Camber - The Evil City
City State of the
Invincible Overlord
Welcome to theCity State of the Invincible Overlord, a city that has
spawned countless adventures in the hands of Judges throughout the
world. Necromancer Games is proud to present this revision of the
City State complete with 3rd Edition (Revised) Rules, but retaining
the First Edition Feel that made Judges Guild famous. Yes, we have
updated the rules, statistics, and monsters to meet with third
edition rules, and we have added a little more detail to the
descriptions provided in the original. But have no fear, none of
these changes alter the fact that, like the original, the City State
of the Invincible Overlord can still be placed into any world, any
time, and any location with minimal work.
The City State of the Invincible Overlord is a vast city with shops
and services that simply can’t be found elsewhere. Over 350
locations are detailed for your use but you, as the Judge, but DMs
(or Judges, as we call them) can always add more, or even eliminate
some of the locations presented here. As a lawful evil city, most
individuals are out for themselves, and completely content to stay
out of other people’s problems. The laws, while strictly enforced,
require that someone bear witness to a crime, interestingly,
witnesses tend to avert their eyes and simply don’t “see
anything.”As with travel through the untamed wilds, the goal here is
survival, which is accomplished by most without much trouble.
The City State thrives on trade and mercantile activity resulting in
a constant ebb and flow of individuals of all types. Trolls, orcs,
and even ogres are commonly seen on the streets of the City State,
and many have their own homes and some even have positions of esteem
and respect within the government. Any creature with an item to
trade, or a service to provide is allowed into the City State, so
long as they follow the many labyrinth laws, or at least don’t get
caught breaking them.
CITY STATE OF THE
INVINCIBLE OVERLORD (CITYSTATE; METROPOLIS)
Population: 80,000 (20,000 able bodied)
Technological Level: 8
Racial Composition: Mixed (human 72%, dwarf 16%, halfling 5%, elf
3%, others 4%)
Alignment: N/LE
Average Citizen: Since this city is the center of the northern
Wilderlands, even the lowest person is better than the average city
dweller (usually at least a Com3 or higher, except children) with
shopkeepers usually being even more skilled (Exp5 or higher, often
much higher). There are few pure commoners within the city walls. It
is not unusual to see even common NPCs with class levels appropriate
for the city, such as rogue or fighter. Many denizens have seen
extensive military service or are retired adventurers and visitors
should beware — this is no village of common oafs.
Ruler: His Most Terrible Majesty, the Invincible Overlord, Hygelak
XI, the Dread Klipmaran Noble (LE male human [Barbrian] Ftr20)
Other Important Figures: Grand Vizier Balarnega (LE male human
Ftr16)
The City State of the Invincible Overlord (or just the “City State”
as it has come to be known) was founded on the ruins of what is
believed to be the ancient capital of the long lost Dragon Empire of
the Orichalans.
Though known as Ryan’s Ruin by sages and Rhamsandron by wizards the
city came to be known as the City State of the Invincible Overlord
and its former name under the Dragon Empire was forgotten. The title
“Invincible Overlord” has been held by every ruler of the City State
since its creation. Because the city was initially founded by a
dwarven hero, the city became home to a large expatriate population
of dwarves. 220 years ago, Lucius the Great — a Barbrian warlord —
took advantage of the civil war that formed the Tarsis empire and he
and his allied clans swept eastwards and conquered the City State.
Since then, the City State has come to dominate the region north of
Ptolus and become known as the Pirate City.
Though the City State is situated at the intersection of the ancient
Rorystone Road, most trade is done by ship, as the deep harbor
allows large drafted ships to dock close to the city. As a result,
the sea there about is thick with pirates who prey on this trade.
Often the booty of a pirate arrives at the same docks that would
have been used for the legal cargos ship!
Though few know his true name, the current Invincible Overlord is
Hygelak “the Dread,” a cruel ruler whose elite group of assassins
and secret police known as the Black Lotus roam the city and the
surrounding lands enforcing his will and eliminating rivals.
The City State is plagued by the Orcs of the Purple Claw and from
other fell beasts. The Overlord has had several strongholds built or
occupied by those loyal to him to keep these creatures in check. He
has even posted rewards for their slaughter within the city.
Despite its labyrinthine laws and evil reputation, the City State of
the Invincible Overlord is a popular destination for adventurers of
all types and is regularly visited by most merchants and traders.
Most visitors depend upon the fact that virtually anything can be
bought or sold in the City State, so long as the proper taxes are
paid. Sale or purchase of information about the Overlord’s armies,
armaments, ships, or defenses is considered high treason, but the
complex laws and regulations of the City State do not prevent the
sale of any other item, creature, or person.
Imposing simply by its size and reputation, the City State is open
to creatures of all races, religions and backgrounds willing to
follow its laws. Although the population is predominantly human,
goblins, orcs, trolls, and ogres can be seen on the city streets
along with less frequent encounters with a wide variety of other
creatures. A stroll down any street of the City State brings the
sights, sounds, and smells of a thriving city, but visitors should
remember that laws here are designed to protect the interests of the
Overlord, commerce and the creation of new wealth, not individuals.
Violence breaks out often, with the jaded citizens simply turning
and walking away from the scene of a crime.
The beautiful palaces, imposing towers, fabulous temples, and more
ordinary buildings of the City State are stacked on foundations and
dungeons thousands of years old. Built upon the ruins of ancient
cities, rumors of wealth hidden in deep catacombs and bardic tales
of hidden palaces beneath the earth circulate through the lands.
While few travelers act on such tales, a majority of visitors to the
City State go out of their way to visit some of the most magnificent
locations, as well as those somewhat darker, more frightening
locales spoken of in songs and tales.
An elaborate judicial system maintains order in the City State.
Constables, guardsmen, deputies, sheriffs, marines, knights, and a
secret police — the famed Black Lotus — enforce a chaotic but
uniform peace on the various quarrelsome inhabitants. The judicial
system allows for different courts for clergy, merchants, nobles,
and other factions, creating differences in the punishments for
certain crimes. If PCs run afoul of the law, they will most
certainly require the assistance of a litigation trickster for their
defense.
ORGANIZATIONS
The following organizations are of importance to the City State,
either in its day-to-day operation, or in its politics and
livelihood. Each organization is only briefly described, it is up to
the Judge as to whether these organizations are important enough to
describe more fully.
LAW ENFORCEMENT
The following organizations enforce order in the CityState, though
not always for the cause of justice.
BLACK LOTUS
The Black Lotus is a body of secret police with spies at all levels
of society. Any attempt to create an uprising, attack the Overlord,
or other treasonous activity is usually discovered within 1d6 days.
The Black Lotus is under the direct control of the Overlord and has
their own set of hidden dungeons where they “question” anyone
thought to be involved in a potentially treasonous event. It is
rumored that in times of relative peace and inactivity the Black
Lotus creates their own revolutionary groups, ostensibly to
“identify” potential revolutionaries, but realistically, it is to
keep busy. Few members of the Black Lotus know more than the few
individuals they come into contact with, only the highest ranking
members (whose names are a state secret) have knowledge of the full
breadth of the spies recruited by the Black Lotus. All members of
the Black Lotus are fanatically loyal, something insured by the fact
that several members have the specific duty of spying on other
members. Members of the Black Lotus are skilled information
gatherers, adept at concealing their true faces, and particularly
skilled at subterfuge. See the Rules chapter for more on the Black
Lotus.
CONSTABLES
The garishly dressed constables are often laughed at, but such
laughter only takes place when they are not nearby. Constables are
responsible for assisting nobles and magistrates in the serving of
writs, delivering judgments, capturing escaped prisoners, and
bringing reluctant defendants to court. The constables are also
responsible for guarding and caring for the City Jail. The
constabulary is often a dumping ground for noble sons, especially
those not in line for inheritance, and is often considered a way for
them to outgrow their adolescence while serving some public good. In
general, the constables are an arrogant bunch of men, full of
self-importance, and unlikely to speak to anyone they consider being
of lower social standing. See Area 16 on Beggar’s Street in Chapter
3 for more information. Constables generally wear leather armor with
small shields and carry maces and occasionally short spears.
CITY GUARD
The City Guard is commanded by a senior captain and organized into
throngs exactly the same way as the military (see below). The City
Guard is responsible for controlling gate traffic, quelling riots or
uprisings, and, finally, the arrest of criminals. Generally, the
City Guard is more effective at capturing criminals than the
Constables, but they most often need to be ordered to do so.
The City Guard is mostly made up of career guardsmen and warriors
who are dedicated to their jobs. City Guard normally wear chain
shirts, small shields and carry shortswords and light crossbows.
THE REGULATORS
This super-secret organization operates under the Overlord’s
control, but can also make decisions on their own regarding what
they consider to be treasonous activities. Membership is very
tightly controlled, with all new members requiring unanimous
approval by all present members as well as the Overlord. They
operate out of a secret level below the Cryptic Citadel where they
store items of great power for use in supporting the Overlord.
When they do act, they often act under the guise of the Black
Lotus. Few people know of the existence of the Regulators, let
alone their deadly actions on the Overlord’s behalf. Any situation
that is not resolved quickly by the Black Lotus is taken care of
by the Regulators. A number of the Regulators are also
high-ranking members of the Black Lotus.
MILITARY
Military organizations in the City State are complex.
- Foot soldiers are organized into“Throngs”or companies of 100
men lead by a sergeant.
- Each throng has 40 slaves (Com1; longswords) that help carry
arms and supplies as well as taking care of cleaning duties.
Five sergeants are commanded by a Captain with Wall Captains
often assigned 2 additional sergeants because the garrison
troops are often augmented by militia and peasant levies during
an emergency.
- Captains are generally permitted an orderly, 2 arms bearers,
and 1d6 additional servants.
- Five throngs together are called a “Vastthrong,” and
- 2d4 vasthrongs plus 1d4 equithrongs (see table on page 5) are
called a“Battle.”
- Battles with more horse than infantry are rare. Battles are
augmented by mercenaries, militia, peasant levies, engineering
companies, knights, and Bachelor Squires which usually add
another 500 troops total.
- Camp followers including hucksters, laborers, houris,
concubines, and noble sightseers add another 240–400 individuals
to the traveling group.
- Three or more battles together are called a “Vasthost” or
Army.
The Overlord maintains at least 2 Vasthosts in the field at all
times. These reflect the essentially dual nature of his military.
One Vasthost is made of predominantly regular army types, most of
who are simply career military personnel with a long heritage of
military service. The other semi-permanent Vasthost is made up
mostly of nobles, knights, and mercenaries, which acts as a
counterbalance to his regulars. The Knighthood’s relatively
recent, and popular, creation has led to even further animosity
between factions, and has come close to plunging the City State
into civil war. The increasingly feudal nature of the City State
leads the Overlord to trust his noble army little more than his
regulars. Needless to say, the two armies fight poorly together,
except in dire emergencies. After a successful campaign, any
Vasthost that advances to the City State is usually given another
mission immediately. If the force fails to respond, the Overlord
immediately cuts off all supplies, fearing the immense power of
his own armies.
Horse units are divided up somewhat differently from foot units.
- The basic cavalry unit is a “lance,” which, in the noble army,
consists of a Knight in platemail, his squire (also armed and
armored), a page, and 2 mounted bowmen for a total of 5 men.
- Ten lances (50 men) are termed a Squadron which is led by the
most senior Knight in the group.
- Ten squadrons create an “Equithrong” 500 strong lead by a
Knight Bachelor. Cavalry units in the regular army have a
similar organization but are more lightly armored.
Consult the side box for terms of rank and standing.
MILITARY UNITS
AND LEADERS
The following lists shows some of the minor differences in the
naming of units and leaders in the noble and regular armies.
Leaders in the noble army must have certain social standing, often
based on their noble heritage or standing in the Knighthood.
Leaders in the regular army obtain their positions through skill
and leadership alone.
Regular Army Title |
Unit (number) |
Noble Army Title |
Sergeant |
Throng (100 foot) |
Sergeant |
Captain |
Vasthrong (500 foot) |
Captain |
(none) |
Lance (5 horse) |
Knight |
Sergeant |
Squadron (50 horse) |
Knight |
Captain |
Equithrong (500 horse) |
Knight Bachelor |
General |
Battle |
Knight Banneret |
Captain General |
Vasthost |
Noble (SL 11–14)* |
Army Commander** Army of the City State —Overlord**
*These nobles must have proven leadership abilities, and have
achieved Knighthood.
**The Overlord commands the entire army at all times, except in
major wars where control is turned
over to the regular army commander, Commander Tergo Di Bragit
(Ftr15)
GUILDS
In addition to the military and secret police organizations
discussed above, a number of guilds hold considerable political
power in the City State while others exert influence in other,
darker ways. These include the Assassins’Guild, which many claim
is linked to the Black Lotus, the Beggars’ Guild, which sell the
information gained from overheard conversations, the Mercenary
Guild, which operates under a special permit from the Overlord,
the Merchants’ Guild, which controls the commerce of the city, the
Sages’ Guild, which has some of the most ancient texts in the
Wilderlands, the Thieves’ Guild, which is arguably the most
powerful organization in the city that is not sworn to the
Overlord, and the Craftsman’s Guild, which won its freedom from
taxation due to a recent civil war.
ASSASSINS’GUILD
At this point the Assassins’ Guild (Location 140) is essentially
owned by the Overlord. Many of the most skilled assassins are on
direct salary from the City State. Many members of the guild are
also part of the Black Lotus. The guild attempts to maintain an
air of independence, but loyalty to the Overlord has allowed
business to expand in a quasilegal manner with most members immune
from prosecution due to their work for the City State. The
Assassins’ Guild is essentially at war with the Thieves’Guild, a
war that is carried out in the tunnels and sewers beneath the City
State.
BEGGARS’GUILD
Once no more than a collection of beggars staying together to
avoid persecution, beatings, and robberies from others, the
Beggars’ Guild (Location 30) has grown into a minor power in the
City State.
Beggars are almost completely ignored by most people traveling
the streets, allowing them to overhear and remember pieces of
various conversations. Eventually, several of the beggars realized
they could turn some of this information into power. Some of this
information enabled them to force the nobles to acknowledge their
right to existence in exchange for silence.
The Beggars’ Guild now controls several smuggling operations in
and around the City State, and are thus considered rivals by the
Thieves’ Guild. The much smaller Beggars’ Guild maintains its
existence through careful dissemination of information about the
actions of the Thieves’ Guild to the Overlord and the Nobles. It
is a dangerous balance, harming the Thieves’ Guild beyond a
certain limit would certainly provoke an all-out attack despite
the protection granted by the Overlord, and not providing enough
information might anger the Overlord or the Nobles enough for them
to withdraw their protection. In either case the Beggars’ Guild
would almost certainly be destroyed.
All beggars are required to pay 20% of their earnings to the
Guild. In return, they get gruel twice a day and a place to sleep
on a first-come first-flopped basis. While all beggars are
Guildsmen, 1st level beggars start at SL 1. SL 1 beggars are not
allowed in the Guild Hall between dawn and dusk as a general rule,
which often precludes them from getting a good night’s flop
space.
MERCENARY GUILD
The Mercenary Guild (Location 257) operates under a special
permit from the Overlord. It has its own rules, regulations, and
court system for enforcing these rules, thus making mercenaries
somewhat outside the law. Mercenaries hired directly from the
guild are loyal to their jobs, skilled, and can generally be
trusted. The guild is loyal to the Overlord, as a requirement of
their permit, and can be called to duty in his name (with proper
fees paid) at any time.
MERCHANTS’ GUILD
The merchants of the City State gained enough political power to
be permitted their own court system and sheriff. As major
controllers of commerce in the City State, and therefore income
generated through taxation by the government, the Merchants’ Guild
(Location 255) is slowly gaining political clout nearing that of
the nobles. Many of the guild members, and leaders, are almost as
criminal as members of the Thieves’ Guild. As a result the
Overlord has final approval on the election of all guild leaders,
and a number of members of the Black Lotus have infiltrated the
guild
SAGE’S GUILD
As collectors of knowledge, the Sage’s Guild (Location 281) is
one of the oldest institutions in the history of the City State.
While there is debate outside the guild about the actual length of
their existence, the guild claims to be over 3,000 years old, and
that it was founded by an order of scholars that decided to
permanently reside in the newly founded City State. The order
flourished during the ancient Dragon Empire, and survived its
fall. The present Sage’s Guild has some of the oldest texts in the
Wilderlands; only the sages in Viridstan and Tula have a more
prestigious reputation.
On the surface the guild is simply a source of knowledge, at a
price, and remains neutral in the various politics of the City
State. Behind the scenes, the sages use their knowledge to help
maintain the stability of the City State through long term plans
that often take decades to complete. Throughout the history of the
City State, they have had a hand in every major event. Their goal
is to avoid a fall of the City State and the possible loss of
their vast library of stored knowledge.
THIEVES’ GUILD
The Thieves’ Guild (Location 135 and Chapter 14) is arguably the
most powerful organization in the City State that refuses any oath
of fealty to the Overlord. Their secret meetings, intimate
knowledge of the tunnels and sewers beneath the City State, and
thefts from important nobles and merchants makes the guild a thorn
in the side of the Overlord. While he has taken steps to try to
gain control of the tunnels and sewers beneath the City State, the
Thieves’ Guild still seems to act with relative impunity. Despite
knowledge of their guild headquarters, the Overlord is unwilling
to risk the chaos and loss of life involved in a direct assault.
An organized guild, even one that is not loyal to him, is probably
better for stability than different isolated groups of warring
thieves.
Presently, the guild also has its own problems. They no longer
follow the ancient gods worshipped by the original brotherhood of
thieves and now some of the old master thieves have risen as
Skeletal Thieves and are seeking to destroy the guild (See Chapter
14).
CRAFTSMAN’S GUILD
Almost 50 years ago the Craftsmen revolted against the warrior
dominated ruling faction of the City State under the leadership of
Mung, a high priest of the gods of Pegana (See location #309 or
the chapter detailing the Temple of Pegana in Part II: Wraith
Overlord). After three years of violence the Craftsmen won freedom
from government regulations and taxation. This victory was due in
part to a creature known only as the “Beast of Mung” whose size,
violence, and power proved extremely potent in battle.
While craftsmen still have many rights and freedoms, there has
been a gradual reduction in freedoms and an increase in “indirect”
taxes and tariffs that have lead many to speculate another revolt
could occur in as little as a few years. The Craftsman’s Guild,
although rather disorganized at times, is still a political power
that must be dealt with by the nobles and merchants of the City
State.
SLAVERY
Slavery is both legal and normal in the City State. It is not
considered evil and, although very low in social status, slaves do
possess a modicum of rights and protections. In some cases, slaves
are more carefully protected and cared for than commoners. Every
shop, tavern, inn, and similar establishment has 1d4 slave grooms
to guard horses for patrons. Most (60%) have extra slaves (2d6)
that perform other menial tasks. Any additional slaves or servants
are mentioned in the descriptions of individual locations.
As a lawful evil city built on the backs of those it has
conquered, slavery is an everyday fact of life. In the context of
the City State, owning and using slaves is considered neither good
nor evil, simply a fact of life. While there are slave owners that
do mistreat their slaves, the majority of slaves are considered
valuable assets and are treated extremely well. In some cases,
slaves are allowed to own property and even trade goods. The
murder of a slave is still considered murder, unless it is
performed by the owner.
Owners can easily claim the slave was a runaway and was being
punished. However, like all things in the City State, the social
status of the murderer is often taken into consideration. Slaves
have virtually no social status, any slave committing a crime
suffers the full penalty under the law and the owner is also given
partial responsibility for the crime.
Slaves are priced on their health, age, skills, gender, race, and
a variety of other factors. The prices provided in the tables
below reflect prices in Slave Market Plaza black market prices
might be higher or lower depending on the circumstances.
Trade of slaves on the black market within the area of the City
State is considered treason and is punishable by death for all
involved.
Slaves come from all walks of life and can possess a wide range
of skills. At the same time, there are very few slaves with arcane
or divine spell casting abilities. Such abilities are rare, and
those that possess them can often find a way to either break free
or purchase their freedom within a short period of time.
CITY FACTS &
ATTRIBUTES
- It is against the law for any merchant, innkeeper, vender,
etc., to make change unless he has a money changer’s license.
Patrons asking for change are threatened with legal action.
- During daylight hours there are at least 3d6 pedestrians and
1d6 horsemen on any major street. No stranger will interfere
with, or aid another, even if the law is broken.
- Citizens of the City State find survival is much easier if
they simply look the other direction.
- Gambling is legal in the City State and games of some type
are played in almost every tavern, inn, or barracks one might
visit.
- Common and Altanian are the major languages spoken in the
City State, all vendors, shopkeepers, and innkeepers of any race
understand these two languages as do a majority of the citizens.
- Various creatures and NPCs of extremely disparate alignments
reside together in the City State. Trolls,gnolls, kobolds,
goblins, orcs, and even giants are seen occasionally on the
streets. Fear of the law, and the bloody riots that can and
sometimes do occur helps keep violence between various creatures
and beliefs in check.
POLITICS
The City State of the Invincible Overlord is ruled by a
hereditary monarch with minimal input from a Clanute (Senate) that
the Overlord can summon when he chooses. The Clanute, and all of
its acts and resolutions, exist at the discretion of the Overlord
who can overrule them at any time. There is a one-third chance
each year that a "Clanute" consisting of 30+1d6 Lords,
12+1d4 Patriarchs (chosen from a full range of churches and
temples), 1d6 high ranking wizards, 1d4 druids, 1d4 master bards,
1 ranger lord (normally from the men of nearby Dearthwood), and 1
paladin lord, is summoned. Senators receive one vote for every 200
troops under their command, with a minimum of one vote. If
actually called into being, there is a 1 in 12 chance the Overlord
disbands them on any particular day.
The current Overlord himself is lawful evil, as have been most of
his predecessors, and fully intends to maintain his iron-clad
control over the City State and the surrounding areas. His laws
are aimed at making mercantile trade easier and swifter to
increase revenues and wealth within the City State.
While there have been attempts to overthrow the Overlord in the
past, all have failed and resulted only in increased power and
support for his rule. Strict enforcement of laws (when the
criminals are caught), and a complete lack of religious bigotry on
the part of the Overlord and his laws, keeps the City State in
order. There is a 16% chance per week that the Overlord institutes
and “emergency” tax (2 gp/level for nobles; 1 gp/level for
merchants and gentlemen, 1 sp/level for all others). Fully half of
this tax is divided evenly among the various churches and temples
in the City State with no thought as to the god(s) involved. This
action provides support for the Overlord from the various
religions, even though many of those religions are almost at war
with each other.
HISTORY
Arguments and discussions between sages vary, but most agree
that the City State was originally founded approximately 5,460
years ago. The City State, or at least the various ruins of Cities
that once stood here, is presumed to be approximately 3,000 years
old.
CITY QUARTERS
Like all large cities, the City State is divided into sections, not
so much by exact boundaries but by the minds of its citizens with
respect to who lives, travels, or works in different areas. While
these boundaries aren’t always very precise, they are used as
general guidelines by the citizens of the City State when various
locations or areas are described.
- The Thieves’ Quarter. is considered to be the area east of
Regal Street and south of Silver street, including Slash Street,
Hazy Street, Dim Street, eadBroke Street, Cutpurse Row, Street
of Shadows, Temple Street, and even parts of Guardsman’s Road
- The Commoners’ Quarter is West of the Thieves’ Quarter and
which stretches west of Regal Street to Wailing Street and
includes Tempest Street, Caravan Street, the Street of
Maelstroms, and the area around Slave Market Plaza.
- The Merchants’ Quarter is to the north of Silver Street and
bordered to the west by Regal Street and the Temples. The
Merchants’ Quarter encompasses the Street of Crafts, Shady
Street, Scud Street, Barter Street, Damp Street, Haggle Street,
and Silk-Merchant Street.
- The Seafront Quarter is broadly defined to include everything
south of Sea Brigands Street as well as some of the alleys to
the north of it. The western boundary includes Festival Street
and Wailing Street while the eastern boundary is the estuary
itself. Within these boundaries lie most of By-Water Road and
Beggars Road as well as Hedonist Street, Murky Street, End Gate
Road, Water Rat Road, and Fog Street.
- The Nobles’ Quarter is in northwest corner of the city,
including areas around Twilight Road, Triumph Avenue, Ox Cart
Road, Prefect Street, and the area around the Square of the
Gods.
Depending upon which citizen one speaks to, the Plazas are often
considered areas of their own due to the massive press of peoples
from widely varying backgrounds that can be found within.
In the chapter detailing City Encounters these different areas of
the City State are referred to as each can have its own set of
random encounters.
SOCIAL STATUS
Alignment in the City State is generally not as important as the
concept of “Social Level” (abbreviated SL). Social level is simply
a measure of an individual’s importance in society. Those of low
social level have little clout, and few friends with any power.
Individuals of high social level know the most important people in
there area of expertise, as well as those in others, and can call
in favors and assistance in various situations.
Shopkeepers have a social level varying from approximately 3 to as
high as 7 (and sometimes higher) based on the number of people
that shop there, the type of people that shop there, and their
social levels. Adventurers and mercenaries are generally
considered unimportant in the grand social and political
organization of the City State and often rank quite low. The Judge
has the option of allowing successful adventurers to gain prestige
as they meet with success, or to lose prestige if they meet with
several failures.
Social Level is not based on any particular attribute score, nor
does it reflect any specific skill. It is simply a relative measure
of an individual’s perceived importance to society. It plays no role
in combat, but it does play a role in dealing with the courts,
constables, and guardsmen. Individuals with a high social rank are
generally perceived more favorably than those of low social rank.
Social rankings are also divided up into hierarchies.
Members of the certain hierarchies are not necessarily considered
equal to those of other hierarchies, despite their potential SL.
Some hierarchies have a limit of progression, changing to another
hierarchy generally requires a great expense of money, and a drop
in SL of at least 1.
STATUS CHART
Noble
|
Gentleman
|
Military
|
Guildsman
|
Merchant
|
Other
|
|
1 —
2 —
3—
4 —
5 Page
6 High Born
7 Thane
8 Aristocrat
9 Knight
10 Count
11 Baron
12 Viscount
13Duke
14 Earl
15 Senator
16 Royal Mini
17 Prince
18 Queen
19 King/Over
20 God |
—
—
—
Constable
Well Born
Gentry
Chevalier
Pretender
Magistrate
Chief Magistrate
Lord Mayor
Patriarch
—
—
—
—
—
—
—
—
|
Gladiator
Page/Servant
Militia
Recruit/Mercenary
Guard/Garrison
Man At Arms
Cavalryman
Sergeant/Engineer
Squire/Aide
Knight/Captain
Knight Bachelor
Knight Banneret
General
Army Commander
—
—
—
—
—
— |
(beggar)
Laborer
Apprentice
Journeman
Master Craftsman
Expert
Guildmaster
—
—
—
—
—
—
—
—
—
—
—
—
— |
—
—
Huckster
Vendor
Trader
Monger
Proprietor
Agent
Magnate
—
—
—
—
—
—
—
—
—
—
— |
Slave
Serf
Serf
Freeman
Citizen
Bureaucrat
Deputy Sheriff
Sheriff
—
—
—
—
—
—
—
—
—
—
—
— |
|
The names and values associated here should be altered freely by
the Judge. Some individuals might have higher or lower SL values
than their title might indicate. A Duke that has lost face with
the Overlord, or with other nobles, could potentially be several
ranks below SL 13. The reverse is also true, acts of public
heroism, or public recognition by the Overlord can increase social
status.
BOONS AND DUTIES
Nobles, by virtue of their status, are granted boons and duties on a
regular basis. PCs making it into the Noble hierarchy must roll once
a month to determine whether they have been given either a boon, or
a duty (50% chance). A PC nobleman given either a boon or duty must
roll 2d6 and consult the list below.
2. Billet Soldiers (10d10) at a cost of space and 1 gp/man per
month
3. Forced Loan to Overlord (1d10 x 1000 gp; repayment probably
each month same as SL as a percentage
4. Benevolence – Free will gift of 1d6 x 1000 gp to the Overlord
5. Military Appointment – 2d6 weeks, campaign determined by the
Judge
6. Council of Conspirators Appointment – ferret out a traitor or
insurrection plot in 1 month or lose 1d6 SL
7. Underlord Appointment – Emmisary to outlands to collect tax and
tribute
8. Previous Duties (2–7) lifted – all duties
9. Previous Boon (10–12) revoked – one boon
10. Grant of Monopoly – 50% return on investment per month until
revoked)
11. Justice – Judge any rival on “treason” (adjudicated by the
Judge)
12. Bookland Grant – Building in the City or 1d6 acres just
outside
The above can be adjusted in any manner the Judge sees fit
INTERROGATION AND
TORTURE
As a lawful evil society, various powerful elements within the City
State regularly interrogate or even torture prisoners. Skilled
interrogation often results in the victim revealing some
information, sometimes without realizing it. At the same time,
simple interrogation can only do so much. Skilled liars,
knowledgeable cheats, and those with something very important to
hide can often evade probing questions. This is where torture comes
in. Skilled torture can force the secrets out of almost any
individual, or drive them irrevocably insane. The tables below use
Wisdom checks to avoid revealing information while being
interrogated and Constitution checks to resist the effects of
torture.
Unskilled beatings are generally ineffective in forcing a victim to
reveal information. Only skilled mental or physical torture can
break an individual.
INTERROGATION
The victim of an interrogation is usually placed in an uncomfortable
seat, and is somehow in an inferior position to their questioner.
The victim must roll a d20, add their Wisdom bonus (if any) making
DC 5 or higher to avoid revealing information. This DC is modified
in the following ways;
Modifiers
Skilled
interrogator +4
Denied food and water* +2
Shown incriminating evidence +2
Knows allegations are false –2
Full day of rest –1
*A full day of rest with food and water negates the DC modifier for
being denied food and water. The Judge should alter any of these DC
modifiers as they see fit. Otherwise all of the values above are
additive.
TORTURE
Skilled torture wears away at a person’s desire to live, and their
ability to resist pain. Eventually, the victim almost always gives
up any information they have, as well as going so far as to admit
to crimes they did not commit. The victim is allowed a
Constitution check vs DC 5 with the modifiers described below. It
should be noted that every 4 hours of torture inflicts a temporary
loss of 1 point of Constitution and 1 point of Wisdom. If
Constitution reaches 0, the victim is revived, allowed to rest,
and the process is started again. If Wisdom reaches 0, the victim
becomes a babbling wreck willing to admit to virtually
anything. The values below are additive. Every 4 hours of torture
adds 1 to the DC value of the Constitution check while reducing
the victim’s Constitution by 1, a combination that usually results
in a “broken” prisoner within a few days.
Victims tortured for more than 8 hours in a day are likely to die
under the strain (Constitution check [DC 15] or die). Every 2
hours beyond 8 in a single day forces another Constitution check
with a –2 circumstance modifier to avoid death.
Special Classes
The Black Lotus
AGENT OF THE BLACK LOTUS - NPC CLASS
Level |
BAB |
Fort |
Ref |
Will |
Special |
1 |
+0 |
+0 |
+2 |
+2 |
Quiet movement, master of disguise |
2 |
+1 |
+0 |
+3 |
+3 |
Sneak attack +1d6, sense action |
3 |
+2 |
+1 |
+3 |
+3 |
Information gathering, poison use |
4 |
+3 |
+1 |
+4 |
+4 |
Sneak attack +2d6, shadow step |
5 |
+3 |
+1 |
+4 |
+4 |
Greater disguise |
Skill Points at Each Level: 8 + Int modifier
Class Features: an agent of the Black Lotus has the
following special class abilities:
Quiet Movement (Ex):
Agents of the Black Lotus are trained to insure that their clothing
and weapons make no noise as they move, and to remain as
inconspicuous as possible. At 1st level they gain a +1 bonus to all
Hide and Move Silently skill checks. This bonus increases to +2 at
3rd level and +3 at 5th level.
Master of Disguise (Ex):
Study of secrets possessed only by the masters of the Black Lotus
grant an agent of the Black Lotus a +2 bonus on all Disguise skill
checks. This bonus is cumulative with any other synergy bonuses.
Sneak Attack (Ex):
An agent of the Black Lotus gains the ability make a sneak attack
that is exactly the same as that of a rogue. Damage dice for their
sneak attack is additive with sneak attack damage gained from other
classes, and has the same restrictions discussed in the PHB.
Sense Action (Ex):
Although an agent of the Black Lotus doesn’t really gain the ability
to read minds, their acute study of a wide variety of people and
creatures gives them keen insight into the interpretation of body
language and facial expressions. This ability allows them to sense,
and even predict the actions and thoughts of an individual, giving
them a +1 bonus to attack rolls, a +2 bonus to Bluff, Diplomacy,
Intimidate and Sense Motive checks, and a +2 bonus on Initiative
rolls for combat.
Information Gathering (Ex):
Agents become experts at gathering information. Not only do they
receive a +2 bonus on all Gather Information checks, but
they also gain a +2 circumstance bonus on Listen checks when trying
to overhear a conversation and on Spot checks when trying to read
lips.
Poison Use (Ex):
Agents are trained in the use of poison and never risk accidentally
poisoning themselves when applying poison to a weapon or handling
poisons for other reasons.
Shadow Step (Su):
At 4th level agents gain the supernatural ability to step from
shadow to shadow as a form of short range teleportation. While this
ability has a limited range (max 60 ft.), it lends credence to the
rumors that agents of the Black Lotus can simply disappear into
shadows. The agent must be able to see their destination and any
magic or circumstance that prevents teleportation negates this
ability. Shadow step can be used as many as 5 times per day, but no
more than once per round. It is further limited by the fact that
shadows must be present. For example, an agent could not shadow step
in a brightly lit room with no shadows.
Greater Disguise (Ex):
Transformation into another individual is neither easy nor painless,
but the master agents of the Black Lotus have perfected a means to
assume another person’s facial and vocal characteristics for an
extended period of time. It takes several hours to perfect the
transformation, which can last up to 4 days, and any specific agent
can only
perform this once per week.
This ability grants a +10 bonus to Disguise checks when assuming the
identity of another individual and a +5 bonus to Bluff checks while
acting as that individual.
BEGGAR (NPC
CLASS)
The diseased wretch begging for a few coins or a crust of bread, the
rambling visionary in tattered rags, the blind seer with a small cup
for donations, the twisted hunchback grabbing at a sleeve cursing
passersby for their cruelty, beggars are a common sight in any large
city. Because of their lowly status, they are ignored and paid as
much attention as a pile of refuse. As a result of this anonymity,
beggars often hear overhear private information that would not
otherwise be revealed publicly. Their poverty, low station and
miserable condition also often gives them visions. Thus, beggars are
a rich source of local information and predictions.
The beggar (abbreviated “Beg”) is an NPC class similar in many ways
to the commoner NPC class. In fact, except for the differences
detailed below, a beggar is treated as a commoner. Some beggars take
levels in other classes, such as fighter, rogue, cleric, sorcerer,
witch or adept. Often, a beggar’s true nature is belied by his or
her external appearance—some may be the miserable wretches they
appear to be while others are master guildsmen or devout priests.
In the City State, at least one level of beggar is required to gain
admittance into the Beggar’s Guild. A person who selects his or her
first beggar level immediately has his or her Social Level reduced
to 1, though he or she is now considered part of the Guildsman
Hierarchy.
- Hit die: d4.
- Attacks and Saves: As per the commoner
- chart in the DMG.
- Class Skills: A beggar’s class skills (and the
- key abilities for each) are Gather Information(Cha), Knowledge
[Local] (Int), Listen (Wis) and Profession [beggar] (Wis).
- Skill Points at 1st Level: (2 + Int modifier) x 4.
- Skill Points at Each Additional Level: 2 + Int modifier.
- Class Features: A beggar has the following special class
abilities:
Local Knowledge (Ex):
At 1st level, a beggar gains a +2 to all Knowledge (local) checks.
Eavesdrop (Ex):
Beggars gain a +2 bonus to Listen and Gather Information checks,
since persons tend to forget to lower their voices when speaking
around a beggar.
Despised (Ex):
Because beggars are despised, which is both their blessing and
their curse, most NPCs have a default attitude of "Unfriendly”
towards them.
Deformity (Ex):
Nearly all beggars have some deformity or unique quality. All
beggars must roll on the accompanying table.
Foresight (Ex):
Beginning at 3rd level, a beggar may make a prediction about any
person donating sufficient money. The prediction acts as a
divination spell. The base chance for a correct divination is
different for a beggar than for a priest and thus is different from
that listed in the spell description in the Player’s Handbook.
The chance a beggar’s divination is correct is equal to 2x the total
of the beggar’s beggar level plus his Intelligence bonus, if any.
Correct or not, a beggar always gives a prediction to a person
donating sufficient money (see accompanying table). A beggar’s
divination power is not a spell and takes only a round to pronounce,
though beggars normally make a show out of their predictions. A
beggar may use this power once per week per beggar level.
Bestow Curse (Su):
Beginning at 4th level, a beggar has the ability to bestow curse
on any person who cheats them or mistreats them as per the spell
bestow curse at a caster level equal to the beggar’s character
level. A beggar may use this ability once per week for every beggar
level.
Increased Local Knowledge (Ex):
At 6th level, a beggar gains an additional +2 to his Knowledge
(local) skill checks.
Enhanced Vision (Ex):
Beginning at 7th level, a beggar’s divination power becomes more
accurate. The chance a prediction is correct is equal to 4x the
total of the beggar’s beggar level plus his Intelligence bonus, if
any.
Local Knowledge Mastery (Ex):
At 10th level, a beggar gains another +2 cumulative bonus to all
Knowledge (local) checks.
Weapon and Armor Proficiency: Like a commoner, a beggar is
proficient with one simple weapon. He is not proficient with any
other weapon, nor is he proficient with any type of armor or shield.
Starting Gear: Tattered rags, stained bandages, a small cup or bowl
and 1d4 cp
DONATIONS,
KNOWLEDGE AND PREDICTIONS
Beggars are a rich source of local information and predictions.
Players may donate money to a beggar and ask for
information or a prediction. After they hand over their coin, the
Judge rolls the beggar’s minimum price secretly.
If the price was met, make a Knowledge (local) check to determine if
the information given is correct or, if a
prediction was requested, roll to determine the chance of the
prediction being correct as detailed above. Regardless,
the beggar always answers the question asked (though with false
information if the donation was insufficient) or
provides a prediction of some sort. Only information about the city
and only predictions about the giver of the
donation are answered. It is important that players have only
sketchy knowledge about prices and chances.
Level |
Minimum Donation |
Knowledge (Local)* |
Divination Accuracy** |
1 |
1d6 cp |
+7 |
— |
2 |
2d6 cp |
+8 |
— |
3 |
1d6 sp |
+9 |
8% |
4 |
2d6 sp |
+10 |
10% |
5 |
1d6 gp |
+11 |
12% |
6 |
2d6 gp |
+14 |
14% |
7 |
3d10 gp |
+15 |
36% |
8 |
3d20 gp |
+17 |
40% |
9 |
4d20 gp |
+18 |
44% |
10 |
5d20 gp |
+21 |
48% |
Add 1d20 gp for each additional beggar level.
*Presuming the beggar selects Skill Focus [Knowledge (local)] at 1st
level, maximizes his ranks in Knowledge (local)
every level, has a beginning Intelligence of 12 and increases his
Intelligence by 1 point every 4 levels, thus gaining
an additional +1 bonus at 8th level.
**Presumes the beggar has an Intelligence of 12 and increases his
Intelligence by 1 point every 4 levels, thus gaining
an additional +1 bonus at 8th level.
BEGGAR DEFORMITY
TABLE
First, roll 1d6 to determine the table to consult. Then roll 1d6 for
the relevant feature.
1d6 |1. Handicap| 2. Scar |3. Religious |4. Ailment |5. Special |6.
Roll twice
1 |L. leg lame| eye missing |chants |leprosy |grossly fat
2 |R. leg lame |ear missing |babbles nonsense |retardation |deathly
thin
3 |L. arm lame |fingers/toes missing |condemns |filth fever
|exceptionally tall
4 |R. arm lame |nose disfigured |end of world |serious illness
|midget
5 |hunchback body |scars |coming of god |the shakes |stutters
6 |blind |burns |blesses randomly |cursed |magic item
Magic item: The Judge should roll one random magic item for this
single positive result.. The beggar possesses that item.
City Encounters
Cities and their teeming masses make for many and varied encounters.
From bumbling constables to garishly dressed houris, from thugs bent
on bodily harm to passing nobles, from scarred mercenaries to goblin
miners, the City State of the Invincible Overlord is no exception.
Generating random encounters that simulate these possibilities
requires a complex set of tables. Those tables are presented here.
Use them as you see fit. The encounter tables and subtables are
provided over the following pages in numerical and logical order.
Notes are provided to better explain results and to lead the Judge
to further tables, if required.
Because the tables require some time and attention, a prepared
Judge may be appropriately inclined to pregenerate a handful of
encounters and then use them as necessary as players adventure in
the City State. In fact, generating such random encounters ahead
of time may lead to adventure ideas.
The vast population of the City State of the Invincible Overlord
makes it impossible to provide full statistics for even a fraction
of the people and creatures living there.
Any persons or creatures encountered are not detailed here. The
Judge should consult theDMGfor generic NPC statistics, else
generate NPCs on an as-needed basis.
The many slaves, freemen, craftsmen, merchants, and nobles are
predominantly a faceless crowd. PCs are only going to involve
themselves in the affairs of a few of these individuals, leaving
us with a small dilemma. How can the Judge add color and vitality
to those few people the PCs choose to interact with? Much of this
is left to the Judge to decide. We have made an effort to make
this somewhat easier by providing base statistics for many of the
characters. The Judge must make decisions regarding the
personality, trade, and final equipment of any particular NPC, but
the base statistics should make creating a combat ready NPC using
the DMG much easier.
The people of the City State are drawn from all parts of the
world and, therefore, vary in skin color, dress, custom, and
religion. These differences are tolerated, and in most cases even
welcomed, as they are a sign of the massive mercantile trade
occurring here.
Note on Organization: relevant tables are grouped together and
are kept on one page (where possible). As a result of this logical
grouping, some pages may have blank space on them. This is
intentional. Additionally, the main tables are listed first.
Subtables, such as race, occupations and so on, are found later in
this chapter.
ENCOUNTERS Generally, random encounters occur while PCs are in
the streets, though these tables can be used with judicious
application of logic to generate random patrons or occupants of
the many numbered and unnumbered locations.
Do not confuse an encounter with a determination of whether or
not a street or location is populated. The streets of the City
State are full of all sorts of people during the day—beggars
calling for alms, passing nobles, priests hurrying to worship,
guardsmen and constables patrolling about, hucksters hawking their
wares, venders selling all manner of goods, slaves running errands
and so on. An encounter implies an interaction, not simply bumping
into someone on the street. It also implies that a person or
persons has singled out the PCs for some reason. Otherwise they
would simply pass on the street.
For an encounter you must determine two things: 1. Who or what is
encountered (the “Person” or “Thing”); and 2. Why they are seeking
to interact with the PCs (their “Intent”).
These tables help you answer those questions. You, then,
determine what happens from there.
USING THESE TABLES
For an encounter on the streets of the city, refer to the Streets
chapter. Each street has its own unique encounter table. Begin
with that table. Roll there first. Generally, those tables will
give a special encounter, no encounter or refer you back here. If
rolling on the specific Street encounter table refers you here,
begin with table 1, on the following page, to determine the type
of encounter.
STEP 1. WHO OR
WHAT IS ENCOUNTERED?
Roll on this table to determine who or what is encountered. This
table gets things rolling. Roll on a different part of the table
if the encounter is during the day or the night. Note that at
night there is a greater chance to encounter persons based on the
quarter of the city the PCs are in, as most people stick to their
specific quarter after sundown. Similarly, there is a greater
chance of both unusual and hostile encounters at night.
City Folk: These encounters are essentially even across all
locations in the city and are not unique to any region of the
city.
Unusual: These are always interesting.
Per Quarter: The “By Quarter” table generates an encounter that is
unique to a specific region of the city. The quarters of the city
are: Noble, Common, Plaza, Seafront, Merchant and Thieves’. See
the Introduction for the division of the city by quarters.
Special Encounter: These encounters indicate that something
happens to the PCs other than an encounter with people.
TABLE NOTES
NPC Level Range: This indicates the level range of the individual
encountered, which should be rolled by the Judge. See the Appendix
for examples of the class and level combinations for the various
persons
WHO OR WHAT?
Daytime Encounter
1–12. City Folk (Table 1A)
13. Unusual (Table 1B)
14–18. By Quarter (Table 1C)
19–20. Special Encounter (Table 1D)
Nighttime Encounter
1–8. City Folk (Table 1A)
9–10. Unusual (Table 1B)
11–17. By Quarter (Table 1C)
18–20. Special Encounter (Table 1D)
TABLE NOTES
NPC Level Range: This indicates the level range of the individual
encountered, which should be rolled by the Judge. See the Appendix
for examples of the class and level combinations for the various
persons encountered. If the encounter is a guard or constable (an
entry of “C” or “G,” see below) the level is as per a standard guard
or constable (see below and the City Folk Appendix) and is rolled
according to those tables and descriptions.
Money Carried: This only applies to actual individual encounters. If
the encounter is a guard or constable (an entry of “C” or “G,” see
below) they carry only 1d6 gp each. Women encountered carry double
the listed amount of money carried, though normally in the form of
jewelry.
RACE
Though you may use human as the default race encountered, you may
wish to randomly generate the race of the person or persons
encountered. Refer to the Race tables later in this chapter.
Once you have determined that your encounter is with a normal (or
sometimes not so normal) occupant of the city, you must
determine exactly who that encounter is with.
To use this table roll 1d20 to determine the Social Level (“SL”) of
the person encountered and cross-index that against the
result of a roll of 1d10 to determine the Hierarchy of the
individual, meaning the“class”of that individual. Using those two
results,
cross-index them on the table below and you have your encounter.
Encountered
Person Hierarchy
SL-(1d10) |
1 |
2 |
3–4 |
5–6 |
7–8 |
9–10** |
(1d20) |
Noble |
Gentleman |
Military |
Guildsman |
Merchant |
General |
LevelNPCRange |
MoneyCarried |
1 |
G* |
G* |
Gladiator |
Beggar* |
G* |
Slave |
1d6 |
1d4cp |
2 |
G* |
G* |
Page/Servant |
Laborer* |
G* |
Serf |
1d6 |
1d6cp |
3 |
G* |
G* |
Militia |
Apprentice* |
Huckster* |
Villaine* |
1d6 |
1d4sp |
4 |
G* |
ConstableorCleric |
Recruit/Mercenary |
Journeyman* |
Vendor* |
Freeman* |
1d6 |
1d4gp |
5 |
Page/Varlet |
Well Born
|
Guard/Garrison |
Master Craftsman |
Trader* |
Citizen* |
1d6 |
1d8gp |
6* |
High Born
|
Gentry |
Man at Arms
|
Expert* |
Monger* |
Bureaucrat |
1d12 |
2d6gp |
7* |
Thane |
Chevalier |
Cavalryman |
Guildmaster* |
Proprietor* |
Deputy Sheriff |
1d12 |
3d6gp |
8* |
Aristocrat |
Pretender |
Sergeant/Engineer |
C* |
Agent* |
Sheriff |
1d12 |
2d12gp |
9* |
Knight |
Magistrate |
Squire/Aide |
C* |
Magnate* |
C* |
1d12 |
2d20gp |
10* |
Count |
ChiefMagistrate |
Knight/Captain |
C* |
C* |
C* |
1d12 |
3d20gp |
11* |
Baron |
Lord Mayor |
Knight |
Bachelor |
C* |
C* |
2d8 |
4d20gp |
12* |
Viscount |
Patriarch |
Knight |
Banneret |
C* |
C* |
2d8 |
5d20gp |
13* |
Duke |
C* |
General |
C* |
C* |
C* |
2d8 |
6d20gp |
14* |
Earl |
C* |
ArmyCommander |
C* |
C* |
C* |
2d8 |
7d20gp |
15* |
Senator |
C* |
C* |
C* |
C* |
— |
2d8 |
8d20gp |
16* |
Royal Minister |
C* |
C* |
C* |
C* |
— |
4d6 |
9d20ggpp |
17* |
Prince |
C* |
C* |
C* |
C* |
— |
4d6 |
10d20gp |
18* |
Queen |
C* |
C* |
C* |
— |
— |
4d6 |
11d20gp |
19* |
King/Overlord |
C* |
C* |
— |
— |
— |
4d6
|
12d20gp |
20 |
God |
— |
— |
— |
— |
— |
n/a |
None |
G
= Guard
C = Constable
*Any encounter marked with an asterisk means additional rolls are
required. See below.
**Under the General Hierarchy roll 1d10 on the SL side of the chart.
If a spot is left blank, there is no encounter.
Companions: For every person encountered of SL 6 or above, they will
be accompanied by a number of companions equal to
their NPC Level Range. See the “Additional Rolls” section, below.
ADDITIONAL ROLLS
Some results are special or require additional rolls. Those results
are indicated in the table with asterisks after their entry and are
detailed below.
- Slaves: To determine their master, roll again on the table.
- Villaine, Freemen and Citizens: To determine the exact
occupation of these persons from the General Hierarchy, roll on
the “General Hierarchy Occupations” Subtable.
- Merchants: To determine the type of products the merchant
sells, roll on the “Merchants” Subtable.
- Guildsmen: To determine the exact occupation of any person
encountered from the “Guildsmen” hierarchy (except Beggars),
roll on the “Guildsmen” Subtable.
- Beggars: Beggars are a rich source of local information and
strange prophetic predictions and are handled separately. To
determine the number of beggars encountered roll 1d4. Consult
the Beggar NPC class in the Rules chapter for the special
abilities and characteristics of beggars in the City State.
- G: Indicates an encounter with a group of 2d6 City Guard or
Garrison operating in their official capacity. This is to be
distinguished from a result of SL 5 of the Military Hierarchy,
which is “Guard/Garrison,” and indicates the person is
encountered is a guard member but is not in his official
capacity and is “off duty.” Consult the “Guards and Constables”
section.
- C: Indicates an encounter with a group of 2d6 City Constables.
As with city guards, a “C” result is different than a result of
SL 4 of the Gentlemen Hierarchy, which is “Constable” and
indicates the person encountered is a constable but is not in
his official capacity and is “off duty.” Consult the “Guards and
Constables” section.
- Companions: For every person encountered of SL 6 or above,
they will be accompanied by a number of companions equal to
their NPC Level Range. Thus, a Cavalryman will be accompanied by
1d12 companions, while a Senator will be accompanied by 2d8
companions. Companions will be 1d6 SL ranks below their liege.
- Nobles and Gentlemen will also have and equal number of
bodyguards of appropriate level.
Unusual
Encounters Tables - 3d12
3. Beholder
4. Wight
5. Lammasu
6. 1d2 Vampire Spawn*
7. 1d3 Shadows*
8. Giant (roll for type)
9. 1d6 Harpies
10. Golem (roll for type)
11. Troll
12. 1d2 Temple Spiders
13. 1d3 Gargoyles
14. 1d3 Paladins (level 1d8+3)
15. 1d3 Rogues (level 1d6+3)
16. 1d6 Barbarians (level 1d4+3)
17. 1d4 Clerics (level 1d6+2)
18. 1d2 Wizards (level 1d8+3)
19. 1d2 Sorcerers (level 1d6+2)
Continued on next column
|
20. 1d3 Bards (level 1d6+2)
21. 1d3 Monks (level 1d6)
22. 1d4–1 Rangers (level 1d6+2)
23. 1d2 Carrion Crawlers
24. Griffon
25. 2d4 Stirges
26. Minotaur
27. Elemental (roll for type)
28. 1d6 Skeletons
29. Invisible Stalker
30. 1d3 Blink Dogs
31. 1d6 Zombies
32. 1d3 Winged Apes**
33. Wraith*
34. Vampire*
35. Mind Flayer
36. Gold Dragon (polymorphed) |
Roll 16, +1 if at night.
1d6 |
Noble |
Common |
Plaza |
Seafront |
Merchant |
Thieves’ |
1 |
Sheriff |
Dwarf |
Sharper |
Sailor |
Robber |
Apprentice |
2 |
Knight |
1d6Orcs |
Beggar* |
Sailor |
Guard |
Apprentice |
3 |
General* |
1d2Ogres |
Slaver |
Buccaneer |
Merchant* |
Footpad |
4 |
Gentlemen* |
Bandit |
Performer |
Pirate |
Merchant* |
Robber |
5 |
Noble* |
2d4Goblins |
Bard-level1d6 |
SeaCaptain |
Merchant* |
Burglar |
6 |
Noble* |
1d3Barbarians |
Mercenary |
Beggar* |
General* |
Cutpurse |
7 |
Cutpurse |
1d6Dire Rats
|
Unusual* |
PressGang |
Cutpurse |
1d4Wererats |
Unusual: Roll on Table 1D, the “Unusual Encounters” Table.
General: This result means you must roll 1d20 on Table 1A, the “City
Folk Encountered” table, and check your result on the “General
Hierarchy” column.
Gentlemen: This result means you must roll 1d20 on Table 1A, the
“City Folk Encountered” table, and check your result on the
“Gentlemen Hierarchy” column.
Noble: This result means you must roll 1d20 on Table 1A, the “City
Folk Encountered” table, and check your result on the “Noble
Hierarchy column.
Merchant: This result means you must roll 1d20 on Table 1A, the
“City Folk Encountered” table, and check your result on the
“Merchant Hierarchy” column.
Beggars: Beggars are a rich source of local information and strange
prophetic predictions and are handled separately. For more
information on any beggars encountered, consult the “Beggars”
section later in this chapter.
SPECIAL
ENCOUNTERS
SPECIAL ENCOUNTERS TABLE
1d20 Result
1. Expectorated upon
2. Dishwater poured on from above
3. Meathook from above
4. Chamber pot emptied upon
5. Clay pot hits (1d2 damage)
6. Brick hits (1d3 damage, Fort save DC 10 or stunned)
7. Runaway Carriage (Ref save DC 10 or 2d6 damage)
8. Street caves in beneath feet (Ref save DC 10 or 1d6
damage)
9. Impress gang (Thugs equal to number of PCs) grabs PC
10. 1d4 Wererats attempt to kidnap PC
11. Beggar*
12. 1d3 Drunks
13. Messenger
14. 1d3 Performers
15. Lamplighter
16. Buffoon (roll on City Folk table) attempts Reparte (see
Rules chapter)
17. Vigilantes*
18. Town Crier*
19. Fugutive
20. Hypnotist |
TOWN CRIER SUB-TABLE
1d8 Result
1. Call to Arms (general)
2. Orcs of the Purple Claw sighted from the wall
3. Special Occurrences (Roll below)
4–6. All’s Well.
7–8. Proclamation
PROCLAMATION SUB-TABLE
1d10 Result
1. Due to recent insurrection no armor may be worn for 1
week
2. Submission: all persons must register city of allegiance
3. Special bounty for an outlaw announced
4. Head tax on non-citizens (1 gp each)
5. Gladiator game and grand tourneys announced
6. All temples may impose special tax (4 sp per person)
7. Heroic soldier made a knight
8. No fires or lights allowed tonight
9. Noble’s death, mourners given right of way, festivals
tonight
10. Birth of prince or noble, festivals tonight
|
SPECIAL OCCURRENCES SUB-TABLE
1D20 Result
1. Caravan arriving/departing
2. Cavalry call to arms (excluding knights)
3. Footmen call to arms (excluding knights)
4. Stagecoach robbed/missing
5. Fire (5% chance to spread, roll random quarter)
6. Epidemic outbreak (roll 1d6, 1–5. in common
quarter, 6. roll quarter randomly)
7. Ship arriving/departing
8. Noble’s birth/death (roll SL, excluding 18–20)
9. Holiday/Day of Mourning proclaimed
10. Execution coming up
11. Gladiator festival today
12. Battle result announced (distant army)
13. Curfew announced (goblins were loose in the city last
night)
14. Gates locked (outlaw/spy sighted)
15. Spell use illegal today (enemy wizard loose)
16. Jail Break (5 gp reward per person, 3d6 escapees)
17. Emergency tax for Overlord (1 sp per person)
18. Extra month’s pay for army volunteers
19. War declaration/Peace treaty
20. Weapon/horse confiscation (avoid with Diplomacy check DC
20, modified by character’s SL if any)
|
STEP 2: REASON
FOR THE ENCOUNTER
Now that you know who or what is involved you need to know why they
are encountering the PCs. Feel free to use your own judgment, of
course. Roll 1d6 on the table below for inspiration.
GUARDS AND CONSTABLES
If the encounter is with guards or constables (“G” or “C” on the
City Folk table), refer to the “Guards and Constables” section later
in this chapter to determine their unique reasons for interacting
with the PCs.
RACE
Once you have determined the type of City Folk encountered, you may
wish to determine the race of the persons encountered. The following
tables reflect the racial composition of the City State. If you do
not wish to generate race, you may use a default of Alryan, a type
of human.
See the Player’s Guide to the Wilderlands for more details on the
races of the Wilderlands. If you are not using that book, then
simply default to “human.”
REASON FOR THE ENCOUNTER
1d6 Result
1. Attack by surprise, see sub-table
2. Attack, see sub-table
3. Slanders or insults PC(s)
4. Questions PC(s)
5. Has proposition for PC(s), see sub-table
6. Seeks aid from PC(s)
ATTACK SUB-TABLE: REASON FOR ATTACK
1d20 Result
1. Mistaken identity
2. Doesn’t like PC(s)’ looks
3. Doesn’t like PC(s)’ perceived class
4. Alignment hatred, if obvious, otherwise 2 above
5. Race hatred
6. Robbery/theft
7. Lust
8. Temporary insanity/berserk
9. Imagined slight
10. Clan hatred
11. Doesn’t like PC(s)’ NPCs, if any, otherwise 2 above
12. Doesn’t like PC(s)’ clothes
13. Thinks PC(s) look sneaky
14. Interfering with plans
15. In the way
16. Drunk
17. Religious hatred
18. Revenge
19. Jealousy
20. Capture, see sub-table
CAPTURE SUB-TABLE
1d6 Result
1. To sacrifice
2. To use as decoy
3. To sell as slave
4. To ransom
5. To use in prisoner exchange
6. To impress into unit/work detail
PROPOSITION SUB-TABLE
1d6 Result
1. Challenge
2. Search
3. Task/Mission
4. Work offer
5. Sexual
6. Ruse to kidnap PC
|
RACE
d% Result Sub-categories
1–72 Human* See Table 1.1B, below
73–88 Dwarf (1–40 City, 41 Deep, 42–50 Hill, 51–00 Mountain)
89–93 Halfling (1–65 Common, 66–80 Highland, 81–00 Stouts)
94–96 Elf (1 Dark, 2–60 High, 61–64 Grey, 65–66 Mer, 67
Northern, 68–75 Southern,76–80 Wood, 81–00 Half–elf)
97–00 Other See Table 1.1C, below
HUMANS
d% Human Subtype*
1–34 Alryan
35–36 Antillian
37–38 Common Avalonian
39 Common Orichalan
40–42 Dunael
43 Ghinoran
44 Gishmesh
45 Karakhan
46–47 Skandik
48–75 Tharbrian
76–94 Altanian
95–98 Amazon
99 Avalonian
00 Other human
Other Human: Judges may insert other human or humanoid races
that are very rare
OTHER NON-HUMAN RACES
d% Race
1–35 Goblin
36 Bugbear
37–39 Merfolk
40 Centaur
41–45 Orc
46–55 Gnome (1–85 City, 86–88 Forest,
89–99 Lightelf, 00 Red Cap)
56–70 Half–orc
71–80 Houri
81 Common Viridian
82 Cavemen
83 Hawk Folk
84 Dorin
85 Elphan
86 Elritorn
87 Demonbrood
88–90 Gnoll
91–93 Kobold
94–95 Ogre
96 Orichalan
97 Demi-giant
98–99 Hobgoblin
00 Other non-human
Other Non-human: Judges may insert other human or humanoid
races that are very rare
|
CITY FOLK
Several general categories exist that need to be discussed. The
flavor of the City State is such that some explanation is required.
SLAVES
Slavery is simply considered a fact of life in the City State. It is
considered neither good nor evil, though it does tend to draw the
ire of certain people. Slaves are usually considered valuable assets
that are expensive to feed and maintain, as such, they are usually
treated well. Slaves tend to have backgrounds as common laborers,
craftsmen, or guards, but more elite slaves with specialized skills
are not unheard of.
FREEMEN
The bulk of the City State’s population consists of freemen, a
classification that includes local or visiting merchants, laborers,
craftsmen, and individuals practicing various trades. If one is not
a slave, a noble, a knight, or a guardsman of some sort, then one is
considered a freeman.
NOBILITY
Nobles of the City-State have many backgrounds: some are wealthy
merchants, some are country landowners keeping city quarters, some
are diplomats from foreign lands and others are heir to massive
fortunes or local titles. They rarely travel out of their townhomes
without a small (or sometimes large) clutch of retainers, servants,
and guards. They tend to be haughty, arrogant and condescending
towards those of lesser status. Many elite nobles also attain a
knightly rank in the Overlord’s court.
KNIGHTS
The knighthood is a relatively recent addition to the social and
military political landscape. Knights encompass many different
elements of the social spectrum. A knight might be anything from a
wandering mercenary possessed of a horse and heavy armor to a local
noble fulfilling his familial duty to the Overlord. All knights are
bound to a complex code of ethics that deplores the use of magic
spells of broad effect in warfare, encourages the taking of helpless
captives prisoner for ransom and demands chivalrous service to the
Ladies of the City State. Socially (though not necessarily
martially), the lowest rank of knighthood is the Knight Errant.
Knights Errant are wandering knights who may or may not be of noble
birth. They adhere to the tenets of knightly behavior and chivalry,
but they have no permanent lord. Instead, they swear fealty to a
patron, in this case the Overlord. Once sworn, they serve loyally
and seek promotion in the Overlord’s Inner Circle of Knights; in the
rare case that a Knight-Errant chooses to leave, he must submit to
the Overlord for the acts he must fulfill in order to leave service,
usually an extensive campaign. A mounted soldier who is unsworn or
does not subscribe to knightly codes of behavior may find service in
the cavalry.
Most Knights Errant aspire to gain rank, favor and entrance to the
Knights of the Inner Circle. Upon completion of their third campaign
in the Overlord’s name, a Knight Errant may be promoted to Knight
Bachelor and reassigned to a smaller unit. These promotions
sometimes come about as a result of uncanny bravery or martial
prowess on the battlefield. Knights Bachelor are usually assigned a
squire and may petition the Overlord’s court for a grant of land.
Knights Bachelor may also be nobles who have received a land grant
from the Overlord; any noble grantee assumes this Knightly rank and
obligation, regardless of military background. Thus, there is a
great disparity in martial ability between the fighting men and
nobility in this knightly rank. Upon promotion, a Knight Bachelor is
assigned to the company of a Knight Banneret, and may eventually
become one himself.
As with the promotion to Bachelor, a Knight Errant or Knight
Bachelor demonstrating uncanny bravery or prowess may be promoted to
Knight Banneret, which always includes a grant of land from the
Overlord if the knight is not already a landed noble. These men are
permitted to ride under their own banner, or the banner of their
noble house. The division between professional knights and noble
knights is even more pronounced at this rank. A noble Banneret will
often gather to him knights that are exclusively of his noble house,
while a Banneret who achieved his rank on a campaign often surrounds
himself with Bachelors who have ridden with him in battle. Bannerets
and their retainers often serve the Overlord’s court or their patron
noble houses on small specific errands: as escorts, messengers and
enforcers. When not on campaign or attending the Overlord’s court,
these landed knights are often compelled to return to their
strongholds to manage local disputes or quell rebellion. A Banneret,
especially one of military background may also command the body of
troops known as a battle.
GUARDS AND
CONSTABLES GUARDS
An encounter with guards means an encounter with a group of guards
on duty. Unlike constables, guards are well trained and competent
since their positions are based on military service rather than
social status.
Type of Guards Encountered: There are a number of different types of
guards. Roll 1d4 on the following list:
1. Guards. The highest level type of guard, the guard normally wear
chainmail, carry large shields and are armed with longswords and
maces. They are Ftr3–6s, led by a captain of 2 levels above the
level of the men. Guards are normally found at main gates, official
functions or important locations.
2. Guardsmen. The “rank and file” of the guard, guardsmen normally
wear chainmail, carry large shields and are armed with longswords.
They are Ftr1–3s with a lieutenant of 1 level above the level of the
men.
3. Garrison Troops. Common soldiers of the garrison, garrison troops
are young soldiers. They normally wear studded leather armor, carry
small shields and are armed with shortswords and longspears. They
are War1– 3s with a sergeant of Ftr level equal to the War level of
the men.
4. Militia. The conscripted militiamen are unarmored, carry small
shields and are armed with shortspears. They are War1–2s. They may
have an appointed leader for chain of command purposes, but he is of
the same level as the other men.
Number encountered: Regardless of type, an encounter with guards
always means 2d12 of the stated type.
CONSTABLES
Constables of the City State are characterized by their bumbling
ineptitude. Their positions are normally filled by social level. As
is common with the lowest rung of the higher social levels, they
tend flaunt their social standing and show contempt for those of
lower social level. Constables rarely try to increase their social
standing as it would mean leaving the lowest rung of the Gentleman’s
Hierarchy for Deputy Sheriff in the General Hierarchy.
Number encountered: An encounter with constables always means a
group of 2d6 constables.
ENCOUNTERS WITH GUARDS AND CONSTABLES
Unless the PCs give the guards reason to act otherwise (such as
seeing the PCs commit murder) matrix the result of 1d6 and 1d10 on
the following chart to determine the guards’ or constables’
interaction with the characters.
Guards will try to summon constables and arrest PCs who they believe
to be breaking the law or causing trouble. Generally, guards
attempt to subdue persons they attempt to arrest with non-lethal
damage unless the suspects use deadly force in return.
ENCOUNTERS
WITH
GUARDS
AND CONSTABLES
TABLE
|
1 |
2 |
3 |
4 |
5 |
6 |
1.
Suspect* PCs of |
Smuggling* |
Pilfering* |
Cheating* |
Spying* |
Runaway* |
Other Crime* |
2.
Inquire PCs of |
Home |
Tavern |
Ship |
Outlaw |
Armor |
NPC |
3.
Command PCs to |
Drop weapon |
Lie down |
Halt |
Go home |
Hands up |
Run |
4.
Search PC’s |
Everything |
Bags |
Clothes |
Boots |
Weapons |
Bottles |
5.
Shake down for |
Weapon |
2 sp |
10 sp |
2 gp |
10 gp |
10 gp each |
6.
Impress 1 day to |
Clean weapon |
Cook |
Dig |
Rake |
Plaster |
Guard |
7.
Help PCs with |
Carry bags |
Guide |
Warning |
Alms |
Defend |
Find item |
8.
Offer PCs |
Information |
Female |
Pet |
Drink |
Food |
Ride |
9.
Demand |
Bandages |
Arrows |
Water |
Oil |
Leather |
Help |
10.
Ask for |
Information |
Cloak |
Drink |
Food |
Straw |
Wood |
*Unless
their suspicions are assuaged by a successful Diplomacy check (DC
12) or other appropriate action (bribery, etc), the guards or
constables attempt to arrest the PCs. See the “Crime and Punishment”
chapter.
Arrest: In addition to the asterisked situations above, if the
guards or constables discover any information or item as a result of
their encounter with the PCs that lead them to believe a crime has
been committed, they will arrest the PCs or summon others to do so
HIERARCHY
OCCUPATIONS
Roll |
1.Official/Fiducail |
2.Services |
3.Handler/Trainer |
4.Performer |
5.Clerical |
6.Miscellaneous |
1 |
Moneylender |
Teacher |
Shepherd |
Dancer |
Stockboy |
Leech(doctor) |
2 |
Moneychanger |
Maid/butler |
Cowpoke |
Actor |
Clerk |
Undertaker |
3 |
TaxCollector |
Bathboy |
Horsetrainer |
Minstrel |
HeadClerk |
Pawnshopkeeper |
4 |
Banker |
Doorman/bouncer |
AnimalTrainer |
Jester/buffoon |
Manager |
Zookeeper |
5 |
CourtClerk |
WetNurse |
BirdTrainer |
Puppeteer |
— |
Tavernkeeper |
6 |
Bureaucratic |
Barkeep |
GladiatorTrainer |
CircusPerformer |
— |
Innkeeper |
7 |
— |
Porter/bearer |
— |
Fortuneteller |
— |
Launderer |
8 |
— |
Messenger |
— |
Orator |
— |
Barber |
9 |
— |
Secretary/aide |
— |
— |
— |
Butcher |
10 |
— |
Attendant |
— |
— |
— |
Baker |
11 |
— |
Cook |
— |
— |
— |
Candlestickmaker |
12 |
— |
Warehouseman |
— |
— |
— |
Hunter |
13 |
— |
— |
— |
— |
— |
Pipeweed Grower
|
14 |
— |
— |
— |
— |
— |
Wagoneer |
15 |
— |
— |
— |
— |
— |
Hypnotist |
16 |
— |
— |
— |
— |
— |
TownCrier |
17 |
— |
— |
— |
— |
— |
Lamplighter |
18 |
— |
— |
— |
— |
— |
Mountaineer |
19 |
— |
— |
— |
— |
— |
Fisherman |
20 |
— |
— |
— |
— |
— |
Trapper |
OCCUPATIONS AND
MERCHANT WARES
If the person or persons encountered from the General Hierarchy on
the City Folk Encountered Table , right, are villaines, freemen or
citizens the Judge can determine the occupation of the person
encountered using this table.
First roll 1d6 for the occupation of the villaine, freeman or
citizen. Then, using the appropriate die, determine the specific
occupation.
GUILDSMEN OCCUPATIONS
All persons except beggars from the Guildsmen Hierarchy from the
City Folk Encountered Table , next page, have a trade. That trade
can be determined using the following table. Not all trades have a
strong guild affiliation, having grown from barbarian ancestry.
Those without solid guilds are considered “tradesmen.”
MERCHANTWARES
Use this table to determine what types of wares a particular
merchant deals in. First, roll 2d6 to determine whether the merchant
deals in Common, Rare or Extraordinary goods. Then roll on the
appropriate table to determine the specific type of goods.
GUILDSMEN OCCUPATIONS
Roll 1d6 and 1d10, with the 1d6 as the “tens” digit and the
1d10 as the “ones” digit. Thus a roll of a 6 on the 1d6 and
an 8 on the 1d10 would be 68. |
Continued from 1st column
|
CATEGORY OF GOODS
1d12 Category
2–8 Common
9–11 Rare
12 Extraordinary
|
10 Accountant
11 Alchemist
12 Architect
13 Armorer
14 Artist
15 Assassin
16 Astrologer
17 Astronomer
18 Author
19 Beggar
20 Boatmaker
21 Bootmaker
22 Botanist
23 Bowmaker
24 Bricklayer
25 Carpenter
26 Carpetmaker
27 Carver
28 Courtesan
29 Engineer
Roll Guild
30 Executioner
31 Fletcher
32 Geologist
33 Glass-blower
34 Goldsmith
35 Hatmaker
36 Inkmaker
37 Interpreter
38 Jeweler
39 Lampmaker
40 Leather craftsman
|
41 Litigation trickster
42 Mason
43 Miner
44 Magic user
45 Mercenary
46 Metal worker
47 Navigator
48 Perfumer/dyer
49 Pitchmaker
Roll Guild
50 Poet/bard
51 Potter
52 Roofer
53 Ropemaker
54 Saddlemaker
55 Sailmaker
56 Sculptor
57 Sailor
58 Sage
59 Smith
60 Shipbuilder
61 Slaver
62 Scribe
63 Thief
64 Tailor
65 Tanner
66 Weaver
67 Wig/mask maker
68 Wheelwright
69 Winemaker |
TYPE OF GOODS
Roll Category
Roll
|
Common (1d8) |
Rare (1d20) |
Extraordinary (1d10) |
1 |
Foodstuffs |
Armor |
Magic weapons |
2 |
Wine |
Weapons |
Magic armor |
3 |
Beer |
Foundry |
Magic items |
4 |
Clothing |
Horses |
Magic scrolls and books |
5 |
Small livestock |
Cattle |
Potions |
6 |
Rope |
Shipyard |
Fantastic creatures |
7 |
Tools |
Leather goods |
Fantastic creature eggs |
8 |
Feeds and seeds |
Wagon caravan |
Fantastic creature parts |
9 |
— |
Hotelier |
Poisons and alchemical items |
10 |
— |
Spices |
Maps |
11 |
— |
Rugs/Tapestries |
— |
12 |
— |
Building supplies |
— |
13 |
— |
Books/art objects |
— |
14 |
— |
Quarry/Mines |
— |
15 |
— |
Precious gems/Metals |
— |
16 |
— |
Timber/Pitch |
— |
17 |
— |
Perfume/Soap |
— |
18 |
— |
Showman |
— |
19 |
— |
Processed foods |
— |
20 |
— |
Shipping line |
— |
|
STREETS AND SHOPS
Introduction to Streets and Shops
The City State of the Invincible Overlord is a large city, full of
many small perils, as well as larger threats. As seen on the map,
many locations have generic names such as “Saddle Shop.” This is
because few shops have signs or names, and those with signs usually
have only symbols representing the wares they offer. There are many
minor items that citizens of the City State know well, and travelers
had better learn quickly.
The DM should be familiar with the following points when examining
different locations in the City State:
- • It is against the law for any merchant, innkeeper, vender,
etc. to make change unless he has a moneychanger’s license.
Patrons asking for change are threatened with legal action.
- • Every shop, tavern, inn, and similar establishment has 1d4
slave grooms to guard horses for patrons.
- Most (60%) have extra slaves (2d6) that perform other menial
tasks. Any additional slaves or servants are mentioned in the
descriptions of individual locations.
- • During daylight hours there are at least 3d6 pedestrians and
1d6 horsemen on any major street. • No stranger will interfere
with, or aid another, even if the law is broken. Citizens of the
City State find survival is much easier if they simply look the
other direction.
- • Alleys are always empty unless an encounter is rolled. There
is a 20% chance of blockage by wagons, horses, or goods and a
10% chance an object might drop or fall from above (Ranged +4,
2d4 points of damage).
- • Gambling is legal in the City State and games of some type
are played in almost every tavern, inn, or barracks one might
visit. The Judge should decide how to adjudicate gambling. This
book offers a new gambling skill, but other methods can be used
as well.
- • Common and Barbarian are the major languages spoken in the
City State. All vendors, shopkeepers, and innkeepers of any race
understand these two languages as do a majority of the citizens.
- • Various creatures and NPCs of extremely disparate alignments
reside together in the City State. Trolls, gnolls, kobolds,
goblins, orcs, and even giants are seen occasionally on the
streets. Fear of the law, and the bloody riots that can and
sometimes do occur, helps keep violence between various
creatures and beliefs in check.
- • Slavery is both legal and normal in the City State. It is
not considered evil and, although very low in social status,
slaves do possess a modicum of rights and protections. In some
cases, slaves are more carefully protected and cared for than
commoners. The City State is now yours, make it so. Any or all
of the above can be changed to fit with your game world or
simply to match what you want your version of the City State to
be.
NPCS OF THE CITY STATE
The statistic blocks presented with each shop location present only
the barest minimum of information required to use an NPC in a game.
The Judge needs to add their own details to the different
personalities and locations discovered here. In the event further
statistics are needed the Judge may refer to NPC generation tables
in the DMG and to the PHB for character statistics and abilities.
NPC WEALTH
A majority of shopkeepers and merchants have their wealth tied up in
their shops, wares, and slaves. A few shopkeepers and NPCs might be
extraordinarily wealthy through inheritance, good business
practices, adventuring, or simple luck. Thus, the gear and coins
carried by many of the NPCs do not follow the wealth guidelines
presented in the DMG. The Judge can choose to add additional items
to the NPCs if they desire.
GENERAL ITEM
STATISTICS
Various shop owners and citizens of the City State protect their
wealth by storing it in sturdy cashboxes, strongboxes, chests, or
trunks, or by hiding it carefully, and often both. Rather than
listing individual statistics for each and every item general
statistics for standard items are included here. Sometimes an item
has small differences from the norm, in such cases the changes, and
only the changes, are mentioned parenthetically after the item. For
example, a cashbox with a particularly difficult lock might be
listed: cashbox (Open Lock [DC 35]). General statistics are also
provided for doors and windows. When a shopkeeper is out, or closed,
windows are protected by wooden shutters that close from the inside
and can be barred shut. Doors are also locked or barred when a shop
or tavern is closed.
- Strong Wood Door: 2 in. thick; Hardness 5; hp 20; Break (DC 25
when barred or locked); Open Lock (DC 25). Most outer doors are
made of sturdy, hard woods such as oak and reinforced with iron
strips. The majority of doors are barred from the inside as
complex locks are expensive. Doors are usually left open or
unlocked when a shopkeeper or tavern owner has trusted slaves or
employees to watch the premises.
- Window Shutters: 1 in. thick; Hardness 5; hp 10; Break (DC 25
when barred). Slatted window shutters are the norm in the City
State, at least for those that risk having windows at all. They
are almost always barred shut at night to keep burglars out.
- Cashbox: 1/2 in. thick; Hardness 10; hp 15; Break (DC 28);
Open Lock (DC 25). Cashboxes vary in size and shape, but are
usually relatively small. Most are made of iron or a similar
metal and possess small slots in the top for slaves or servants
to insert payments into. Locks vary in quality, some being very
poor and others being extremely well made.
- Strongbox or Lockbox: 1 in. thick; Hardness 10; hp 30; Break
(DC 28); Open Lock (DC 25). Strongboxes are larger, sturdier,
and often far better protected with traps and difficult locks.
- Wood Chest: 1 in. thick; Hardness 5; hp 20; Break (DC 25);
Open Lock (DC 25). Wood chests are made of very sturdy hardwoods
with metal reinforcement throughout. Locks vary in quality and
some chests simply don’t have locks at all.
- Banded Chest: 1 in. thick; Hardness 5; hp 30; Break (DC 28);
Open Lock (DC 28). Banded chests are made of very sturdy
hardwoods and reinforced with thick metal bands and heavy
rivets. Most banded chests have secure locks along the
reinforcing bands.
- Stone Chest: 4 in. thick; Hardness 8; hp 60; Break (DC 28);
Open Lock (DC 28). Stone chests, while rare, are sturdy and
extremely heavy. Anyone spending money on such a chest always
includes a complex locking mechanism, sometimes several, and
often special mechanical traps.
- Metal Chest: 2 in. thick; Hardness 10; hp 60; Break (DC 28);
Open Lock (DC 30). Metal chests are costly, heavy, and
effective. Complex locks and traps are almost always used to
protect such fine chests.
- Trunk or Foot Locker: 2 in. thick; Hardness 5; hp 40; Break
(DC 28); Open Lock (DC 28). Large, sturdy trunks are often used
to store a variety of clothing and valuables. Trunks and
footlockers often have complex locks and are sometimes protected
by traps.
- Safe or Vault: 6 in. thick; Hardness 10; 300 hp; Break (DC
28); Open Lock (DC 35). Safes and vaults are generally extremely
heavy and difficult to move in addition to being hidden from
sight and protected by difficult locks and traps.
- The above statistics are provided as a base for the Judge to
begin with. If your world is metal poor, wood poor, or stone
poor the types of chests, doors, and windows present might be
different. The statistics above can be used as a starting point
to determine new statistics for almost any item.
Rumers and Legends
As the PCs travel the City State they come across a wide variety of
people and creatures possessing various bits of knowledge. The
rumors and legends the PCs might hear in their wanderings can lead
to a wide variety of adventures. Some rumors are, of course, false,
distorted, or merely partial truths capable of getting the unwary
into a great deal of unwelcome trouble.
RUMORS
Rumors usually deal with local events that occurred recently or are
ongoing. They can include items as simple as certain people are
recruiting for a job, or as strange as a comment like, “Hey, aren’t
you the one that angry ogre is looking for?” As a source of
information, rumors are rather “iffy” and can often cause more
trouble than they are worth. Rumors can be heard anywhere on the
street with a simple Gather Information check (DC 12). Generally, no
more than one rumor per hour can be collected, but this rate is
doubled in taverns, inns, and other crowded areas. The Judge may
choose randomly from the table provided below, or simply create
their own set of rumors fitting into their game world and prepared
adventures. Many of the rumors provided on the table below require
no action by the PCs, unless they wish to do something, but are
there to add color and life to the City State.
The wide collection of rumors below can be chosen randomly by
rolling 3d20 and consulting the list below. This list should not be
considered complete, any range of rumors can be added or substituted
and not all rumors need to be true.
1d20 Legend
1. A lich hidden in the Dearthwood has created an army of magically
created giants known as the “cauldron-born.”
2. The “Citadel of Argrat,” a lich’s stronghold, is the resting
place for the Empire Stone, a magical gem worth at least 40,000 gp.
3. A pack of owlbears living in a cave 10 miles north of the city
possesses the magical “Owlbear Shield” (a +2 large shield) that
protects them from all attacks.
4. A balor and an army of shadows watches over the “City of
Shadows,” an Altanian ghost city 120 miles to the southwest.
5. An exiled fleet commander built an extravagant, jewel-encrusted
palace on a bluff overlooking the sea 85 miles to the northeast.
6. Storm giants have a flying citadel that has been seen near an
area known as “Harridan’s Gap.”
7. There is a chamber 6 levels beneath the City State with gem
encrusted walls.
8. A vast amount of magical items was buried with Sakarra, an
ancient Sea King buried in a pyramid 400 miles to the southeast.
9. Bandvares the Thinker, a powerful sorcerer, plays life-size games
of chess with living fighters in a small town 60 miles to the west.
10. Ermanarik the Old King, the despot buried in the old ruins just
outside the city, has returned from the dead to avenge himself on
the nobles.
11. A medusa wandering the sewers beneath the City State carries the
Ring of Mathlivifran the Master (gem encrusted +2 ring of
protection).
12. An amazon of unearthly beauty lures travelers off Rorystone Road
to their deaths.
13. The City of Brass, home to the King of Efreets and Djinns, is
located 560 miles to the west.
14. Koretina, a beautiful sorceress, was condemned to haunt the
Howling Hills until finding a “worthy partner” by a demon she
conjured to answer foolish questions of love.
15. Weretigers deep inside the Dearthwood worship an emerald-eyed
idol of Bast.
16. Shadows protecting the entrance to the tombs of the forgotten
kings in the Despot Ruins inflict a painful, wasting disease known
as the “Red Death” on all they touch.
17. The Cunning Mounse, a polymorphed fighter, discovered a
miniature palace populated by civilized mice beneath a woodpile near
Ferd’s Ferry.
18. The Druid Stone, a pilgrimage destination for druids, is a large
meteorite that fell in Mermist Swamp.
19. The Jade Breastplate, magical armor that deflects all breath
weapons, is buried in the Redoubt of the Dead.
20. Quarreling fire giants in a cave complex 230 miles west of the
City State create so much noise that the mountains quake
DRAGONTALES
The following legends deal with dragons, frightening beasts often
spoken of in mere whispers due to the fear they engender. If a
legend in the table above comes up more than once, the Judge can
choose from one of these legends by rolling a d6 and consulting the
list below.
1d6 Legend
1. Wolfstone Orm, an adult red dragon, hides the “Banner Disc,” an
item that incites fearlessness in all fighters within a 30 ft.
radius, in its sizable hoard.
2. An adult green dragon known as the “Great Gryf” carries off bards
and singing travelers for his own entertainment.
3. Powerful adventurers hunting Guttorm the Green Death, a very old
green dragon, in Mermist Swamp did nothing more than add “Jaguar
Paw” (a +3 neutral longsword) and “Bright Stinger” (a +3 good
dagger) to his hoard.
4. The Flame of Norvi-Ridge, a juvenile red dragon, is offering a
portion of his sizable hoard to any wizard willing to tutor him in
the magical arts.
5. The Ancient Terror, a highly intelligent ancient blue dragon,
lives 120 miles southwest of the City State in a citadel he took
from the dwarves that created it. His hoard is full of dwarven
artifacts.
6. A beautiful princess lies frozen in the lair of a great white
wyrm, 60 miles north of the City State in Dwarven Mountain
Territory.
STREET ENCOUNTERS
Each street has its own unique daytime encounters. Roll a d20 and
consult the tables below when the PCs enter the named street and for
each 30 minutes they remain. At night, use the Night Time Encounter
Table from the City Encounters chapter, regardless of street.
Use the City Encounters chapter to determine other encounters as
indicated below.
BARTER STREET
This short route between the Street of Crafts and Silk Merchant
Street is plagued by street urchins and beggars.
1–4. Surrounded by 2d6 street urchins demanding 1 cp each to go away
5–6. Accosted by beggar seeking alms
7–10. Use the City Encounters Chapter
11–20. No encounter
BEGGAR’S STREET
The long road varies in width as it stretches from Murky Street to
Twilight Road and is known as a haven for beggars.
1–14. Accosted by a beggar seeking alms; some may have a dagger or
be a spy or a thief
15. Use the City Encounters Chapter
16–20. No encounter
BELFRY STREET
This wide lane runs from Ox-Cart Road just inside the North Gate to
Silk Merchant Street. It is plagued by stirges that must have an
undiscovered home someplace.
1–6. Attacked by 1d6 stirges.
7–8. Use the City Encounters Chapter
9–20. No encounter
BRAZIER STREET
The short lane leading off Belfry Street to pass behind several of
the larger temples is known as Brazier Street.
1–6. 2d6 temple goers (any PC or NPC class, level 1–3)
6–8. 2d6 vendors or hucksters
9–14. Both 2d6 temple goers (as above) and 2d6 vendors or hucksters
15–17. Use the City Encounters Chapter
18–20. No encounter
BY-WATER ROAD
By-Water Road passes numerous shops and taverns as it heads south
from Twilight Road to wind along the edge of the Estuary of
Roglaroon before meeting Fog-Street. The vast numbers of shops and
taverns means that there are always at least 3d6 pedestrians in the
road at all times of the day (though not the night).
1–10. Horse race between 1d12 mounted riders. There is a 1–12 on
1d20 chance that a horse race could run a party off the road,
forcing them to seek refuge in a shop or alley, and a 1–2 on 1d20
chance that someone particularly slow might even be run over (3d6
damage from trampling, Reflex save DC 12 to avoid)
10–16. Use the City Encounters Chapter
17–20. No encounter
CARAVAN STREET
A wide, lantern-lit lane extends from Regal Street to the east, past
Wailing Street to the west passing by various shops, as well as the
City Jail and the School of Ancient Knowledge. The street is
frequented by large caravans.
There are always 3d6 pedestrians and 1d6 horsemen here at all times
of the day (though not the night).
1–6. Passing caravan causes a 5d6 minute travel delay
7–14. Use the City Encounters Chapter
15–20. No encounter
CARAVAN STREET
The large, winding alley south of Caravan Street is almost as well
traveled as many streets in the city.
Unfortunately, the dirt here swiftly turns to a thick mud that can
delay movement.
There are always 2d6 pedestrians and 1d4–1 horsemen present at any
time of the day (but not at night).
Regardless of encounters, there is a 1–6 on 1d20 chance that the
road is extremely muddy, cutting movement speeds in half.
1–12. Use the City Encounters Chapter
13–20. No encounter
CONSTABLE’S
STREET
More an alley than a street, this gravel road leads from the back of
the Constable’s barracks to Twilight Road.
Travelers without any apparent purpose stand a small chance of being
arrested for loitering (1–3 on 1d20).
1–8. 1d8 constables
9–12. Use the City Encounters Chapter
13–20. No encounter
STREET OF CRAFTS
The Street of Crafts winds its way through the northeast corner of
the City State touching on various alleys and streets while
passing by the shops and stalls of various craftsmen. Narrow, and
popular, there is a 1–7 on 1d20 chance that the street is blocked by
carts or carriages delivering or picking up goods causing a delay of
4d4.
There are always 2d6 pedestrians and 1d6 vendors here at all times
of the day (but not the night).
1–8. Use the City Encounters Chapter
9–20. No encounter
CROSSROAD
This short, wide road crosses from the Street of Maelstroms over to
Regal Street, passing the end of Ox-Cart Road.
1–8. An enraged ox attacks the nearest party member
9–14. Use the City Encounters Chapter
15–20. No encounter
CUTPURSE ROW
Cutpurse Row trails off the Street of Shadows leading to several
dark alleyways. The dark shadows and nearby alleys make it a perfect
location for robberies.
1–8. Marked as possible targets for robbery by a small
group of thieves or thugs; they attack the PCs if they
do not seem powerful or if they outnumber the PCs by
two or more, otherwise they wait for an easier mark
9–13. Use the City Encounters Chapter
14–20. No encounter
DAMP STREET
This short street connects Haggle street and the Street of Crafts
and is sparsely populated at night due to rumors of werewolves in
the area.
1–6. Use the City Encounters Chapter
7–20 No encounter
At night:There is a 1–5 on 1d20 chance thatwerewolves (1/party
member) attack the party if they travel here at night.
DIM STREET
Dim Street trails off Hazy Street to a dead end. It is plagued by
the same strange fogs, leading to near abandonment of this area
during most days. There is a 1–6 on 1d20 chance of fog reducing
vision to 5 ft.
1–5. Use the City Encounters Chapter
6–20. No encounter
DEAD-BROKE STREET
Heading east from Regal Street, Dead-Broke Street passes a series of
decrepit buildings and shadowy alleys. Swarming flies plague the
area, and tend to encircle travelers.
1–10. Swarm of flies, see the MM, reduces vision to 2 ft. for 2d6
rounds
11–15. Use the City Encounters Chapter
16–20. No encounter
END GATE ROAD
End Gate Road is a wide lane running from the Southwest corner of
the city and Water Rat Road up to Wailing Street.
Although somewhat safe due to the number of guards that travel here,
there is a chance of being impressed by guards for stable cleaning
and weapon sharpening (1 day of labor).
1–4. Impressed by 2d6 guards for stable cleaning and
weapon sharpening
5–12. Use the City Encounters Chapter
13–20. No encounter
FESTIVAL STREET
Stretching from Slave Market Plaza to the Plaza of Profuse
Pleasures, Festival Street is dedicated to a variety of “simple”
pleasures and is heavily traveled by all classes of society,
particularly nobles.
1–4. A group of nobles and their retinue (10+2d6 total persons)
harass PCs on the road, attacking only if they are insulted.
5–10. Use the City Encounters Chapter
11–20. No encounter
FOG STREET
The short lane connecting By-Water Road to Beggar’s Street is
plagued by strange fogs that have been known to blind some
travelers.
1–2. “Blinding fog” (Fort. save DC 12 or blind for 1d6 days)
3–9. Use the City Encounters Chapter
10–20. No encounte
GRIMY STREET
This grimy dead end off Silk Merchant Street is full of filth and
refuse and is a potent source of disease so most
citizens avoid it completely. Characters eating food or drinking
water from this street have a 1–5 on 1d20 chance of contracting
Cholera (see the Diseases Appendix).
1–9. Use the City Encounters Chapter (but treat as an Alley, not a
Street despite its name)
10–20. No encounter
GUARDSMAN’S ROAD
Running east from Regal Street to Old South Road, this narrow lane
is populated by a wide variety of guardsmen and mercenaries in
addition to the ordinary citizenry. There are always 2d4 guardsmen
here at any time.
1–4. 2d6 guardsmen stop and question the PCs on the road.
5–12. Use the City Encounters Chapter
13–20. No encounter
HAGGLE STREET
Looking more like a wide alley along the east wall than a street,
Haggle Street connects to several alleys as well as the Street of
Crafts to the west and Damp Street to the north. Haggle Street is
avoided by many travelers because even close friends can find
themselves at odds here.
1–9. Will save [DC 12] or begin arguing with the nearest person.
10–15. Use the City Encounters Chapter
16–20. No encounter
HAZY STREET
Trailing off Slash Street to meet Dim Street and a dead-end, Hazy
Street is usually avoided due to the heavy fog that often covers the
street.
1–5. Fog, vision limited to 2 ft.
6–10. Use the City Encounters Chapter
11–20. No encounter
HEDONIST STREET
This narrow road leads straight from Beggar’s Street to the Plaza of
Profuse Pleasures and passes by a wide variety of decadent shops
where prurient travelers can act out their dark thoughts. Knowing
the base thoughts and nature of travelers here, houris have a
tendency to accost travelers and delay their movement.
1–8. 3d6 streetwalkers (roll on streetwalker table) detain the PCs
for 6d6 minutes through conversation and offers.
9–13. Use the City Encounters Chapter
14–20. No encounter
STREET OF
MAELSTROMS
Almost at the heart of the City State, the Street of Maelstroms runs
from Cross Road to Caravan Street intersecting with both Tempest
Street and Murky Street during its short trip. There are always 2d4
pedestrians here at any given time.
1–15. Use the City Encounters Chapter
16–20. No encounter
MUGGY STREET
This short lane off Guardsman’s Road is often a gathering place for
hungry peasants.
1–8. 2d6 hungry peasants (Com1) come forward begging
for food, delaying the PCs for 3d6 minutes unless
disposed of
9–14. Use the City Encounters Chapter
15–20. No encounter
MURKY STREET
Trailing west from Slave Market Plaza, Murky Street finally runs
into Water-Rat Road. Giant leeches love the tall buildings and moist
air.
1–4. a giant leech drops on a random PC (CR 2; hp 11; see the Tome
of Horrors by Necromancer Games)
5–10. Use the City Encounters Chapter
11–20. No encounter
OLD SOUTH ROAD
Running from Guardsman’s Road up to Slash Street, Old South Road is
heavily traveled despite the disease bearing mosquitoes (1–6 on 1d20
chance of mosquito swarm in spring and summer) that often swarm in
this area. Close proximity to one of the guard barracks tends to
keep crime low, at least during the daylight hours. There are always
2d6 pedestrians, 1d6 horsemen and 1d4 merchants here at all times.
1–16. Use the City Encounters Chapter, re–rolling any result that
call for an encounter with persons with criminal intent; if
the re–roll results in a criminal encounter then that encounter
occurs (crime is merely reduced, not eliminated)
17–20. No encounter
OX-CART ROAD
Ox-Cart Road runs north from Cross Road to head out of the City
through the North Gate. As a major street, carts, oxen, and the dung
the animals leave behind often cause delays (1–8 on 1d20 of a 2d6
minute delay). There are always 3d6 pedestrians, 1d8 horsemen and
1d6 carts here at any time.
1–16. Use the City Encounters Chapter
17–20. No encounter
PLAZA OF PROFUSE
PLEASURES
The vast, cobblestone plaza is heavily populated with people seeking
“darker” pleasures. Perhaps it is the mood of the area, or the
remains of an ancient spell, but everyone visiting the area stands a
chance of acquiring “dancing sickness” forcing them to dance until
unconscious.
1–3. “Dancing sickness” (Will save [DC 13] or dance until
unconscious; lasts 1d6 days unless a cure disease or more powerful
healing spell is obtained)
4–15. Use the City Encounters Chapter, modifying all results to
reflect the darker pleasures of the plaza
16–20. No encounter
PREFECT STREET
This short, wide street of cracked paving stones passes before the
various courthouses and is heavily traveled. An efreet lives
somewhere along the rooftops above and periodically jumps down and
steals items from passersby.
1–2. The effreet jumps down and attempts to steal items from the PCs
3–12. Use the City Encounters Chapter
13–20. No encounter
REGAL STREET
Considered the main artery into the city as it leads in from the
Gate of the Gods to the south, Regal Street is one of the few roads
seeing regular maintenance. Broken cobblestones are replaced and
refuse is removed in a reasonable period of time. The road is
maintained due to military necessities rather than out of concern
for the citizenry. Sporting double the normal amount of traffic
there is a chance the unwary traveler can be knocked to the ground.
There are always 2d8 pedestrians, 2d6 vendors, 1d6 horsemen, 1d8
guardsmen or constables, 2d4 carts and 2d4 merchants here at all
times of the day and the above numbers at night, though no carts
usually.
1–6. Knocked to the ground by traffic (Reflex save [DC 14], Ride
check [DC 8] if horsed, or fall to the ground)
7–20. Use the City Encounters Chapter
SCUD STREET
Scud Street trails off into alleys and roads near Silk Merchant
Street. Often populated by wandering peasants as they make their way
to different shops.
1–3. 3d6 peasants (Com1) attack the party due to an insulted
daughter or some other perceived insult (“you think you are better
than me?”)
4–12. Use the City Encounters Chapter
13–20. No encounter
SEA BRIGAND’S
STREET
Sea Brigand’s Street passes beneath towering, aged buildings as it
travels from By-Water Road to Beggar’s Street. Impress gangs from
ships in dock regularly seize people traveling the road.
1–7. Press gang (3d6 thugs) mark the PCs for impressments; they
attack if the PCs seem weak or drunk and if they outnumber the PCs
by 2 to 1, otherwise they look for easier marks
8–12. Use the City Encounters Chapter
13–20. No encounter
STREET OF SHADOWS
Tall buildings with long overhangs give this narrow road its rather
sinister name. The Street of Shadows runs east from Regal Street
until it meets Cutpurse Row and the various alleyways in and around
the area. The shadowy darkness leads to a great deal of thievery.
1–6. 2d4 rogues set upon the PCs, unless the PCs seem very powerful
or outnumber the rogues
7–12. Use the City Encounters Chapter, though treat as an Alley
13–20. No encounter
Night: the chance of robbery increases to 1–10 on 1d20.
SHADY STREET
Named as much for the Litigation Tricksters Guild as for the tall
buildings and wide eaves, Shady Street heads west from the Street of
Crafts until it meets a much smaller alley.
1–2. A kindly old litigation trickster considers the PCs to be
beggars or charity cases and hands them 1d4 cp
3–15. Use the City Encounters Chapter
16–20. No encounter
SILK MERCHANT
STREET
Randomly populated by traveling vendors and wanderers, Silk Merchant
Street is kept clean and repaired for the benefit of the Merchant’s
Guild headquarters. The few vendors that do wander the road are
often unscrupulous enough to make false accusations of theft There
are always 2d4 pedestrians, 1d3 carts and 2d6 merchants or vendors
here at any time of the day (but not the night).
1–3. A merchant wrongly accuses the PCs of theft, bringing 2d4
constables in 1d6 rounds
4–13. Use the City Encounters Chapter
14–20. No encounter
SILVERSTREET
The wide lane stretches from Regal Street to end before the largest
Money Lender in the City State. There are always 2d6 pedestrians
here as well as 1d4 carts, 1d3 horsemen, 1d4 constables or guardsmen
and 2d4 vendors or merchants at any time of the day (but not the
night).
1. One or more of the PCs is mistaken for someone that insulted a
peasant’s daughter or otherwise angered a group of peasants and is
attacked by 3d6 angry peasants (Com 1d4)
2–15. Use the City Encounters Chapter
16–20. No encounter
SLASH STREET
Slash Street makes a short run from Dead-Broke Street to Silver
Street passing by alleys and Hazy Street. A family of giant wasps
lives on a roof nearby and has a tendency to attack passersby.
1–3. Attacked by 1d4 giant wasps; see the MM.
4–12. Use the City Encounters Chapter
13–20. No encounter
SLAVE MARKET
PLAZA
This circular plaza joins Festival Street on the north to Wailing
Street on the south, and is bisected by Murky Street from east to
west. Its kiln-dried tiles have witnessed the passage and
transaction of countless slaves of various races and backgrounds,
and the walls of the bordering buildings echo with the cries of the
slave traders from sunup to sundown. Several businesses take
advantage of the high traffic around the perimeter of the plaza.
Tempers run hot in the fast-paced slave auctions; any character
present has a 1 on 1d20 chance of being attacked by an irate bidder
who has
them confused with a rival.
Consult the Introduction and the NPC Appendix for comprehensive
information on the slaves of the City-State, including price
information and a slave creation table.
Slave Trader, male human Exp 5 :
CR 5; hp 17; AL NE; SL 5; Str 12, Dex 11,
Con 13, Int 12, Wis 10, Cha 14; Appraise +9,
Bluff +12, Intimidate +10, Knowledge: Slavery +9, Sense Motive +8;
Skill Focus: Bluff;
whip, dagger.
TEMPEST STREET
Tempest Street is a broad avenue running from east to west across
the heart of the city, connecting Regal Street to the Street of
Maelstroms. It is dominated by small businesses, but also includes
the city’s debtor’s prison and a small inn. Wild dogs tend to gather
in the alleys off Tempest Street, and occasionally attack passers
by.
1–6. PCs are attacked or witness an attack by a pack
of 6d6 wild dogs (CR 1; hp 13 each)
7–12. Use the City Encounters Chapter
13–20. No encounter
TEMPLE STREET
Temple Street is the small city block between the Old South Road and
the East Wall. A few taverns and business are present, but the
edifices of the Temple of the Gargoyle dominate the street. Due to
phenomena that are related to the proximity of the temple, there is
a 1–11 on 1d20 chance of amnesia striking a random PC entering the
neighborhood (temporary amnesia lasting 2d6 minutes; Will save [DC
25] to resist).
1–12. Use the City Encounters Chapter
13–20. No encounter
TWILIGHT ROAD
This broad avenue borders the Overlord’s compound along one side,
starting at its intersection with busy Ox-Cart Road and angling down
to the Grand Gate in the city’s outer wall. One side of the road is
dominated by the Overlord’s Summer Palace and the barracks and
stables that host the military of the City-State. The other side of
the road holds numerous private fest halls that cater to the
militant class, as well as several independent businesses.
Heavy cavalry traffic and numerous parades of military unit and
prominent aristocrats keep Twilight road busy, and even impassable
at times.
There is a 1–6 on 1d20 chance of being forced off the road or
prevented from crossing it by a group of footmen, cavalry, knights
or noble’s retainers.
1–16. Use the City Encounters Chapter
17–20. No encounter
WAILING STREET
This broad boulevard is an important trade district stretching from
Slave Market Plaza down to End Gate Road. Numerous tiny shops crouch
at the edge of the cobblestones, as well as the large Temple of
Pegana. Proximity to the slave market ensures that the side streets
and alleys in this neighborhood are not a safe place; slavers wait
around every corner to kidnap lone pedestrians.
1–6. PCs are attacked by 1d6 slavers, unless recognized as important
personages (chance of recognition equal to PC’s SL x 5%)
7–14. Use the City Encounters Chapter
15–20. No encounter
WALL STREET
Shadowed by the North Wall and large buildings to the south, Wall
Street provides nothing more than a secondary route off Silk
Merchant Street and Belfry Street. The aging walls often drop large
rocks.
1–4. A large rock falls towards a random PC (Reflex save [DC 14] or
4d4 points of damage)
5–12. Use the City Encounters Chapter
13–20. No encounter
WATER RAT ROAD
This road is host to numerous small shops, most of which cater to
the shipping industry in some fashion. Water Rat Road, often cloaked
in fog from the estuary, runs from Murky Street down to the End
Gate. It also encompasses a maze of narrow alleys between the main
road and the waterfront, a sure destination for illicit trade and
subterfuge.
1–5. PCs are solicited by 1d3 rogues to enter into a transaction
either as buyer or seller for contraband goods.
6–12. Use the City Encounters Chapter
13–20. No encounter