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  URBAN DRESSING: 
  RAGING SWAN PRESS
  WAR-TORN TOWN
  OSR
  
  	
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  URBAN DRESSING: WAR-TORN TOWN 
  Tired of your towns and cities lacking verisimilitude? Want to add cool details to your creations but don't have the time? Want to make your 
  towns and cities feel more realistic? Then Urban Dressing is for you! Each instalment focuses on a different type of urban area. Within, ﬁnd 
  100 sights and sounds, 50 businesses, 50 NPCs and 20 adventure hooks ready for your campaign. 
  Designed for easy use during game prep or actual play. 
  C RE DI TS 
  Design: Josh Vogt 
  Development: Creighton Broadhurst 
  Art: Paul Daly and William McAusland. Some artwork copyright 
  William McAusland, used with permission. Some artwork 
  copyright Paul Daly, used with permission. 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2021. 
  CONTENTS 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress 
  Credits 
  1 
  ....................................................................................................
  Contents 
  1 
  .................................................................................................
  War-Torn Town: Sights & Sounds 
  2 
  ........................................................
  War-Torn Town: Businesses 
  4 
  ..................................................................
  War-Torn Town: Folk of Interest 
  6 
  ...........................................................
  War-Torn Town: Adventure Hooks 
  8 
  .......................................................
  OGL V1.0A 
  9
  .............................................................................................
  
  W AR-TO R N T OW N: S IGHTS & SOUNDS 
  Use this table, to generate the sights and sounds the characters 
  experience as they move about the town. 
  D%
  SIGHTS & SOUNDS
  01
  Ash has drifted down from the skies to coat every 
  surface in sight.
  02
  The buildings along this street are all leaning, as if their 
  foundations are crumbling.
  03
  Smoke plumes into the air as tongues of wicked ﬁre 
  lick the buildings.
  04
  A weeping string of black-garbed widows and orphans 
  line the street as a squad of men-at-arms marches by.
  05
  This whole block has been reduced to nothing more 
  than heaps of rubble and wreckage.
  06
  Piles of broken and shattered armour, battered beyond 
  use, lie strewn on the ground.
  07
  Snapped spears and mangled swords are piled on one 
  side of the street.
  08
  Six corpses, laid out on their own bloodstained shields, 
  are carried by the dead’s companions.
  09
  The sound of sobs and choked weeping ﬁlls the air.
  10
  A priest in a gilded robe strolls by a line of recruits, 
  laying hands on each in blessing
  11
  A zealous rebel stands on the corner, ignoring glares 
  as he shouts a creed of violent deﬁance.
  12
  A trio of soldiers are strung up; their arms and legs 
  lashed to spears driven through their chests.
  13
  A family cries for help as soldiers raid their home, 
  taking every scrap of their food.
  14
  This band of recruits comprises little more than wide-
  eyed, terriﬁed children.
  15
  Hard-eyed mercenaries lounge about, drinking and 
  scowling at anyone who meets their eyes.
  16
  A silent warrior entirely encased in plate armour stands 
  nearby, watching everyone.
  17
  Air-quaking screams suggest the local surgeon is hard 
  at work amputating more limbs.
  18
  These beggars use dented and rusted helms as bowls 
  and claim they’re veterans too old to ﬁght.
  19
  A scattering of metal and wooden shards on the road 
  is all that remains of a knight’s shield.
  20
  In the distance, a line of people on mounts is 
  silhouetted against the horizon.
  21
  Distant cries and clashes indicate ﬁghting has renewed 
  with increased ferocity.
  22
  Droop-shouldered sentries trudge along the tops of 
  the walls, rarely bothering to watch beyond the town.
  23
  A horse careens passed, saddle empty, its mouth and 
  mane coated in froth.
  24
  A robed ﬁgure nails a ﬂier to a post, announcing fresh 
  recruitment efforts.
  25
  This wall is engraved with all the names of the dead—
  there must be hundreds of them.
  26
  A group of children have turned a trash heap into the 
  epicentre of their “king of the hill” game.
  27
  A cart trundles by, weighed down by a dozen stiff and 
  rotting bodies.
  28
  This street vendor appears to be selling scraps and 
  goods scrounged from those killed in battle.
  29
  A hedge witch rasps out offers of charms and spells to 
  protect one against death.
  30
  As a squad marches by, a woman trails after, screaming 
  for one of the soldiers to return home.
  31
  A soldier limps by using his sword as a cane; a grey 
  beard hangs down to his waist.
  32
  A skinny youth clatters passed, his armour far too big 
  for his lanky frame.
  33
  The sewers and gutters of the town are full of bloody 
  water and crimson mud.
  34
  Terrible shrieks tear through the air as a team of horses 
  are slaughtered to provide food for the townsfolk.
  35
  The heads of enemy soldiers are stuck on pikes all 
  around town.
  36
  This building has been brightly painted in loyalist 
  colours and insignia.
  37
  A bundle of ﬂags burn in the middle of the road.
  38
  A group of rioters storm down the street, chanting 
  violent threats.
  39
  Cries of fear sound as several soldiers kick down the 
  door to a large home.
  40
  A soldier sits rocking back and forth, cradling his 
  sword as if it were a babe.
  41
  The stink of gangrene makes people retch as they pass 
  by the local apothecaries’ home.
  42
  Agonised weeping comes from the makeshift hospital 
  tents set up along the street. 
  43
  A family kneels in the street in the wake of a squad, 
  offering up prayers for protection to their god.
  44
  A pile of battleﬁeld loot sits in the middle of town, 
  ignored and untouched by all.
  45
  Whatever this building used to be, all that remains is 
  an ashen husk.
  46
  Soldiers pound on every door, searching buildings for 
  hidden food caches, deserters and spies.
  47
  Spiked wooden posts, and piles of rubbish, barricade 
  some streets.
  48
  A sentry tower stands ablaze on the edge of town, 
  casting sparks and embers onto the nearby rooftops.
  49
  A waft of rot emanates from a nearby shop, which has 
  shuttered windows and a barred door.
  2
  
  50
  The supply caravan lumbering into town looks like 
  most of its goods have been pilfered by its guards.
  51
  The person off to the side has a shifting gaze as they 
  sketch out a map of the area.
  52
  A herd of pigs has been outﬁtted with miniature 
  armour and sports iron-capped tusks.
  53
  A pack of snarling, slavering war hounds tug at their 
  master’s leashes.
  54
  As a person walks by, a brand under his rags—labelling 
  him a deserter—is brieﬂy visible.
  55
  This miserable lot of scarred and wounded slaves 
  looks to be culled from enemy ranks.
  56
  Men nail up a variety of charcoal sketches detailing a 
  fresh batch of soldiers wanted for desertion.
  57
  The ofﬁcer staggering passed reeks of whiskey more 
  than the most drunken beggar.
  58
  A pair of soldiers shows off a weapons demonstration 
  to a group of grubby children.
  59
  Two people stand in the street bellowing a mix of 
  military propaganda at one another.
  60
  A blind oracle shambles past, muttering the word 
  “doom” over and over again.
  61
  The town’s walls are in a bad state of repair.
  62
  The main gates to the town lie knocked off their hinges 
  and cast to the side.
  63
  These painted slogans look to be the work of a bunch 
  of soldiers.
  64
  An enemy soldier peers out from behind the bars of 
  the town prison.
  65
  A large tent serves as a forward command centre.
  66
  A uniformed courier dashes by, boots polished and 
  sabre rattling in its sheath.
  67
  The squad marching through the town bears the royal 
  colours and insignia.
  68
  Every home in town shows some sign of disrepair or 
  damage, from caved-in roofs to shattered windows.
  69
  A shadowy ﬁgure ducks down an alley and vanishes 
  into a gutter opening.
  70
  Off to one side, a person touches a brick in a wall and 
  a secret door slides silently open.
  71
  A haunting melody ﬁlls the air as a band plays dirges 
  as they shufﬂe passed.
  72
  The doors and windows of these home are laid across 
  with thick chains.
  73
  The entire town is blanketed with an unnatural silence.
  74
  The screams in the distance have been going on for 
  hours, and they don’t sound human.
  75
  A single soldier tries to protect himself as a mob of 
  townsfolk ﬂing curses and rocks at him.
  76
  Children scuttle by, digging through garbage and 
  heaps for any crumb of food.
  77
  A group of soldiers stand around the entrance to a 
  cellar as smoke pours up the stairs.
  78
  A goodly number of tripwires, bear traps and hastily 
  concealed pits defend this street.
  79
  Villagers have gathered to work on crumbling and 
  charred portions of the town walls.
  80
  Townsfolk work alongside guards to construct a 
  catapult from scavenged wood and rope.
  81
  These stocks stand empty, but the fresh gore on the 
  wood indicates recent usage.
  82
  A lone lute, strings cut and frame cracked, lies in the 
  middle of the road.
  83
  A whip cracks as a deserter has his back turned into a 
  bloody mess beneath the lashing.
  84
  A shirtless man strides by, back straight despite his 
  torso being a mass of scars.
  85
  This puppet show is little more than a demonstration 
  of gory ways one can be killed in battle.
  86
  Several youths ﬂee from a pair of guards who look too 
  wearied to give proper chase.
  87
  A child clutches the ankle of a man, pleading for 
  “Papa” to not leave.
  88
  An enemy soldier hollers down from atop the tower, 
  taunting anyone to try and remove him.
  89
  One soldier falls to the ground in mid-step and is left 
  there as his unit marches on.
  90
  Townsfolk stream along the main street, carrying 
  dozens of sealed cofﬁns to the graveyard.
  91
  Enormous stones form a giant cairn in the middle of 
  town, dedicated to “All Who Have Fallen.”
  92
  What looks like a heap of muddy and bloody rags is 
  actually a pile of discarded enemy uniforms.
  93
  The harsh cawing of buzzards grows louder as a ﬂock 
  settles over the town.
  94
  This chapel has been set ablaze; ﬂames pour from 
  every window and doorway.
  95
  Several ﬁgures crawl down the street, trailing ﬁlth and 
  blood from their bodies.
  96
  This once-bustling marketplace has been entirely 
  shuttered and closed.
  97
  The road is clogged with abandoned wagons, whose 
  axles and wheels are broken.
  98
  Men, women and children scream as they sprint away 
  from approaching soldiers.
  99
  The skies have been blood-red for a week now, all day, 
  all night.
  100
  Every guard in town stands perfectly still; peering 
  through the bars of their helms reveals each one is an 
  animated skeleton.
  3
  
  W AR-TO R N T OW N: B USINESSES 
  Use this table, to generate the basic details of businesses the 
  characters come across as they explore the town. 
  D%
  BUSINESS
  01-02
  Chancer’s (recruiter) is overseen by a silver-haired 
  soldier in gleaming armour who welcomes the fortune-
  seekers and desperate alike.
  03-04
  Flinch (morgue) has been rapidly running out of 
  cofﬁns and grave plots since the war started.
  05-06
  Proper Sendings (mourner) makes sure even 
  unknown battle victims receive the sorrowful burials 
  they deserve.
  07-08
  Heartshield (charms) is run by a hedge witch with an 
  iffy track record of magical success.
  09-10
  Blume’s (blacksmith) is run by two brothers who 
  donate much of their time to the war effort.
  11-12
  The Notch (weaponsmith) has been on back-order 
  for months now, and their blade quality has suffered 
  some lately.
  13-14
  Haypricks (stables) is a lonely place indeed since the 
  last horse in town got nabbed by a military courier with 
  royal orders.
  15-16
  The Pins (military HQ) has headquartered so many 
  different units, it’s hard to keep track of who is actually 
  meant to be inside.
  17-18
  Slitter’s (armoury) has a team of labourers keeping 
  the forge blazing at all hours.
  19-20
  Bags n’ Barrels (supply depot) has been forced to 
  give the local garrison a hefty discount on all goods, 
  and is not happy about it.
  21-22
  Featherfeet (courier) claims to be a neutral 
  messenger service, with conﬁdentiality guaranteed on 
  pain of death.
  23-24
  Fleabit’s (spy HQ) is a local merchant who gladly sells 
  regional information to the highest bidder. He has no 
  morals and only cares for coin.
  25-26
  Off the Edge (maps) is run by a frustrated 
  cartographer who feels compelled to redraw border 
  and town maps after every skirmish and battle.
  27-28
  Meckle and Sons (masons) donates many hours to 
  help rebuild the town’s homes and walls. 
  29-30
  Flitche’s (pawn shop) is where many battleﬁeld 
  scroungers go to sell valuables and mementos taken 
  from the fallen.
  31-32
  Cracked Jugs (tavern) is run by a bartender whose 
  only rule is “no talking about religion, money or 
  politics.” Brawls are rare here, as a consequence.
  33-34
  The Jabber (chapel) is said to be cursed since its 
  head priest went insane after seeing the senseless 
  suffering of war victims.
  35-36
  Danglers (hanging square) has seen plenty of use 
  lately, what with all the deserters and spies captured in 
  town. Many corpses, in various states of decay, yet 
  hang here.
  37-38
  Stockwall (garrison) houses the few local guards who 
  haven’t already gone off to the battlefront; only old 
  men and boys live within.
  39-40
  Bastion (main gates) is overseen by a guard captain 
  who enforces a hefty safe passage tax on anyone 
  coming or going.
  41-42
  Bone’s Throw (prison) is where deserters, spies and 
  other rabble-rousers are imprisoned to await their 
  judgment and execution.
  43-44
  Dogmaw (dump) is a stinking crevasse townsfolk 
  often visit to toss unwanted items into the depths, be it 
  rubbish, night soil or a body.
  45-46
  Slicknails (looters) is headed by a band of thieves 
  who raid the homes of people killed by soldiers.
  47-48
  Helping Hands (lenders) is glad to offer anyone high-
  interest, emergency loans.
  4
  
  49-50
  Light’s Touch (healers) is run by a popular married 
  couple who somehow remain joyful and hopeful 
  amidst the violence.
  51-52
  Pickering’s (remains collector) offers—for a fee—to 
  search battleﬁelds for proof a particular person is 
  dead. For an extra fee, they’ll even bring back the 
  deceased’s body.
  53-54
  Summation (death tallies) is run by a team of clerks 
  who carefully notate the names and details of those 
  who fall in battle.
  55-56
  The Restless (spirit soother) tends the nearby 
  battleﬁelds, sending the souls of the dead to eternal 
  rest so they don’t haunt the town.
  57-58
  Copper Cobbles (landlord) has struggled to keep 
  much of the property it owns from being reduced to so 
  much rubble and ash.
  59-60
  Chum’s (cook) once-expansive larder and kitchen is 
  reduced to serving scraps of meat, greatly aged 
  cheese and sour wine.
  61-62
  Crack n’ Sunder (slaughterhouse) is owned by a 
  butcher who has somehow procured a constant supply 
  of fresh—if questionable—meat. No matter, his 
  customers don’t ask too many questions.
  63-64
  Tramplin’s (stockyards) is kept under heavy guard by 
  soldiers using the livestock as emergency rations.
  65-66
  Fitted Fashions (tailor) devotes much of its labour to 
  producing or repairing uniforms as well as ﬂags and 
  regiment standards.
  67-68
  Rattlerag’s (tinker) sells anything in stock for a single 
  copper coin, so long as the customer doesn’t ask 
  where the items came from.
  69-70
  Knuckle’s (martial school) is headed by an elderly 
  monk who teaches townsfolk the art of bare-handed 
  self-defence.
  71-72
  Gravelute (bards) is hard-pressed to pen the jaunty 
  tunes it was known for in such a sombre atmosphere. 
  73-74
  Mudcloak’s (rebel HQ) is a tiny drinking house that 
  conceals a young, yet growing band of rebels full of 
  righteous fury.
  75-76
  White Flags (diplomat) has seen at least three 
  negotiators come into town, with each dead within a 
  month of trying to secure peace.
  77-78
  Dusty Aisles (market) used to be open every day, but 
  now opens weekly...or whenever a supply caravan 
  actually makes it into town. Otherwise only beggars 
  can be found here searching for scraps.
  79-80
  The Jut (saboteur) is a supposed goods store that is 
  rarely open, as the proprietor is often away destroying 
  bridges or blocking supply routes.
  81-82
  Hoister’s (mercenaries) is in-between contracts right 
  now. This band is surprisingly loyal to whoever pays for 
  their services, and will happily ﬁght for or against the 
  town—as long as the pay is right.
  83-84
  Ragged Roost (slum) has swelled with the tents and 
  ramshackle huts of refugees. Tensions between the 
  newcomers and the residents are slowly rising.
  85-86
  Crumdrum (soup kitchen) is run by a pudgy cook 
  who seems able to make meals out of nothing but 
  earth and dried leather.
  87-88
  The Pens (orphanage) is bursting at the seams with 
  newly orphaned waifs who now contribute to the local 
  begging schemes. The place is a madhouse and the 
  few remaining staff are exhausted.
  89-90
  The Pockle Stage (puppeteer) has eschewed his 
  long-running shows for poking fun at whatever side is 
  currently losing the war. Eventually, he’s likely to get 
  into serious trouble with the authorities.
  91-92
  Waverly’s (seamstress) stocks rolls of thread and 
  linen in the colours of every side involved in the war, 
  just in case.
  93-94
  Morning Mist (tavern) has somehow remained 
  opened amidst the turmoil, and serves fresh eggs and 
  biscuits every morning.
  95-96
  Mudtoe (cobbler) offers free boot repair to townsfolk 
  but charges double for ofﬁcers. The proprietor is a spy 
  for the enemy.
  97-98
  Curs (kennels) sells the ﬁnest war hounds and 
  trackers coin can buy, though the kennel master won’t 
  sell them to just anyone. The dogs are in high demand, 
  and the training takes many weeks.
  99-100
  Crimson Trails (blood tracker) has made a decent 
  proﬁt tracking slaves, spies and deserters via 
  necromantic blood magic.
  5
  
  W AR-TO R N T OW N: FO LK OF INTERE ST 
  Use this table, to generate the basic details of folk the characters 
  encounter as they explore the town. 
  D%
  NPC
  01-02
  Hargbal Riog (LE female half-orc ﬁghter 1) does an 
  excellent job extracting the mayor’s “war tax”, paid in 
  coin or blood, from everyone.
  03-04
  Laciri Bolz (NE female human ﬁghter 1) doesn’t ﬁght 
  for any particular side. She just enjoys cutting her 
  enemies down.
  05-06
  Swaur Lecole (LG male human cleric 2) is a bright-
  eyed healer whose joyful spirit remains undimmed by 
  the devastation in town.
  07-08
  Cama Meswig (LN female human wizard 2) uses her 
  art to counter-balance any enemy scrying or attempts 
  to magically scout out the town.
  09-10
  Crancy Boffhorn (NE female halﬂing thief 1) keeps 
  raising rent on the dwindling number of homes she 
  owns as more are destroyed in the ﬁghting.
  11-12
  Tolwyn Lisam (LG male human) is a master mason 
  who lends his effort to help repair the battered and 
  broken town walls.
  13-14
  Gimen Doringli (CE male dwarf ﬁghter 1) is a deserter 
  ready and willing to kill anyone he thinks might turn 
  him in.
  15-16
  Magsda Saraving (N female halﬂing thief 1) picks 
  over recent battleﬁelds, seeking anything she can sell 
  for another meal.
  17-18
  Unaga Dushug (NE female half-orc thief 2) poses as a 
  town guard while selling local intelligence to bidders 
  on either side of the war.
  19-20
  Gobilda Vinbairn (LE female gnome illusionist 2) 
  enjoys unleashing agonising magics on enemy 
  soldiers in the heat of battle.
  21-22
  Thoroda Wenbaran (NG female elf ﬁghter 1) is a waif 
  who has grown up in town in the shadow of her father, 
  a legendary warrior.
  23-24
  Ordvil Warlem (CG male human wizard 1) has nearly 
  burnt the town down several times with his attempts to 
  defend it with ﬁery magic. Next time, he’s certain 
  nothing bad will happen…
  25-26
  Slyn Ronath (N male human ﬁghter 1) is an ex-army 
  cook whose skeletal frame belies his true love for ﬁne 
  food and copious amounts of drink.
  27-28
  Hectar Jalbak (CG male dwarf ﬁghter 2) has a broad 
  grin that stays ﬁxed even when his face is splattered 
  with his enemies’ blood.
  29-30
  Mendraya Berea (NG female human cleric 3) is a 
  elderly priestess who says blessings over the dead, 
  whether friend or foe.
  31-32
  Nacwen Renneso (NE female human cleric 1) is a 
  snaggle-toothed crone who has been harvesting 
  organs from dead soldiers for months now.
  33-34
  Arthleen Hirmar (LN female elf) is the mistress of a 
  group of prostitutes who follow regiments for steady 
  pay and preferential treatment.
  35-36
  Nashal Danlebo (LG male elf ﬁghter 2) is a reﬁned 
  warrior who ruthlessly tracks down deserters and 
  brings them to justice.
  37-38
  Blanfaste Liogard (CE male gnome thief 1) is currently 
  plotting to poison the well the next time an army 
  occupies the town.
  39-40
  Mazair Thoad (CN female dwarf ﬁghter 2) is a would-
  be inventor who has failed to convince anyone her 
  “improved” slingshots are a good crossbow 
  replacement.
  41-42
  Murfak Vanndun (N male dwarf ﬁghter 1) is a ruddy-
  haired soldier who’s found he prefers getting drunk 
  with the enemy rather than ﬁghting them.
  43-44
  Starden Ravoriel (N female half-elf ﬁghter 1) is rather 
  irate her retirement estate has been threatened by the 
  violence.
  45-46
  Gotin Ropermble (CE male halﬂing thief 3) has hired 
  himself out to numerous clients as an efﬁcient and 
  effective saboteur.
  47-48
  Ruthers Yapulco (LN male human ﬁghter 1) laughs 
  too loudly at everything while his dark eyes hold a 
  constant pain.
  49-50
  Belgruk Gnaumo (LN male dwarf ﬁghter 2) has kept 
  the local smithy open despite the building being 
  sabotaged several times.
  51-52
  Doldalm Arnalsgo (NG male half-elf) is a tattoo artist 
  who helps mask deserter and slave brands with his 
  own crude ink-work.
  53-54
  Illish Branlynn (N female gnome) has bright yellow 
  hair and eyebrows and tries to pass as a human child 
  when she begs for food or coin.
  55-56
  Ramma Ealesen (CN female human cleric 3) runs the 
  town orphanage and viciously defends her charges 
  from any ill-doers, mostly because of the labour and 
  proﬁt they provide.
  57-58
  Ordwald Wyntols (LG male human ﬁghter 2) is a 
  noble-born ofﬁcer who has risked his troops to defend 
  the town multiple times.
  59-60
  Gugul Ashburk (LG male half-orc ﬁghter 2) loves this 
  town and has a temper tantrum when anyone 
  threatens it or its citizens.
  61-62
  Orasem Carovo (LN male elf cleric 1) has been seen 
  standing sentry on the town walls for weeks on end 
  even though he’s not an ofﬁcial guard.
  63-64
  Aneda Bertulli (LE female human ﬁghter 2) is 
  rumoured to be negotiating with the mayor to 
  “purchase” the town for unknown purposes.
  6
  
  65-66
  Ardlen Hofﬁns (CE male halﬂing thief 2) has incited 
  several town-wide riots just so he can loot a few homes 
  he’s had his eye on.
  67-68
  Leddy Handston (NE female human ﬁghter 3) is a 
  gorgeous woman who enjoys collecting scars...but 
  keeps her collection on other people.
  69-70
  Earlas Worook (CG male gnome ﬁghter 3) steadfastly 
  refuses any pay for the nightly patrols he makes 
  around town.
  71-72
  Thorem Andeys (CN male human thief 2) is a slim man 
  who makes a living selling spoils brought to him by 
  battleﬁeld scavengers.
  73-74
  Debhik Venk (NE male human) is a bent and knob-
  jointed man who mutters bitterly and profusely at 
  everyone and everything. 
  75-76
  Vaarci Pentora (CE female half-elf thief 1) turns her 
  velvety voice to haunting dirges and secretly delights 
  in the grief they spread.
  77-78
  Daerie Chaele (LG female human cleric 1) is a seer 
  who keeps trying to see happier fortunes for the 
  townsfolk, to no avail.
  79-80
  Rumesto Glorehaven (LN male human ﬁghter 2) is a 
  renowned mercenary, here to make a fortune.
  81-82
  Sungdas Jowal (NG male human ﬁghter 1) is a 
  smooth-cheeked youth who has survived several 
  battles despite his inexperience.
  83-84
  Halnasne Feudan (LE female half-elf) is constantly 
  giggling as she tallies reports of the dead.
  85-86
  Rimthos Boldahk (N male half-orc wizard 1) is a 
  hedge mage who creates cheap spells and charms...of 
  questionable efﬁcacy.
  87-88
  Prack Cosken (CN old male half-orc ﬁghter 3) is a 
  heavily scarred guard who is embittered he isn’t strong 
  enough to ﬁght in a real battle any longer.
  89-90
  Haeger Orwald (CG male gnome thief 1) is a scout 
  who reports in only when enemies are getting close.
  91-92
  Georard Smuden (LE male human thief 2) is a wealthy 
  moneylender glad to take advantage of people’s need 
  for immediate funds.
  93-94
  Toble Marish (NE male halﬂing thief 2) is a four-
  ﬁngered pickpocket willing to steal bread from a 
  starving child to keep from going hungry.
  95-96
  Jalda Brivisil (CE female human cleric 1) enjoys 
  accusing random people of being spies just to see 
  what happens.
  97-98
  Lalhir Felas (N female half-elf wizard 2) keeps 
  mercenaries in her employ as private bodyguards.
  99-100
  Dala Nodds (LG female human ﬁghter 3) is only 
  sixteen but is considered a divinely gifted strategist, 
  sought out by ofﬁcers and nobles for her wise advice.
  7
  
  W AR-TO R N T OW N: ADV EN TU RE HOOKS 
  Canny adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. 
   
  D%
  ADVENTURE HOOK
  01-05
  Within a day of the characters’ arrival, a fresh army has 
  appeared to lay siege to the town, completely 
  surrounding it and cutting off all supply routes.
  06-10
  A supply caravan hasn’t made it to the town in months 
  and every nearby farm has been burnt to the ground 
  or comprehensively looted. Starving townsfolk lie 
  suffering everywhere the characters look.
  11-15
  The characters hear word the generals of the opposing 
  armies have challenge one another to a duel to end 
  the battle once-and-for-all...and the ﬁght is to take 
  place in the centre of town.
  16-20
  The town has been engulfed by rioters who are 
  looting, killing, wrecking property and setting 
  buildings ablaze. The violence quickly spreads to every 
  part of town.
  21-25
  With most able-bodied ﬁghters off to war, a gang of 
  hooligans has taken to terrorising the town, taking 
  what they wish and beating senseless anyone who gets 
  in their way.
  26-30
  A group of guards stops the characters in the street 
  and their captain accuses them of being enemy spies. 
  They can either be escorted to jail peaceably or taken 
  there in pieces.
  31-35
  A hooded ﬁgure sidles up to the party and offers them 
  a tempting amount of gold if they’d be so kind as to 
  scout the town and report on the defences and nearby 
  troop movements.
  36-40
  The town’s food stores have been broken into by a 
  self-proclaimed freedom ﬁghter who is now doling out 
  bags of grain and goods to starving townsfolk. Chaos 
  ensues, as the authorities try to regain control.
  41-45
  An army recruiter has set up a tent in the middle of 
  town, offering wealth and fame to anyone willing to 
  sign up for the latest march into enemy territory.
  46-50
  A weeping mother begs for the characters’ help, as her 
  children have been conscripted into a makeshift 
  company comprised entirely of little boys and girls. 
  They march on the morrow.
  51-55
  A black-robed priest stalks the city, claiming if the 
  ﬁghting doesn’t end, the spirits of the slain will come 
  to the town and drag everyone’s souls to Hell. His 
  prophesy ﬁnds fertile ground, among the superstitious 
  peasants, and widespread panic is imminent.
  56-60
  A character realises almost every item being sold in 
  the marketplace has been scrounged off dead soldiers
  —some of the goods still have relatively fresh blood 
  and gore on them.
  61-65
  With a groan and loud crack, the town’s main tower—
  damaged by ﬁre and siege engines—begins to topple. 
  Its collapse will kill many people as it falls into a nearby 
  street. Alternatively, if it falls across the town’s outer 
  wall the resultant rubble could form a ramp for the 
  attackers to scramble up.
  66-70
  A character suddenly realises the suit of shiny armour 
  that just clanked by was actually empty. A few 
  moments later, a wizard—with an intense look of 
  concentration on her face—walks by.
  71-75
  With a bloodthirsty cry, a bunch of ﬁghters wearing 
  enemy colours surge out of a tavern and begin 
  attacking everyone in sight. The characters are the only 
  armed group in the immediate vicinity; if they do not 
  act, the attackers disperse to cause chaos.
  76-80
  Loyalist soldiers march through town, hunting anyone 
  suspected of having sympathies for, or connections 
  with, the enemy.
  81-85
  The party is cornered by the mayor’s personal guard 
  and ordered to cough up the mandatory (hefty) war 
  tax. Pay up, or else. If the party causes trouble, the 
  mayor marks them to be dealt with later.
  86-90
  The guards have been in an uproar since someone 
  broke into their armoury and made off with every 
  spare piece of armour and weaponry. A reward has 
  been issued for the equipment’s return.
  91-95
  A person sprints through town, screaming that an 
  unstoppable devilish army has been spotted just 
  beyond the horizon and they are laying waste to 
  everything in their path.
  96-100
  A group of war prisoners are being marched to the 
  gallows for execution, but a character recognises one 
  of them as an old companion. The soldiers escorting 
  the prisoners to their deaths are grizzled and 
  embittered; the characters will have to be honey-
  tongued—or offer a hefty bribe—to secure their 
  companion’s release.
  8
  
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  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  Urban Dressing War-Torn Town. ©Raging Swan Press 2021; Author: Josh Vogt. 
  To learn more about the Open Game License, visit wizards.com/d20. 
  Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue, plots, storylines, language, incidents, locations, 
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