12*, Cha 10; carries 2d6 cp, 2d6 sp, 1d8 
  gp, and uses a cloth-wrapped walking cane that is actually 
  a magical +2 broad sword) Tall and thin, this once 
  handsome man has been terribly scarred physically 
  and mentally by an encounter with a wraith and a lich 
  (he used to be 7th level with Dex and Int of 14 each). 
  His skin is pale, his hair is prematurely white, and his 
  eyes are a pale blue; he wears old clothes that are often 
  a bit grungy. He lives in a hovel in the Dearthwood, 
  not far from the Redoubt of the Dead. He gathers 
  nuts, berries, and other preserve-able foods, processes 
  them, and sells them to adventurers and merchants. 
  He usually sells his wares at the South Market at the 
  Gate of the Gods, though he can also be encountered 
  on south Regal Street and Silver Street. His wagon 
  is a simple two-wheeled hay cart drawn by a donkey. 
  He does not talk much, and generally does not like to 
  haggle. Though he knows the Dearthwood well, he 
  cannot be convinced to act as a guide unless there is 
  the promise of some sort of fantastic restorative magic 
  at the destination, in which case he will act as a guide 
  merely for a half-share. Prices: trail rations 5 sp per 
  pound (nuts, dried berries, fruits, and the like, really 
  only half a ration per 1/2 pound, need dried meats for a 
  full meal) Cash Box contains 10d10 cp, 10d10 sp, and 
  2d20 gp. Disposition: 1) Quiet, 2) Passive, 3) Wistful, 
  4) Angry, 5) Glum, or 6) Brooding. Rumor: Trolls have 
  been seen near the Palisade Ruins lately; they apparently 
  have been bothering the Black Wizard, as smoke and flames 
  were seen there the other day by passing elves.
  
  27
  51. FORTUNE TELLER: KERENSA YTHELOK 
  (CE female Tharbeo 1st level Wizard; SL General 4; 
  HD 1d4, HP 2 (6 with familiar); AC 10 (No Armor); 
  Attacks: Dagger (+1/+0 BtH, 1d4+1 damage); Abilities: 
  Act (Cha), Haggle (Cha), Familiar (Alzreax, a black 
  cat), Spells; Spells: dancing lights, ghost sound, mage 
  hand, prestidigitation, charm person x2, sleep; Languages: 
  Tharbeo, Alryan, Goblin, Orcish; Str 13, Dex 9, Con 11, 
  Int 16*, Wis 10*, Cha 16*; carries 2d6 cp, 2d6 sp, and 
  1d4 gp) This “seeress” fits the classic Tharbeo type: short 
  and light of build, pale skinned with many freckles, long 
  red hair, and green eyes often twinkling with mischief; 
  she wears traditional Tharbeo costume, an ankle-length 
  blue dress with a red corset, the corset being decorated 
  with gold stars, moons, and suns, plus a red head scarf 
  and large hoop earrings (look to be gold, but are fakes, 
  1 sp each) and a large, wide ring on her right hand with 
  a fake eye (5 gp). She usually operates in the Common 
  and Thieves Quarters, where her mummery is more 
  likely to work on the marks, as she has no real fortune 
  telling abilities; she is often found at the South Market 
  at the Gate of the Gods. Her wagon is a traditional 
  Tharbeo gypsy-wagon, drawn by white and black 
  geldings and painted red with stars, moons, and suns. 
  The inside of the wagon has a round table with several 
  chairs; a large crystal ball (glass, worth 10 gp) sits at the 
  center; she uses her cantrips and acting to make her 
  readings seem plausible (works on most common folk), 
  and when that doesn’t work uses charm person to simply 
  get the mark to be her friend and hand over some cash. 
  When all else fails, or at the end of the day when a likely 
  victim is available, she uses sleep to take them out, then 
  she and her assistant leave town, slit the mark’s throat, 
  and dump the body in the Dearthwood. She is assisted 
  by her charmed lover, GRICE SNAFFLER (CE male 
  Alryan 1st level Fighter; HD 1d10, HP 5; AC 14 (Studded 
  Leather + Dex); Staff (+3 BtH, 1d6+2 damage)) who 
  calms down angry marks with a tap of his club. Prices: 2 
  cp to 10 gp, depending on her evaluation of the wealth 
  of the mark. Cash Box contains 5d10 cp, 5d10 sp, a 
  16% chance of 5d10 gp, and a separate 16% chance of 
  the carried wealth of 1d4 random types (armor is sold to 
  One-Arm Warlak (#04), weapons to Amiable Alfonse 
  (#98) and on occasion, bodies are sold to Santotak the 
  Alley Butcher off Guardsman’s Road). Disposition: 1) 
  Sneering, 2) Cunning, 3) Angry, 4) Ardent, 5) Sly, or 
  6) Greedy. Rumor: A marid has appeared at the Caravan 
  Crossing on the Old South Road, and demands a toll for 
  every man, horse, and wagon that passes across the estuary.
  52. GAMBLER: HONORABLE HO-CHANG 
  (LE male Half-Orc (Alryan/Naga Orc) 7th level Rogue; 
  SL Guild (Thieves) 5; HD 7d6, HP 25; AC 12 (Dex); 
  Attacks: Dagger (+2/+4 BtH, 1d4 damage); Abilities: 
  Gamble (Dex), Darkvision 60’, Enhanced Sense of Smell, 
  Martial Prowess, Resistant to Disease, Back Attack, Climb 
  (Dex), Decipher Script (Int), Hide (Dex), Listen (Wis), 
  Move Silently (Dex), Open Locks (Dex), Pick Pocket 
  (Dex), Traps (Int), Sneak Attack; Languages: Alryan, 
  Naga Orc, Karakhan, Thieves Cant; Str 11, Dex 16*, 
  Con 9, Int 13, Wis 9, Cha 15*; carries 2d6 cp, 2d6 sp, and 
  1d8 gp, and a jade spider necklace with six remaining spider 
  orbs (each can be thrown as per a web spell)) This half-orc 
  looks remarkably human; his only orcish features are 
  his red eyes, fanged teeth, and slightly clawed hands; 
  his ears also have a bit of a sweep and point to them, 
  and are remarkably hairy. He dresses like a Mandarin of 
  the Kingdom of Karak, with fine silk robes and slippers 
  of green and gold, a tall black conical hat, and a fan 
  depicting dragons and phoenixes. He runs three games: 
  Karakhan Craps 16% house odds, Wheel of Fortune 
  32% house odds, and Find the Phoenix (Three-Card-
  Monte) 48% house odds. He usually operates in the 
  Common and Thieves Quarters, often in the South 
  Market, pinching the common folk of their hard-earned 
  pennies. He has three pushcarts, one for each game, 
  each run by an Alryan or Tharbriana wench dressed 
  like a Karakhan princess, BING-BING, LING-LING, 
  and PING-PING (actually Brynna, Liadhan, and Petra, 
  all 2nd level Thieves with Dex and Cha 15+, available for 
  a night’s entertainment for 5 to 30 gp). Each cart bears 
  the protection sigils of the Thieves Guild, Assassin 
  Guild, and the Jade Naga Clan. Prices: Place your bets 
  and take your chances, there is no limit on bets (though 
  winnings greater than the cash box take 1d4 hours to pay 
  off). Cash Box contains 10d10 cp, 10d10 sp, and 10d10 
  gp, plus a 16% chance of 1d4 gems, treasure maps, deeds, 
  etc. Disposition: 1) Mysterious, 2) Aloof, 3) Wrathful, 4) 
  Merry, 5) Inscrutable, or 6) Bored. Rumor: Viceroy Rathsvith 
  of the Silverlight Palace has apparently lost his Royal Seal; he 
  seeks adventurers with discretion to find the thief who stole it and 
  return it to him before the Overlord discovers the theft.
  53. GAMBLER: COLWYN CRAPSMASTER (CE 
  male Alryan 2nd level Rogue; SL General 4; HD 2d6+4, 
  HP 13; AC 14 (Leather Coat + Dex); Attacks: Dagger 
  (+1/+4 BtH, 1d4 damage); Abilities: Gamble (Dex), 
  Back Attack, Climb (Dex), Decipher Script (Int), Hide 
  (Dex), Listen (Wis), Move Silently (Dex), Open Locks 
  
  28
  (Dex), Pick Pocket (Dex), Traps (Int); Languages: Alryan, 
  Goblin, Thieves Cant; Str 11, Dex 18*, Con 16*, Int 15*, 
  Wis 13, Cha 7; carries 2d6 cp, 2d6 sp, 1d4 gp, and has 
  a pair of crooked dice up each sleeve) This ruffian is of 
  median height and build, with dark brown shoulder-
  length hair, hazel eyes, and suntan skin; he wears a long 
  dark green tunic under his leather coat, dark brown 
  leggings, and tall soft black boots. Colwyn is a young, 
  brash rogue who thinks he’s too good for the Guild. 
  When not planning his next burglary, he likes to gamble 
  with marks in the street; he prefers craps (house odds 
  54%) or three-card-monte (36% house odds), but is 
  game to play anything, as if he loses big, he’ll just follow 
  the mark (or lead him astray to “make good on the 
  bet”), slit his throat, and take his coin pouch anyway. 
  He usually operates in the Fish Market in the Seafront 
  Quarter or in the Merchant Quarter, as things are too 
  hot for him lately in the Thieves Quarter; he is often 
  found nights in front of the Balor’s Eye on Barter Street, 
  fleecing the rich and drunk partygoers. He carries a 
  folding table-in-a-box on his back that can be dropped 
  or picked up clean in a single round; it contains dice, 
  a deck of (marked) cards, dominoes, draughts, and a 
  chess set. Prices: Colwyn likes to keep the bets lower 
  than 5 gp, so as not to attract too much attention from 
  constables and the Guild; he’s not totally stupid. Still, 
  there’s a 12% chance at any time (36% at night in front 
  of the Balor’s Eye) of a group of 2d4 Guild legbreakers 
  (1st level Fighters led by a 2nd level Rogue) breaking 
  up a game to punish Colwyn and his “customers.” 
  Cash Box contains 10d10 cp, 10d10 sp, and 1d10 x 
  (CL 0 Gambling check - 12) gp, with an 18% chance 
  of 1d4 gems each worth 10 to 100 gp. Disposition: 1) 
  Greedy, 2) Arrogant, 3) Chummy, 4) Lusty, 5) Angry, 
  or 6) Cunning. Rumor: There was a big fight at the Cut-
  Throat Inn last night; three dead, seventeen wounded, and 
  they say that a magic sword, recently recovered from ruins 
  in Barbarian Altanis, was lost in the confusion.
  54. GLASSWARE, USED: GIMCRACK GEEBO 
  (LE male Goblin 3rd level Rogue; SL General 2 (Goblin); 
  HD 3d6, HP 12; AC 13 (Leather Coat + Size + Dex); 
  Attacks: Broken Bottle (+1 BtH, 1d4 damage); Abilities: 
  Haggle (Cha), Darkvision 60 ft., Digger, Immunity 
  (Disease), Light Sensitivity, Back Attack, Climb (Dex 
  +2), Decipher Script (Int), Hide (Dex), Listen (Wis), 
  Move Silently (Dex +2), Open Locks (Dex), Pick Pocket 
  (Dex), Traps (Int); Languages: Goblin, Alryan, Thieves 
  Cant; Str 10, Dex 15*, Con 11, Int 12, Wis 13, Cha 
  16*; carries 1d6 cp) This small goblin stands three feet 
  tall and looks like a large, bipedal rat wearing cast-off 
  garish clothing and a jaunty top hat; truth be told he 
  is as much giant rat as goblin, for the Rhaddjack clan, 
  like many goblins, is not very picky about their mates. 
  He sells glassware salvaged from trash piles and stolen 
  from cellars, though all is advertised merely as “used.” 
  His cart is a rickety two-wheeler pulled by two burly, 
  more humanoid-looking cousins, SLEEB and NOBBO 
  (LE goblins; HD 1d6, HP 6, 5, AC 15). They are usually 
  found in the Thieves and Common Quarters, most 
  often on Old South Road or the large alley south of 
  Caravan Street. Geebo isn’t a member of the Thieves 
  Guild and rarely does any thieving in the streets or by 
  daylight, but if one needs a job done that requires more 
  discretion than the Thieves Guild may provide (such 
  as against a Guild-protected merchant) Geebo’s your 
  man… or goblin. Rat? Whatever. He’s also a contact 
  for the intelligent bipedal rats and mice that live in a 
  city under the city. Prices: all glass items range from 
  1 to 10 cp, depending on the size and quality. Cash 
  Box contains 5d10 cp and 2d10 sp. Disposition: 1) 
  Annoyed, 2) Wish-Washy, 3) Hungry, 4) Bored, 5) 
  Cunning, or 6) Helpful. Rumor: I gots a cousin who sez he 
  done seen dese shinin’ oibs fulla lightnin’ down in da cellars 
  beneat’ da Skool o’ Ancient Knowlitch. Sebben lvels down 
  dey was, an dey glowed blue, an’ one o’ da boys… I mean, 
  one o’ his boys tetched it, he did, and den he dissapeart’ in a 
  blast o’ blue flames. Blue flames!
  55. GUIDE, DEARTHWOOD: ANGRIDHEL 
  HEARTBREAKER (LG female Elf-Blooded Amazon 
  8th level Ranger; SL General 5 (She-Devil Clan); HD 
  8d10, HP 64; AC 18 (magical Mail Hauberk +2 + 
  Dex); Attacks: magical +3 Broadsword (+12 BtH, 
  2d4+5 damage) or long composite bow (+8 BtH, 1d8 
  damage, 110 ft. range); Abilities: Haggle (Cha), Battle 
  Dancer, Empathy (+2 Cha checks), Combat Marauder, 
  Conceal (Dex), Delay/Neutralize Poison (Wis), Move 
  Silently (Dex), Scale (Dex), Traps (Wis), Survival (Wis), 
  Track (Wis); Favored Enemy (Orcs); Languages: Amazon, 
  Dunael, Alryan, Elvish; Str 16*, Dex 13, Con 12, Int 13, 
  Wis 15*, Cha 18*; carries 2d6 cp, 2d6 sp, and 1d8 gp (she 
  keeps significant gold on deposit with the goldsmith Thogar 
  Akmid on Twilight Road and a bag of gems on deposit with 
  the jeweler Strong Thintway on Wailing Street), plus wears 
  a silver holy symbol of Cilborith (25 gp) on a leather thong) 
  Angridhel is drop-dead gorgeous, standing 5’11” tall 
  with a muscular and heroically proportioned yet very 
  
  29
  feminine build, with long raven black hair, tanned skin, 
  blue eyes, and perfect white teeth; she is 26 years old 
  though still in the full bloom of youth, thanks to her Elf 
  blood. She wears green and brown in wool and leather 
  in addition to her mail hauberk, which in the forest is 
  covered with a greenish-gray full-length hooded cloak 
  (not an elven cloak of fable, though she dearly wishes 
  she had one). Born to a mercenary Amazon by a half-
  elven Dunael father, she lost her mother at eight years of 
  age and was raised by her father in the Dearthwood; he 
  was slain in the Wild Orc Uprising 14 years ago, so from 
  age 12 she was raised by her half-elven grandmother, 
  who still lives in the Woodmen village of Aravir in the 
  Dearthwood. Today she is a guide for travelers and 
  adventurers in the Dearthwood; she knows well the 
  Old Elf Road to Adderwood, and is a regular at the 
  Cozy Cave of Esgalbar deep in the forest. She is usually 
  found at the South Market at the Gate of the Gods on 
  Regal Street; she offers her services to merchants as a 
  guide to any settlement in the Dearthwood. Note that 
  she is a guide, not a mercenary; though she will defend 
  the group as well (or likely, better than) anyone, she 
  is not orc-fodder to be pushed to the front. She tells 
  people that if they specifically want other bodies to 
  guard their own, they need to hire some mercenaries as 
  well. That said she’d be game to go on an adventure for 
  a full share in addition to her fee, especially if slaying 
  orcs is in the offing. Prices: 1 gp per mile, one-way, 
  plus 10% premium per person beyond the first; sample 
  prices include Palisade Ruins 3 gp, Caravan Crossing 
  20 gp, Castle Valandur 25 gp, Aravir 30 gp, Greenwalls 
  35 gp, Cozy Cave 45 gp, Adderwood 70 gp. As she 
  places her fee on deposit with her banker before she 
  leaves the City State, she only carries an additional 
  5d10 cp, 3d10 sp, and 2d6 gp, plus 1d4 gems worth 
  10 to 50 gp each, for her personal expenses along the 
  way. Disposition: 1) Helpful, 2) Passive, 3) Annoyed, 
  4) Friendly, 5) Tranquil, or 6) Beneficial. Rumor: Orcs 
  were spotted on the ranger’s side of the Black River recently, 
  near the ruined castle at Black Pool.
  56. HARLOTS: PROCURESS ALAINE (LE 
  female Alryan 4th level Cleric of Shindra/Courtesan; 
  SL Guild (Courtesan) 6; HD 4d7, HP 24; AC 10 (No 
  Armor); Attacks: Dagger (+3/+2 BtH, 1d4+1 damage); 
  Abilities: Haggle (Cha), Control Demons and Undead, 
  Spells, Acrobatics (Dex), Courtesan (Cha), Dance 
  (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), 
  Perform (Cha), Poisons (Int), Rumor Monger (Cha), 
  Seduce (Cha), Sing (Cha); Spells: detect poison x2, endure 
  elements, first aid, command x2, cure light wounds, cause 
  fear, augury, delay poison, hold person; Languages: Alryan; 
  Str 15, Dex 12, Con 12, Int 12*, Wis 16*, Cha 18*; has 
  no place to carry coin, but see extensive jewelry below) 
  This dusky-skinned, raven-haired temptress with blue 
  eyes wears a silver and pearls tiara with veil (1,000 gp), 
  long silver and pearl earrings (250 gp each), a silver 
  torc (250 gp), silver and pearl armbands and anklets 
  (150 gp each), 10 silver and pearl finger and toe rings 
  (50 gp each), a 40-pearl waist chain (1,000 gp), and 
  pearled silk slippers (120 gp each), and naught else! 
  She is one of the richest and most powerful madams 
  in the City State, rivaled in power with the Overlord’s 
  own favorite concubines. Her girls work in all quarters 
  of the City State; she can be found in any quarter of 
  the City State at any time, though she is often found 
  in the Plaza of Profuse Pleasures starting at sundown, 
  and favors the Noble and Merchant Quarters. She 
  and Muliena the Lioness of the Happy Harpy get into 
  screaming, clawing cat fights whenever they see each 
  other on Festival Street. Her white wagon, carved with 
  nude forms of males and females engaged in various 
  pleasures, is open but topped with a silk awning. The 
  inside is one vast couch, strewn with perfumed pillows; 
  here and there are small tables atop which sit goblets of 
  wine or jacks of ale for customers. The wagon is pulled by 
  two huge white shire horses, and is driven by HREGNAK 
  THE OGRE (CE, HD 4d8, HP 24; whip, wears only a large 
  spiked iron codpiece with studded leather harness; enchanted to 
  be completely loyal), while eight Amazon guards stand on the 
  riding boards: AFFABLE ARAX, BRAZEN BRUNA, 
  DAGNY, EEVIN THE EVIL, GRANIA, JANSINE, 
  and MARIS THE FROST-MAIDEN (LN or LE Amazon 
  1st level Fighters; HD 1d10+1, HP 8, 3, 11, 2, 8, 10, 4, 5; AC 
  15 to 17 (Mail Bikini + Dex + Battle Dancer); Spear (+3 
  BtH, 1d6+2 damage, 20 ft. range; Cha 13 to 18); they are 
  well paid and honor their contract, and are not for “hire,” 
  though one each night is allowed to “snipe” a handsome 
  warrior customer if they wish (they do not charge, but are 
  not looking for a relationship either).
  The wagon drives around the city seeking customers; 
  meanwhile, customers already in the wagon are served 
  cider (2 cp), beer (5 cp), ale (1 sp), or spiced wine (2 
  gp) by the four nude serving wenches (available, as 
  per prices below) If you don’t have a drink in your 
  hands, you don’t ride in the wagon! Alaine is served 
  and fanned by two young nude studs (male wenches, 
  
  30
  essentially). Once a customer says what he is looking 
  for, the wagon drives to where the girl is located, and 
  then the services and price is settled upon and paid 
  to Alaine. Alaine’s harlots serves all social castes and 
  levels, as well as all tastes; she even has some men in 
  her stable, to serve women or otherwise. Alaine claims 
  that all her workers are clean of disease (merely 7% 
  chance of disease). Prices: (prices are for a single act 
  (five minutes, give or take), 3x for a full hour, 10x price 
  for an all-nighter, 2x to 10x for “extreme play,” x 1/2 for 
  Orc or male Troll, x2 for true Trollop (i.e., female Troll) 
  or Half-Elf, x3 for Elf or Houri) trull/slob 1 cp (Cha 11 
  or less), strumpet/swain 5 cp (Cha 12), trollop/hustler 
  1 sp (Cha 13), streetwalker/seducer 5 sp (Cha 14), tart/
  lothario 1 gp (Cha 15), wench/stud 5 gp (Cha 16+), 
  doxy/gigolo 10 gp (Cha 16+, 1st level Courtesan), 
  courtesan/hetaeros 50 gp (Cha 16+, 2nd to 4th level 
  Courtesan), Aliene herself 100 gp. Cash Box contains 
  10d10 cp, 10d10 sp, 10d10 x 1d8 gp, and 1d6 gems 
  worth 10 to 500 gp. Disposition: 1) Tender, 2) Ardent, 
  3) Erotic, 4) Excited, 5) Tired, or 6) Very Erotic. 
  Rumor: Tasso Garnet, the Overlord’s current favorite 
  courtesan, was terribly embarrassed last week at her her 
  bi-monthly soiree when the roast pig stood up, danced on 
  the dance floor, then ran out the door after taking a bite out 
  of a peer’s leg! Foul necromancy is suspected.
  57. HEALER: DOWDY DEIRDRIU (N female 
  Altanian 5th level Psychic; SL General 4; HD 5d6-10, 
  HP 10; AC 12 (Ring - Dex); Attacks: Dagger (+2/+1 
  BtH, 1d4 damage); Abilities: Detect Psychic Power, 
  Empathy (Cure Disease, Cure Blindness and Deafness, 
  Cure Wounds), Psychic Blast, Psychic Shield, Telekinesis; 
  Languages: Altanian, Alryan (harsh accent); Str 10, Dex 
  7, Con 5, Int 11*, Wis 11*, Cha 17*; carries 2d6 cp, 2d6 
  sp, and 1d4 gp, wears a plain gold band that is actually a ring 
  of protection +3) Once quite beautiful, Deirdriu is now 
  old and stooped and withered with age and sorrow; like 
  many of her people, she maintained her youthful vigor 
  well into her 60s, and indeed up to the point where her 
  whole clan was slaughtered by a pack of werewolves. 
  Being the only survivor of the terrible attack broke 
  her spirit; she lives now only to take revenge on the 
  slayers of her children and grandchildren, who she has 
  tracked to the City State (she does not yet know it, 
  but they are in fact Gormgilla, Muirgel, and Mebd (see 
  #97, Imported Weapons, below) on Damp Street). To 
  keep from starving, she sells her psychic services in the 
  streets; her prices are ridiculously low as she has no 
  need for money beyond the need to feed and shelter 
  herself until she gains revenge (though she would 
  like to leave a nest egg for Cormac). She lives in and 
  works out of an old farming wain drawn by an old ox; 
  the wagon is maintained and driven by CORMAC 
  (CG male Altanian 12-year old boy, HD 1d8, HP 7, AC 
  12; Str 13 (will be 18 in four years at full growth), Int 
  13, Cha 13; broad sword; speaks only Altanian though 
  is learning Alryan, wants to be a fighter or ranger if he 
  survives his vengeance), an orphan she found at the site 
  of one of the werewolves’ attacks. He speaks little but 
  adores his savior; he knows she plans to die once they 
  have revenge, but believes it is the Will of the Gods. 
  They are usually found in the Thieves or Commoners 
  Quarters, most often in the South Market at the Gate 
  of the Gods or along Regal Street. Thieves know to 
  avoid the old hag, as she had to use psychic blast to melt 
  a few rogues’ brains to jelly when they first arrived. 
  She seeks to gain the support of the Tiger Clan, an 
  old and honored Altanian clan of the City State, but 
  has not been able to make any contact with them yet. 
  Prices: (prices depend on Deirdriu’s perception of the 
  customer’s ability to pay) cure wounds 1 cp to 1 gp, 
  cure blindness or deafness 5 cp to 5 gp, cure disease 1 
  sp to 10 gp. Cash Box contains 1d100 cp, 1d100 sp, 
  1d100 gp, and 1d4 gems worth 5 to 50 gp. Disposition: 
  1) Sad, 2) Angry, 3) Vengeful, 4) Helpful, 5) Bitter, or 
  6) Interested. Rumor: There’s talk among the common 
  folk of the Traitor Baron lands that an uprising against their 
  lords is in the works, and that there are clans among the free 
  Altanians that have bound their honor to their aid. Rumor 
  (Altanian-speakers only): The war drums of the Blood 
  Gorger Orcs are heard again in the Ered Losthain; as we 
  crossed the High Plains I saw signs of their scouts moving 
  toward the lands of the Traitor Barons.
  58. HERBALIST: OONA HALF-ELVEN, WITCH-
  QUEEN OF THE WESTERN DEARTHWOOD 
  (NG female Elven-Lineage Half-Elf (Alryan/Adderwood 
  High Elf) 10th level White Witch; SL Gentry 12 
  (Matriarch) ; HD 10d4, HP 27; AC 11 (Dex); Attacks: 
  Staff (+3 BtH, 1d6 damage); Abilities: Haggle (Cha), 
  Herbalism (Wis), Empathy (+2 Cha checks), Move 
  Silently (Dex), Spot Hidden Doors, Enhanced Senses, Spell 
  Resistance +4, Second Sight, Spells; Spells: detect poison 
  x2, detect magic x2, first aid, mage hand, charm person, 
  cure light wounds, goodberry, obscuring fog, sanctuary, 
  unseen servant, augury, detect thoughts x2, delay poison, 
  lesser restoration, neutralize poison, plant growth, speak 
  
  31
  with plants, control plants, repel vermin, remove curse, 
  dispel evil, summon beasts or plants; Languages: Alryan, 
  Elvish, Faerie; Str 11, Dex 15, Con 11, Int 10, Wis 13*, 
  Cha 16*; carries 2d6 cp, 2d6 sp, and 5d20 gp, wears a ring 
  of mage hand, a simple silver elven circlet upon her brow 
  (200 gp), and carries a staff of evocation with 10 charges) 
  Oona stands 5’8” with a light build, pale unblemished 
  skin, long black hair, blue-green eyes, and red lips; she 
  wears fine silk dresses of shimmering white and silver 
  in elven styles, with a silver-threaded belt (20 gp) and 
  silver-threaded silk slippers (100 gp). In her century of 
  labors in the City State, she has seen much good, but 
  also known much loss, for her shop was destroyed no 
  less than five times in the first 20 years due to riot, 
  rogues, and misadventure (and lost her husband in 
  the last such event); ever since, she sells her goods 
  only out of a wagon, and lives in a enchanted manor 
  hidden by her magic in the Dearthwood. She is usually 
  found in the Royal Market of the Noble Quarter, 
  where more folk can afford her wares, but can also 
  be found in the Merchants Quarter. Her wagon is 
  of elven make, based on the designs of the Tharbeo 
  gypsy-folk, and is enchanted so as to be able to move at 
  full speed even in heavy forest, run effortlessly on top 
  of water, is impervious to flames, is quite resistant to 
  most other damage (magical weapons required to hit), 
  and can turn invisible once per day as per the spell; the 
  wagon transfers these abilities to its steeds, driver, and 
  passengers. The wagon is drawn by two fey-touched 
  white horses with feathered manes and silver hooves. 
  She sits in the wagon upon a fine chair of elven make, 
  around her on shelves all her wares; customers, after 
  first being inspected with Second Sight, are ushered 
  into her presence by GORGOMIX THE GOBLIN-
  IMP (N male Faerie Goblin; HD 3d4+3, HP 12, AC 17; 
  abilities as per a Pixie), dressed in fine white and silver 
  livery with a white top hat. Though she can haggle, 
  there is a good chance (67%) that she will be offended 
  by any low-balling of her prices, and require that the 
  offender leave at once empty-handed. Her daughter 
  is Oola Half-Elven, the Magical Stones merchant 
  (#88, below). Prices: (she has literally hundreds of 
  herbs, common 98%, uncommon 49%, rare 26%, 
  and enchanted 13%, the following being just a few 
  examples) enchanted aloe 10 gp (heals burn wounds 
  at triple speed), uncommon anise 3 sp (cures upset 
  stomach), enchanted belladonna 100 gp (80% chance 
  to cure lycanthropy, though user is bedridden for one 
  month), rare camphor 5 gp (cures 1 point of damage 
  per hour for 1d3 hours), enchanted cinnamon 20 gp 
  (preserves cooked food as per iron rations), enchanted 
  coffee beans 100 gp (when drank warm after brewing, 
  the imbiber cannot fall asleep, even magically, for 24 
  hours, after which he must sleep for 24 hours straight), 
  enchanted comfrey 50 gp (immediately cures 1d8+1 
  points of damage, or removes paralysis, or cures 
  gangrene, or knits broken bones or skull fractures 
  over 1d4 hours), enchanted garlic 100 gp (provides 
  imbiber protection against vampires for 24 hours), 
  enchanted hemp 50 gp (provides amazing visions of the 
  Shadowlands and Outer Planes, 10% chance instead of 
  nightmares that attract a creature of the Shadowlands 
  or Netherworld to the Prime Plane), rare horehound 
  10 gp (gives a +4 bonus against Yellow Mold attack for 
  24 hours), uncommon hyssop 10 gp (cures 1 point of 
  damage per hour for 1d6 hours), common marjoram 5 
  cp (ameliorates toothaches for 24 hours), uncommon 
  pomegranate 5 gp (provides +3 bonus vs. fear for 24 
  hours), enchanted saffron 50 gp (the next person 
  the imbiber kisses within 24 hours falls asleep, as per 
  the sleep spell). She will not buy or sell Black Lotus! 
  Cash Box contains 10d10 cp, 10d10 sp, 10d10 x 1d6 
  gp, and 1d4 gems worth 10 to 100 gp. Disposition: 1) 
  Lecturing, 2) Melancholy, 3) Angry, 4) Friendly, 5) 
  Helpful, or 6) Foreboding. Rumor: The Overlord has 
  apparently over-extended the stay of his Vasthost in the 
  elven realm of Alfheim in Dearthwood, as an emissary from 
  the Council of Alderock has arrived in the City State to 
  demand that the Vasthost either cross to the other side of the 
  Roglaroon, return to Tain, or return home up the estuary.
  59. INSECT TRAINER: PAGET THE PLEBIAN 
  (NE male Half-Orc (Alryan/Wild Orc of the Purple 
  Claw) 3rd level Rogue; SL General 4; HD 3d6+3, HP 
  14; AC 14 (Heavy Leather Armor); Attacks: Dagger 
  (+2/+2 BtH, 1d4+1 damage); Abilities: Train Insects 
  (Int), Darkvision 60’, Enhanced Sense of Smell, Martial 
  Prowess, Resistant to Disease, Back Attack, Climb (Dex), 
  Decipher Script (Int), Hide (Dex), Listen (Wis), Move 
  Silently (Dex), Open Locks (Dex), Pick Pocket (Dex), 
  Traps (Int); Languages: Alryan, Orcish, Goblin, Thieves 
  Cant; Str 14*, Dex 15*, Con 13, Int 13, Wis 10, Cha 9; 
  carries 2d6 cp, 2d6 sp, and 1d4 gp) This half-orc could 
  easily be mistaken for human, save for an orcish brow, 
  jutting fangs, and orcish eyes; he dresses in a patchwork 
  suit of armor, including a thin mesh helmet, needful for 
  his insect training and shows. He usually operates in 
  the Open Market in the Merchant Quarter, though 
  
  32
  when a constable gets frightened of his bugs and tells 
  him to leave he puts on his shows in the South Market 
  at the Gate of the Gods. His wagon is a large two-wheel 
  cart that is essentially a wire mesh cage on wheels; it 
  is pulled by a very nervous donkey. The inside is filled 
  with scores if not hundreds of large insects, including 
  bees, wasps, spiders, large centipedes, large beetles, 
  large horseflies, large praying mantises, and so forth; 
  most are not deadly and are merely for show, but some, 
  including seven giant ticks, five giant killer bees, and 
  three small giant spiders are quite dangerous. The most 
  dangerous ones are kept in smaller cages within the big 
  cage; the big cage is entered by Paget only after he uses 
  a smudge pot to push the bugs away from the doors. His 
  show is quite death-defying, or would seem to most, 
  though he has corked the bee’s stingers, while the 
  spiders and ticks are well trained. If attacked he can 
  release all his insects at once through a hidden lever; 
  the masses of lesser bugs attack at his orders as though 
  they were two summoned swarms with 6 hit points each 
  while the larger insects attack as individuals. Donations 
  are collected by two orc whelps #1 and #2 (HD 1d4, 
  HP varies) who change from show to show and are for 
  sale for 2 gp each (“The insects are my friends; I can 
  always find new orc whelps”). Prices: Paget usually 
  only takes donations for the street shows, though from 
  time to time he hires out for parties at 10 gp per night; 
  he also has additional small, medium, and large trained 
  giant spiders at home that he hires out as assassins at 1 
  gp per hit point. Cash Box contains 10d10 cp, 5d10 sp, 
  and 1d20 gp. Disposition: 1) Grumpy, 2) Nervous, 3) 
  Angry, 4) Hungry, 5) Bored, or 6) Weird. Rumor: There 
  was some trouble down at the By-Water Bazaar the other 
  day; some strange men attacked the proprietor, Hippotier the 
  Kind, and killed three of his guards before they all dropped 
  dead. Frozen, they were, I saw it with my own eyes! 
  60. INTERPRETER: SAGE FRYNIWYD (N male 
  Alryan 9th level Sage; SL Guild (Interpreters) 6; HD 
  9d4-9, HP 16; AC 12 (Staff); Attacks: Staff (+4 BtH, 
  1d6+2 damage); Abilities: Read Magic, Sage Lore Area 
  Familiarity [Roglaras, Tarantis, Viridistan, Altanis, Valon, 
  Desert Lands], Sage Lore Major [Geography] (Int), Sage 
  Lore Major [Nobility and Royalty (Int), Transcribe, Use 
  Magic Scroll; Languages: Alryan, High Viridian, Gishmesh, 
  Avalonian, Altanian, Valonar, Lenapashim; Str 10, Dex 9, 
  Con 8, Int 17*, Wis 10*, Cha 15*; carries 2d6 cp, 2d6 
  sp, and 2d6 gp, wears a silver necklace of Gishmesh design 
  (500 gp), a thin gold circlet of Viridian style (800 gp), two 
  gold rings of Altanian manufacture (250 gp each), and his 
  staff of power of Lenapashim make with 12 charges) A 
  typical Alryan of median height and build, with long, 
  graying brown hair and beard and light brown eyes, 
  Fryniwyd wears an eclectic mix of clothing, primarily 
  blue and white Avalonian robes, with a red Gishmesh 
  sash, a green Viridian floppy hat, and Lenapashim 
  slippers (his loincloth beneath his robes is of Altanian 
  make). A xenophile, Fryniwyd loves to meet new people 
  from distant lands; if he could, he’d spend all his time 
  translating for foreigners for free, but as he has to make 
  a living (and as that is against the Interpreters Guild 
  rules), he must charge his clients. Though he detests 
  the stench of rotting fish, he is usually found at the Fish 
  Market, as that is where most peoples from far-distant 
  lands first arrive in the City State; he is less often found 
  at the South Market, only when he can no longer stand 
  the stench of the Fish Market. His windowless wagon, 
  drawn by two roan geldings, appears to be of simple 
  make, with one simple door at the back. However, the 
  inside, which is four times larger than the outside and of 
  two stories tall (!!!) is designed like a study, with a dozen 
  comfortable chairs, bookshelves along the walls covered 
  in books and scrolls and maps (a 1,000 gp value library), 
  knickknacks from a dozen cultures scattered hither and 
  yon, and a rack of fine wine with a dozen crystal goblets; 
  the upstairs is all library, with a writing desk and table 
  upon which are strewn scores of maps. When in the Fish 
  Market he invariably has four incense burners running 
  full-burn with sweet scents. Fryniwyd rarely leaves the 
  wagon while working; his front-man is SKEEMBO 
  DURLING (N male Alryan 1st level Rogue; HD 1d6, 
  HP 3, AC 12; Dagger), who wears a sign in all seven of 
  Fryniwyd’s known languages advertising his services; a 
  serving-girl, MARNISE (CG female Alryan, 16-years old, 
  Cha 15), dressed like a Lenapashim harem-girl, serves 
  wine and runs errands for her master in the wagon. Note 
  that while Fryniwyd has a great deal of knowledge of 
  foreign lands, it is all book-learning, as he has never left 
  the City State! As he is also an Expert Journeyman in 
  the Sages Guild, he is able to act as a sage for short-term 
  jobs. Prices: 1 gp for a simple five-minute question, read 
  aloud a translation of a document 1 gp/page (requires 
  five minutes per page), write a translation of a translated 
  document 10 gp/page (requires 1 hour per page, note 
  that he writes a duplicate for his library), 10 gp for a 
  one-hour consult, 100 gp for copying 1st level scroll (1 
  day), 200 gp for copying 2nd level scroll (2 days), 300 gp 
  for copying 3rd level scroll (3 days) [note that copies of 
  
  33
  magic scrolls cannot be cast like a standard scroll, though 
  they can be used to learn the spell on the scroll]; he is 
  not available for hire for longer-term service. Cash Box 
  contains 5d10 cp, 10d10 sp, 10d10 x 1d6 gp, and 1d4 
  gems worth 10 to 100 gp each. Disposition: 1) Friendly, 
  2) Merry, 3) Thoughtful, 4) Concerned, 5) Acquisitive, 
  or 6) Curious. Rumor: The Temple of the Dancing Snake 
  in Tarantis is said to house the lost Serpent Crown of Set. 
  Rumor: A ruined city in Barbarian Altanis is said to house 
  a room of gold and rubies, wherein the sleeper who awakens 
  will gain prodigious psychic powers. Rumor: Gheulost Isle 
  is said to be the source of the World Emperor’s supply of 
  carbelium. Rumor: The kings of the Avalonian Realms are 
  meeting to elect a high-king, who will rule the greatest empire 
  since the fall of the Dragon Lords. Rumor: The Holy Cities 
  are in open rebellion against the World Emperor; they say the 
  rebels have the alliance of the Caliph of the Genies.
  61. JEWELRY, COSTUME: MOUSEY MELLIENA 
  (NG female Alryan 1st level Rogue; SL Guild (Jewelers) 
  4; HD 1d6, HP 1; AC 11 (Dex); Attacks: Dagger (+0/
  +1 BtH, 1d4 damage); Abilities: Haggle (Cha), Jeweler 
  (Dex), Cantrips, Back Attack, Climb (Dex), Decipher 
  Script (Int), Hide (Dex), Listen (Wis), Move Silently 
  (Dex), Open Locks (Dex), Pick Pocket (Dex), Traps (Int); 
  Cantrips: mage hand, prestidigitation; Languages: Alryan, 
  Tharbriana, Altanian, Thieves Cant; Str 10, Dex 14*, 
  Con 11, Int 16*, Wis 9, Cha 10*; carries 2d6 cp, 2d6 
  sp, 1d4 gp, and wears a scullery maiden’s ransom in her 
  own finest costume jewelry, including a tiara, necklace, two 
  earrings, two arm bands, 10 bracelets, 10 rings, 10 anklets, 
  10 toe rings, and a waist chain) This short and mousey 
  jeweler has long dark brown hair, soft pinkish skin, sad 
  brown eyes, and plain features; she wears harem-girl 
  clothing in pink, the better to show off her wares that 
  she wears. She was once upon a time apprenticed to 
  a wizard, but her mistress was slain in a duel early in 
  her training, and she was subsequently apprenticed to 
  a jeweler. She still hopes someday to be able to take 
  up training in wizardry. Until then, she makes and sells 
  costume jewelry, usually in the Open Market in the 
  Merchant Quarter or the South Market at the Gate of 
  the Gods. Her wagon is a simple two-wheeled cart with 
  an extendable canvas top; she sells from a table set up 
  under the extended awning. The cart is pulled by her 
  bodyguard/boyfriend, UTHVAS BETHAD (CG male 
  Alryan 1st level Fighter; HD 1d10, HP 6; AC 13 (Studded 
  Leather), Club). Her wares are cheap, made of silver and 
  gold-washed brass, bronze, or copper and with beads 
  and glass rather than gems, but for the lower classes, all 
  they can ever afford, so she does a fairly brisk business. 
  Her superior-quality costume jewelry is often mistaken 
  for the real thing. Prices: (cp for cheap, sp for average, 
  gp for superior) anklet 1d6, arm band 3d4, bracelet 
  2d4, broach 3d4, earring 2d4, crown 10d4, locket 6d4, 
  medallion 4d4, necklace 3d6, pendant 2d4, ring 1d6, 
  tiara 6d4, toe ring 1d4, torque 4d4, waist chain 3d4. 
  Cash Box contains 10d10 cp, 10d10 sp, and 10d10 gp. 
  Disposition: 1) Sad, 2) Helpful, 3) Friendly, 4) Kind, 
  5) Angry, or 6) Wistful. Rumor: Tyrant Pidenoptar, the 
  Inquisitor of the Canon Court, has been found unconscious 
  in his bedchamber, wearing a serving-girl outfit and chained 
  to his bed. They say his Tharbrian concubine escaped his 
  manor with a sack full of gold jewelry.
  62. JEWELRY, QUALITY: BANDAR THE BOLD 
  (LN male Alryan 3rd level Monk; SL Guild (Jewelers) 5; 
  HD 3d12+6, HP 24; AC 14 (Monk + Dex + Wis); 
  Attacks: Open Hand (+1 BtH, 1d6-1 damage); Abilities: 
  Haggle (Cha), Jeweler (Dex), Fast Movement, Hand 
  to Hand Combat, Iron Body +1, Stun Attack, Deflect 
  Missiles, Iron Fists; Languages: Alryan, Common Viridian; 
  Str 8*, Dex 13, Con 16*, Int 13, Wis 13, Cha 16*; carries 
  2d6 cp, 2d6 sp, and 1d8 gp, wears a ring of spell storing 
  (teleport), a ring of telekinesis, and a gold necklace with tiny 
  rubies (1,250 gp)) This former adventurer was struck by 
  a withering disease (went from Str 16 to 8); fortunately, 
  his share was enough to set him up in his own jewelry 
  business, as he had been a jeweler’s apprentice during 
  his youth. He was also prematurely aged, so that the 
  25-year old jeweler looks to be in his mid-60s. He 
  sells his wares in the Royal Market at Grand Gate, 
  or along Twilight Road. His wagon is a solidly build 
  and iron-reinforced four-wheeler drawn by four tough 
  mules; only one customer at a time is allowed in by the 
  two guards at the only door, MEDUSEL THE HE-
  AMAZON and ORTHANK GRAYBEARD (LN 3rd 
  level Fighters; HD 3d10+3, HP 17 each, AC 15 (Scale 
  + Dex); Long Swords). Bandar is the younger brother 
  of the infamous adventurer, JINDAR THAT LEAPS 
  THE LIGHTING (CN 12th level Monk, Master of 
  Drunken Monkey Style), who will avenge his brother if 
  he is ever harmed. Prices: He has 5d8 pieces of jewelry 
  available at any one time, all of no less quality than silver 
  with gold and no better than gold with gemstones; 5% 
  to 30% of the pieces are imported from Thunderhold, 
  Tarantis, Viridistan, or points further afield, with a 5d6% 
  price premium. He buys good-quality jewelry (after 
  
  34
  testing it substantially) at 60% of the book value less 1% 
  per piece he currently has in stock. There is a 2% chance 
  that one of his imported pieces is a magic item and he 
  does not know it. Cash Box contains 2d10 cp, 2d10 sp, 
  10d10 x 10d10 gp, and 5d4 gems worth 10 to 1,000 gp 
  each; it is built integral to the wagon, with a triple lock 
  (CL 6 each) and a sleeping gas trap (CL 6). Disposition: 
  1) Bored, 2) Angry, 3) Weak, 4) Creative, 5) Greedy, 
  or 6) Generous. Rumor: My dwarf-merchant friend from 
  Thunderhold tells me that the Moonraker savages have been 
  raiding caravans of late, and that merchants heading to 
  Byrny and Thunderhold are hiring guards at a premium.
  63. LABORERS: UPRIGHT TOLBERT (NE male 
  Alryan 5th level Rogue; SL Guild (Thieves) 5; HD 5d6, 
  HP 20; AC 12 (Dex); Attacks: Dagger (+2/+4 BtH, 
  1d4 damage); Abilities: Haggle (Cha), Back Attack, 
  Climb (Dex), Decipher Script (Int), Hide (Dex), Listen 
  (Wis), Move Silently (Dex), Open Locks (Dex), Pick 
  Pocket (Dex), Traps (Int), Sneak Attack; Languages: 
  Alryan, Thieves Cant; Str 11, Dex 16*, Con 9, Int 10*, 
  Wis 12, Cha 14*; carries 2d6 cp, 2d6 sp, and 1d8 gp) 
  This Upright Man is tall and thin, with light brown 
  shoulder-length hair, large ears, wide blue eyes, a large 
  nose, a prominent chin, and a continual smile on his 
  face; he wears common workmen’s clothing. Claiming 
  to be nothing more than a hard-working laborer done 
  well, he represents scores of independent, non-guild 
  laborers who can perform most menial and simple 
  physical labors, for hourly or monthly contracts, all 
  at a good price. Most of his work gangs are just that, 
  common, simple workers; however, most work gangs 
  have at least one 1st level rogue spy, to check around 
  for worthy goods to steal at a later time, while some 
  work gangs are all thieves, sent to do the hired job 
  and prepare the location for a future operation. These 
  thief-work gangs build weak spots in walls, map and 
  memorize the entire location, hide weapons and tools 
  in strategic locations, and otherwise set up the joint for 
  a quick, easy, and thorough thieving job. The work is 
  always disguised to look perfect. Naturally, they never 
  hit anyone who is paying the Thieves Guild protection; 
  in such cases they even go the extra mile for free, and 
  make sure the location is prepared against lone-wolf 
  thieves! Tolbert is usually found in the South Market, 
  where a lot of common, non-guild laborers live, and 
  thus where those looking to hire them go. His wagon is 
  a simple farming wain in which sit 5 to 30 men (mostly 
  simple commoners with 1 in 5 being a rogue) waiting 
  to be hired for the day. Tolbert can assemble up to 300 
  plus 6d6 laborers (20% rogues) with 12 hours notice. 
  Prices: (half paid up front, half when job is done) 3 cp 
  per man per hour, or 2 sp plus mid-day meal and jack 
  of beer for one man for one day (10 hours), or 12 cp 
  plus mid-day meal and jack of beer per man per day 
  for five or more days of work, 1 sp per man plus mid-
  day meal and jack of beer for five or more men for five 
  or more day’s work; price does not include any travel 
  other than walking, tools, materials, which must be 
  provided by the person hiring the labor; double price 
  outside the city walls but still in a nearby (four-hour 
  walk) clear area such as a hamlet or village; triple 
  price in a nearby Dearthwood forest hamlet; 5x plus all 
  meals plus travel costs for anything further than a half-
  day’s walk; 10x for “danger pay” plus upgrade beer to 
  ale if taken near a known dungeon or other dangerous 
  area, and must provide one guard per five laborers. 
  Cash Box contains 10d10 cp, 5d10 sp, and 2d10 gp. 
  Disposition: 1) Helpful, 2) Conniving, 3) Brooding, 4) 
  Concerned, 5) Suspicious, or 6) Tricky. Rumor: I hear 
  tell that the Overlord is calling up his reserves, including the 
  City Guard and hiring on every mercenary he can get, to 
  form a new Vasthost. General Angus McTurl, leader of the 
  Northern Thunder out Modron way, has apparently gone 
  rogue, and though many of his men are deserting him, he 
  has enough power to be a danger to the Overlord.
  64. LAMPS: EROL OZGISH (LE male Gishmesh 9th 
  level Illusionist; SL Merchant 5; HD 9d4, HP 19; AC 
  12 (No Armor); Attacks: Dagger (+2/+4 BtH, 1d4 
  damage); Abilities: Haggle (Cha), Disguise (Cha), Sharp 
  Senses +3, Spells; Spells: detect illusion x2, influence x2, 
  prestidigitation, change self x2, charm person x2, hypnotism 
  x2, alter self x2, hypnotic pattern x2, invisibility, displaced 
  image, dragon mount, suggestion x2, confusion, shadow 
  conjuration, mass suggestion; Languages: Gishmesh, 
  Alryan, Karakhan, Karzulun; Str 11, Dex 17*, Con 9, 
  Int 18*, Wis 8, Cha 14*; carries 2d6 cp, 2d6 sp, and 1d8 
  gp, wears an amulet of proof against locating and detecting 
  thoughts) This Tarantine émigré is 6’2” tall and very 
  thin, with long black hair, coppery skin, and green eyes; 
  he wears traditional Gishmesh robes in tans and yellow, 
  with a large cloth-of-gold turban featuring a bright blue 
  sapphire (enchanted glass, really only worth 10 gp). Erol 
  fled Tarantis when he made an enemy of Rac Boa, the 
  Evil High Priest of the Temple of the Dancing Snake; 
  he lost all his magical treasures during his escape, save 
  for his amulet, which is the only thing keeping him alive 
  
  35
  today. Today he hides out in the City State as a simple 
  seller of imported lamps of bronze, silver, and gold. He 
  is usually found in the Royal Market at the Grand Gate 
  and other locations in the Noble Quarter, though he 
  studiously avoids the Temple District. His wagon is a 
  yellow and tan four-wheeled box wagon; his two well-
  dressed and well-mannered goblin servants, GLUTH 
  and NAX (LE goblins, HD 1d6, HP 4, 2) set up the 
  wares on tables under awnings beside the wagon. His 
  goblins deal with most of the customers, unless a noble 
  or gentleman comes to buy lamps himself. Erol is deadly 
  afraid of snakes, and must make an Intelligence saving 
  throw when he even sees a snake-like symbol or object 
  or he will flee into his wagon in terror. His real name 
  is Haspak Ertanlik, though he no longer has anything 
  remaining tying him to that identity. Prices: simple open 
  lamp 3 gp, hooded lantern or hurricane lamp 10 gp, bulls-
  eye lantern 15 gp; brass or bronze x1, iron x2, silver-plated 
  x5, gold-plated x10; Alryan x1, Antillian or Viridian x2, 
  Tarantine x3, Avalonian or Orichalan x4, Karakhan or 
  Lenapashim x5. He also sells lamp oil 1 gp/pint, scented 
  oils from Tarantis 5 gp/pint (includes frankincense, 
  sandalwood, myrrh, rose, and violet); he has a 14% chance 
  of having a stash of 1d20 pints of scentless oil in which were 
  steeped black lotus blossoms 100 gp/pint (CL 10 per hour 
  to smell, CL 5 Wisdom save per hour of exposure or fall into 
  un-wake able unconsciousness for 3d6 hours with horrible 
  nightmares). Cash Box contains 5d10 cp, 10d10 sp, 10d10 
  x 1d3 gp, and has a 28% chance of having 1d3 gems each 
  worth 10 to 100 gp. Disposition: 1) Fearful, 2) Suspicious, 
  3) Helpful, 4) Miserable, 5) Arrogant, or 6) Indifferent. 
  Rumor: The people of Regina-Far, a rich village of pearl divers 
  on Taphos Island en route to Tarantis, are in need of heroes since 
  Mayor Baran Firath was killed by jackals several months ago.
  65. LOCKSMITH: GAFFER JACKMAN (NE male 
  Alryan 6th level Rogue; SL Guild (Thieves) 5; HD 6d6+6, 
  HP 21; AC 10 (No Armor); Attacks: Dagger (+1/+2 
  BtH, 1d4-1 damage); Abilities: Back Attack, Climb 
  (Dex), Decipher Script (Int), Hide (Dex), Listen (Wis), 
  Move Silently (Dex), Open Locks (Dex +3), Pick Pocket 
  (Dex), Traps (Int), Sneak Attack; Languages: Alryan, 
  Thieves Cant; Str 7, Dex 12*, Con 15*, Int 12*, Wis 12, 
  Cha 7; carries 2d6 cp, 2d6 sp, and 1d8 gp, and around 
  his neck wears a silver chain (10 gp) bearing a skeleton 
  key that can open any lock he has ever made) Old Gaffer 
  is as old as the walls of the city, as they say; hunched 
  and white-haired, gnarled and knacker-kneed, Gaffer 
  always complains because he can’t drink anymore, as 
  his liver up and ran away. If he’s not telling poor jokes 
  he’s complaining or whining, usually about the kids 
  these days (not that he knows any) and how nobody 
  appreciates the value of skilled labor anymore. He is 
  usually found in the Open Market, as merchants like 
  locks to protect their belongings, though at times he 
  can also be found in the Royal Market. He has a two-
  wheeled enclosed cart with a very low draft; it looks like 
  a small hut on wheels, with a window through which 
  he does business (there’s a stair to reach his level). The 
  cart is pulled by URIGWAI, a donkey that looks as old 
  as the Gaffer; the donkey is semi-intelligent, can speak, 
  and has an opinion on everything, but all he can do is 
  curse in seven languages (Alryan, Altanian, Tharbrian, 
  High Viridian, Gishmesh, Orichalan, and Skandik). 
  He keeps duplicates of all his keys that he’ll rent to the 
  Thieves Guild at a rate of 10 gp per SL of the victim 
  per night; he loans them for free to his “nephew” and 
  former apprentice, Shadow Hawk, a prince of the 
  Thieves Guild. Prices: CL is to pick or jimmy; CL 0 = 
  1 gp, CL 1 = 5 gp, CL 2 = 10 gp, CL 3 = 20 gp, CL 4 
  =- 40 gp, CL 5 = 60 gp, CL 6 = 80 gp, CL 7 = 120 gp, 
  CL 8 = 160 gp, CL 9 = 200 gp; price includes two keys, 
  additional duplicate keys costs 1/10th the cost of the 
  lock each; all locks are fairly strong (CL 4 to cut or 8 
  to break), triple cost for reinforced lock (CL 6 to cut or 
  CL 12 to break). Cash Box contains 5d10 cp, 5d10 sp, 
  10d10 x 1d3 gp, and 1d3 gems each worth 10 to 100 gp. 
  Disposition: 1) Grumpy, 2) Whiny, 3) Complaining, 4) 
  Passive, 5) Sleepy, or 6) Rambling. Rumor: “Eh, kids these 
  days. I heered a party ‘o young adventuring types done got 
  themselves lost in the Dungeons of the Dragon Lords. One 
  o’ them was a son o’ some rich lord or knight or sommat like 
  that… hmmm” “Bollocks and claptrap!” “Oh, shaddap, 
  ya ol’ jackass. Ah! Son o’ Sir Kawood, ‘twas, a Knight-
  Bachelor. I hear he’s not able to go find him himself, what 
  with some big hoo-hah brewing wi’ the World Emperor… 
  or maybe ‘twas that rebel general, McTurl… ahyhoo, he’s 
  a’ hirin’ adventurers out of the Banneret’s Club on Twilight 
  Road…” “Merde!” “Ah… shaddap ya old mule!”
  66. MASSAGES: THORIENA THUMPA (CG 
  female Alryan/Skandik 1st level Fighter; SL General 4; 
  HD 1d10-1, HP 5; AC 12 (Dex); Attacks: Fist (+4 
  BtH, 1d2+3 subdual damage); Abilities: Haggle (Cha), 
  Massage (Str), Weapon Specialization (Fist); Languages: 
  Skandik, Alryan (heavily accented); Str 17*, Dex 17*, 
  Con 8, Int 9, Wis 13, Cha 12*; carries 2d6 cp, 2d6 sp, 
  and 1d4 gp) This 6’2” tall statuesque Skandik shield-
  
  36
  maiden has a plain but friendly face, with short blond 
  hair, tanned skin, and blue eyes; she usually wears 
  a simple halter and skirt, both white, with sandals. 
  Daughter of deceased adventurers, she learned the 
  ways of massage from her mother, who co-founded 
  the Messy Massage on Beggar’s Street with Rettha the 
  Stroke. After her father got himself and her mother 
  killed on an adventure, she sold her inherited portion 
  of the Messy Massage to Rettha, and went to avenge 
  her parents by killing the wizard who killed them. 
  She never found him, and she lost all her wealth and 
  gear during a misadventure. Today she is reduced to 
  massaging customers on her portable massage table in 
  the street; she is usually found in the Royal Market at 
  Grand Gate or elsewhere on Twilight Road, down into 
  the Temple District and the Square of the Gods. She 
  can also be found on Barter Street at night, in front of 
  the Balor’s Eye. She hopes to eventually save up enough 
  to re-equip and go back after the wizard who killed her 
  parents. Prices: 5 sp for a full massage involving being 
  beaten with herbs, an oil bath, scraping, and heavy 
  pounding (17% chance of healing 1 point of temporary 
  Strength, Dexterity, or Constitution damage). Cash 
  Box contains 10d10 cp, 10d10 sp, and 2d10 gp. 
  Disposition: 1) Tender, 2) Kind, 3) Helpful, 4) Excited, 
  5) Angry, or 6) Tired. Rumor: Sir Garbel the Younger rode 
  a manticore into the Knights of the Realm Club on Twilight 
  Road last night; afterward it broke the charm that held it in 
  thrall and rampaged through the streets, and still has yet to 
  be caught! They say it is hiding among the gargoyles on the 
  roof of the Temple of Harmakhis.
  67. MESSENGERS: SWIFT KOTHRIC (N male 
  Alryan 4th level Rogue; SL General 5 (Henchmen Clan); 
  HD 4d6, HP 13; AC 12 (Dex); Attacks: Dagger (+1/+3 
  BtH, 1d4 damage); Abilities: Haggle (Cha), Knowledge 
  [Streets and Shops of the City State] (Int), Memorize (Int), 
  Back Attack, Climb (Dex), Decipher Script (Int), Hide 
  (Dex), Listen (Wis), Move Silently (Dex), Open Locks 
  (Dex +3), Pick Pocket (Dex), Traps (Int), Sneak Attack; 
  Languages: Alryan, Thieves Cant; Str 9, Dex 17*, Con 
  9, Int 12*, Wis 13, Cha 14*; carries 2d6 cp, 2d6 sp, and 
  1d8 gp) This tall, thin, blonde Alryan wears his hair 
  long and his mustaches longer; he wears a plain knee-
  length tunic, a short blue cape, and strong, thick-soled 
  sandals. Kothric has seven messengers, dressed as he 
  and also with long mustaches; as they run, they like 
  to show off their speed by having their capes and long 
  mustaches fly behind them. They carry daggers and a 
  small, very loud and shrill whistle to call for constables 
  and guards. Kothric has a small pushcart in the Royal 
  Market at the Grand Gate, at which he and 1d8-1 of his 
  messengers can be found, as well as his scribe, SEVERE 
  SEVEREC (LE male Alryan 2nd level Cleric of Rash’l; 
  HD 2d8, HP 12, AC 11 (Padded), Dagger; Spells: detect 
  chaos, detect magic, endure elements, first aid, command, 
  cause fear; is a spy for the White Lotus). Messages can 
  be quickly written by Severec at a cost of 1 gp and 
  10 minutes per page, though the messengers can 
  memorize short messages: PHILON LONGSHANKS, 
  QUORM THE QUICK, RIZARD THE LIZARD, 
  GAMOL VELIX, TORSTENGARD, WARNAX 
  TROWBLOOD, and KISTORIENA KICKS (wears 
  long braids rather than a mustache) (N to CG Alryan 
  or Mixed 1st level Fighters or Rogues, Dex* 13 to 18, Int* 
  10 to 16, Knowledge [Streets and Shops of the City State] 
  (Int), Memorize (Int)). Written messages are sealed 
  with wax in a scroll tube to guarantee discretion. The 
  messengers can even phonetically memorize messages 
  in languages they do not speak, which is probably the 
  safest way to send a message. Kothric is in the good 
  graces of the Thieves Guild, Constabulary, and the 
  City Guard, so when his messengers blow their distinct 
  whistles, help arrives in a swift manner. Prices: Noble 
  Quarter 5 sp, Temple District or Seafront Quarter 1 gp, 
  Common Quarter or Merchant Quarter 2 gp, Thieves 
  Quarter 5 gp; double price for return message plus 1 gp 
  per 10 minutes waiting for response. Cash Box contains 
  10d10 cp, 10d10 sp, and 10d10 gp. Disposition: 1) 
  Helpful, 2) Friendly, 3) Bored, 4) Interested, 5) Angry, 
  or 6) Excited. Rumor: A nobleman [insert name of noble 
  known to party here] was found drowned in the Movert 
  Bath this morning; the bath is still closed as the constables 
  and city guard investigate.
  68. MONEYCHANGER: SMACKER BOODLE 
  (N male Alryan 5th level Fighter; SL Merchant 6; HD 
  5d10, HP 32; AC 11 (Dex); Attacks: Spiked Gauntlet 
  (+9 BtH, 1d3+4 damage); Abilities: Haggle (Cha), 
  Quick Count Coins (Int), Weapon Specialization (Spiked 
  Gauntlet), Combat Dominance; Languages: Alryan, 
  Tharbriana; Str 18*, Dex 13, Con 11, Int 15*, Wis 7, 
  Cha 11*; carries 2d6 cp, 2d6 sp, and 2d6 gp, wears a 
  gold chain with gold medallion (1,200 gp)) This former 
  gladiator is now getting on in age, with long gray hair 
  and beard, wrinkled skin over mighty muscles, and 
  deep dark blue eyes; he wears rich robes of gold and 
  scarlet, and a big scarlet turban with a large golden 
  
  37
  amber carved in the shape of a gauntlet in gold setting 
  (250 gp). A famous gladiator in the time of the current 
  overlord’s grandfather, Smacker made his name and 
  fortune doing just that, smacking his opponents with 
  his huge spiked gauntlet; when he won his freedom he 
  pawned his gold champion necklace to start his money-
  changer business, and bought it back within a year. His 
  wagon is found invariably just outside the Grand Gate, 
  where he can provide customers with the needful 
  City State coinage to pay for entrance to the city… 
  for a significant fee, of course. The wagon is guarded 
  by six mercenaries, all former gladiators: NEEF THE 
  MAD, CONN SON OF CONAN, NURIELA THE 
  AMAZON, 
  FOUR-FINGERED 
  MANDALOR, 
  BEORN THE BEAR, and PRINCE SZEK OF PLAR 
  (N to LE 3rd level Fighters, HD 3d10+3, HP 21, 18, 20, 
  18, 22, 22, AC 15 (Misc. Gladiatorial Bits); Str 13 to 18, 
  various gladiator weapons in which they are specialized, 
  including a net). The four-wheeled wagon, drawn by two 
  bay horses, is black, windowless, and banded in iron; 
  only one customer is allowed in at a time. Each wheel 
  of the wagon is locked in place during the day; the keys 
  are kept in the cash box. The Grand Gate Guards are 
  well-paid to provide immediate assistance if required. 
  Coin changing requires five minutes per hundred 
  coins, as Smacker tests each coin for quality and weight 
  to determine its value. Prices: 15 to 20% charge for 
  changing most coins, 25 to 30% for changing coins 
  from treasure troves, as many are old and of debased 
  metals. The large, immovable, six-sectioned Cash Box 
  contains 10d20x10cp, 10d20x10sp, and 10d20x10 gp 
  in City State coinage at the start of the day; it is triple-
  cursed (CL 15 each) such that any who take coins from 
  it other than Smacker suffers the loss of 6 points each 
  of Strength, Dexterity, and Constitution. Disposition: 
  1) Cheery, 2) Melancholy, 3) Helpful, 4) Wistful, 5) 
  Amorous, or 6) Busy. Rumor: Adventurers have discovered 
  several new rich barrows on the Moonraker Moors, or so it 
  seems, as I’ve been seeing a lot of coins from the age of the 
  Dragon Lords come through these gates of late.
  69. MONEYCHANGER: GREEBIK & GROOBIK 
  FROOD (LE/CE male Two-Headed Troll; SL Merchant 
  6; HD 9d8+18, HP 51; AC 16 (Gnarly Hide); Attacks: 
  2 Claws (+9 BtH, 1d6 damage), 2 Bites (+9 BtH, 2d6 
  damage); Abilities: Haggle (Greebik, Int), Quick Count 
  Coins (Greebik, Int), Spit for Distance (Groobik, Dex), 
  Darkvision 60 ft, Regeneration 3, Rend, Twilight Vision; 
  Languages: Troll, Alryan; Str 20*, Dex 10, Con 16, Int 
  14*/7, Wis 14/7, Cha 14/7; carries 4d6 cp, 4d6 sp, and 4d6 
  gp) This nine-foot tall two-headed troll is quite broad 
  of chest, with knobby green skin, black claws, and two 
  heads, each with beady red eyes, large pronounced uni-
  brows, long carrot-like noses, droopy floppy ears, and 
  sharp, prominent fangs; they are dressed in Alryan-
  style personally-tailored finery, complete with a fine 
  white shirt, black hose, a black and red vest, a red 
  sash, and a red floppy merchant’s cap atop each head. 
  Though a troll, they is nobody’s fools, and though 
  savage and barbaric-looking, tries their best to act 
  refined and speak properly (Groobik more often fails 
  than succeeds, and is enraged when his faux pas are 
  commented upon, while Greebik is much more politic 
  and savagely witty). If their parentage is disparaged 
  by any comments about ettins, they both become 
  enraged. He is a cousin of Waxrik the Magnificent, the 
  tax collector on Regal Street; like him he has four gnoll 
  guards, RULGD, LORKH, HRAKHT, and BILL 
  (CE, HD 2d8, HP 9, 15, 12, 3, AC 15; dressed same as 
  their master but with red fezzes, armed with two-handed 
  weapons) plus his lovely gnole assistant and lover, 
  MORIDHEL (LE 2nd level Wizard; HD 2d4+2, HP 7, 
  AC 11; Int 15, Cha 15, Spells: message x2, open/close x2, 
  charm person x2, sleep x2), dressed in a fancy blood-red 
  skirt and black corset with a red hat trimmed with gold 
  and peacock feathers (100 gp). They are assisted by 
  three to six terrified human slaves (change regularly, 
  as those who disappoint are eaten). He does not have 
  a wagon; his guards carry two palanquins, one with a 
  large locked chest filled with copper pieces, the other 
  filled with silver pieces, while he carries the chest of 
  gold, and the slaves carry tables and chairs. They set 
  up each morning just outside the Gate of the Gods, 
  to serve the incoming travelers along the Old South 
  Road. Moridhel usually does the dealing, with Greebik 
  looking on, while Groobik and the guards keep an eye 
  on the slaves and customers. The guards at the Gate of 
  the Gods, not much liking this crowd, will be slow to 
  answer any calls for help. Prices: 15 to 20%. The three 
  Cash Boxes contains 10d20x10cp, 10d20x10sp, and 
  10d20x10 gp in City State coinage at the start of the day. 
  Disposition (Greebik): 1) Friendly, 2) Helpful, 3) Angry, 
  4) Bored, 5) Wicked, or 6) Crafty. Disposition (Groobik): 
  1) Hungry, 2) Bored, 3) Lusty, 4) Angry, 5) Vicious, or 
  6) Odious. Rumor: The King of the Trolls is said to be in 
  negotiation with the Overlord for recognition of his territory 
  in the Troll Fens as an allied state. Rumor: Da wenches at da 
  Prancin’ Ki-Rin iz said to has a speshul goin’ on for all-night 
  
  38
  parties wit’ da new hooman slave dancers, dinner an’ dancin’, 
  yum yum! Rumor: A party of a dozen knights-errant went 
  into the Dearthwood last week, seeking the fabled City of the 
  Bloodstained God; none have yet returned, and one of them 
  bore the Singing Blade of Boromir the Bold. 
  70. 
  MUSICAL 
  INSTRUMENTS: 
  DONAGH 
  MACGHEE (NG male Human-Lineage Half-Elf 
  (Tharbriana/Half-Elf (Tharbriana/Adderwood High Elf)) 
  4th level Bard; SL Guild (Minstrels) 5; HD 4d10-4, HP 
  21; AC 15 (magical Leather Armor +2 + Dex); Attacks: 
  Short Sword (+3 BtH, 1d6 damage); Abilities: Evaluate 
  Musical Instruments (Int), Haggle (Cha), Empathy 
  (+2 Cha checks), Spot Hidden Doors, Attribute Check 
  Modification (+2 Con checks), Spell Resistance +2, 
  Decipher Script (Int), Exalt (Cha), Legend Lore (Cha), 
  Fascinate; Languages: Tharbriana, Alryan, Elvish; Str 
  12, Dex 13, Con 6, Int 14*, Wis 11, Cha 15*; carries 
  2d6 cp, 2d6 sp, and 1d8 gp) Donagh is very elven in 
  appearance and mannerisms for being a half-elf of 
  human lineage; 5’9” tall, with pale skin, long black hair 
  worn loose, and blue eyes. He wears a cacophonous 
  combination of colors and clothing, usually of elven, 
  Tharbriana, or Tharbeo styles. He imports musical 
  instruments from across the Roglaras and beyond, but 
  specializes in Tharbriana instruments from Limerick 
  and elven instruments from Adderwood. He is a 
  member of the Minstrels Guild and is usually found 
  in the Slave Market Plaza outside the Hodatli’s Bazaar 
  and the entrance to the Minstrels Guild Hall; he and 
  Hodatli do not get along at all, as Hodatli considers 
  him competition even though none of the “musical 
  instruments” he sells at his bazaar approach the 
  quality of the bard’s imports. When Hodatli makes a 
  big stink on some days, he sells his wares elsewhere, 
  usually in the Plaza of Profuse Pleasures, though 
  sometimes in the Square of the Gods, where many 
  temple musicians are his customers. He’s got a lot of 
  political issues with the Minstrels Guild because of 
  this; half support Donagh because he imports the best 
  instruments, the other half support Hodatli because 
  he gives them a discount on renting the Guild Hall 
  location. His wagon, a small four-wheeler with painted 
  relief of instruments and minstrels on the sides, opens 
  up on one side to display wares hanging on boards and 
  sitting on shelves; the other side is storage, accessible 
  through a small side door. The wagon is pulled by two 
  small pale ponies. Prices: (up to 50 gp 84% chance in 
  stock, 51 to 100 gp 42% chance in stock, 101+ gp 21% 
  chance in stock) accordion 100 gp, Tharbriana bagpipes 
  60 gp, Altanian bagpipes 120 gp, hand bell 12 gp, elven 
  hand bell 24 gp, Tharbeo castanets 1 gp, cittern 20 gp, 
  Limerick cittern 60 gp, conch shell 20 gp, crwth 80 gp, 
  didgeridoo 8 gp, snare drum 4 gp, Lenapashim dulcimer 
  160 gp, Thunderhold fiddle 100 gp, fife 5 gp, flute 15 
  gp, harmonica 30 gp, hand harp 25 gp, knee harp 75 gp, 
  Orichalan turtle harp 150 gp, small horn 6 gp, medium 
  horn 18 gp, Skandik great horn 90 gp, hurdy gurdy 60 
  gp, lute 25 gp, Limerick lute 75 gp, lyre 150 gp, Viridian 
  lyre 225 gp, Orichalan lyre 300 gp, maraca 1 gp, pan 
  flute 5 gp, elven pan flute 25 gp, faerie pan flute 125 gp, 
  pibgorn 20 gp, pipe-and-tabor 20 gp, rebec and bow 30 
  gp, Lenapashim rebec and bow 120 gp, recorder 6 gp, 
  tambourine 5 gp, elven triplepipe 25 gp, trumpet 45 gp, 
  xylophone 20 gp, zither 150 gp. Cash Box contains 5d10 
  cp, 5d10 sp, 10d10 x 1d4 gp, and 1d4 gems worth 10 to 
  250 gp. Disposition: 1) Merry, 2) Singing, 3) Dancing, 4) 
  Frolicsome, 5) Angry, or 6) Helpful. Rumor: A wandering 
  piper recently tried to clear the rats out of the sewers near the 
  Patrician Theater by luring them out with a magical flute; he 
  disappeared in the sewers there and never returned.
  71. OIL: CROOKED VELDRUN (N male Alryan 3rd 
  level Bard; SL Merchant 6; HD 3d10, HP 17; AC 9 (Dex); 
  Attacks: Dagger (+2/+2 BtH, 1d4 damage); Abilities: 
  Haggle (Cha), Decipher Script (Int), Exalt (Cha), Legend 
  Lore (Cha); Languages: Alryan, Tharbriana; Str 11, Dex 
  7, Con 9, Int 13*, Wis 12*, Cha 18*; carries 2d6 cp, 
  2d8 sp, and 2d6 gp) Once a renown bard and punster 
  who performed many times in the Patrician Theater, 
  Veldrun is now stooped with age (and thus crooked of 
  spine, not morals). The white-haired, wrinkle-skinned 
  geezer still has his old charm, though, and his blazing 
  blue eyes still captivate all who look into them. His 
  voice is still as strong as ever, too, and it is his singing 
  that calls attention to his wares. His two elder sons are 
  studying music at the bardic college in Limerick, while 
  his two younger sons, VELDAR and VELGRAN (17 
  and Cha 17, 16 and Cha 15 respectively) help him with 
  the business he inherited from his father-in-law, and 
  deal with customers as he sings from the wagon’s high 
  seat. He has a large four-wheeler, drawn by two roan 
  geldings, piled high with three 60-gallon barrels each of 
  different lamp oils (interspersed with open kegs of sand 
  in case of disaster), with a large chest filled with pint, 
  four pint, and eight pint flasks and jars at the back. 
  He and his sons drive the wagon around the Common 
  and Seafront Quarters, usually stopping for lunch at 
  
  39
  the Wild Surf Tavern on Beggar’s Street. Prices: (cost 
  is per pint, though he can make deals for lower prices 
  on regular weekly shipments in quantities of 40 pints 
  or more) poor quality 1 sp (smoky, sputters, stinks, 4 
  hours/pint), cheap quality 5 sp (stinks, 5 hours/pint), 
  average quality 1 gp (clean, quiet, 6 hours/pint), fine 
  quality 3 gp (rose scented, 6 hours/pint). Cash Box 
  contains 10d10 cp, 10d10 sp, and 10d10 x 1d3 gp. 
  Disposition: 1) Merry, 2) Melancholy, 3) Wistful, 4) 
  Helpful, 5) Angry, or 6) Punning. Rumor: There once 
  was a man from Viridistan/Who accursed, sang more bad 
  songs than his fans could stand/He ran far away, for many 
  a day/And when he did die, his magic harp he did cry/
  Would be buried with him in the sands of the cay.
  72. PEDDLER: JARF THE BASTARD (N male 
  Alryan 3rd level Fighter; SL Merchant 5; HD 3d10, HP 
  26; AC 14 (Furs + Shield); Attacks: Broad Sword (+6 
  BtH, 2d4+3 damage); Abilities: Dungeoneering (Int), 
  Haggle (Cha), Weapon Specialization (Broad Sword); 
  Languages: Alryan, Elvish, Orcish; Str 16*, Dex 10, Con 
  12, Int 16*, Wis 9, Cha 14*; carries 2d6 cp, 2d6 sp, and 
  1d8 gp, wears a silver holy symbol of Nephtlys (25 gp) on 
  a silver chain (10 gp)) Often mistaken for a Woodman, 
  Jarf was born and raised in the City State, but has “gone 
  native” in the Dearthwood, trading with any and all 
  who are willing to trade with him, including Woodmen 
  and rangers, bandits and goblins, orcs and elves, and 
  other humanoids and monsters (though he never sells 
  weapons or armor of any kind for many reasons). He 
  carries with him just about anything needful for living 
  in the wilderness, and can bring in items special-order 
  from the City State. He has long scraggly black hair 
  and a long, unkempt beard that is often tied to his belt; 
  his skin is tanned from long days in the wild, and his 
  blue eyes bespeak of friendliness, if wariness. He usually 
  wears his wolf furs over a brown and green checked 
  tunic, buckskin breeches, and fine buckskin knee-
  high soft boots; he is rarely found without his heavy, 
  bulging backpack, his broad sword, and dagger in a 
  boot sheath. He is usually found in the South Market, 
  near the Gate of the Gods, buying and selling, as he is 
  a wheeler-dealer; when he cannot find what he needs 
  there, he can also be found in the Open Market in the 
  Merchant Quarter or, more rarely, in the Royal Market 
  at the Grand Gate. He is invariably accompanied by 
  his mule, MARAG (N mutant mule 10th level Psychic, 
  HD 2d8+10d6, HP 48, AC 13; understands but cannot 
  speak Alryan, Elvish, Goblin, and Orcish; Int 18, Wis 18, 
  Cha 18, Detect Psychic Power, Empathy (Aura Reading, 
  Command, Paralyze), ESP (Locate), Forced Telepathy 
  with Humans, Psychic Blast, Psychic Shield, Telepathy 
  (Animal Telepathy, Eavesdrop; seems like just a normal 
  mule to Jarf), loaded down with all the merchandise he 
  plans to sell in Woodmen hamlets and goblin-haunted 
  dungeons. He is an honest dealer; he is known as “The 
  Bastard” as he is a bastard son of a major noble of the 
  City State. Exactly which noble changes with every 
  telling of the tale, though a few quietly suspect he may 
  be the bastard half-brother or perhaps nephew of the 
  Overlord himself (there is, indeed, a resemblance)! 
  Prices: (25% chance of having a common item that 
  would fit in a pack or on a mule, 5% of having any one 
  luxury item of such type) his prices are double book 
  value on any item, even in the city, as that is the average 
  price he can get in the Dearthwood. Cash Box contains 
  10d10 cp, 10d10 sp, 10d10 gp, and 1d4 gems worth 10 to 
  50 gp. Disposition: 1) Gruff, 2) Friendly, 3) Helpful, 4) 
  Amorous, 5) Busy, or 6) Interested. Rumor: I was trading 
  with Partak, the information-monger on the first level of the 
  Dungeon of the Dragon Lords beneath the Palisade Ruins, 
  when we heard a horrible rumbling and grinding sound, and 
  felt the earth shake beneath our feet. Either another dragon 
  has moved into the dungeons, or some large cave collapsed… 
  I wonder what new caverns were opened up this time.
  73. 
  PERFUMES 
  & 
  SOAPS: 
  VALERIENNE 
  OQUILNOTH (CG female Elf-Blooded Fey-Touched 
  Tulan 3rd level Wizard; SL Guild (Magicians) 5; HD 3d4, 
  HP 6; AC 15 (Bracers of Armor + Ring of Protection 
  - Dex); Attacks: Staff (+1 BtH, 1d6 damage); Abilities: 
  Enchant Perfumes and Soaps (Int), Haggle (Cha), Make 
  Perfumes and Soaps (Int), Empathy (+2 Cha checks), 
  Second Sight, Spells; Spells: detect magic, endure elements, 
  prestidigitation x2, charm person, comprehend languages x2, 
  read magic, invisibility x2; Languages: Tulan, Ghinorian, 
  Alryan (heavily accented); Str 9, Dex 8*, Con 12, Int 
  16*, Wis 8, Cha 16*; carries 2d6 cp, 2d6 sp, and 1d8 
  gp, wears bracers of armor +3, a ring of protection +3, 
  and carries her staff of conjuration with 35 charges and her 
  wand of suggestion with 19 charges) This lovely young 
  (19 year-old) magician is far, far out of her element, 
  being home to the enchanted City of Mages, Tula, far 
  and away to the south. As a native-born Tulan, she is a 
  mix of many human ethnic groups, and seems to have a 
  bit of elvish and faerie blood as well; she stands 5’7” tall 
  with a light build, has dark tan skin with pale blonde 
  hair, large almond-shaped glittering purple eyes, and 
  
  40
  aquiline features with big pouty lips. She wears the 
  classic chromatic clashing cacophony of colors that 
  non-specialized wizards of Tula wear; lime green corset 
  over orange blouse, with short rose red frilly lace skirts 
  and a sky blue cape, together with black shoes, purple 
  and yellow striped hose, and a white liripipe covered 
  with black and red skulls, makes for a most unusual 
  appearance. This is further enhanced as she often 
  wears faerie wings of silk and lace, a domino mask, 
  facial glitter, or face paint in some unusual pattern or 
  design based on the seasonal holidays. Valerienne is, as 
  they say in the Schools of Magic in Tula, a “legacy,” as 
  her parents, and her parent’s parents were all wizards 
  trained at the schools. Unfortunately, while she 
  certainly has the Arcane Talent, she didn’t have much 
  else going for her save for a high level of charm. While 
  on her internship cruise with the Tulan Navy, her long 
  string of errors, faux pas, and foolish endeavors caught 
  up with her, and her master abandoned her in the City 
  State after sending her on a Hodag Hunt. That she 
  actually found and not only survived the encounter 
  with a wild hodag, but also caught it and brought it 
  back to the city single-handedly, impressed the local 
  Magicians Guild enough to waive their usual entrance 
  fee. Not powerful enough to return to Tula easily on 
  her own, and somewhat ashamed of the circumstance 
  of her abandonment, Valerienne has remained in the 
  City State, making and selling perfumes and soaps, 
  some of enchanted nature. She is usually found in 
  the Royal Market at the Grand Gate, less often in the 
  Plaza of Profuse Pleasures or elsewhere in the Noble 
  Quarter (though never in the Temple District). Her 
  pushcart is self-motivated through several permanent 
  unseen servant enchantments; it is slightly taller than a 
  tall man, and both long sides are actually wizard-locked 
  clear, shatter-proof glass doors to display the wares 
  on interior shelves. She is the only one, other than 
  the wagon’s creator (Llangwellan the Blue), who can 
  open the doors and command the unseen servants. She 
  and the pixie, Bewitching Buttercup (#35, Flowers, 
  above) are good friends and roommates, and can 
  often be found together enjoying the festivities in 
  the Balor’s Eye on Barter Street late into the night. 
  Prices: (16% chance of having 1d6 bars/1d12 ounces 
  of an enchanted soap/perfume in stock) basic soap 
  5 sp/bar, scented soap (cinnamon, lilac, pine, rose, 
  sandalwood, or violet) 2 gp/bar, enchanted fortnight 
  soap (keeps one magically clean from natural dirt and 
  grime for 14 days, though does not protect clothes, 
  etc.) 5 gp/bar, enchanted scented fortnight soap 20 
  gp/bar, (perfumes sold in 1 to 12 ounce vials of a 
  bewildering variety of colors and shapes, each perfume 
  has a different and often nonsensical name and scent, 
  cost is per ounce/use) average perfume 5d4 gp, fine 
  perfume 2d4x10 gp, very fine perfume 60+2d3x10 gp, 
  enchanted glitter perfume (creates a glowing, glittery 
  halo effect for 1d4+4 hours) +25 gp, Aladantle’s 
  Blessing (enhance charisma 1d3+3 hours) +150 gp, 
  Belit’s Reserve (wearer can cast charm person upon one 
  male within 1d3+3 hours of applying the perfume) 
  +200 gp, Promehene’s Blessing (restored 1d4+4 years 
  of physical appearance for 1d3+3 hours) + 300 gp. 
  Cash Box contains 5d10 cp, 5d10 sp, 10d10 x 1d4 gp, 
  and 1d4 gems each worth 10 to 100 gp. Disposition: 1) 
  Ditzy, 2) Excited, 3) Friendly, 4) Helpful, 5) Lonely, or 
  6) Sad. Rumor: This guy at the Balor’s Eye, like, he totally 
  keeps talking on and on and on and on and on about this 
  army of Caudron-Born Giants that, like, he saw some lich 
  creating in some grody dungeon in the Dearthwood. I mean, 
  really, Cauldron-Born Giants? Does he have any idea how 
  big those cauldrons would have to be? Sh’ya right, we 
  learned that in, like, second year Alchemy class. Totally not 
  worth the effort, you know... zombies, maybe, like, I could 
  see that, but giants? That lich must be totally compensating 
  for something, know what I mean?
  74. PIPEWEED & DIVERSIONS: TOWHEAD 
  JAYPE (CN male Tallfellow Shire Halfling 1st level 
  Rogue; SL General 4; HD 1d6+1, HP 7; AC 13 (Dex); 
  Attacks: Fist (+0 BtH, 1d2 subdual damage); Abilities: 
  Evaluate Pipeweed (Int +3), Haggle (Cha), Taunt (Cha), 
  Fearless, Darkvision 30 ft., Duskvision, Resistant, Back 
  Attack, Climb (Dex), Decipher Script (Int), Hide (Dex 
  +2), Listen (Wis), Move Silently (Dex +2), Open 
  Locks (Dex), Pick Pocket (Dex), Traps (Int); Languages: 
  Halfling, Alryan (poor grammar); Str 11, Dex 18*, Con 
  13, Int 8, Wis 8, Cha 16*; carries 2d6 cp, 2d6 sp, and 1d4 
  gp) This tall, wiry halfling has long dirty blonde hair, 
  pale skin, pointed elvish ears, and twinkling blue eyes; 
  he wears plain, serviceable, lower-class clothes, save for 
  his hat, which is always jaunty and often too big for him 
  (he “exchanges” his current hat for a new one when 
  he finds one that catches his fancy). He’s either totally 
  mellow and chill, or totally wired and crazy. He’s not 
  sure where he’s from, originally; he’s consumed so much 
  of his own product that much of his memory has faded 
  with the pipeweed smoke. Once, when smoking some 
  pipeweed from Antil, he was able to speak Antillian 
  
  41
  (and only Antillian) in a flawless accent, but whether 
  that was recalled knowledge or some sort of weird magic, 
  nobody knows. His best friend, partner, and pack mule 
  is BOBOR BLUNDT (CG male Bulwark Shire Halfling 
  1st level Fighter; HD 1d10+3, HP 13, AC 12 (Padded + 
  Dex); Cestus (+4 BtH, 1d2+4 damage); Str 17*, Dex 
  13, Con 18*, Int 9, Wis 15, Cha 11; rarely speaks, but can 
  speak Halfling and Alryan); he has been with him since 
  Jaype wandered through Bulwark several years ago out 
  of the West. They can be found just about anywhere, 
  often when you least expect them, sometimes when 
  you need them, and all-too-often when they cause no 
  end of trouble; however, as they often get chased by 
  the constables in the Noble Quarter, they are rarely 
  found there. They can usually be found hanging out in 
  front of taverns, as the tavern keepers won’t let them 
  in as they won’t buy anything (alcohol is dangerous if 
  consumed in quantities, after all). Jaype usually has the 
  goods stashed somewhere on his and/or Bobor’s body. 
  The pair often go on long, dangerous adventures (well, 
  dangerous for their companions) seeking new product to 
  smoke and sell; like most Shire folk, they just disappear 
  (often by accident) into the background when trouble 
  strikes. Prices: (they only sell by the ounce, bring your 
  own pipe, as all they usually have is whatever is left over 
  from their own consumption; 80% chance in stock on 
  those costing up to 5 sp, 20% chance in stock on those 
  costing 6 sp to 10 gp, 5% chance for those 10+ gp; 1d8 
  ounces of those in stock are available) Atwain Snuk 1 
  cp, Bulwark Shag 2 cp, Atwain Bro-Chak or Darkfield 
  Tabac 5 cp, Average Bulwark 6 cp, Viridian Yellow or 
  Xochete Copper 1 sp, Good Bulwark 12 cp, Bulwark 
  Blue 4 sp, Klanith Pragik’s Pride or Viridian Blue or 
  Xochete Silver 5 sp, <> Viridian Green or Bulwark 
  Royal Blue 2 gp, Klanith Oboloste’s Gold 3 gp, Duat 
  Total Tottle 4 gp, Xochete Gold 5 gp, Shiktat Moss 6 
  gp, Billingdoor Skullhelm 8 gp, Tristor Blue Whinnis 
  Leaf 10 gp, <> Nisan-Moot Crown Beast 12 gp, 
  Cudgel Wisdom of Solomon 15 gp, Tristor Red Lotus 
  Haggah 20 gp, Tammuzi Red Dragon 30 gp, Tlanikhan 
  Screaming Jaguar or Tristor Black Lotus Haggah or 
  Xochete Platinum 50 gp. Cash Box contains 1d100 
  cp, 1d100 sp, and 1d100 gp. Disposition: 1) Happy, 2) 
  Hungry, 3) Horny, 4) What? 5) Dude? 6) Really? Rumor: 
  … Man, that was some adventure we had, me and Bobor, 
  and there was Dimwit the Dwarf, and Lumbo the Elf, and 
  that wizard… whassisname… Rafe? Ralph! Yeah, that was 
  it. Man, Lumbo sure got the munchies. He never did give me 
  my copy of Playelf back. What? You want to buy something? 
  Why didn’t you say so? You did? Ten minutes ago? Wow, that’s 
  so weird. That reminds me of this adventure we had…
  75. PIPEWEED & DIVERSIONS: WANTON 
  VILMIENA (CN female Alryan 1st level Rogue; SL 
  General 5 (Black Rogue Clan); HD 1d6+1, HP 4; 
  AC 11 (Dex); Attacks: Dagger (+1/+1 BtH, 1d4+1 
  damage); Abilities: Back Attack, Climb (Dex), Decipher 
  Script (Int), Hide (Dex), Listen (Wis), Move Silently 
  (Dex), Open Locks (Dex), Pick Pocket (Dex), Traps (Int); 
  Languages: Alryan; Str 13, Dex 14*, Con 13, Int 11*, Wis 
  14, Cha 14*; carries 2d6 cp, 2d6 sp, and 1d8 gp, wears 
  a whistle on a string around her neck) This young wench 
  would be pretty if she wasn’t usually wearing a frown; 
  she stands 5’6” tall, with a wiry figure, long dark brown 
  hair, pale skin, and blue eyes over a perky freckled nose. 
  She wears a fine eggshell blue dress that is a bit too big 
  in the bust and waist, though with strategically tied 
  ribbons is reveals only just enough to entice; over her 
  shoulders are straps attached to a largish box that she 
  carries before her, just under her somewhat revealing 
  cleavage. The box is filled with cigars, cigarettes, 
  bottles of snuff and jars of chew, and other such items; 
  she calls out to her customers, “Cigars, cigarettes, 
  snuff!” as she wanders up and down the streets of 
  the Merchant District. She keeps her overstock in a 
  pack on her back, which helps her keep her balance. 
  She is often found in the Open Market, though at 
  dusk she invariably makes her way to Barter Street to 
  cater to the party-going customers at the Balor’s Eye. 
  She knows little about her stock, and nothing about 
  haggling, for this is merely cover for her true purpose, 
  which is to find her brother’s murderer. Until recently, 
  she was just another wench of the Black Rogue Clan, 
  seeking a likely husband among the clansmen, until 
  the day her brother Vilmar was found dead, facedown 
  in the alley behind the Boot & Strap across from the 
  Balor’s Eye. He sold pipeweed and tabac in this area, 
  and so to find out who killed him (whether for his 
  missing stock or other reasons is unknown), she took 
  up his former business. A local streetwalking harlot 
  told her that she saw it happen, and that it was an elf 
  that stabbed him in the back, though she didn’t see 
  his face in the dark, so right now she seeks any sort of 
  pipeweed or tobacco that appeals to elves, the better to 
  lure him back. At night on Barter Street she has one 
  to six lads from the Black Rogue Clan backing her up, 
  wandering the street aimlessly or hanging out in the 
  alleys nearby: BLACK AONGHUS, MARAGHAL, 
  
  42
  VEELO DHORN, KREES TORBLE, DJAIK 
  SLAYER, and/or ENOST KREEL (N to CE male 
  Alryan/Mixed 1st level Fighters; HD 1d10+1, HP 6, 10, 
  3, 9, 7, 6, AC 12; Clubs and Daggers), each of which 
  arrive 1d12 rounds after the whistle blows (determine 
  individually). Prices: (80% chance in stock on those 
  costing up to 5 sp, 20% chance in stock on those 
  costing 6 sp to 10 gp, 5% chance for those 10+ gp; 1d8 
  ounces of chaw/snuff, 5d4 cigarettes, or 1d6 cigars of 
  those in stock are available) Atwain Snuk Chaw 1 cp/
  ounce, Bulwark Shag Cigarette 1 cp, Atwain Snuff 2 cp/
  ounce, Atwain Bro-Chak or Darkfield Tabac Cigarette 
  3 cp, Average Bulwark Cigarette 4 cp, Darkfield Tabac 
  Chaw 5 cp/ounce, Viridian Yellow or Xochete Copper 
  Cigarette 5 cp, Good Bulwark Cigarette 6 cp, Karzulun 
  Haggah or Viridian Yellow Chaw 1 sp/ounce, Bulwark 
  Blue Cigarette 2 sp, Viridian Blue or Xochete Silver 
  Cigarette 25 cp, Viridian Blue Chaw 5 sp/ounce, 
  Karzulun Assassin Cigarette 5 sp <> Viridian Green 
  or Bulwark Royal Blue Cigarette 1 gp, Tlanic Jaguar 
  Tabac Cigarette 2 gp, Karzulun Shaikh Cigarette or 
  Xochete Gold Cigarette 3 gp, Tlanic Noble Tabac 
  Cigarette 5 gp <> Tlanic Jaguar Tabac Cigar or 
  Tlanic Royal Tabac Cigarette 10 gp, Karzulun Malik 
  Cigarette 12 gp, Tlanic Noble Tabac Cigar or Xochete 
  Platinum Cigarette 25 gp, Karzulun Sultan Cigarette 
  40 gp, Tlanic Royal Tabac Cigar 50 gp; other items for 
  sale include clay pipes 2d4 cp each, wooden dice 1d6 
  sp each, handkerchiefs 1d8 sp each, wooden pipes 2d4 
  sp each, brushes and combs 1d12 gp each, one-ounce 
  vials of cheap cologne 2d4 gp each, and wooden snuff 
  boxes 3d4 gp each. Cash Box contains only 3d10 cp, 
  3d10 sp, and 1d20 gp, as she pinches off coin every 
  once in a while and passes it to her Black Rogue Clan 
  guardians (each of whom has 1d20 each of cp, sp, 
  and gp). Disposition: 1) Sad, 2) Angry, 3) Bored, 4) 
  Pensive, 5) Tired, or 6) Tender. Rumor: There was a man 
  who used to sell cigars and cigarettes here, his name was 
  Vilmar; he was stabbed in the back by an elf. I don’t suppose 
  you know anything about that, do you?
  76. 
  PIPEWEED 
  & 
  DIVERSIONS: 
  FRUDU 
  OVERDALE (CG male Bulwark Shire Halfling 3rd level 
  Cleric of Braz-Kazen; SL Merchant 5; HD 3d8, HP 12; 
  AC 10 (No Armor); Attacks: Club (+1 BtH, 1d6+1 
  damage); Abilities: Evaluate Pipeweed (Int +3), Haggle 
  (Cha), Fearless, Darkvision 30 ft., Duskvision, Hide (Dex), 
  Move Silently (Dex), Resistant, Spells, Turn Undead; 
  Spells: create flame x4, bless, cause fear, obscuring smoke, 
  smoke cloud; Languages: Halfling, Alryan, Altanian; Str 
  12, Dex 10, Con 12, Int 14, Wis 14*, Cha 13*; carries 
  2d6 cp, 2d6 sp, and 1d8 gp, plus a purse containing eight 
  ounces of Bulwark Royal Blue and a fine meerschaum pipe 
  (50 gp) that hangs from his belt in the front) This old 
  halfling has curly gray hair, graying brown skin, merry 
  twinkling blue eyes over a pug nose, and cauliflower 
  ears; he wears brown and green tweeds with a brown 
  and and green kilt checkered in the Altanian fashion. 
  Once a young hell-raiser of Bulwark Shire, he ran away 
  from home after one too many pranks and settled 
  in Altania, where he worked for various pipeweed 
  growers and learned the trade. There he found 
  religion in a strange cult of Braz-Kazen, the God of 
  Many Smokes, and became first an initiate and later 
  a full-fledged priest. He later settled in the City State, 
  importing pipeweed from Atwain, Bulwark, and further 
  afield. He has a small four-wheeled wagon drawn by 
  two ponies; there are statues of Braz-Kazen amidst the 
  shelves of tins, jars, and kegs of pipeweed, and there 
  are always several sticks of pipeweed incense burning, 
  leaving the wagon standing in a sweet, cloying cloud 
  of smoke. He is found in the Royal Market at Grand 
  Gate, the Square of the Gods, and South Market at the 
  Gate of the Gods. He only sells in bulk, though regular 
  customers are allowed to try a bowl of something new 
  now and again free of charge. He has not stopped 
  importing from Atwain since Xathragot conquered 
  the town, but he sends every penny of profit from such 
  sales to Olwine, leader of the halfling resistance hiding 
  in Luckstone and, unknown to her, his granddaughter 
  (her mother was his daughter by the first pipeweed 
  farmer who hired him, though her mother’s husband 
  never knew she was a cuckoo). Frudu is a close friend of 
  Balarnega, Grand Vizier of the Overlord, as Balarnega is 
  addicted to Bulwark Royal Blue smoke and cheese, and 
  if anything were to happen to Frudu he would be most 
  unhappy! Note that he does not sell snuff, believing it 
  to be blasphemous misuse of pipeweed and tobacco! 
  Prices: (usually has 1d6 tins, 1d10 jars, or 1d8 kegs of 
  in-stock items) (Atwain 88% in stock) Atwain Snuk 
  Smokeweed 5 sp/5# keg, Atwain Bro-Chak Smokeweed 
  25 sp/5# keg; (Bulwark 77% in stock, prices are for 1# 
  tins/5# kegs) Bulwark Shag 2 sp/1 gp, Bulwark Average 
  6 sp/3 gp, Bulwark Good 12 sp/6 gp, Bulwark Blue 4 gp/
  20 gp, Bulwark Royal Blue 20 gp/100 gp; Bulwarkshire 
  Cheese 2 gp/5# wheel, Bulwarkshire Blue Cheese 10 
  gp/5# wheel, Bulwarkshire Royal Blue Cheese 50 gp/5# 
  wheel; (Darkfield 99% in stock) Darkfield Tabac 5 sp/25 
  
  43
  sp, Darkfield Premium Tabac (exclusive!) 3 gp/15 gp; 
  (Pipeweed incense 99% in stock, price is per stick or 
  cone) Cheap Leavings 1 gp, Sweet Dreams 2 gp, Mellow 
  Days 3 gp, Excellent Thoughts 4 gp, Primo Gold 5 gp, 
  Braz-Kazen’s Best 10 gp (10% chance of communing 
  with the god himself, as per the spell); (Mermist 44% in 
  stock) Mermist Emerald Leaf 1 gp/5 gp, Mermist Scarlet 
  Pipeweed 5 gp/25 gp (steeped in the poison of the scarlet 
  toad, CL 2 Wis save or suffer waking nightmares for 
  1d3 days); (Tlanic 11% in stock, rare and hard to get 
  of late) Tlanic Jaguar Tabac 40 gp/1# jar, Tlanic Noble 
  Tabac 100 gp/1# jar, Tlanic Royal Tabac 200 gp/1# jar; 
  (1d20 each of in-stock cigars) Tlanic Jaguar Cigar 10 
  gp, Tlanic Noble Cigar 25 gp, Tlanic Royal Cigar 50 
  gp; (Viridian 66% in stock) Viridian Yellow 1 gp/5 gp, 
  Viridian Blue 5 gp/25 gp, Viridian Green 20 gp/100 gp, 
  Viridian Imperial Reserve 100 gp/500 gp (11% in stock); 
  (Xochete 44% in stock) Xochete Copper 1 gp/1# jar, 
  Xochete Silver 5 gp/1# jar, Xochete Gold 50 gp/1# jar, 
  Xochete Platinum 500 gp/1# jar; 1d30 each of in-stock 
  cigars) Xochete Copper Cigar 5 sp, Xochete Silver Cigar 
  1 gp, Xochete Electrum Cigar 5 gp, Xochete Gold Cigar 
  15 gp, Xochete Jade Cigar 75 gp; other items for sale 
  include matches 1 gp each (has 10d10 in stock), cigar 
  box 1 gp (holds 20 cigars), pipeweed wallets 1 gp (holds 
  8 ounces), cigar cutter 3 gp, clay pipes 5 cp each, wooden 
  pipes 5 sp each, fine pipes 5d20 gp each, 3” bronze statue 
  of Braz-Kazen (doubles as incense holder for cone or 
  stick) 10 gp, 50 gp, 6” bronze censer of Braz-Kazen on 
  chain (holds six incense cones, blessed to act as a holy 
  symbol) 50 gp, 12” bronze statue of Braz-Kazen (head 
  pops off, holds 1# of pipeweed fresh within). Cash Box 
  contains 5d10 cp, 10d10 sp, 10d10 x 1d6 gp, and 1d4 
  gems each worth 5 to 100 gp. Disposition: 1) Merry, 
  2) Thoughtful, 3) Dreaming, 4) Kind, 5) Helpful, or 6) 
  Blissed Out. Rumor: The Overlord’s War Council nearly 
  came to blows the other day, arguing over priorities between 
  the eastern and western frontiers. I hear General Paugler 
  almost brained General Rudneck with his axe, so angry was 
  he at whispers of disloyalty to the Overlord.
  77. POET: STRIDENT STROFEELOS (N male High 
  Viridian 4th level Bard; SL Guild (Minstrels Guild) 4; HD 
  4d10-4, HP 16; AC 10 (No Armor); Attacks: Dagger 
  (+3/+3 BtH, 1d4 damage); Abilities: Write Poetry (Int), 
  Decipher Script (Int), Exalt (Cha), Legend Lore (Cha), 
  Fascinate; Languages: High Viridian, Alryan (thickly 
  accented and often mispronounces or misuses words); Str 
  11, Dex 12*, Con 7*, Int 9, Wis 11, Cha 16*; carries 
  2d6 cp, 2d6 sp, and 1d4 gp) Strofeelos stands 5’7” tall, 
  with deep olive green skin, long curly blonde locks of 
  hair, and green eyes in a handsome if vacuous face; he 
  wears a classic-style white knee-length toga trimmed 
  in viridian greens and blues, cinced with a belt of 
  small bronze plates (5 gp), and wears gilded sandals 
  with knee high laces. This son of destitute Viridian 
  émigrés grew up with all his wants and needs tended 
  to; when his family fled Viridistan and settled into 
  genteel poverty, all he had left from his youth was his 
  talent for writing poetry, which his mother assured him 
  was equal to the greats of the Viridian Golden Age. 
  He has since used his poetry to get by, reciting in the 
  streets for donations; when passers-by give him coins 
  to be silent, he assures himself that it is because they 
  are overcome with grief at the tragic tales told by his 
  poems. Unfortunately, his poems are doggerel of the 
  worst sort, usually telling the tales of great princes 
  brought low by the actions of evil gods (rather than 
  their own obvious stupidity). He delivers the poems 
  with great passion, but unfortunately, his understanding 
  of Alryan is incomplete and was learned in the streets, 
  so such portions of his poems as are in Alryan rather 
  than Viridian are at best comical, rather than tragic. 
  His singing, which he performs accompanied by his 
  small hand harp (25 gp), is actually not that bad, as he 
  sings old Viridian classics rather than his own songs. 
  He usually recites in the Plaza of Profuse Pleasures or 
  the Royal Market; he never recites in the Square of 
  the Gods, as he has rejected all deities as equally bad. 
  He does not have a wagon or cart; he simply stands 
  off in a corner of the market and places an old bowl 
  before him for donations; he does not know that the 
  bowl, old and covered sloppily and thickly with blue 
  paint to cover the blue crystal, is actually a bowl of 
  commanding water elementals that his father stole from 
  the Tiphrodd Temple when he fled Viridistan. Though 
  he performs in the Noble Quarter, he lives in a cheap 
  flat in the Thieves Quarter on Cutpurse Row, where he 
  has a personal shrine dedicated to the memory of his 
  mother, including his mother’s ashes, a cameo locket 
  with her portrait, and several pieces of family jewelry 
  (worth 3,000 gp) that he would never, ever consider 
  selling, even if he knew their value. Prices: he performs 
  for donations, though he will perform at parties and such for 5 
  gp per SL of the customer; he is also quite happy to compose 
  poems for clients at the same rate. Cash Box contains 1d100 
  cp, 1d100-1 sp, and 1d100-1 gp. Disposition: 1) Tragic, 
  2) Sad, 3) Hungry, 4) Merry, 5) Missing His Mother, or 6) 
  
  44
  Poetic. Rumor: The trouble brewing between the Overlord and 
  the Emperor, they say, is because of the interference of a witch who 
  lives in the marshlands between here and there. They say this witch, 
  named Mordridda, offered herself as queen to both the Overlord and 
  the Emperor, and both turned her down, so now she uses her magic 
  to destroy both lords and their realms… tragic, no?
  78. 
  POTIONS, 
  SALVES, 
  & 
  NOSTRUMS: 
  BNALZER DRAGULMOR (CE male Alryan 5th level 
  Alchemist/Wizard; SL Guild (Alchemists) 5; HD 5d4, 
  HP 18; AC 10 (No Armor); Attacks: Dagger (+1/+1 
  BtH, 1d4 damage); Abilities: Haggle (Cha), Alchemy 
  (Int), Alchemical Resistance +4, Brew Poison (Int), 
  Brew Potion (Int), Craft Homunculus, Insightful (+2 
  Int checks), Spells; Spells: detect magic, mage hand x2, 
  open/close x2, charm person x2, shocking grasp x2, sleep, 
  scare x2, hold person; Languages: Alryan, High Viridian, 
  Old Orichalan; Str 9, Dex 11, Con 11, Int 15*, Wis 12, 
  Cha 13*; carries 2d6 cp, 2d6 sp, 1d8 gp, and wears a gold 
  ring (250 gp) that he claims is a ring of dragon control that 
  he would sell for 5,000 gp but is just a non-magical ring 
  with a false magical aura cast upon it) This unpleasant 
  fellow stands 6’ tall, with long scraggly black hair, a 
  pale complexion, a sneering or smirking mouth under a 
  hooked nose, and eyes so dark brown they look black; 
  he is invariably dressed in long flowing black robes 
  with a cowl. Whenever he is angry his eyes glow red, 
  thanks to an experimental enchantment of his uncle’s. 
  His face is lightly scarred from burn marks, not due to 
  alchemical accidents, but instead due to an unpleasant 
  encounter with the Black Wizard (upon which he 
  refuses to elaborate, save to say that he is one of a very 
  few folk who have thus encountered the Black Wizard 
  and lived to tell the tale). His mother was a witch of 
  the Witches Court Marshes, his father a wandering 
  adventurer; she was disappointed in his birth, as she 
  had hoped for a daughter to teach her craft, so he 
  was raised by his mother’s brother, a reclusive wealthy 
  alchemist of the City State. He taught his nephew that 
  that he was better than other beings, and that non-
  magical beings existed only to serve those with magical 
  talent. Unfortunately, his uncle experimented in things 
  best left unknown by man and summoned up a demon 
  of terrible power; the creature destroyed his uncle’s 
  manor, stole his treasures, and left dragging his uncle’s 
  screaming soul to the Abyss. Fortunately, Bnalzer 
  was away at the time and so survived, but he was left 
  penniless and friendless. So today he sells alchemical 
  concoctions and potions at the Royal Market at Grand 
  Gate, using the coin gotten thereby to slowly rebuilt 
  his manor house; he is rarely found deeper in the city, 
  as he detests all the people there. His four-wheel box 
  wagon is plain and serviceable, painted black and 
  covered with red and silver runes (not enchanted). 
  The wagon is drawn by two charmed ogres, FRIKX 
  and MORLAX (CE male ogres, HD 4d8, HP 15, 21, 
  AC 16; Fists (1d10)) who also act as bodyguards; 
  they are dressed in black finery, as fits a gentleman’s 
  footmen, complete with large black top hats with silver 
  skulls upon the band (25 gp). Bnalzer tolerates no 
  more than one customer in his wagon at a time; those 
  clamoring for attention or complaining of his services 
  are driven from the wagon with extreme prejudice. He 
  is condescending to all save other wizards, alchemists, 
  or witches, with whom he is almost warm and friendly; 
  he considers clerics and druids to be nothing more than 
  dupes and enchanted slaves. His homunculus, ZNABU 
  (CE construct; HD 2d10, HP 6, AC 14; Poison Breath) 
  rests upon his master’s shoulder; he looks more like a 
  small dragon than a gargoyle, even having a poison 
  breath weapon rather than bite. Prices: (all effects 
  are as cast by a 5th level spell caster; 10 gp items in 
  stock 80% chance 1d6 vials, 50 gp items in stock 50% 
  chance 1d4 vials, 150 gp items in stock 20% chance 
  1d3 vials, 300 gp items in stock 10% chance 1d2 items) 
  alter size potion 50 gp, change self potion 50 gp, charm 
  person potion 50 gp, clairaudience/clairvoyance oil 300 
  gp, comprehend languages potion 50 gp, delay poison 
  potion 150 gp, detect magic potion 10 gp, detect poison 
  potion 10 gp, detect thoughts potion 150 gp, endure 
  elements salve 10 gp, enhance charisma cream 150 gp, 
  gaseous form potion 300 gp, know direction potion 10 
  gp, love philter 300 gp (affects the DRINKER, Cha 
  save or fall in love with the one who handed you the 
  potion), mage hand salve 10 gp, prestidigitation potion 
  10 gp, remove paralysis potion 150 gp, sleep potion 50 
  gp, somnolence potion 300 gp (affects the DRINKER 
  as per the sleep spell with a permanent duration, up to 
  6 HD), spider climb cream 50 gp, suggestion potion 300 
  gp, summon familiar kit 250 gp (15% chance in stock). 
  Cash Box contains 2d10 cp, 2d10 sp, 10d10 x 1d8 gp, 
  and 1d6 gems each worth 10 to 250 gp. Disposition: 
  1) Unpleasant, 2) Angry, 3) Aloof, 4) Scheming, 5) 
  Curious, or 6) Distracted. Rumor: The Black Wizard 
  lurks within his tower at the Palisade Ruins — they say 
  he has discovered there an ancient device of the Dragon 
  Lords, a relic of great power that can summon and control 
  swarms of dragons… and he has merely to figure out how 
  
  45
  to command its power before he conquers the Roglaras.
  79. RAGS: DHORON THE TOAD (NE male 
  Chaelo 2nd level Fighter; SL General 3 (Homeless Villein); 
  HD 2d10, HP 7; AC 10 (Padded Armor - Dex); Attacks: 
  Club (+2 BtH, 1d6+2 damage); Abilities: Fish (Wis), 
  Swim (Str), Weapon Specialization (Club); Languages: 
  Chaelo, Alryan (heavily accented and poorly understood); 
  Str 12*, Dex 6, Con 10, Int 8, Wis 12*, Cha 14*; carries 
  2d6 cp and 1d4 sp) This brutish fellow stands 5’3” tall 
  and has a squat, hefty build, with short curly black 
  hair, swarthy purple skin, bulging purple eyes, a wide 
  toothless mouth with a long purple tongue over green 
  lips, and stumpy webbed fingers; he wears a thick 
  padding of rags and cast-off clothing, none of which 
  has been washed since long before it was donned, and 
  often is stinking and wet from his swimming in the 
  estuary. Born in a remote hamlet near the western 
  verge of the Mermist Swamp, Dhoron and his family 
  were villeins, that is, higher-class serfs with a bit more 
  wealth and influence than the common serf. In his 
  hamlet, Dhoron was well-regarded for his deformities, 
  as they were thought to be the blessing of the Toad, the 
  God of the Swamp, which the locals revered zealously. 
  So Dhoron had an easy life, as neighbors gave him food 
  and drink to appease the Toad. Unfortunately, that all 
  ended when Altanian raiders razed the hamlet and 
  slew the masters of the local manor, all his family, and 
  every last one of his neighbors while Dhoron was in the 
  swamp, “Communing with the Toad,” i.e., swimming 
  and fishing, as the lazy lout enjoyed doing. He returned 
  only after the raiders left, which he considered quite 
  a stroke of luck, and for the first time in his life, he 
  actually thought maybe he was blessed by the Toad. 
  Thus he set off on a raft down Emerald Death Stream, 
  seeking to go to the fabled City State of the Invincible 
  Overlord, where it was said there was a grand temple 
  of the Toad, where he too might be worshiped. Though 
  he is in fact quite charming in a strange way, the priests 
  at the temple could not get past his ugliness, as toady 
  as it might be, and so cast him out, quite promptly after 
  he started making claims to be a son of the Toad! Since 
  then he has haunted the Seafront Quarter, picking old 
  clothes and carpets out of trash bins and off of clothes 
  lines, washing them in the Roglaroon, and selling 
  them in bundles. He carries his entire “stock” upon 
  his back, in a large bed sheet sewn up like a bag. He 
  subsists on the petty sales of rags and the donations of 
  poor local lower-class freemen who worship the Toad 
  and have heard that he might be a son of the god; he 
  has perhaps a dozen ardent followers who call him 
  the Croaking Prophet. Soon they will inflate his ego 
  enough to get him to start speaking in the Fish Market, 
  publicly proclaiming his divinity. Prices: 1 cp per dozen 
  rags. Cash Box contains 5d10 cp, 1d20 sp, and has 
  a 14% chance of containing 1d20 gp. Disposition: 
  1) Slimy, 2) Greedy, 3) Lusty, 4) Perverse, 5) Lonely, 
  or 6) Toadying. Rumor: Very pretty they was, yes, the 
  luverly spawn o’ Cap’n Vikan o’er at En’ Gate. Luverly 
  lasses, in the full bloom of maidenhood, an’ then th’ two big 
  brutes came and took ‘em away, they did. They screamed 
  out oncet, all skeert like, an’ then the tall, pale, red-eyed 
  men blew sommat in their faces and they fell over. I heered 
  them say tha’ Lady Omelet had plans for them, she did. 
  Th’ cap’n’s been in a mighty frothin’ rage ever sincet. I’s the 
  onliest one what seen it, I was, but ‘e doan like me none, no 
  ‘e don’t, so I don’t says nuthin’.
  80. ROPE & TWINE: NIMBUR KNOTS (CG male 
  City Gnome 4th level Ranger; SL Guild (Rope Makers) 
  6; HD 4d10, HP 12; AC 20 (Gnomish Rope Armor + 
  Dex); Attacks: 20 ft. Lasso (+5 BtH, Entangles 1d6 
  limbs, a result of four or more means all limbs are caught 
  in the lasso); Abilities: Haggle (Cha), Make Rope (Dex), 
  Animal Empathy, Combat Expertise (Goblins/Kobolds), 
  Darkvision 60 ft., Enhanced Hearing, Spell-like Abilities, 
  Combat Marauder, Conceal (Dex), Delay/Neutralize 
  Poison (Wis), Move Silently (Dex), Scale (Dex), Traps 
  (Wis), Survival (Wis), Track (Wis); Spell-like Abilities: 
  dancing lights, ghost sound, prestidigitation; Languages: 
  Gnome, Alryan, Elvish; Str 12*, Dex 16*, Con 10, Int 13, 
  Wis 8, Cha 14; carries 2d6 cp, 2d6 sp, and 2d6 gp) This 
  gnome stands almost four feet tall and is very thin, with 
  pale skin, pale blonde hair tied in braids, and green 
  eyes; he wears a cunning suit made of gnomish rope, 
  stronger than most mail armors and light as leather 
  (his lasso is integral to the armor, so if his victim has 
  his legs free and decides to run, Nimbur gets dragged 
  behind). Nimbur grew up on the tales of adventure and 
  heroism told of the Royal Rangers of the Dearthwood; 
  when he came of age he tried out for the rangers, and 
  only narrowly passed the initial tests. He washed out 
  when he kept getting caught in his own traps and pits; 
  however, he discovered during that brief, glorious time 
  that he had a singular talent for making and using rope. 
  So when he returned to the City State he apprenticed 
  to a rope maker and today is one of the best in the city; 
  he also traveled to Adderwood, and there from an old 
  
  46
  friend learned the secrets of making elven rope, so he is 
  the only regular source of such in the City State, albeit 
  his is not of the best quality and is merely known as 
  “gnomish rope.” Gnomish rope is very thin, very tough 
  (AC 18), very lightweight, and gives the user a +2 
  bonus to all uses of the rope; it can also be “recalled” 
  purposefully from a knot with a successful CL Knot 
  Quality Dexterity check (bonus applies to this check, 
  too). He is usually found at the South Market at 
  the Gate of the Gods, where he can serve both the 
  rangers and Woodmen of the Dearthwood and the 
  local rogues most readily. His wagon is easy enough 
  to spot, as it is a small Tharbeo-style wagon with only 
  two wheels, covered on every surface with rope, and 
  drawn by a miniature shire horse. Nimbur lives in the 
  wagon, sleeping on his piles of rope. He is infamous 
  for his unusual stunts he pulls to show off the quality 
  of his rope; he has been arrested and fined several 
  times for climbing various tall temples and bell towers 
  (though he studiously avoids going near the city walls)! 
  From time to time he gets the adventuring itch, and 
  welcomes offers of joining a party for an equal share. 
  Prices: twine 5 feet per cp, 1”-thick 1000# hemp rope 2 
  cp per foot (50’, 1 gp, 15#), 2”-thick 4000# hemp rope 
  1 sp per foot (50’, 5 gp, 60#), 1/2”-thick 360# silk rope 
  2 sp per foot (50’, 10 gp, 5#), 1”-thick 1200# silk rope 1 
  gp per foot (50’, 50 gp, 16#), 1/8”-thick 600# gnomish 
  rope 10 gp per foot (50’, 500 gp, 2#; has only 32% chance 
  of having 50 to 200 feet of this rope in stock). Cash Box 
  contains 10d10 cp, 10d10 sp, 10d10 gp, and a 32% chance 
  of 1d3 gems each worth 10 to 250 gp. Disposition: 1) 
  Flighty, 2) Chatty, 3) Hungry, 4) Wistful, 5) Helpful, or 6) 
  Dangerously Bored. Rumor: I hear from distant cousins that 
  the gnomes of Lightelf have had trouble lately from bandits and 
  monsters on their border near the Palewood. I wonder if the 
  elves of Palewood have elvish rope. Do you think they do? Do 
  you suppose it would it be gray-colored, because the elves are 
  gray elves? Is rope from Viridistan green? I’ve never seen rope 
  from Viridistan, have you?
  81. RUGS & TAPESTRIES: ABDAL ALHAZRED 
  (CE male Lenapashim 5th level Wizard; SL Merchant 6; 
  HD 5d4+10, HP 25; AC 13 (Ring of Protection +1 + 
  Dex); Attacks: Rod of Withering (+2 BtH, 1d4 Strength 
  + 1d4 Constitution); Abilities: Evaluate Rugs & Tapestries 
  (Int), Haggle (Cha), Spells; Spells: detect magic x2, mage 
  hand, message, prestidigitation, comprehend languages, 
  identify, protection from evil, read magic, unseen servant, 
  darkness, detect thoughts, scare, summon lesser monster; 
  Languages: Lenapashim, Alryan, Demonic; Str 12, Dex 
  16*, Con 17, Int 16*, Wis 9, Cha 13*; carries 2d6 cp, 
  2d6 sp, and 2d6 gp, wears his ring of protection +1, carries 
  his rod of withering) This foreign merchant stands out, 
  even in the cosmopolitan City State, as Lenapashim 
  are quite rare this far from the Great Desert; he stands 
  6’2” tall with a light build, dusky brown lightly bronze 
  skin, dark brown eyes, and a long, well-groomed full 
  beard. He wears the black robes of his native land, with 
  a red and black checkered keffiyah worn as a turban, 
  complete with a large gold-mounted black onyx as a 
  diadem (250 gp). Often mistaken for a distant relative 
  (distant in both time and space), Abdal swears he has 
  nothing to do with such “terrible, terrible atrocities,” 
  though does not mention that it is not for lack of 
  trying, for he is desperate to make contact with a Demon 
  Prince and gain the powers of a true sorcerer! For this 
  and other crimes against nature he was condemned to 
  death in Lenap, and only got out of the city and the 
  region through the good fortune of possessing a Carpet 
  of Flying (5’ x 10’). He escaped with enough treasure 
  to set himself up as a merchant in this distant city 
  while he makes contact with various dark cults and 
  seeks out ancient ruins from the age of the Markabs. 
  He is usually found in the Royal Market at the Grand 
  Gate, the Plaza of Profuse Pleasures, the Square of the 
  Gods, or elsewhere in the Noble Quarter. He does not 
  have a wagon; instead he brings his wares from his 
  country home to the markets on the backs of six large 
  camels, each with a local handler none-too-pleased to 
  be dealing with the strange beasts: JIRELNAK OF 
  FITCH, OGYVAL THE ODD, BATTY BOROWAY, 
  SARWIX GOORUGNY, HASTY HABROX, and 
  TRIPPY TRIBOL (N to CE male Alryans, HD 1d8, HP 
  1, 2, 7, 7, 3, 5, AC 10; Camel Crops (1d3 damage)). He 
  has been blackballed by the Magicians Guild, as much 
  from his unpleasant personality as from any concerns 
  over his potential studies. He has noticed, from time to 
  time when meeting questionable characters in various 
  dives of the Thieves Guild, the presence of a potent 
  demonic entity, and is close to narrowing it down to 
  Phleet the Neat (the Demon Barber, see #09). Prices: 
  (all prices are per square foot of rug or tapestry, 1x for 
  plain/simple, 2x for patterned or single subject, 3x for 
  complex battle/life scene) Alryan rug 1 gp, Alryan 
  tapestry or Avalonian or Viridian rug 2 gp, Avalonian 
  or Viridian tapestry or Orichalan or Tarantine rug 
  3 gp, Orichalan or Tarantine tapestry or Ghinorian 
  or Karzulun or Lenapashim rug 4 gp, Ghinorian or 
  
  47
  Karzulun or Lenapashim tapestry or Karakhan rug 5 
  gp, Karakhan tapestry 6 gp; size ranges from 1 foot 
  square to 10 foot by 40 foot. Cash Box contains 5d10 
  cp, 5d10 sp, 10d10 x 1d4 gp, and 1d4 gems each worth 
  10 to 250 gp. Disposition: 1) Haughty, 2) Demanding, 
  3) Demonic, 4) Lusty, 5) Angry, or 6) Aloof. Rumor: In 
  the Shadow Keys in the Churning Sea near Lenap stands 
  an island; upon that island stands a statue of silver; upon 
  the brow of that statue can be found a sapphire the size of 
  an ogre’s fist. They say the sapphire can be used to summon 
  a demon from beyond the stars…
  82. SAGE: MING DAI-ZHYANG THE DRUNKEN 
  SAGE (CE male Karakhan Astari-Blooded Ogre 
  3rd level Sage; SL General 5 (Jade Naga Clan); HD 
  4d8+3d4+14, HP 42; AC 16 (Hide); Attacks: Slam 
  (+8 BtH, 1d10 damage); Abilities: Darkvision 60 ft., 
  Twilight Vision, Read Magic, Sage Lore Area Familiarity 
  [Roglaras], Sage Lore Major [Dungeoneering] (Int), 
  Sage Lore Minor [Fauna: Giants] (Int), Sage Lore Minor 
  [Local Area – Roglaras: Humanoids] (Int), Sage Lore 
  Minor [Local Area — Roglaras: Legends] (Int), Spell-like 
  Abilities, Total Recall; Spell-like Abilities: detect magic 
  3/day, prestidigitation 3/day, comprehend languages 2/day, 
  identify 2/day, detect thoughts 1/day, see invisibility 1/day; 
  Languages: Eastern Ogre, Karakhan, Alryan, Orcish, 
  Dwarvish; Str 18, Dex 10, Con 16, Int 16*, Wis 13, Cha 
  15*; 50% chance carries either 1d100-1 each of cp, sp, 
  and gp or 1d10-1 cp) Dai-Zhyang is an eastern ogre, 
  descended from ogres who fled to the Roglaras from 
  Karak with the Jade Naga Orcs; he is eight feet tall 
  and very broad of shoulder, with bluish-green skin, four 
  horns, long looped ears, great bushy eyebrows, almond-
  shaped silver-on-white eyes, a squat flat nose, and a 
  wide mouth filled with fangs. He comes from a line of 
  ogres that have the blood of the Astari Star-Men in 
  their line, and has the characteristic Third Eye in the 
  middle of his forehead between his lower horns that, in 
  his case at least, grants potent magical abilities; the eye 
  remains shut until he uses a spell-like ability, and when 
  it is open, it glows an eerie sapphire blue color. One 
  of his special abilities is Total Recall; he remembers 
  everything he has seen, heard, tasted, smelled, and 
  touched, and thus has no need for a library. When 
  he is “researching” more complex questions, he is 
  actually delving into his memory by meditating and 
  opening his Third Eye; this is invariably interspersed 
  with drinking sessions until he dredges up the answer. 
  He wears Karakhan finery in blues, blacks, and greens, 
  usually soiled by mud, blood, cheap beer, and worse; his 
  fine Mandarin hat is usually crushed when he bumps 
  into low ceilings. He is often in the Prancing Ki-Rin, 
  passed out in Cutpurse Row, or elsewhere in the streets 
  of the Thieves Quarter, seeking to dispense bits of 
  his knowledge to interested adventurers in return for 
  enough money to get drunk for a day or three. He has 
  no wagon or cart, though in his more sober moments 
  he’ll have two Naga Orc whelps attending him, one 
  carrying a large stool upon which the sage will sit, the 
  other wearing a placard upon which “Going into a 
  Dungeon? Ask the Sage for advice, reasonable rates!” 
  is written in Alryan. He happily accepts payment in 
  alcoholic equivalent, and usually regales his drinking 
  companions with his wisdom and knowledge whether 
  they want him to or not! Prices: Simple and general 
  question 5 sp and five minutes tops (“Are there orcs in 
  the Dearthwood?”), average question 5 gp and one hour 
  or so (“How many orc hamlets are there on the Black 
  River?”), very specific and complex question 50 gp and 8 
  to 10 hours (“What are the names of the orc hamlets on 
  the Black River, the names of the leaders of each hamlet, 
  and do they have any shamans assisting them?”). He has 
  no cash box, simply refer to carried wealth, above, as most 
  of his wealth is spent right away on large kegs of cheap 
  beer. Disposition: 1) Drunk, 2) Merry, 3) Hungry, 4) 
  Amorous, 5) Angry, or 6) Very Drunk or Meditative, hard 
  to tell. Rumor: Everyone keeps wondering, “Where is the Wild 
  Orc city?” and complaining about how they can’t find it sitting 
  somewhere in the forest. Nobody ever thinks to look down… 
  Orcs like to live underground, you know... Stupid humans!
  83. SCRIBE: THOTH-AMAN-EUNSIS (GC male 
  Ghinorian 5th level Sage/Wizard; SL Guild (Scribes) 6; 
  HD 5d4, HP 11; AC 11 (Dex); Attacks: Staff (+2 BtH, 
  1d6 damage); Abilities: Scribe (Int), Orisons, Read Magic, 
  Sage Lore Area Familiarity (Roglaras, Southern Reaches, 
  Viridistan), Sage Lore Major [Nobility and Royalty] (Int), 
  Sage Lore Minor [Local Area — Roglaras: Personalities] 
  (Int), Sage Lore Minor [Arcana—Famous Mages] (Int), 
  Sage Lore Minor [Fauna — Dragons] (Int), Spells, 
  Transcribe; Orisons: detect evil, first aid; Spells: arcane 
  mark, detect magic, endure elements, mage hand, mending, 
  comprehend languages x2, erase, floating disk, shocking 
  grasp, invisibility, protection from arrows, scare, tongues; 
  Languages: Ghinorian, Enneadim, Alryan, High Viridian, 
  Draconic; Str 11, Dex 13, Con 10, Int 16*, Wis 16*, Cha 
  13*; carries 2d6 cp, 2d6 sp, and 2d6 gp, and carries his 
  wand of suggestion with 4 charges) Born in far-distant 
  
  48
  Alt Ghinor in the Southern Reaches, Thoth has classic 
  Ghinorian features, being 5’6” tall, with a light build, 
  dusky golden-bronze skin, brown eyes, and chaven 
  pate; he wears local Alryan style clothing, however, this 
  being a brown scribe’s robe and plain brown scribe’s 
  hat with a writing plume in the band. Shipwrecked in 
  the Roglaras when he was merely an apprentice to a 
  sea-captain’s scribe, Thoth started working as a scribe 
  locally to earn the coin to take a ship home; over time, 
  however, he came to love his new home for its exotic 
  nature and crazy social freedoms. He is an initiate of 
  the Temple of Thoth, outside of which he usually sets 
  up his scribe’s table in the Square of the Gods. Thoth 
  has gone on several adventures, and is willing to join a 
  party as a full member with a full share if the adventure 
  promises to visit ruins of ancient wizard’s towers, 
  dragons, or famous palaces and the like. Prices: (he has 
  10d10-10 sheets of each type of paper) 1 to 5 sp per page of 
  writing depending on the amount of writing (1 minute per 
  cp to write), 1 gp per sheet of parchment, 2 gp per sheet of 
  paper, 3 gp per sheet of vellum. As an adjunct member of 
  the Sages Guild, he is also able to transcribe scrolls and sell 
  his knowledge of nobles, wizards, and dragons on a limited 
  basis; 5 sp for a simple five-minute question, read aloud a 
  translation of a document 5 sp/page (requires five minutes 
  per page), write a translation of a translated document 5 
  gp/page (requires 1 hour per page, note that he writes a 
  duplicate for his library), 5 gp for a one-hour consult, 100 gp 
  for copying 1st level scroll (1 day), 200 gp for copying 2nd 
  level scroll (2 days), 300 gp for copying 3rd level scroll (3 
  days) [note that copies of magic scrolls cannot be cast like 
  a standard scroll, though they can be used to learn the spell 
  on the scroll]; he is not available for hire for longer-term 
  service. Cash Box contains 8d10 cp, 10d10 sp, 5d10 gp, 
  and has a 13% chance of having 1d3 gems each worth 10 
  to 50 gp Disposition: 1) Cheerful, 2) Helpful, 3) Friendly, 
  4) Busy, 5) Curious, or 6) Concerned. Rumor: The dragons 
  of the Majestic Fastness in the Majestic Mountains are hunting 
  further south this year; they’ve been spotted in the Howling Hills 
  within sight of the dwarven town of Gaehill.
  84. SCRIBE: MARTLEBY THE SCRIVENER (N 
  male Alryan 1st level Wizard; SL Guild (Scribes) 4; HD 
  1d4, HP 3; AC 10 (No Armor); Attacks: Writing Plume 
  (+0 BtH, 1 point of damage); Abilities: Scribe (Int), Spells; 
  Spells: arcane mark x2, mending x2, erase x2; Languages: 
  Alryan, High Viridian; Str 9, Dex 12*, Con 9*, Int 
  12*, Wis 5, Cha 8; carries 2d6 cp, 2d6 sp, and 1d4 gp) 
  Martleby is a plain fellow, with dark brown hair, watery 
  blue eye, and an eternally sad countenance; he wears 
  plain brown robes and a plain brown scribe’s cap with 
  a writing plume in the band. A former apprentice of a 
  hedge wizard, this son of a miller was blackballed from 
  the Magician’s Guild for being plain and boring (his self-
  chosen wizarding name, “Martleby the Magnificent,” 
  was greeted by more titters and jeers than Mervyn the 
  Mauve many years ago). Distressed to the point of 
  melancholy, he has taken up scribe work to pay for his 
  poor flat and plain meals; he’d take up an adventuring 
  life if he has any courage and could actually find a 
  party that would befriend him. He is usually found 
  at the Open Market in the Merchant Quarter, more 
  rarely in the Square of the Gods in the Temple District 
  or points in-between; he drags his small scribe’s table 
  and stool to a spot at dawn, sits there quietly hoping 
  work will come to him, then trundles off home when it 
  gets too dark to write, as he cannot afford candles by 
  which to write. Prices: (he has 5d10-10 sheets of each 
  type of paper) 5 to 20 cp per page of writing depending 
  on the amount of writing (1 minute per cp to write), 5 sp 
  per sheet of parchment, 10 sp per sheet of paper, 15 sp per 
  sheet of vellum. Cash Box contains 5d10 cp and 5d10 
  sp. Disposition: 1) Melancholy, 2) Passive, 3) Sad, 4) 
  Bored, 5) Recalcitrant, or 6) Obstinate. Rumor: There’s a 
  rat-boy living in the sewers, a runaway apprentice accountant; 
  they say he can control swarms of rats, and actually killed his 
  former master by commanding the rats to eat him alive.
  85. SLAVES FOR RENT: LANCALOUR PARHANIC 
  (CE male Alryan 4th level Wizard; SL Guild (Magicians) 
  4; HD 4d4-4, HP 8; AC 11 (Dex); Attacks: Dagger 
  (+1/+2 BtH, 1d4 damage); Abilities: Haggle (Cha), 
  Spells; Spells: arcane mark x4, charm person x2, jump x2, 
  ray of enfeeblement x2; Languages: Alryan, Orichalan; 
  Str 10, Dex 13*, Con 6*, Int 13*, Wis 7, Cha 9; carries 
  2d6 cp, 2d6 sp, and 1d4 gp, carries his wand of detect 
  thoughts with 36 charges) This two-time loser, a former 
  apprentice of the Red Wizard, has been the victim of 
  numerous curses over the years, and today is short, 
  squat, bald, hunchbacked, with a large troll-like snot-
  dripping nose, gnarled hands, and huge overbite; he 
  wears tattered black wizard robes with silver skulls and 
  a black box hat with a silver tassel. First he was thrown 
  out by his master, minus a good bit of his health and his 
  former handsome build and face, after being caught in 
  the Red Wizard’s Sanctum Sanctorum in the Southern 
  Keep; then, after abandoning his party members 
  during a battle in the Dungeons of the Dragon Lords, 
  
  49
  the survivors hunted him down, beat him, had even 
  more curses piled on him, and burned his spell book. 
  The spells he has memorized are the only ones he had 
  memorized after the battle, and so are currently the 
  only ones in his new spell book. He uses the spells to 
  jump unwary lone travelers on the roads outside the 
  City State, steal their stuff, and after applying charm 
  person liberally and marking them as his with an arcane 
  mark, adding them to his slave stable, which he rents 
  out to anyone with cold, hard cash. He is also willing 
  to sell them, but as he usually asks twice what they are 
  worth and doesn’t like to haggle, sales are rare. He is 
  usually found in the Slave Market Plaza with a slaver’s 
  wain, a large metal four-wheel cage with a door at one 
  end, driven by two large black horses and protected 
  by four permanently-charmed orcs CARWACK, 
  WARAG, WARHACK, and CARARG (LE, HD 
  1d8, HP 7, 8, 2, 3, AC 13 (Lamellar Leather), Scimitars). 
  Lancalour used to be quite the ladies man, and still 
  today considers himself worthy of a beautiful woman’s 
  attention; this often gets him charged with ogling by 
  passing courtesans, as his once “charming smile” now 
  looks like more of a salacious leer. Prices: (prices are per 
  day, with a similar amount in gp required on deposit to protect 
  against damaged goods; rented slaves must be turned in at the 
  opening bid of the slave auction the next day; he has 1d6-1 of 
  each available per day) boy 5 cp, girl 6 cp, man 10 cp, strong man 
  15 cp, ugly woman 10 cp, good-looking woman 20 cp. Cash Box 
  contains 10d10 cp, 10d10 sp, 10d10 x1d3 gp, and a 9% chance 
  of 1d3 gems each worth 10 to 50 gp. Disposition: 1) Bitter, 2) 
  Angry, 3) Lewd, 4) Morose, 5) Bored, or 6) Evil Purpose. Rumor: 
  Zenigamble the Necromancer seeks [description of a character in the 
  party]; he claims that [said person] did great damage to him by slaying 
  [creature or creatures the character has slain recently].
  86. SLAVES FOR SALE: BLOODY NORIENA 
  (CE female Alryan 3rd level Rogue; SL Guild (Slavers) 
  5; HD 3d6+6, HP 18; AC 13 (Dex); Attacks: Dagger 
  (+3/+4 BtH, 1d4+2 damage); Abilities: Bluff (Cha), 
  Haggle (Cha), Back Attack, Climb (Dex +2), Decipher 
  Script (Int), Hide (Dex), Listen (Wis), Move Silently (Dex 
  +2), Open Locks (Dex), Pick Pocket (Dex), Traps (Int); 
  Languages: Alryan, Altanian, Thieves Cant; Str 17, Dex 
  18, Con 16, Int 9, Wis 8, Cha 18; carries 2d6 cp, 2d6 
  sp, and 1d8 gp, and wears a gold necklace with jade chips 
  worth 280 gp) This gorgeous madam of the Slavers 
  Guild stands 5’8” tall, with blood-red hair (naturally 
  light brown), green eyes, and pale white skin; she 
  wears green and gold, usually tight adventuring gear 
  with knee-high soft leather boots and a jaunty round 
  cap with an ostrich plume. Once a rising star in the 
  Slavers Guild, her career was stymied for several years 
  due to a curse from a wizard she had cheated; the curse 
  was such that every time she lied or exaggerated, she 
  painfully bled tears from her eyes. Thereafter her sales 
  plummeted, as she could not exaggerate the qualities 
  of her slaves in the least. What no one knows is that 
  she had the curse lifted in the last few weeks, very 
  expensively so by the Red Wizard, and so now she can 
  prevaricate all she wishes without anyone knowing! She 
  specializes in Altanian slaves; she sells the best to the 
  Slavers Guild Guildmaster for a quick turnaround (and 
  to build influence) and takes the dregs to the South 
  Market or Fish Market until she can rebuild her power 
  in the Slavers Guild. Her wagon is a simple slaver’s 
  wain, a large metal four-wheel cage with a door at one 
  end, driven by four mules and protected by six Slavers 
  Guild journeymen: FEELBO DEELING, RANDY 
  RHEENZ, ORGAL THE SWILL, DAMALDEK, 
  and TINY TUDWITHY (LE to CE Alryan 1st level 
  Fighters; HD 1d10, HP 9, 3, 9, 9, 10, AC 14 (Scale Mail), 
  Broad Swords). She is always looking for extra guards 
  (freelance or Mercenary Guild) to hire on for slave-
  taking trips in Altanis, 3 sp per day (5 sp for cavalry) 
  plus a share of the loot. Prices: (as all her merchandise 
  is poor quality and without any skills, her prices are dirt 
  cheap, 1d8-1 of each available) boy 2d4 gp, girl 3d4 gp, 
  man 3d6 gp, woman 3d6 gp, all unbroken Altanians. 
  Cash Box contains 10d10 cp, 10d10 sp, 10d10 x 1d6 gp, 
  and 1d4 gems each worth 10 to 100 gp. Disposition: 1) 
  Angry, 2) Jealous, 3) Excited, 4) Wrathful, 5) Helpful, or 
  6) Greedy. Rumor: The Black Jackal clan of the Carnelian 
  Plains is feuding with the Crimson Ape clan of the Scarlet 
  Forest in Barbarian Altanis over control of a newly-
  discovered ruined Temple of Hanuman near Talud; they 
  say apes dressed like humans and wearing gem-studded gold 
  jewelry and armor guard the lost temple.
  87. SPICES: MYRRHINA MELIKAS (LE female High 
  Viridian 5th level Wizard; SL Merchant 5; HD 5d4, HP 13; 
  AC 9 (No Armor - Dex); Attacks: Dagger (+2/+1 BtH, 
  1d4+1 damage); Abilities: Enchant Spices (Int), Haggle 
  (Cha), Herbalism (Int), Spells; Spells: detect poison x2, 
  endure elements, mage hand, prestidigitation, charm person 
  x2, comprehend languages, sleep, unseen servant, detect 
  thoughts, protection from arrows, suggestion; Languages: 
  High Viridian, Alryan; Str 13, Dex 8, Con 9, Int 15*, Wis 
  12*, Cha 14*; carries 2d6 cp, 2d6 sp, and 1d8 gp, plus 
  
  50
  wears a thin gold necklace in the shape of an ouroborous 
  with small rubies for eyes (1,000 gp) and a gold circlet in 
  the Viridian fashion with a shining red ruby (1,500 gp)) 
  Resembling her ancient True Viridian forebears more 
  so than her modern High Viridian cousins, Myrrhina is 
  stands 6’ tall, with a light build, translucent jade green 
  skin, long blue-green hair, ruby red lips, and blue eyes; 
  she wears clothing that clashes strongly with her skin 
  color, notably scarlet and orange, in traditional noble 
  Viridian styles. She, like many High Viridians, is in 
  self-imposed exile; she knows the empire will fall with 
  the death of the Emperor, and doesn’t want to be there 
  when it implodes. Unlike most of her cousins, she is 
  mostly sane, though very self-centered. She’s building 
  a nest egg to keep her in her usual lifestyle once the 
  Empire falls and her spice import business collapses due 
  to lack of vendors. She is usually found in the Royal 
  Market at the Grand Gate; she owns a manor house 
  out in Darkfield Vale, where most of her stock is kept. 
  She generally concentrates her trade on herbs used in 
  cooking, spices rather than medicinal herbs; however, 
  as her vials are unmarked until sold, she has a few 
  “special” items hidden among the spice racks. She sells 
  her wares from a jade green tent that opens up out of 
  the rear of her simple, unadorned windowless closed 
  wagon. The tent contains a table and six chairs, one 
  for her, another for the current customers, and four for 
  waiting customers. She is assisted by her apprentice, 
  SELENA ZARIKOS (LE female Alryan/Common 
  Viridian 1st level Wizard; HD 1d4, HP 4; AC 12 (Dex), 
  Cha 15; Dagger; Spells: mage hand x2, prestidigitation x2, 
  charm person, comprehend languages x2). Prices: (60% 
  chance in stock, 15% chance enchanted form in stock; 
  unless otherwise noted all prices are per pound jar, divide 
  by 10 for price per ounce, unless enchanted all are raw 
  and unprocessed) absinthe 2 gp, allspice 8 gp, anise 6 gp, 
  azalea 10 gp, basil 2 gp, bay leaf 1 gp, belladonna 3 gp, 
  black lotus leaf 10 gp/ounce, camellia 5 gp, caraway 5 
  gp, cardamom 5 sp, chervil 4 gp, chicory 4 gp, cinnamon 
  10 gp, coffee 10 gp, cloves 15 gp, coriander 2 gp, cumin 
  3 gp, curry 8 gp, daffodil 4 gp, dill 3 gp, elderberry 3 gp, 
  fennel 3 gp, fern 4 gp, garlic 3 gp, ginger 4 gp, ginseng 
  10 gp, grenadine 16 gp, hellebore 4 gp, horseradish 12 
  gp, jasmine 8 gp, laurel 4 gp, leech flower 10 gp, mace 
  2 gp, mandrake 25 gp/ounce, marjoram 2 gp, mint 5 gp, 
  mistletoe 10 gp, mustard 3 gp, mugwort 2 gp, myristica 
  12 gp, nettle 5 gp, nutmeg 15 gp, oregano 1 gp, pepper 
  (black) 15 gp, pepper (mild red) 20 gp, pepper (hot red) 
  25 gp, purple lotus leaf 10 gp/ounce, rosemary 1 gp, 
  saffron 20 gp, sage 1 gp, salt 5 gp, sesame 4 gp, sugar 5 
  gp, sunflower 2 gp, tarragon 2 gp, thyme 3 gp, tigersbane 
  50 gp, turmeric 7 gp, wolvesbane 20 gp, yellow lotus leaf 
  5 gp/ounce, zingiber 25 gp. Cash Box contains 10d10 
  cp, 10d10 sp, 10d10 x 1d3 gp, and has a 45% chance of 
  having 1d3 gems each worth 5 to 50 gp. Disposition: 
  1) Cunning, 2) Helpful, 3) Distracted, 4) Greedy, 5) 
  Diabolical, or 6) Ardent. Rumor: The Shah of Gommorath 
  currently seeks an alliance with the witches of the Witches 
  Court Marshes, as he wishes to incorporate Grita Heath, 
  and their miraculous Thrinya Spice, into his domain.
  88. STONES, MAGICAL: OOLA HALF-ELVEN 
  (NG female Human-Lineage Half-Elf (Tharbriana/Half-
  Elf (Alryan/Adderwood High Elf)) 2nd level Wizard; 
  SL Guild (Magicians) 4; HD 2d4+2, HP 8; AC 10 
  (No Armor); Attacks: Dagger (+0 BtH, 1d4 damage); 
  Abilities: Enchant Stones (Int), Gemology (Int), Haggle 
  (Cha), Empathy (+2 Cha checks), Spot Hidden Doors, 
  Attribute Check Modification (+2 Wis checks), Spell 
  Resistance +2, Spells; Spells: dancing lights x2, open/
  close x2, charm person, hold portal, magic missile, sleep; 
  Languages: Alryan, Elvish, Tharbriana; Str 12, Dex 11, 
  Con 15, Int 16*, Wis 10, Cha 16*; carries 2d6 cp, 2d6 
  sp, and 1d4 gp, as well as a wand of hold person with 18 
  charges) Daughter of Oona Half-Elven, Witch-Queen 
  of the Western Dearthwood (#58, Herbalist above), 
  she takes more after her human father, standing 5’9” 
  with a light build, dark red hair, pale skin, and green 
  eyes; she wears plain blue wizard robes with a simple 
  blue square cap. She never carries her personal stones 
  while working, as she is friends with all her personal 
  stones, and would loathe having anyone offer to buy 
  them. She took to wizardry rather than witchcraft, for 
  which her mother has never quite forgiven her; she 
  takes great pride in her studies, having endured no 
  end of difficulties from her fellow apprentices, which 
  continue to haunt her in the Magicians Guild. An 
  adventurer, as was her father, in between adventures 
  Oola pays her bills by buying and selling stones; not 
  just gemstones, though she buys and sells those as well, 
  but rather enchanted stones of common and rare sort, 
  though with the funds she currently has available, few 
  are worth more than a base value of 250 gp before 
  enchantment. She is usually found in the South 
  Market at the Gate of the Gods, on Regal Street, or 
  more rarely, in the Open Market in the Merchants 
  Quarter. She can sometimes be found in the Royal 
  Market at Grand Gate, her wagon standing next to 
  
  51
  her mother’s. Her wagon is a gaily painted Tharbeo 
  gypsy-style wagon with large and sparkly but essentially 
  worthless cheap stones embedded in the doorframe 
  (they are enchanted such that anyone who tries to pry 
  them out is struck by a shocking grasp spell dealing 
  1d8+2 points of damage).
  Etched above the door in common are the words, 
  “Thieves will be fed to pet dragon;” as her familiar 
  is FIOREX THE FAERIE DRAGON, this is only 
  partially bluster, for she hates thieves with a passion, as 
  it was the Thieves Guild that killed her father. She will 
  never sell to or buy from known thieves. The wagon 
  always smells of incense and pipeweed, which Oola 
  smokes from specially-made glass pipes; she’s always 
  happy to share with regular customers. Prices: (only 
  a few examples are included, and are stones that have 
  been enchanted to produce magical effects; most of 
  her stones are also enchanted to shimmer and glow; 
  the gem must be worn or carried to be effective) lesser 
  amber 25 gp, (+1 save vs. disease once), greater amber 
  100 gp (heal +1 hp per day of rest, permanent), 
  lesser amethyst 50 gp (assuages addictive tendencies, 
  permanent), greater amethyst 250 gp (+1 bonus to save 
  vs. poison, permanent), white jade 100 gp (+1 bonus 
  to AC for the first attack you suffer each day), lesser 
  white opal 50 gp (light spell cast into it lasts 10x normal 
  duration), greater white opal 200 gp (ameliorates 
  effects of pain and depression, permanent), lesser blue 
  azurite 50 gp (shatters when a lie is told in its presence), 
  greater blue azurite or “truth stone” 250 gp (pulses red 
  when a lie is told in its presence, permanent), lesser 
  blue quartz 50 gp (holds one cantrip or orison to be 
  used by the wielder once, price does not include cost of 
  cantrip or orison, can be re-used), greater blue quartz 
  100 gp (holds one 1st level spell to be used by the 
  wielder once, price does not include cost of spell, can 
  be re-used); she has a total of 10d10 gems worth 5 to 
  250 gp in stock at any one time, 20% to 50% of these 
  are enchanted. Cash Box contains 5d10 cp, 10d10 sp, 
  10d10 x 1d4 gp, and 1d6 gems (“all drained of life, so 
  very sad”) each worth 10 to 100 gp. Disposition: 1) 
  Flighty, 2) Merry, 3) Trippy, 4) Helpful, 5) Friendly, 
  or 6) Curious. Rumor: The dwarves of the Glory Hole 
  Dwarven Mine near Groaning Falls are said to have 
  discovered some unique crystals deep in the lower levels… 
  what? What are you laughing at?
  89. STREET PREACHER OF LOKI: HELGA 
  HELLFIRES (CE female Skandik 8th level Cleric of 
  Loki; SL General 4; HD 8d8+8, HP 42; AC 18 (magical 
  +3 scale mail + Dex); Attacks: Heavy Mace (+4 BtH, 
  1d8 damage); Abilities: Courtesan (Cha), Dance (Dex), 
  Harangue (Cha), Control Demons and Undead, Spells; 
  Spells: endure elements, first aid x3, cure light wounds 
  x4, cause fear, augury, lesser restoration, hold person x2, 
  bestow curse, cure blindness or deafness, cure disease, hide 
  lies, freedom of movement; Languages: Skandik, Alryan, 
  Troll; Str 10, Dex 14*, Con 13, Int 13, Wis 16*, Cha 16*; 
  carries 2d6 cp, 2d6 sp, and 1d4 gp, wears a gold unholy 
  symbol of Loki (100 gp) on a gold chain (20 gp), carries a 
  staff of fire with 41 charges) Helga is a tall (6’2”) willowy 
  redhead (natural, but enhanced with magic and oils to 
  be flame red) in her mid-30’s (she claims to be 29); 
  she is still quite pretty, but feels the need to use a good 
  deal of make up to keep up appearances (she’d kill for 
  a potion of longevity.. literally, she’d kill to get one). She 
  wears a cloak of shimmering red over her red-enameled 
  feminine-styled magical scale mail, a red conical helm 
  with bat wings, a red loincloth, and knee-length 
  shining black leather stiletto-heeled boots. She hopes 
  to soon build a temple to Loki in the City State; she has 
  several thousand crowns on deposit with the goldsmith 
  Thogar Akmid on Twilight Road (“Lawfuls are useful 
  for something,” she’ll say). She is usually found in the 
  Square of the Gods, though she knows most of her 
  prospective followers are found in the Thieves and 
  Common Quarters, she can be found there as well, 
  walking the streets and praising Loki (woe betide the 
  fool who accuses her of being a simple saucy tart or 
  wanton wench; she’s available, but at a price so high 
  that if you have to ask, you can’t afford it).
  She is usually (66% chance) accompanied by her 
  preaching wagon, a large four-wheeled affair drawn by 
  two troll slaves, SURT and THRYM (CE trolls; HD 
  6d8+3, HP 27, 23, AC 16; TRUE BELIEVERS). The 
  front of the wagon is designed to look like a square 
  Skandik temple with tall wooden steeple; the two 
  double doors (with a wicked difficult CL 8 lock) are 
  carved in bas-relief of a raucous orgy. Inside is room for 
  four worshippers to kneel before a large brass brazier 
  (with continual flame cast upon it and enchanted to cast 
  divination 1/day) that stands before a painted wooden 
  statue of Loki; beside him is a smaller statue of Hel, 
  to the other side a statue of Fenris Wolf, and at their 
  feet is a real, live coiled snake, a trained python named 
  JORMY (HD 6d8, HP 31, often hungry) representing 
  Joermundgandr. A thick, red silk-covered featherbed 
  
  52
  is rolled up behind the statuary, and when unrolled it 
  fits nicely where the worshippers would kneel. The rear 
  of the wagon is an open platform with a railing and 
  stairs down where Helga does her haranguing, singing, 
  dancing, “snake dancing” (sensitive types must make 
  CL 8 Cha save or swoon), and converting of the masses. 
  There is a 32% chance that she has 1d3 converts with 
  her, mostly (80% chance) willing to defend her if she 
  is threatened. There is a 16% chance that the holy 
  berserkers or valkyries of the Temple of Odin give her 
  grief, often coming to fisticuffs at the least. Helga has 
  been blackballed by the Cleric Club on Twilight Road 
  and vowed revenge upon the whole lot of them. Prices: 
  (all prices include a lecture about Loki, prices are half 
  for True Believers or those with Cha 17+) first aid 5 gp, 
  cure light wounds 50 gp, One Hour of Hellacious Fun 
  100 gp, augury or lesser restoration 150 gp, cure blindness 
  or deafness or disease 300 gp, remove curse (“come back 
  tomorrow, the stars aren’t right”) 300 gp, divination or 
  restoration 500 gp (“come back tomorrow for restoration, 
  they say suffering is good for the soul”), Whole Night of 
  Loki’s Lovin’ 500 gp. Cash Box is found under Jormy’s 
  coils and contains 10d10 cp, 10d10 sp, 10d10 x 1d6 
  gp, 1d4 gems worth 10 to 500 gp, 1d12 unholy symbols 
  of Loki (silver, worth 25 gp each), 1d4 vials of unholy 
  water, and a scroll of neutralize poison (costs 1,000 gp). 
  Disposition: 1) Jealous, 2) Erotic, 3) Bitchy, 4) Devious, 
  5) Ardent, or 6) Hot Tempered. Rumor: Cealwin the 
  Loyal, the Arch-Bishop of Mitra, has a gold idol of his god 
  worth 24,000 gp hidden in his basement.
  90. STREET PREACHER OF MYCR: SAGE 
  EPIMYCRETIUS (LG male Alryan 1st level Mycretian/
  Sage; SL General 4; HD 1d8+1, HP 6; AC 8 (No Armor 
  - Dex); Attacks: None (Pacifist!); Abilities: Harangue 
  (Cha), Channeling, Mycretian Gifts, Sage Lore Area 
  Knowledge (Roglaras), Sage Lore Major [Religion] (Int), 
  Sage Lore Minor [Modern History of Politics] (Int), Sage 
  Lore Minor [Recent History of Politics] (Int); Mycretian 
  Gifts: cure light wounds x4, blessing of peace, delay poison, 
  divine sleep, remove paralysis, sanctuary; Languages: 
  Alryan, Tharbarres, High Viridian; Str 8, Dex 5, Con 
  13, Int 16*, Wis 15*, Cha 15*; carries 1d6 cp and wears 
  a simple wooden holy symbol of Mycr (5 gp) on a cotton 
  string) This 19-year-old demagogue is thin and frail, 
  with a beatific pale face, long flowing golden hair, sad 
  blue eyes, and the scars of many whippings from being 
  punished for rabble-rousing; he usually wears a simple 
  white toga and goes barefoot. Converted by a wandering 
  Mycretian, the young noble Vlont Doranx, heir to the 
  Middle Kingdoms Barony of Treelzamn, renounced his 
  heritage, took on the new name of Epimycretius, and 
  went into the world to preach the way of the One True 
  God. For this he gladly endures beatings and whippings, 
  as he believes his reward will be in the afterlife. He 
  usually operates in the Square of the Gods, speaking 
  from the back of his simple two-wheeled cart drawn by 
  a giant ram. He exhorts the masses to abandon their 
  false gods for the One True God, beat their swords 
  into ploughshares, and impresses upon them the need 
  for peace, tranquility, and love between all races and 
  cultures. He is truly kind and selfless, willing to give the 
  clothes off his back to the needy (though wary of such 
  in public, for the last time he did so he was arrested 
  for causing a public disturbance). He uses any money 
  donated during the day to house, feed, and clothe 
  street urchins and the truly needy (he is wise enough 
  to know that most of the “beggars” of the City State 
  are little more than con men), and uses his spells to 
  help the injured. There is a 15% chance that he has 
  made 1d4 converts today, who will defend him in a 
  non-violent manner. There is also a 15% chance that 
  he will be attacked by the zealous followers of other 
  gods who do not like having their deities called “false;” 
  note that if Helga Hellfires, the Street Preacher of Loki 
  (#89, above) is present, she ALWAYS causes him 
  grief, usually in an amusing fashion. There is a separate 
  15% chance that the Constabulary or City Guard will 
  arrest him for disorderly conduct (again). Prices: he asks 
  nothing from anyone for himself, but requests that those who 
  benefit from the “miracles” of Mycr donate as they can to help 
  the needy. Cash Box contains 10d10 cp, 10d10 sp, and 10d10 
  gp, plus a 30% chance of 1d4 gems each worth 10 to 1,000 gp; 
  all donations really are spent to help the needy! Disposition: 
  1) Peaceful, 2) Lecturing, 3) Beatific, 4) Saintly, 5) Pious, or 6) 
  Sad. Rumor: There is a great temple of Mycr to be found at the Holy 
  Cities far to the west; there many of the wise journey to learn of the 
  ways of the One True God.
  91. TAILOR — CLOTHING-REPAIRED-WHILE-
  YOU-WAIT: ASHKNAZ GIMBLORTUK (NE male 
  City Gnome 1st level Fighter; SL Guild (Tailors) 4; HD 
  1d10+1, HP 4; AC 10 (No Armor); Attacks: Cutting 
  Shears (+1 BtH, 1d4 damage); Abilities: Tailor (Dex), 
  Weapon Specialization (Hand Axe); Languages: Gnomish, 
  Alryan, Orcish; Str 12*, Dex 9*, Con 13, Int 13, Wis 12, 
  Cha 8; carries 2d6 cp, 2d6 sp, and 1d4 gp) Ashknaz is a 
  prematurely aging city gnome, standing 3’2” tall and 
  
  53
  hunched at that, with thinning white hair, sad blue 
  eyes, and graying saggy skin with several prominent 
  warts; he wears a fine suit that he made himself, gray 
  with silver pinstripes, as well as a fine pair of black 
  leather shoes and a tall black top hat. Ashknaz is a 
  most unpleasant and unfriendly fellow; he only got 
  an apprenticeship due to family relations, and after he 
  finished that, no one wanted to hire him, as he drove 
  away customers with his whining and complaining. So 
  he set up his own “shop” out of the back of an old two-
  wheeled cart. He is assisted by his wife, GRUDHAG 
  HALF-ORC (LE, HD 1d8, HP 8, AC 12; Str 16, Cha 
  4, spiked club), who pulls the cart and makes sure 
  customers pay up when he’s done (“that’s no orc, that’s 
  my wife”). They are found in the Common Quarter, 
  usually in Slave Market Plaza. He’s a notorious cheat, 
  insisting on “additional charges” of 1d20 cp after the 
  job is done or he’ll keep the item (35% chance, less 5% 
  per SL of the customer). The locals are getting wise to 
  his game, so he’ll likely have to move on to the Thieves 
  or Seafront Quarter soon. He also reports anyone who 
  has had a good piece of luck adventuring of late to 
  his brother-in-law in the Thieves Guild for a cut of 
  the take. Prices: alterations and repairs cost 1 to 10 cp, 
  based on the complexity of the repair; he also has 1d20 
  items of clothing for sale at half book price, he says from 
  deadbeats who didn’t pay their bills. Cash Box contains 
  8d10 cp, 2d10 sp. Disposition: 1) Grumpy, 2) Whinging, 
  3) Whiny, 4) Bitter, 5) Complaining, or 6) Snarky. Rumor: 
  Me? I don’t know nuthin’, why don’t you yak on about yerself 
  while I sew up this cut in your tunic. Looks like a sword cut to 
  me… you had any luck adventurin’ lately?
  92. TATTOO ARTIST: STONY CLOVERMAN 
  (N male Alryan 3rd level Illusionist; SL Guild (Magicians) 
  4; HD 3d4+3, HP 10; AC 12 (Dex); Attacks: Tattooing 
  Needle (+0 BtH, 1d2 damage); Abilities: Sailor (Dex), 
  Paint (Dex), Tattoo Artist (Dex), Disguise (Cha), Sharp 
  Senses +1, Spells; Spells: arcane mark x4, color spray 
  x2, erase x2, minor image; Languages: Alryan, Roglo, 
  Karakhan, Tlanikhan; Str 11, Dex 16*, Con 15, Int 14*, 
  Wis 12, Cha 13*; carries 2d6 cp, 2d6 sp, and 1d4 gp, 
  plus a wand of minor image with 35 charges) Stony is of 
  average height and lean build, with sandy blonde hair 
  and light brown eyes; he wears silken pantaloons and 
  sandals, while he goes shirtless to show off his many 
  tattoos (including fighting red and white dragons, a 
  glowing golden sword, a coiled feathered and winged 
  serpent with glowing blue eyes, and a dancing goblin 
  dressed in a sailor suit, all with shimmering and motion 
  enchantments). Originally a sailor in the Overlord’s 
  Navy, his ship foundered while out in the Winedark 
  Sea and he was rescued by a passing Karakhan vessel; 
  fortunately these were goodly folks, rather than slavers, 
  and they let him off in Populva, a ramshackle Karakhan 
  city of the far west. There he learned the tattoo trade 
  from local illusionists, as well as the special formula for 
  the ink that lets him create permanent magical tattoos. 
  After he returned to the City State several years later, he 
  opened a tattoo parlor; when he had a “disagreement” 
  with the Thieves Guild, it was torched. He’s operated 
  out of his wagon ever since, and likes the mobility. He 
  usually operates in the Fish Market in the Seafront 
  Quarter or the Royal Market in the Noble Quarter, 
  catering to sailors in the one and courtesans and rich 
  fops looking for something different in the other. He 
  also serves party-goers on Barter Street in front of the 
  Balor’s Eye. His wagon, pulled by two gray geldings, is a 
  Tharbeo gypsy-style wagon with many colorful figures 
  (tattoo samples, actually) painted on the outside walls; 
  the inside is kept very clean, and he uses new needles 
  for each customer. Prices: tattoos cost 1 sp per inch 
  diameter for a simple figure, 1 gp per inch for complex, 
  or 10 gp for truly intricate, with permanent shimmering 
  effects (using color spray) added at a flat rate of 20 gp 
  per tattoo and permanent limited motion (using minor 
  image) 50 gp per tattoo (double or triple this for Noble 
  Quarter customers); tattoos take one hour per sp base 
  cost, so intricate tattoos can take several sittings. Cash 
  Box contains 10d10 cp, 10d10 sp, 10d10 gp, and there 
  is a 13% chance of 1d3 gems worth 10 to 100 gp. 
  Disposition: 1) Merry, 2) Angry, 3) Bored, 4) Sad, 5) 
  Hungry, or 6) Passionate. Rumor: Yeah, last I heard from 
  my friends that sail that way, the Kingdom of Karak seems 
  destined for civil war… again. The Overlord of the West 
  thinks the current emperor is the tool of the eunuchs, a lot of 
  rotten bastards if ever there were any, and as I saw it some 
  years back, he’s right…
  93. TINKER: OLD TENCH THE TINKER (N male 
  Alryan 1st level Fighter; SL General 4; HD 1d10-1, HP 5; 
  AC 10 (Leather Coat - Dex); Attacks: Hammer (+3/+4 
  BtH, 1d4+2 damage, 20 ft. range); Abilities: Haggle (Cha 
  +3), Tinker (Dex +3), Weapon Specialization (Hammer); 
  Languages: Alryan; Str 13*, Dex 16*, Con 6, Int 8, Wis 13, 
  Cha 11*; carries 2d6 cp, 2d6 sp, and 1d4 gp, plus wears an 
  iron holy symbol of Dacron (5 gp) on an iron chain (1 sp)) Old, 
  white-haired, and stooped, Old Tench still has not lost his 
  
  54
  magic touch, and seems able to repair any sort of small tin, 
  copper, or bronze items; he also sharpens knives and axes. 
  He usually is found in the Thieves and Common Quarters, 
  pulling his two-wheel cart and ringing a large bell in a 
  circuit around the area. His cart has a built-in grindstone, 
  a small anvil, and a large brazier filled with anthracite 
  coal, plus hammers, tongs, and other needful tools and 
  materials. He can usually repair a minor defect in 10 to 30 
  minutes; larger problems take 20 to 120 minutes, while he 
  can sharpen a blade or axe in 1d6 minutes. Old Tench can 
  prophesy like a 6th level beggar (14% chance is correct, 
  2d6 gp cost). Prices: repairs cost 1 cp per 10 minutes, while 
  sharpening costs 3 cp. Cash Box contains 5d10 cp, 2d10 
  sp, and a 22% chance of 2d12 gp. Disposition: 1) Quiet, 
  2) Solemn, 3) Bored, 4) Grumpy, 5) Jolly, or 6) Foretelling 
  (FREE!). Rumor: I hear tell some adventurers brought what 
  they thought was a dead red dragon whelp in to sell to Athelbrus 
  the Affable, the owner of the Sorcerer’s Supply Shop; silly fellers 
  didn’t realize that the thing was playing possum, and now it is 
  rampaging through the shop!
  94. TOOLS, IMPORTED: VALERAND THE VIPER 
  (LE male Alryan/Ghinorian 7th level Cleric of Set; SL 
  General 5 (Great Serpent Clan); HD 7d8-7, HP 26; AC 
  11 (Padded Armor); Attacks: magical +1 Staff of Set 
  (+4 BtH, 1d6+1 damage or 1d4+1 damage + Poison 
  Type IV (3 charges)); Abilities: Haggle (Cha), Command 
  Serpents and Undead, Spells; Spells: detect magic x2, 
  detect poison x2, first aid, bane, cause light wounds, cure 
  light wounds, cause fear, sanctuary, desecrate, darkness, 
  delay poison, hold person, animate dead, bestow curse, 
  neutralize poison; Languages: Alryan, Ghinorian, Elvish, 
  Serpent; Str 9, Dex 12, Con 8, Int 16*, Wis 17*, Cha 
  14*; carries 2d6 cp, 2d6 sp, and 1d4 gp, wears a gold 
  unholy symbol of Set (100 gp) on a gold chain (25 gp)) 
  This half-breed is tall, with deep tanned skin, brown 
  eyes, a hooked Ghinorian nose, and shaven pate; he 
  wears clothing in the Ghinorian style, with a white 
  vest and skirt, black leather belt with silver serpent 
  buckle (50 gp), sandals, and plenty of make-up. When 
  he was young he went adventuring, seeking to find his 
  father’s homeland; there he found Set, and converted 
  to his ways. Today he seeks to build a temple to Set in 
  the City State. As he lost most of his treasure due to 
  misadventure when he returned to the City State, he 
  now operates his late father’s business of importing fine 
  tools from abroad (incidentally expanding his contacts 
  in the Ghinorian Underworld and making friends and 
  allies among the Craftsmen, especially those not so 
  happy with the Temple of Pegana of late). He usually 
  operates in South Market at the Gate of the Gods. His 
  wagon, drawn by two large black geldings, opens up 
  to form a large platform, which is then covered with 
  a large Southern-style tent; the tools are spread out 
  atop trestle tables. He is assisted by two acolytes, both 
  Ghinorians, the only two of his followers to survive the 
  misadventure, SET-NE-TEP and SET-ANKH-AWY 
  (LE Ghinorian 1st level Clerics of Set, HD 1d8, HP 6, 3, 
  AC 12; Daggers, Spells: detect magic, detect poison, first aid, 
  plus cause light wounds or command; they speak Ghinorian 
  and broken Alryan). Prices: alembic 15 gp, traveling anvil 
  25 gp, small anvil 50 gp, large anvil 100 gp, apron 5 gp, 
  leather apron 12 gp, auger 5 gp, awl 2 gp, balance 40 gp, 
  alchemical beakers & bottles & jars 5 sp to 20 gp, small 
  bellows 6 gp, large bellows 12 gp, block-and-tackle 5 gp 
  per 100#, small bronze brazier 8 gp, large bronze brazier 
  20 gp, centrifuge 50 gp, iron chisel 2 gp, steel chisel 10 gp, 
  mithral-chased chisel 100 gp, small clamp 3 gp, medium 
  clamp 6 gp, large clamp 10 gp, anthracite coal 2 gp/#, 
  bituminous coal 1 sp/#, crowbar 3 gp, bow drill 6 gp, drill 
  bits 1 sp to 1 gp, large file 2 gp, file set 10 gp, expert file 
  set 100 gp (+2 bonus), glass cutter 5 gp, thin glass rods 1 
  sp/inch, thick glass rods 3 sp/inch, grindstone set 25 gp, 
  hacksaw 10 gp, hammer 2 gp, sledge hammer 10 gp, iron 
  hinges 1 sp to 5 gp, iron hook 2 gp, “locksmith set” 30 gp, 
  expert “locksmith set” 300 gp (+2 bonus), mallet 5 gp, 
  mortar and pestle 5 gp, 50 iron nails 1 gp, piton/spike 2 
  sp, pliers 3 gp, needle-nose pliers 5 gp, razor 1 gp, retort 2 
  sp/ounce, saw 8 gp, shovel 4 gp, sponges 1 sp per inch, 1 ft. 
  straight edge with ruler 3 gp, short tongs 1 gp, long tongs 3 
  gp, trowl 4 gp, vice 20 gp, splitting wedge 1 sp, whetstone 
  2 gp, Cash Box contains 10d10 cp, 10d10 sp, 10d10 x 
  1d4 gp, and has a 28% chance of having 1d4 gems each 
  worth 10 to 100 gp. Disposition: 1) Helpful, 2) Friendly, 
  3) Grim, 4) Foreboding, 5) Very Helpful, or 6) Wrathful. 
  Rumor: The High Priest of the Temple of Pegana was recently 
  feted by the Overlord; they say he was given a small chest of 
  gems for his long service to the City State.
  95. TORCHES: WRETCHED RASTTAK (LE male 
  Goblin 1st level Rogue; SL General 2 (Goblin); HD 1d6+1, 
  HP 6; AC 13 (Size + Dex); Attacks: Dagger (-1/+1 BtH, 
  1d4-1 damage); Abilities: Make Torches (Dex), Darkvision 
  60 ft., Digger, Immunity (Disease), Light Sensitivity, Back 
  Attack, Climb (Dex +2), Decipher Script (Int), Hide (Dex), 
  Listen (Wis), Move Silently (Dex +2), Open Locks (Dex), 
  Pick Pocket (Dex), Traps (Int); Languages: Goblin, Alryan, 
  Rat, Thieves Cant; Str 7, Dex 16*, Con 14, Int 10, Wis 7, 
  
  55
  Cha 4*; carries 1d6 cp) This goblin is of the Rhaddjack 
  clan native to the Goblin reservation outside the walls 
  of the City State; thus he has a rat-like countenance, 
  with beady little black eyes, a sloped forehead, a large 
  long whiskered nose, prominent incisor teeth, thin rat 
  hands, patches of rat-like fur all over his body, a long pink 
  tail, and like most Rhaddjack, he goes shoeless, having 
  long, rat-like feet. He truly is a pathetic wretch, always 
  complaining about how miserable his life is, how the 
  bigger goblins always bully and beat him, how he is always 
  cold and miserable, and how his wife doesn’t understand 
  him (his “wife” being a giant rat back at the reservation); 
  he has an annoying tendency to speak of himself in the 
  third person. He is usually found in the Thieves Quarter, 
  on Old South Road near the Temple of the Gargoyle. His 
  small, rickety two-wheeled wagon is drawn by two tamed, 
  muzzled giant rats (his “brother-in-law’s,” he’ll say); the 
  wagon is piled high with torches made of deadwood, 
  driftwood, scavenged remnants, and long animal bones 
  (some from humanoid races). He’s too cowardly to try 
  to steal in the streets; however, for 10 gp he will show 
  someone an entrance to the tunnels under the City 
  State. Prices: 1 cp, 12 for 1 sp. Cash Box contains 5d10 
  cp and 2d10 sp, with a 16% chance of being empty as the 
  Goblin King’s guards have come by lately and collected 
  the “King’s Tax.” Disposition: 1) Wretched, 2) Miserable, 
  3) Sorrowful, 4) Pitiful, 5) Morose, or 6) Glum. Rumor: 
  There’s a war going on down there, you know, Rasttak has 
  seen it, he has. The Blues, they is going after the Reds they is, 
  and the fur is flying and the tails is swishing and the blood is 
  dripping. If the Reds win, oooh, bad things up here will be, there 
  will, bad they will be, Rasttak knows!
  96. TOYS, CLOCKWORK: STUBBY SNORRI 
  (NG male Kazadaran (Thunderhold) Dwarf 1st level 
  Wizard; SL Guild (Magicians) 4; HD 1d4, HP 1; AC 
  11 (No Armor); Attacks: Dagger (+0/+1 BtH, 1d4 
  damage); Abilities: Haggle (Cha), Clockwork Technology 
  (Int), Animosity (Elves), Deepvision 120’, Determine 
  Depth and Direction, Enmity (Elves), Defensive Expertise 
  (Ogres/Giants), Resistant to Arcane Magic, Resistant to 
  Fear, Resistant to Poisons, Stonecraft (Wis), Spells; Spells: 
  mending x2, open/close, prestidigitation, floating disk, 
  shield, unseen servant; Languages: Dwarvish, Alryan, 
  Goblin; Str 11, Dex 13, Con 11, Int 16*, Wis 12, Cha 
  16*; carries 2d6 cp, 2d6 sp, and 1d4 gp, plus two personal 
  clockwork messenger birds, one programmed to go to the 
  Wizard’s Keep, the other to Thunderhold) Perhaps the 
  tiniest dwarf in all the Roglaras, Snorri is a “dwarf’s 
  dwarf,” standing merely 2’0” tall, smaller than most 
  halflings, yet is still quite broad and hefty, such that 
  he is wider than he is tall! His flaming red beard is as 
  long as he is tall, so he ties the ends of its two braids 
  to the tips of his pointy red shoes. Unfortunately, he 
  also wears a tall conical red wizard’s hat; this makes his 
  appearance even more comical, as it makes him look 
  like a walking beard with twinkling blue eyes, merry 
  red lips, and a tall hat. He usually sells his wares in 
  the Noble Quarter, particularly in the Royal Market 
  and along Twilight Road; he is often found in front 
  of the Sages Guild, where his good friend Angordis 
  the Venerable and he often debate ethics over spiced 
  wine. His wagon is double-decker, even though it is 
  no taller than most other wagons, and is drawn by a 
  pair of clockwork oxen. The upper level is his portable 
  workshop, and the lower is his shop, filled with many 
  different clockwork toys, including a semi-intelligent 
  clockwork simulacrum of himself that helps keep the 
  shop clean (11% chance of malfunction per day). 
  He is searching for a sponsor to give him the 10,000 
  gp needed to make a real clockwork man. Prices: 
  clockwork toys 1 to 100 gp, clockwork messenger 
  birds 100 gp + 1 gp per mile destination is from City 
  State (programmed to take a scroll to one location), 
  clockwork toy soldiers 150 gp (2’ tall, Speed 30 ft., AC 
  16, HD 1/2, Dagger or Dart Attack), clockwork lap 
  dog with real fur 200 gp, clockwork miniature horse 
  for children 250 gp. Cash Box contains 5d10 cp, 5d10 
  sp, 10d10 x 1d10 gp, and 1d4 gems each worth 50 to 
  250 gp. Disposition: 1) Cheery, 2) Jolly, 3) Helpful, 4) 
  Sad, 5) Lonely, or 6) Outraged. Rumor: There is said 
  to be an ancient palace hidden in the forests of Barbarian 
  Altanis where clockwork servants made of gold, silver, and 
  platinum continue to perform their duties even though their 
  masters have long since disappeared.
  97. WEAPONS, IMPORTED: GORMGILLA 
  MACGILLA (CE male Altanian Werewolf 4th level 
  Barbarian; SL Merchant 4; HD 4d8+4d12+8, HP 60; 
  AC 11 (Dex) or AC 16 (Hide); Attacks: master-craft 
  Two-Handed Sword (+6 BtH, 2d6+3 damage) or Bite 
  (+6 BtH, 2d4 damage); Abilities: Haggle (Cha), Weapon 
  Smith (Str), Alternate Form, Curse of Lycanthropy, Protect, 
  Regeneration 2, Silver Susceptibility, Trip, Wolf Empathy, 
  Combat Sense, Deerstalker, Intimidate, Primeval Instincts, 
  Whirlwind Attack; Languages: Altanian, Alryan (grinding 
  accent); Str 16, Dex 14, Con 17*, Int 10, Wis 14*, Cha 14*; 
  carries 4d6 cp, and 1d6 gp, wears a “barbarian” iron crown with 
  
  56
  fake blood-red gems (worth 25 gp), wolf-headed red gem-eyed 
  bronze armlets on each arm (100 gp each), and wears a blood-
  red semi-precious stone on a collar-like necklace (the stone is a 
  unholy symbol of Natch-Ur further enchanted to 1/day grant 
  the wearer a +1 bonus to hit for 1d6+6 rounds after he spills 
  an enemy’s blood on the earth)) This warrior-merchant is the 
  picture of the classic atavistic Altanian savage; he stands 
  6’6” tall, with mighty thews and deep maroon skin with 
  scarlet whorls, long unkempt coal-black hair, and blazing 
  blue eyes. He has a painful-looking scar on his left check 
  that glitters a silvery hue (this also appears in his wolf form, 
  which has coal black fur, blazing, blue eyes and silvery scar). 
  He wears a loincloth, fur bracelets, tall furred boots, his iron 
  crown, his necklace, and his armlets. The appearance is all 
  part of the sale, however; Gormgilla has adapted readily 
  to “civilized” life, and when not selling weapons likes to 
  wear fancy, colorful silks and wide-brimmed hats with 
  expensive plumes. He is never without his scantily-clad 
  “slave girls” (actually his very jealous lovers) MUIRGEL 
  and MEBD (CE Altanian Werewolves; HD 4d8, HP 23, 
  20, AC 16; Cha 17 each). They are usually found on Silver 
  Street; their wagon is a simple yet serviceable farmer’s wain, 
  usually stolen on their latest “buying trip.” The three travel 
  to Altanis, where they slaughter the peoples of isolated 
  hamlets and small villages and loot everything of value, 
  usually just jewelry and weapons; they then clean and sell 
  the weapons (often of expert or master-craft quality) in the 
  City State for further profit. They reside in a lower-level 
  flat on Damp Street, where they sometimes prey on lone 
  stragglers. Prices: 75% chance each of having 1d10 each 
  of Altanian-made axes, dirks, knives, spears, or swords in 
  stock, 25% chance of having an expert quality weapon of a 
  specific type above, 5% chance of having a specific type of 
  master-craft weapon, and 1% chance of having 1d3 random 
  magic weapons, all sold at 120 to 150% book price. They do 
  not accept silver coins, saying it is “against their religion.” 
  Cash Box contains 20d10 cp, 10d10 gp, and a 28% chance 
  of 1d4 gems each worth 10 to 100 gp. Disposition: 1) 
  Angry, 2) Hungry, 3) Lusty, 4) Wild, 5) Party Animal, or 6) 
  Very Lusty. Rumor: Jackamar Bow-Back, the Sergeant of the 
  4th Company on Damp Street, is hiding were-rats and dark-
  cloaked priests in the basement of the barracks.
  98. WEAPONS, SECOND-HAND & SURPLUS: 
  AMIABLE ALFONSE (NE male Alryan 10th level 
  Rogue; SL General 5 (Black Rogue Clan); HD 10d6-10, 
  HP 25; AC 14 (Leather Armor + Dex); Attacks: magical 
  +3 Dagger (+6/+8 BtH, 1d4+3 damage); Abilities: 
  Haggle (Cha), Sense Constable (Cha), Back Attack, 
  Climb (Dex), Decipher Script (Int), Hide (Dex), Listen 
  (Wis), Move Silently (Dex), Open Locks (Dex), Pick Pocket 
  (Dex), Traps (Int), Sneak Attack; Languages: Alryan, 
  Thieves Cant; Str 12, Dex 17*, Con 8, Int 9*, Wis 9, Cha 
  15*; carries 2d6 cp, 2d6 sp, and 1d8 gp in a belt pouch as 
  “public” money) This likeable rogue is median in height 
  and build, with non-descript face, plain brownish hair, 
  and light brown eyes. He always wears a full-length 
  cloak with hood; the cloak seems to be a grayish-black, 
  but shifts with its surroundings (+10 to Hide checks). 
  It is also a “cloak of holding” that operates as a Bag of 
  Holding Type IV (1500 lb. max); thinking about the 
  needful item within the shadowy, black inner lining 
  of the cloak calls up the object desired, and he can 
  display numerous small weapons seemingly hanging 
  from the cloak all at once. He is found in the Thieves 
  Quarter, usually on Cutpurse Row in front of the Silver 
  Eel Inn; he has no need for a wagon, needless to say. 
  He is wooing Djela the Belly Dancer at the Silver Eel, 
  trying to convince her to let him sell the Tiger Clan 
  Heirloom Sword. He is a dues-paying non-active 
  member of the Thieves Guild, as he doesn’t much care 
  for guild politics and prefers to sell goods stolen by 
  others rather than steal himself; he’s never recovered 
  from the damage he suffered from a poison needle 
  trap (original Con 13). He fences weapons stolen by 
  guild thieves or looted by adventurers, buying them 
  at a Guilder on the Crown (1/10th book value) and 
  usually selling them for half book value; he buys and 
  sells all kinds of weapons, from well-used orc blades 
  to expert and master-craft elven bows. He’s happy to 
  buy even unique and magical blades, which he usually 
  transports out of the City State to sell; these sell at 120 
  to 180% book value. Prices: 90% chance of any normal 
  weapon being “in stock,” 30% chance of an expert weapon, 
  10% chance of a master-craft weapon, and a 1% chance of 
  having 1d4 random magic weapons on hand; if a customer 
  knows a specific weapon he wants, he can arrange to have 
  it “acquired” at full normal value, plus a 10% “finder’s fee.” 
  He keeps most of his treasure elsewhere, but his cloak 
  contains nine separate sacks of coins, each containing 
  5d10 cp, 5d10 sp, 5d10 gp, and each has a 15% chance of 
  containing 1d4 gems worth 10 to 100 gp each. Disposition: 
  1) Sly, 2) Shifty, 3) Helpful, 4) Friendly, 5) Brooding, or 6) 
  Annoyed. Rumor: I’ve got a buyer for the Sword of Fiery 
  Vengeance; unfortunately, it has disappeared with a wanna-be 
  hero in a white dragon lair 60 miles to the north. If you get it for 
  me, I’ll split the take 50/50, swear on my father’s grave.
  
  57
  99. WIGS: JOCUND JAGADIS (CG male Alryan 5th 
  level Illusionist; SL Guild (Wig & Mask Makers) 5; HD 
  5d4-5, HP 9; AC 12 (Dex); Attacks: Dagger (+0/+3 
  BtH, 1d4-1 damage); Abilities: Haggle (Cha), Make Wig 
  (Dex), Disguise (Cha), Sharp Senses +2, Spells; Spells: 
  influence x2, mending x2, prestidigitation, change self x2, 
  charm person, silent image, alter self, minor image, major 
  image; Languages: Alryan, Elvish; Str 7, Dex 16*, Con 8, 
  Int 15*, Wis 9, Cha 15*; carries 2d6 cp, 2d6 sp, and 1d8 
  gp, plus wand of illusion with 47 charges) This Alryan 
  craftsman rarely appears exactly the same way twice, 
  though in all incarnations he is fabulously dressed, 
  notably bald, and prominently wears one of his own 
  wigs; he is reputedly elderly, stooped, wrinkled, and 
  naturally bald in his true form. He is usually found in 
  the Plaza of Profuse Pleasures and on Festival Street. 
  His colorful four-wheel cart is drawn by a slave troll, 
  WILGORIX (CE Troll, HD 6d8, HP 27, AC 16) who 
  wears a huge rainbow wig enchanted to glitter and give 
  off rainbow sparks. Jagadis loves to haggle, and won’t 
  settle on a price without at least 10 minutes of dickering. 
  He and Ponty the Sly, the Mask Maker on Festival 
  Street, are fast friends, and there is a 68% chance that 
  he is also wearing one of Ponty’s masquerade masks and 
  mentions his friend’s shop. Prices: Common wig of false 
  hair 1d6 sp, common wig of real hair 1d6 gp, simple wig of 
  unusual colors 2d6 gp, complex artistic wig 5d6 gp, beautiful 
  wig of elven hair 10d6 gp, enchanted wig 10d10 gp. He pays 
  1d6 cp for long human hair, 1d6 sp for long elven hair. Cash 
  Box contains 10d10 cp, 10d10 sp, 10d10 x 1d6 gp, and has 
  a 30% chance of containing 1d3 gems worth 10 to 100 gp 
  each. Disposition: 1) Helpful, 2) Mysterious, 3) Jocular, 4) 
  Pretty, 5) Witty, or 6) Gay. Rumor: Thestoriena, the concubine 
  on Caravan Street, is currently out of favor at the Overlord’s 
  court, so she is looking for some smart and stealthy types to dig 
  up dirt on her enemies in the court… and she has a lot of enemies 
  and apparently a lot of gold to spare.
  100. WOOD CARVINGS: HAN-CHANG THE 
  HIDEOUS (LE male Naga Orc 4th level Fighter/Rogue; 
  SL General 5 (Jade Naga Clan); HD 4d8+4, HP 16; AC 
  12 (Dex); Attacks: Carving Knife (+7/+6 BtH, 1d4+4 
  damage); Abilities: Carve Wood (Dex), Darkvision 60’, 
  Light Sensitivity, Weapon Specialization (Dagger), Combat 
  Dominance, Back Attack, Climb (Dex), Decipher Script 
  (Int), Hide (Dex), Listen (Wis), Move Silently (Dex), 
  Open Locks (Dex), Pick Pocket (Dex), Traps (Int), Sneak 
  Attack; Languages: Understands Naga Orc, Karakhan, 
  Alryan, and Thieves Cant but cannot speak, uses a secret 
  sign language to communicate with assistant; Str 18*, Dex 
  17*, Con 14, Int 7, Wis 4, Cha 5; carries 2d6 cp, 2d6 sp, 
  1d8 gp, wears a jade holy symbol of Set (50 gp) on a thong of 
  human skin, and wears a mask of silk (10 gp)) Han-chang 
  is indeed hideous, even by Orc standards, standing 4’8” 
  with malformed features, sunken forehead, ape-like 
  fangs in a drooling cleft maw, long hairy pointed ears, 
  bulging serpentine eyes, greenish patchy fur and scales, 
  and a hunch back; his arms and legs, however, are 
  straight and muscular, and his hands are very fine and 
  double-jointed. Fortunately, most customers do not 
  have to deal with his hideousness, as he wears a thick 
  veil of silk through which one can only see his burning 
  red eyes. Any time the Carvers Guild comes around to 
  bother him about not joining (6% chance per day) he 
  simply raises his veil and they run away in horror. He 
  cannot speak, as he bit off his own tongue while still 
  a mere babe in arms; he does, however, understand 
  Naga Orc and Alryan. He sells exquisite and intricate 
  woodcarvings of dragons, nagas, phoenixes, unicorns, 
  pegasi, and like creatures, though he never carves 
  images of deities or humanoids. He is usually found in 
  the Open Market in the Merchants Quarter; his cart 
  is a rickshaw-like device, which he draws behind him, 
  piled high with his carvings that, in the market, are 
  displayed on white tarps while he carves a new piece 
  for spectators. He does not haggle; he simply shakes his 
  head in the negative as customers place coins before a 
  piece, until he nods and bows when the price is right. 
  His slave assistant, a young Karakhan girl named TING-
  TING (LE, 15-years-old, recently apprenticed to Ankh-Tzang 
  the Jade Wizard of the Jade Naga Clan; HD 1d4, HP 2; Dex 
  17, Int 18, Cha 16; carving knife; can cast prestidigitation 
  1/day, speaks Alryan, Karakhan, Naga Orc, and the secret 
  sign language), assists all customers and informs them of her 
  masters method of sales; when not busy she plays Karakhan 
  rhythms on her pipe carved to look like an eastern dragon 
  (10 gp). Prices: 1” tall carving 3 cp, 2” tall carving 1 sp, 3” 
  tall carving 3 sp, 6” tall carving 1 gp, 1’ tall carving 3 gp, 2’ 
  tall carving 10 gp, 3’ tall carving 30 gp, 4’ tall carving 100 
  gp, 5’ tall carving 300 gp; also carves to order, requiring 
  one day per foot of height of carving. Cash Box contains 
  10d10 cp, 10d10 sp, 10d10x1d6 gp, and 1d4 gems each 
  worth 10 to 250 gp. Disposition: 1) Peaceful, 2) Brooding, 
  3) Creative, 4) Wrathful, 5) Helpful, or 6) Morose. Rumor: 
  The Wild Orcs of the Purple Claw recently sent secret emissaries 
  to the elder of the Naga Orc Clan; the heads of the emissaries 
  were sent home packed in salt and carried by ugly goblin slaves.
  
  58
  CITY STATE COINAGE
  The City State is known for its peculiar laws on 
  coinage. Only those coins minted by the City State 
  during the reign of the current Overlord are considered 
  legal tender within the City State — there is a two-year 
  grace period after the death of an Overlord. Only legally 
  licensed moneychangers may exchange foreign coinage 
  for local coinage within the City State — the position 
  is a monopoly boon appointed by the Overlord — and 
  any other merchant or individual caught spending or 
  exchanging foreign or old coins for legal coinage not 
  only has all concerned coins confiscated, they are also 
  charged a fine equal to ten times the confiscated coins 
  and face time in prison! There is a moneychanger at 
  each gate, and their prices are outrageous (up to 20%), 
  however, as legal tender is required to enter the gates, 
  they still do a brisk business.
  All current coins have a profile of Hygelak the Dread 
  on the front, along with a mint-mark and a date (the 
  year of Hygelak’s reign the coin was minted, thus far 
  1st to 21st). The obverse varies depending on the coin. 
  All current coins are milled on the edges to prevent 
  shaving and clipping, an innovation introduced by the 
  current Overlord.
  The platinum SOVEREIGN has a top-down view 
  of the Cryptic Citadel and the year in the Commoner’s 
  Calendar. Sovereigns are large, thick coins, a little larger 
  than the size of a Morgan dollar, and weigh 12 to the 
  pound. The lower classes call these coins “Klips” after 
  the Klipmaran Sept of the Seaghda Clan, from which 
  the most recent dynasty of Overlords has risen, based 
  partially on their personal ownership of the only platinum 
  mine in the realm. Platinum is almost never used in day-
  to-day trade; it is reserved for large-scale trade between 
  noble houses, clans, guilds, and merchants.
  The gold CROWN has a dragon coiled in a circle 
  eating its own tail and the motto “City State Eternal.” 
  Crowns are about the size of Sacagawea dollar coins, 
  and weigh in at 50 to the pound. The lower classes 
  call these coins “Viziers” or “Cronies,” as they are the 
  coinage of choice for bribing the cronies and advisors 
  of the Overlord.
  The electrum NOBLE has any one of a number of 
  symbols (each mint has its own device) and the Year of 
  the City. Nobles are an alloy of around one part gold 
  to two parts silver, and weigh 25 to the pound. They 
  are also known as “Half-Crowns,” because, well, they 
  are each worth a half-crown. They are not trusted, 
  though, as most merchants have no way of knowing 
  the exact alloy of gold and silver, and in the past, the 
  various noble houses charged with minting the coins 
  have cheated, and debased the coins with lower ratios 
  of gold to silver, pocketing the difference.
  The silver GUILDER has the facade of the Temple 
  of Pegana and the Year of the Temple in the City State 
  along with the motto “MÂNA-YOOD-SUSHÂÎ”. 
  Guilders are about the same size as Crowns, and weigh 
  50 to the pound. They are also known as “Cardinals” 
  because of the leadership of Cardinal Mung over the 
  Craftsmans’ Guild and the Temple of Pegana. Older 
  silver coins, from the pre-Craftsmans’ Guild era (ca. 
  456+ years ago), were known ARGENTS, and are 
  still found regularly in treasure hoards and even used 
  outside the City State itself.
  The copper PENNY has a spear superimposed by 
  crossed sheaves of wheat. Pennies are about the same 
  size as Guilders, and weigh 50 to the pound. Pennies 
  are also known as “Commons.”
  The bronze FARTHING has several variations, 
  all foodstuffs, including meat pies, flagons of ale and 
  bunches of grapes. It is a small coin, weighing in at 100 
  per pound. Also known as “Bits” or “Beggar’s Bits,” as 
  once upon a time, the Penny was designed to be broken 
  into four parts, each known as a “Bit,” and usually 
  beggars get tossed bits to go away. Usually it’s only seen 
  among the lowest classes, where a bit can buy you a 
  bowl of gruel or mug of very cheap grog.
  DESIGNER NOTES
  This booklet’s creation was inspired by the desire to 
  have a bit more variety in the number and kind of 
  merchants that the characters might encounter in the 
  City State. It is, after all, a city of 80,000, and certainly 
  there are more than a few of each kind of merchant. 
  Medieval cities existed as a place of commerce, 
  where specialized artisans could create their goods in 
  safety and trade with each other and with wandering 
  merchants — there aren’t going to be tens of thousands 
  of gadabouts!
  The nature and type of the street vendors 
  above may vary greatly from the style of play you 
  are accustomed to in your own campaigns. This is 
  natural, as the Wilderlands is many different things 
  to many different people; every campaign is unique 
  in how it has developed the Wilderlands. This is 
  
  59
  as it should be, and as the City State creator, Bob 
  Bledsaw, expected it to be. Each Judge re-makes the 
  Wilderlands in his own image. Thus the different 
  kinds of encounters; if some seem too whimsical to 
  you for your Dark Fantasy or High Fantasy campaign, 
  feel free to change them. If the prices differ greatly 
  from those established in your own campaign, change 
  them. If all ale merchants are seven-armed purple 
  dragons from Betelgeuse in your campaign, change 
  them (and wow, that must be some campaign)!
  STREET VENDOR ENCOUNTERS
  Most street vendors have a preferred location where 
  they are usually found; this is often at a cross roads 
  where two or more major streets of the city meet. 
  Vendors can also be encountered elsewhere, generally 
  within the same city quarter as their preferred location, 
  though sometimes far across the city. It is a distinct 
  advantage of the street vendor that he is able to go to 
  where the customers are, rather than wait around and 
  have the customers find him.
  Any normal encounter rolled on the Hierarchy 
  table from the Guildsmen, Merchant, or General 
  Castes and of SL 6 or less has a 2 in 6 chance of being 
  an encounter with a street vendor of that rank, rather 
  than with a mere member of that caste making his way 
  through the city.
  Additionally, when determining the number of 
  pedestrians and horsemen within 60 feet of the party 
  (usually 3d6 and 1d6, respectively, during daylight 
  hours), the Judge should also determine the number 
  of street vendors within 60 feet. A major crossroads or 
  plaza should have 1d8-1 street vendors; a major road 
  or minor crossroads should have 1d6-1 vendors; and a 
  minor road should have 1d4-1.
  To determine which specific vendors a group 
  encounters, a Judge can simply roll d100 on the grand 
  list of vendors or can use the provided random vendor 
  table for the specific quarter of the City State in which 
  the party currently stands. The tables that follow have 
  rookm for you to develop your own street vendor 
  encounter charts for your own version of the City State. 
  You are not only merely to include your own street 
  vendors on these tables, you are encouraged to do so!
  The COMMON QUARTER includes everything 
  south of Tempest Street (and the row of shops and 
  buildings on its northern side), west of Regal Street, 
  and east of the alleys between Wailing Street and 
  Water-Rat Road to the western wall of the End Gate. If 
  in doubt, ask a local City Guardsman; if he’s from the 
  6th Company you’re probably in the Seafront Quarter, 
  if he’s from the 7th Company you are probably in the 
  Common Quarter.
  The MERCHANT QUARTER includes everything 
  north of Silver Street and east of a line defined by Regal 
  Street, the western walls of the Temple of Harmakhis, 
  and Brazier Street.
  The NOBLE QUARTER is bounded in the east 
  by Regal Street, the western wall of the Temple of 
  Harmakhis, and Brazier Street and hemmed in the 
  south by Tempest Street, Murky Street, and the alley 
  north of Sea Brigand’s Road; the area east of the Plaza 
  of Profuse Pleasures is often referred to as the “Temple 
  District,” for obvious reasons.
  The SEAFRONT QUARTER includes everything 
  south of the alley north of Sea Brigand’s Street and 
  west of Begger’s Street, though much of the block 
  east of Begger’s Street also falls under the Seafront’s 
  influence. From the intersection of Beggar’s Street and 
  Murky Street the border with the Common Quarter is, 
  well, murky (see Common Quarter above).
  The THIEVES QUARTER includes the area east 
  of Regal Street and south of Silver Street.
  
  60
  Rarity: c = common, u = uncommon, r = rare, n=night
  STREET-VENDOR-BY-STREET INDEX
  BARTER STREET: 08u, 09r, 18u, 23u, 28un, 35c, 43r, 44un, 
  48u, 53u, 53cn, 56u, 56cn, 58r, 61rn, 65r, 66r, 66cn, 72r, 
  73un, 74u, 74cn, 75c, 84r, 88r, 92un, 100r
  BEGGAR’S STREET: 01u, 06r, 07u, 08u, 09r, 10u, 12r, 15r, 19r, 
  20r, 24r, 26r, 33r, 35u, 38r, 39r, 40r, 49r, 56u, 71u, 72r, 73r, 77r, 
  79u, 81u, 88r, 92u, 96r
  BELFRY STREET: 05u, 08u, 09r, 11r, 14r, 18u, 35u, 42r, 43r, 48r, 
  53r, 56r, 58u, 65r, 66r, 73rn, 74r, 88r, 92rn
  BRAZIER STREET: 08u, 09r, 11u, 14c, 18u, 35u, 44r, 56r, 66r, 
  74r, 75r
  BY-WATER ROAD: 07r, 08u, 09r, 10r, 26r, 33c, 35u, 38r, 39r, 
  46r, 47u, 49r, 56r, 64u, 71r, 79u, 96r
  CARAVAN STREET: 03c, 08u, 09r, 16u, 17u, 27u, 30c, 31r, 
  35u, 36u, 40c, 41u, 51r, 52u, 54u, 55r, 56r, 57u, 59r, 60r, 61r, 
  63u, 71u, 72r, 74r, 77r, 80r, 85r, 86r, 88r, 89r, 91r, 93c, 94u
  CONSTABLES’ STREET: 35r, 56r, 66r
  CROSS ROAD: 01r, 08u, 09r, 11u, 14r, 15r, 24r, 30r, 35u, 42u, 
  48r, 53r, 56u, 66r, 70r, 74r, 76r, 78r, 81r, 89r
  CUTPURSE ROW: 04c, 08u, 09u, 13u, 17u, 22r, 29u, 32r, 35r, 
  36u, 52r, 54r, 59r, 74c, 75r, 77r, 82c, 89r, 93r, 95r, 98c
  DAMP STREET: 08u, 09r, 35r, 44r, 53r, 56r, 58r, 74r, 97r
  DEAD-BROKE STREET: 04c, 08u, 09u, 13c, 17r, 29u, 31r, 32u, 
  35u, 36u, 52r, 54u, 56r, 74u, 75r, 82r, 89r, 93u, 94r, 95u, 98r
  DIM STREET: 04r, 09r, 13r, 29r, 35r, 54r, 74r, 93r, 95r
  END GATE ROAD: 08r, 09r, 35u, 56r, 71r, 74r, 94r
  FESTIVAL STREET: 01u, 06u, 08u, 09r, 15c, 19c, 20u, 24c, 
  28u, 35u, 39r, 56c, 64r, 70r, 72r, 73r, 74r, 77r, 81r, 89r, 99c
  FOG STREET: 07r, 09r, 10u, 26r, 33c, 35u, 38u, 39r, 46r, 49r, 
  56r, 71r, 74r
  GRIMY STREET: 08u, 09r, 35r, 53u, 74r, 75r
  GUARDSMAN’S ROAD: 04c, 08u, 09r, 13c, 16u, 17u, 22r, 27u, 
  29r, 30r, 32c, 35u, 36u, 41u, 43r, 41r, 52r, 54r, 55r, 56r, 57u, 
  61r, 63u, 74r, 80r, 88u, 93c, 94r, 95u, 98r
  HAGGLE STREET: 08u, 09r, 18r, 35u, 44r, 53r, 56r, 61r, 65u, 
  74r, 75r, 97r, 100r
  HAZY STREET: 04r, 09r, 13r, 29r, 35r, 54r, 56r, 74r, 93r, 95r
  HEDONIST STREET: 01r, 06u, 08u, 09r, 12u, 15u, 19c, 20u, 
  24u, 28r, 35u, 39r, 56u, 64r, 73r, 77r, 81r, 96r, 99u
  LARGE ALLEY SOUTH OF CARAVAN STREET: 08u, 09r, 
  30u, 35u, 36r, 40u, 41r, 52u, 54c, 56r, 61r, 71u, 74u, 86r, 91r, 
  93u, 94r
  MUGGY STREET: 04r, 09r, 13r, 17u, 29r, 35r, 54r, 74r, 93r, 95r
  MURKY STREET: 01r, 07u, 08u, 09r, 15r, 19u, 20r, 24r, 26u, 28r, 
  33r, 35u, 38u, 39r, 40r, 46r, 49r, 53r, 56r, 60r, 64r, 70r, 71u, 72r, 
  73r, 74r, 77r, 79u, 86r, 88r, 91r
  OLD SOUTH ROAD: 04c, 08u, 09u, 13c, 16c, 25u, 29u, 32c, 
  35u, 36r, 43u, 52u, 54c, 56r, 57r, 59r, 61r, 63r, 74u, 75r, 82r, 
  89r, 93c, 94r, 95c, 98u
  OX-CART ROAD: 01u, 03u, 05u, 08u, 09r, 14r, 15r, 17r, 20r, 24r, 
  35u, 42c, 43r, 48r, 53r, 56r, 58r, 65r, 66r, 72r, 73rn, 74r, 75r, 
  76r, 78r, 81r, 88r, 92rn
  PATRIARCH STREET: 11u, 14u, 35u, 56u, 66r, 74r, 84r
  PREFECT STREET: 08u, 09r, 11u, 14u, 35u, 48r, 56r, 66r, 74r, 84r
  REGAL STREET: 01u, 02r, 03u, 04u, 08u, 09r, 11u, 13c, 16c, 17c, 
  19r, 21r, 22u, 25r, 27u, 29u, 30u, 31c, 32u, 35u, 36c, 37u, 41c, 42r, 
  43r, 50r, 51u, 52c, 54r, 55u, 56u, 57c, 59u, 61u, 63u, 71u, 72u, 74u, 
  76u, 78r, 80u, 82u, 84r, 85r, 86r, 88u, 89u, 90r, 93c, 94u, 95r, 98r
  SCUD STREET: 08u, 09r, 14r, 18u, 35u, 44r, 48u, 56r, 58r, 74r, 
  75r, 84r
  SEA BRIGAND’S STREET: 07u, 08u, 09r, 10r, 26r, 33r, 35u, 
  38r, 39r, 49r, 56r, 71r, 74r, 79r
  SHADY STREET: 08u, 09r, 14r, 18r, 35u, 44r, 48u, 53r, 56u, 58r, 
  74r, 75u
  SILK MERCHANT STREET: 08u, 09r, 14r, 18c, 23u, 35u, 43r, 
  44r, 48u, 56u, 58r, 65u, 73rn, 74r, 75u, 84r, 88r, 92rn
  SILVER STREET: 04u, 08u, 09r, 13u, 14r, 16u, 17r, 18r, 19r, 21r, 
  25c, 29r, 31u, 32r, 35u, 37c, 43r, 48r, 50u, 52r, 54r, 56u, 59r, 
  61r, 63r, 72u, 74u, 75r, 82r, 84r, 88u, 89r, 93c, 97c, 98r
  SLASH STREET: 08u, 09r, 16u, 25u, 29r, 32r, 35u, 37r, 43r, 56r, 
  63r, 74r, 75r, 89r, 93r, 98r
  STREET OF CRAFTS: 08u, 09r, 14r, 18u, 23r, 35u, 37r, 43u, 
  44u, 48r, 53u, 56u, 58r, 59r, 61u, 65u, 72u, 74r, 75u, 84r, 88u, 
  97u, 100u
  STREET OF MAELSTROMS: 03c, 08u, 09r, 15r, 19r, 20r, 24r, 
  27r, 30u, 35r, 36r, 40c, 42u, 53r, 56r, 60r, 70r, 71u, 74r, 78r, 
  81r, 89r, 93u
  STREET OF SHADOWS: 04c, 08u, 09u, 13u, 16u, 17u, 22r, 
  29u, 32r, 35r, 36u, 51u, 52r, 54r, 56r, 57u, 59r, 74u, 75r, 77r, 
  80r, 82u, 89u, 90r, 93r, 95r, 98u
  TEMPEST STREET: 03c, 08u, 09r, 16r, 17r, 19r, 27u, 30r, 31r, 
  32r, 35r, 36r, 40u, 41r, 42r, 56r, 71u, 74r, 78r, 89r, 91r, 93c
  TEMPLE STREET: 04r, 08u, 09u, 13r, 16u, 29r, 35u, 52u, 54u, 
  56r, 74r, 75r, 93r, 95u
  TWILIGHT ROAD: 01u, 03u, 05u, 06u, 08u, 09r, 12u, 15u, 20u, 
  24r, 34r, 35u, 39r, 42r, 43r, 45u, 49u, 56u, 58r, 62u, 64u, 65r, 
  66u, 67u, 72r, 73u, 76u, 77u, 78r, 81u, 87u, 88r, 92r, 96u
  WAILING STREET: 03c, 08u, 09r, 16r, 27u, 30r, 35u, 36r, 40u, 
  52r, 54r, 56r, 60r, 71u, 72r, 74r, 77r, 85r, 86u, 89r, 91u, 93c, 94r
  WALL STREET: 08r, 09r, 35r, 53r, 74u, 75r
  WATER-RAT ROAD: 07u, 08u, 10u, 26u, 33c, 35u, 38c, 39u, 
  46u, 53u, 56r, 60r, 71u, 74r, 79u, 86r, 92r
  
  61
  STREET-VENDOR-BY-MARKET INDEX
  FISH MARKET (at End Gate): 07c, 08u, 09r, 10c, 26c, 33c, 35u, 
  38c, 39u, 40r, 46c, 53c, 56r, 60u, 71u, 74r, 79c, 86u, 92u
  OPEN MARKET (off the Street of Crafts in the Merchant 
  Quarter): 08u, 09r, 18c, 23c, 35u, 37r, 43c, 44c, 48u, 53r, 56r, 
  59c, 61c, 65c, 72u, 74u, 75u, 84c, 88u, 100c
  PLAZA OF PROFUSE PLEASURES: 01c, 06c, 08u, 09u, 12u, 
  15c, 19c, 20u, 24c, 28c, 35u, 39r, 40r, 56c, 64u, 70u, 72r, 73u, 
  74u, 77u, 81u, 89r, 96r, 99c
  ROYAL MARKET (at Grand Gate): 01c, 03r, 05c, 06u, 08u, 09r, 
  12u, 15c, 20c, 24r, 35u, 39u, 42r, 45u, 47r, 49c, 56u, 58u, 62u, 
  64c, 65u, 66c, 67c, 68c (outside gates), 72r, 73c, 76c, 77c, 
  78u, 81c, 87c, 88r, 92u, 96c
  SLAVE MARKET PLAZA: 06r, 07r, 08u, 09r, 15u, 16u, 19c, 
  24c, 26u, 28r, 30r, 35u, 39r, 40u, 46r, 53r, 56u, 60r, 64r, 70c, 
  71r, 72r, 74u, 79r, 81r, 85c, 86r, 88r, 89r, 91c, 93r, 99r
  SOUTH MARKET (next to the Horse Market by the Gate of 
  the Gods): 01c, 02c, 03u, 04c, 08u, 09u, 13c, 16c, 17c, 21u, 
  22c, 27c, 29r, 30u, 31r, 32r, 35u, 36c, 37r, 40r, 41c, 43r, 50u, 
  51c, 52c, 54r, 55u, 56r, 57c, 59u, 60r, 61u, 63c, 69c (outside 
  gates), 71u, 72u, 74c, 76u, 80c, 82u, 85r, 86u, 88c, 89u, 93r, 
  94c, 95r, 97r, 98r
  SQUARE OF THE GODS: 01c, 08u, 11c, 14c, 15r, 31u, 35r, 
  42c, 48c, 56r, 66u, 70r, 74r, 76u, 81u, 83c, 84u, 89c, 90c
  STREET-VENDOR-BY-QUARTER INDEX
  COMMON QUARTER: 01c, 02c, 03c, 08u, 16u, 17u, 21r, 22r, 
  27c, 30u, 31u, 35u, 36c, 40c, 41u, 50r, 52u, 54r, 55r, 56u, 57u, 
  59r, 60r, 61r, 63r, 71c, 72r, 73r, 74u, 77u, 80r, 85r, 86r, 89r, 
  91u, 93c, 94u
  MERCHANT QUARTER: 05r, 08u, 14r, 18c, 23u, 25r, 28r, 35u, 
  37u, 43c, 44u, 48u, 50r, 53u, 56c, 58r, 59r, 61u, 65u, 72r, 74r, 
  75r, 84r, 88r, 97r, 100r
  NOBLE QUARTER: 01c, 03r, 05c, 06u, 08u, 11r, 12u, 15c, 19r, 
  20u, 24u, 28u, 34r, 35u, 39u, 42u, 45u, 47r, 49u, 56c, 58u, 
  62r, 64u, 65r, 66u, 67u, 70u, 72r, 73u, 76r, 77c, 78r, 81c, 87r, 
  88r, 92r, 96u, 99r
  SEAFRONT QUARTER: 07c, 08u, 10c, 26c, 33u, 35u, 38c, 
  39u, 40r, 46u, 49r, 53u, 56r, 60r, 71c, 74r, 79c, 86r, 92r
  TEMPLE DISTRICT: 01c, 08u, 11u, 14c, 15r, 16r, 35r, 42c, 45r, 
  48u, 56u, 66u, 70r, 74r, 76r, 81u, 83u, 84r, 89u, 90r
  THIEVES QUARTER: 01c, 02c, 04c, 08u, 09u, 13c, 16c, 17u, 
  21r, 22u, 25r, 27u, 29u, 30r, 31r, 32u, 35u, 36c, 37u, 40r, 41r, 
  43u, 50r, 51u, 52c, 54u, 55r, 56r, 57u, 59r, 61r, 63r, 65r, 72r, 
  74c, 75r, 77r, 80r, 82c, 88r, 89u, 90r, 93c, 94r, 95u, 98u
   STREET VENDOR ENCOUNTERS BY QUARTER
  2d10
  Common
  Merchant
  Noble
  Seafront
  Thieves
  2
  50
  05
  03
  40
  21
  3
  89
  97
  19
  92
  75
  4
  22
  84
  47
  86
  31
  5
  52
  74
  49
  46
  27
  6
  30
  61
  70
  39
  22
  7
  08
  53
  73
  08
  57
  8
  94
  48
  06
  79
  82
  9
  27
  18
  57
  38
  93
  10
  02
  43
  05
  10
  36
  11
  01
  56
  01
  71
  74
  12
  03
  35
  15
  07
  52
  13
  93
  37
  77
  26
  01
  14
  31
  44
  81
  33
  37
  15
  16
  08
  08
  53
  95
  16
  17
  65
  96
  35
  08
  17
  91
  72
  67
  49
  65
  18
  21
  88
  99
  74
  94
  19
  85
  100
  88
  60
  55
  20
  72
  14
  78
  56
  25
  
  62
  NOTES: 
  STREET VENDOR ENCOUNTERS BY MARKET
  2d10
  Fish Market
  Open Market
  Pleasures
  Royal Market
  Slave Market
  2
  09
  09
  39
  24
  06
  3
  74
  53
  89
  88
  99
  4
  56
  74
  96
  09
  53
  5
  35
  35
  08
  62
  07
  6
  71
  48
  70
  56
  40
  7
  60
  72
  12
  58
  26
  8
  26
  59
  77
  67
  56
  9
  07
  18
  19
  87
  19
  10
  79
  43
  99
  96
  70
  11
  53
  100
  01
  03
  85
  12
  38
  44
  06
  05
  91
  13
  46
  23
  15
  64
  08
  14
  10
  61
  28
  15
  35
  15
  33
  08
  20
  78
  74
  16
  92
  88
  64
  12
  16
  17
  08
  84
  09
  08
  09
  18
  39
  75
  73
  47
  86
  19
  86
  37
  72
  42
  88
  20
  40
  56
  40
  72
  89
  NOTES: 
  STREET VENDOR ENCOUNTERS BY MARKET/OTHER
  2d10
  South Market
  Sq. Gods
  [                  ]
  [                  ]
  [                  ]
  2
  98
  15
  R
  R
  R
  3
  95
  74
  R
  R
  R
  4
  93
  56
  R
  R
  R
  5
  29
  48
  U/R
  U/R
  U/R
  6
  03
  81
  U
  U
  U
  7
  89
  31
  U
  U
  U
  8
  74
  89
  C/U
  C/U
  C/U
  9
  01
  01
  C
  C
  C
  10
  88
  42
  C
  C
  C
  11
  52
  90
  C
  C
  C
  12
  80
  14
  C
  C
  C
  13
  02
  11
  C
  C
  C
  14
  36
  83
  C/U
  C/U
  C/U
  15
  09
  08
  U
  U
  U
  16
  61
  84
  U
  U
  U
  17
  72
  76
  U/R
  U/R
  U/R
  18
  31
  66
  R
  R
  R
  19
  37
  70
  R
  R
  R
  20
  43
  35
  R
  R
  R
  
  63
  NOTES: 
  STREET VENDOR ENCOUNTERS BY OTHER
  2d10
  [                  ]
  [                  ]
  [                  ]
  [                  ]
  [                  ]
  2
  R
  R
  R
  R
  R
  3
  R
  R
  R
  R
  R
  4
  R
  R
  R
  R
  R
  5
  U/R
  U/R
  U/R
  U/R
  U/R
  6
  U
  U
  U
  U
  U
  7
  U
  U
  U
  U
  U
  8
  C/U
  C/U
  C/U
  C/U
  C/U
  9
  C
  C
  C
  C
  C
  10
  C
  C
  C
  C
  C
  11
  C
  C
  C
  C
  C
  12
  C
  C
  C
  C
  C
  13
  C
  C
  C
  C
  C
  14
  C/U
  C/U
  C/U
  C/U
  C/U
  15
  U
  U
  U
  U
  U
  16
  U
  U
  U
  U
  U
  17
  U/R
  U/R
  U/R
  U/R
  U/R
  18
  R
  R
  R
  R
  R
  19
  R
  R
  R
  R
  R
  20
  R
  R
  R
  R
  R
  
  64
  
  65
  OGL
  This book is published under the Open Game License (OGL) version 1.0a by permission of Wizards 
  of the Coast, Inc. The Open Game Content appearing in this book is derived from the 3.0 System 
  Reference Document, copyright 2000 Wizards of the Coast, Inc. All contents, excluding the OGL, 
  is property of and copyright 2007 Adventure Games Publishing. All Rights Reserved.
  Designation of Open Game Content: Any content herein that appears in or derives from 
  the System Reference Document (v3.5) is hereby designated as Open Game Content. Any 
  questions regarding the Open Game Content in this product should be directed to James 
  Mishler at jamesagp1@gmail.com.
  Designation of Product Identity: Product identity is not Open Game Content. The following is 
  designated as product identity pursuant to OGL v1.0a(1)(e) and (7): (A) product and product 
  line names, including Castles & Crusades, Castles & Crusades: Player’s Handbook, Castles 
  & Crusades: Monsters & Treasures, Castles & Crusades: Castle Keeper Guide, Wilderlands 
  of High Fantasy, Wilderlands of High Adventure, Adventure Games Journal, and any and 
  all product names from published Judges Guild, Troll Lord Games, and Adventure Games 
  Publishing products; (B) logos, identifying marks, and trade dress; (C) all artwork, logos, 
  symbols, graphic designs, maps, cartography, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual representations, including any text 
  contained within such items; (D) logos and trademarks, including but not limited to Castles 
  & Crusades, Castle Keeper, SIEGE engine, Troll Lord Games, Wilderlands of High Fantasy, 
  Wilderlands of High Adventure, Adventure Games Publishing, Judges Guild, or any other 
  trademark or registered trademark clearly identified as product identity by the owner of the 
  product identity, and which specifically excludes the open game content; (E) The names, 
  personality, descriptions and/or motivations of all artifacts, creatures, characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special abilities, places, locations, 
  environments, equipment, magical or supernatural abilities or effects, gods, races, countries, 
  cities, city states, political or geographic features, historic events, groups, feats, spells, skills, 
  organizations, items, monsters, planes or deities in this book as well as the names of any other 
  thing originating from original Judges Guild products and not stemming from the System 
  Reference Document, but not the game statistics contained in their stat blocks or other game 
  mechanic descriptions (if any); the intent of this designation is to protect every name, concept 
  and description in this product, regardless of what the name is attached to, as well as every 
  name that comes from the original Judges Guild products on which this product is based; the 
  strictest possible designation is desired; (F) All stories, storylines, histories, plots, and thematic 
  elements; (G) Any and all content that is not otherwise Open Game Content by virtue of 
  appearing in the System Reference Document or being provided as Open Game Content in 
  a work listed in Section 15, below. Basically, if it doesn’t have to be open by operation of the 
  license, it is not open in this product. And if it can be claimed as Product Identity, it is.
  OPEN GAME LICENSE Version 1.0a: The following text is the property of Wizards of the Coast, 
  Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e)”Product Identity” means product and product line names, 
  logos and identifying marks including trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be added 
  to or subtracted from this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of 
  this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You 
  have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content 
  You are copying, modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game 
  Content You distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication 
  as to compatibility, except as expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to indicate compatibility or 
  coadaptability with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not constitute a challenge to the ownership of 
  that Product Identity. The owner of any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using 
  the name of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Gaming License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave 
  Arneson.
  Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC-named 
  spells from the Player’s Handbook that were renamed in the System Reference Document. 
  The Compendium can be found on the legal page of www.necromancergames.com.
  Player’s Guide to the Wilderlands Copyright 2003, Necromancer Games, Inc and Judges 
  Guild; Authors Bob Bledsaw and Clark Peterson, based on original material by Bob Bledsaw, 
  Bill Owen, and Bryan Hinnen.
  Castles & Crusades: Player’s Handbook Copyright 2004, Troll Lord Games; Authors Davis 
  Chenault and Mac Golden.
  Wilderlands of High Fantasy Campaign Setting Copyright 2005, Necromancer Games, Inc 
  and Judges Guild; Authors Clark Peterson, Bob Bledsaw, James Mishler, Robert Conley, Greg 
  Geilman and Patrick Lawinger, based on original material by Bob Bledsaw and Bill Owen, with 
  Bryan Hinnen, Scott Fulton, Dan Hauffe, Paul Jaquays and the original Judges Guild staff.
  Castles & Crusades: Monsters & Treasure Copyright 2005, Troll Lord Games; Authors 
  Stephen Chenault and Robert Doyel.
  Castles & Crusades: Player’s Handbook Copyright 2006, Troll Lord Games; Authors Davis 
  Chenault and Mac Golden.
  Imperial Town of Tell Qa: Northern Bastion of the Falling Empire Copyright 2007, 
  Adventure Games Publishing and Judges Guild; Author James Mishler
  XXXI Copyright 2007, Adventure Games Publishing and Judges Guild; Author James 
  Mishler
  Monstrous Menaces #1: Gharlidh, Grulnosc, and Rocktopus Copyright 2009, Adventure 
  Games Publishing; Author James Mishler.
  Monstrous Menaces #2: Blade Dancer, Goblin, and Tharghûl Copyright 2009, Adventure 
  Games Publishing; Author James Mishler.
  Monstrous Menaces #3: Akhlat, Oogloog, and Woodwose Copyright 2009, Adventure 
  Games Publishing; Author James Mishler.
  Monstrous Menaces #4: Hribixul, Memnech, and Quasi-Dragon Copyright 2009, 
  Adventure Games Publishing; Author James Mishler.
  Monstrous Menaces #5: Chupacabra, Felpha, and Olgoi-Khorkhoi Copyright 2009, 
  Adventure Games Publishing; Author James Mishler.
  Monstrous Menaces Compendium 1-5 Copyright 2009, Adventure Games Publishing; 
  Author James Mishler.
  100 Street Vendors of the City State Copyright 2010, Adventure Games Publishing and 
  Judges Guild; Author James Mishler.
  
  66
  AGP Бooty List
  All products are designed and approved for use with Castles & Crusades unless otherwise noted.
  Wilderlands of High Adventure
  Code
  Title
  Format
  Retail
  AGP00104
  Rhadamanthia Continental Map
  11” x 17” 4-color
  $5.00
  AGP00107
  Guide to the World of the Wilderlands
  40-page Booklet
  $8.50
  AGP00251
  Barbarians of the Wilderlands 1
  36-page Booklet
  $8.00
  AGP00253
  Aendryth’s Eldritch Compendium
  24-page Booklet
  $6.00
  AGP00301
  Sorcerers of the Wilderlands
  28-page Booklet
  $6.50
  AGP00302
  Warrior-Mages of the Wilderlands
  20-page Booklet
  $5.50
  AGP00303
  Faiths of the City State: Forn Sidthr
  24-page Booklet
  $6.00
  AGP01251
  Campaign Map 18: Southern Reaches
  17” x 22” 4-color
  $5.00
  AGP05004
  Skills, Feats, and Languages of the Wilderlands*
  36-page Booklet
  $8.00
  AGP05501
  Player’s Guide #1 — Tharbrian Horse-Lords
  36-page Booklet
  $8.00
  AGP06201
  100 Street Vendors of the City State
  64-page Booklet
  $12.00
  * Designed for d20 ver3.5
  Generic Castles & Crusades
  Code 
  Title
  Format
  Retail
  AGP00653
  Curses and More Curses 
  40-page Booklet
  $8.50
  AGP00676
  100 Encounters and Treasures — Level 1
  28-page Booklet
  $6.50
  AGP06101
  Monstrous Menaces Compendium 1-5
  64-page Booklet
  $12.00
  ADVENTURE GAMES PUБLISHING
  AGP06201                                                                                                         MSRP $12.00
  
SOURCE: textdata/thevault/_GM Books/World Building & Game Design/100 things tables/100 Street Vendors of the City State.pdf