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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.

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.

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

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.

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.


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.

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:
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.
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