d100 CITY CONTENTS [Edit:] Complete & Available for Download!!

I wonder how much time I will work on this almost alone. Probably one week, then I abandon... :(

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18. This three storeys house harbors a small and shabby looking tavern with low prices and mediocre beverages. There are always 1 to 3 common prostitutes who take care of their clients above, while the tavern's owner lives on the last storey. Customers mainly come from the lowest social classes, and often include a few petty thieves and the like. If some wealthy looking traveler comes here, there is a chance that a pickpocket will later follow him to cut his purse (2nd or 3rd level expert with +6 or +8 in Bluff, Hide, Move Silently, and Sleight of Hand).
Tavern Names: Little Logan's, Terant's, Little Cave Tavern, The Secret Whiskey, The Harlot's Cloak, Illcott Tavern, Swine's Place, The Soldier's Door, Fat Nose, The Broken Gremlin, The Spiteful Groin, The Mad Table, The Idiot and Thief, The Kobold's Whisper, Philnt Tavern, The Loner's Cauldron, The Horny Spirit, The Fluffy Ale, The Lusty Fingers, The Lusty Nymph, The Green Tavern.

19. This large three storeys building is a good inn with rooms for the travelers, and stables for their mounts. Prices are usually appropriate to the foods' and beverages' quality, which tend to be average to fine. Inns often have informants who report to the city's officials or other important characters, of various informations gleaned there, including the arrival in town of suspicious or powerful freewheeling adventurers.
Inn Names: The Inn of the Laughing Boar, The Mad Gargoyle Inn, Kenman's Pub, The Adulterous Wife, Crusty Paulford's, The Gold Table, The Mermaid and Vulture, The Harlot and Archer Pub, The Jester's Glass, The Satin Monkey, The Hungry Sprite, The Lich and King, The Raven and Eagle Pub, The Inn at Willbury, The Wayfarer's Place, The Giant Spoon.

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20. The Tomb of Kings - not really kings but that is what this dark grey stone building has become known as. Two stories above ground, three below. Once the home to a powerful dwarf family but now run down and abandoned to the homeless and the foolish.

The house is mostly empty but has become the lair for a local thieves guild, which has taken to making the building appear haunted. Using secret passages and rooms inside they either kill of run off all visitors. The underground part of the house connect to the sewers and other places to allow the thieves access to the city.
 

21. The Good Man's Assistance Shop: This tall, narrow, one story building houses the office of a temporary employment agency, The Good Man's Assistance Shop. The steps leading up to the front door usually have between 5-8 poorly dressed, but clean, young men waiting, who offer up their services as day workers and personal assistants to anyone who shows an interest or approaches the building. The building is freshly painted, and the window looks in on a small display of a variety of tools, including shovels, picks, rope, measuring sticks, hammers, etc. Upon entering the door, the first room is a simple waiting room with 4 chairs, a ledger on a stand in the corner, a door leading further into the building, and a reception window. Behind the window is a simply dressed middle aged man named Lou (a 2nd lvl fighter who doubles as the shops guard), who asks that all visitors sign in on the ledger, and ask if they are in search of employment or looking to hire someone. Regardless of the answer, he asks for a fee of 3 coppers for the shops assistance. Once paid, he will allow the visitors to pass through the door and enter the office. In the office sits Pierre LaCorbinere, the employment agent (3rd lvl expert). Pierre will interview the visitors and either ask them to wait out front with his other clients seeking employment, or call one of the men in from out front and see if they will fit the needs of a prospective employer. Pierre is nothing more than he seems, a simple man who makes his money from finding and hiring out laborers to those in need of help. His rates for the workers vary from 3 silver/day to 3 gold/day depending on the work to be done (the more dangerous the work or travel involved, the higher the rate). He takes a 10% cut of the wages, and has access to up to 15 workers on half a days notice, and 50 workers on a full days notice.
 
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Suffwort's Spice Shop

23.Suffwort's Spice Shop[br]
A bright, nearly saffron yellow, sign hangs in front of this small store. From the sign hangs large scale representations of spices in their raw forms. The store is run by Jella Sudarn, a handsome middle aged human woman. she runs the store while her husband is out making trades to bring in stock. She occaisonally has need of adventurers to either guard her husband while on trip, or to retrieve some of the more unusual herbs and spices she uses.
 

Organized into a logical format, grouped by type, with full stat blocks, I would pay money for such a thing.

That said, there is a similar thing attempted with the Bluffside Netbook. What you are describing is essentially what made up the bulk of the Bluffside - city places of interest.
 
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FWIW, here is the "stat" block from the Bluffside book for a place of interest:

(incidentally, this was left out of the original Bluffside book)


#24 Name: Curl up and Dye
Type of Establishment: Business
Description of Establishment: The Curl up and Dye is a gaudy hair salon, ran by an even more gaudy, and more flamboyant halfling hairdresser by the name of Oxford Brambles. Oxford is a talkative, ostentatious, effeminite halfling and is a source for much information among Bluffside's elite and rich. Not only can you get a professional quality haircut and style here, but you can learn all the latest gossip and rumors from the Curl Up's hair stylists.
Owner/Prominent Resident: The Curl Up and Dye's proprietor is Oxford Brambles, a flamboyant halfling hairdresser who has owned the establishment for some 40 years. Oxford employs only the cities finest hair stylists, manicurists, and massage experts in this establishment which caters to the wealthy and elite.
List of Regulars: Oxford employs 10 other hair stylists, and there are at least 3-4 manicurists and 2-3 masseuses working on any given day. Oxford himself only cuts hair and is booked for months out at a time. Besides the employees, a mixture of the city's elite and wealthy come to the Curl Up and Dye for the latest gossip and a hair cut. A "who's who" of the city's wealthy can be found here on any given day.
Hooks:
1. Oxford has noticed one customer, a wealthy entrepeneur, who has come in every other week or so for a haircut. This wouldn't be so odd, except that the man's hair is always at least a foot and a half longer than his last haircut! Oxford wants to hire some adventurers to investigate why this man's hair grows as fast as it does.
2. Oxford is always trying to find "the skinny" on some incomplete tidbit of gossip. He'll provide discounted haircuts, massages, and manicures to anyone that can "close the book" on a few missing pages of Oxford's book of gossip.

Oxford Brambles, male halfling Exp5: CR 4; Size S (3 ft., 3 in. tall); HD 5d6+5; hp 27; Init +5 (+5 Dex); Spd 20 ft.; AC 16 (+5 Dex, +1 Size); Attack +4 melee, or +9 ranged; SV Fort +3, Ref +7, Will +7; AL NG; Str 11, Dex 20, Con 13, Int 14, Wis 15, Cha 16.
Languages Spoken: Common, Goblin, Halfling.
Possessions: Ring of Mind Shielding
Skills and feats: Bluff +8, Diplomacy +8, Disguise +8, Gather Information +8, Heal +7, Knowledge (local) +12 (+2 skill focus), Listen +9, Perform +8, Profession (Grooming) +12 (+2 skill focus), Sense Motive +7; Skill focus (profession (grooming)), Skill focus (knowledge (local)).

______

Of course, if everyone followed this format, you'd get far fewer entries, because then it becomes actual *work*. :)
 

22 was skipped for some reason...

Here is another Bluffside entry that didn't make the final cut. This is all that I have. Perhaps some of the other Bluffside authors will add any that they have that didn't make it. Note, that this is 3.0 compliant, not 3.5.


#22 Name: Tolley's Tinkering Junkyard
Type of Establishment: business
Description of Establishment: After violating numerous city ordinances, and getting thrown out of the upper city, Tolley's Tinkering Junkyard found its way into the catacombs beneath the surface. For Tolley, a gnome, this was just fine. Tolley's Tinkering Junkyard is a hangout, of sorts, for tinkers, engineers, and just collectors of odd trinkets and junk. The Junkyard houses 200 square feet of rods, springs, weights, wheels, gears, and other assorted tinkering equipment. However, despite the apparent mess of it all, Tolley claims to know his entire inventory, and has a story to match every rod, screw, and spring in his collection to boot. Don't call it garbage to Tolley, either. He takes great pride in his inventory and when he's not spinning yarns about his adventuring days or the next big thing he's gonna build, he's hard at work in his shop. Local tinkers claim that if Tolley doesn't have it, it doesn't exist. Moreover, if your calculations are off, and that rod is useless to you now, don't throw it away, Tolley will buy it from you.
Owner/Prominent Resident: Tolley (whose full name is complex, and quite boring), is an eccentric gnome who retired after a life of adventuring and spends most of his days building crazy contraptions.
List of Regulars: Most fellow tinkers, and a high number of gnomes. Occasionally, people will come seeking cures from Tolley, since he is a high level cleric.
Hooks:
1. Tolley used to be quite an adventurer but retired after he watched a group of beholders eat his entire party. Tolley managed to escape somehow, although he rarely talks about it. Apparently, this incident happened not too far from Bluffside, but no one has yet to convince him to say where it occurred.


Tolley, male gnome Clr12/Wiz3: CR 15; Size S (3 ft., 4 in. tall); HD 12d8+3d4+75; hp 145; Init +6 (+2 Dex, +4 Improved Initiative); Spd 20 ft.; AC 20 (+1 size, +2 Dex, +7 Chain Shirt +3); Attack +12/+7 melee (+14/+9 vs. demons); SV Fort +14, Ref +7, Will +15; AL CG; Str 10, Dex 14, Con 20, Int 16, Wis 18, Cha 14.
Languages Spoken: Common, Gnome, Draconic, Dwarven
Skills and Feats: Alchemy +13, Concentration +14, Disable Device +5.0, Heal +13, Hide +6.0, Knowledge (arcana) +10, Knowledge (religion) +10, Listen +8, Open Lock +3.0, Spot +7.0, Spellcraft +10, Tinkering +20; Alertness, Brew Potion, Improved Initiative, Scribe Scroll, Skill Focus (Tinkering), Silent Spell (silent image), Still Spell (silent image), Toughness
Cleric Domains: Good, Invention.
Cleric Spells Per Day: 6, 6+1, 5+1, 5+1, 4+1, 3+1, 2+1.
Wizard Spells Known (4/3/2): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st – Charm Person, Color Spray, Identify, Mage Armor, Magic Missile, Silent Image, Spider Climb. 2nd – Arcane Lock, Blur, Continual Flame, Mirror Image.
Possessions: Toad familiar “Bubble” (SQ: +2 Con, Alertness), +3 chain shirt (with 0% arcane spell failure), Mace +2/+5 vs. Demons, Ring of dispel magic (dispels magic 1/day)
Notes: Tolley does not normally wear his armor and his adventuring gear, although he will usually always be wearing his ring. While wearing armor, Open Locks and Hide are +0.0 and +4.0 respectively.
 

The Muck Ponds
Surrounded by a high stone wall the rundown three storey house beyond may once have been a mansion. Now the paint is peeling and a pall of stale air and muck hangs over the place. Worst of all though is the stench rising from the muck ponds in the back yard extending all the way back into the swamp. For these are the infamous muckponds of Pommy Muckracker, the Nightpot collector. Pommy is a hobgoblin and employs a team of goblins whose purpose in life is to clean up and dispose of the waste of urban living. Effluent from nightpots, sewer drains, tanneries and abbatoirs, even some say the last remnants from mortuary rites Pommy Muckracker will collect it all, dump it in his ponds and then have his workers sift there way through extracting whatever treasures they can find. Rumours say that everything else is left to Pommy's 'pets'...
 

die_kluge said:
Organized into a logical format, grouped by type, with full stat blocks, I would pay money for such a thing.

That said, there is a similar thing attempted with the Bluffside Netbook. What you are describing is essentially what made up the bulk of the Bluffside - city places of interest.

Of course, if everyone followed this format, you'd get far fewer entries, because then it becomes actual *work*.

Thanks. I didn't know what exactly was Bluffside. And of course, we are not going to make the same thing in a thread. This thread is intended for becoming a small free PDF that anyone can download. My idea is it would help DMs improvise, rather than give thorough descriptions and complete stat blocks. The latter is for commercial project requiring much heavy work. Otherwise, I think I will reduce your contribution to the same format and amount of text as the other entries, first for copyright purposes (it is Bluffside's work), then for similarities in entries.

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26. This ordinary house is home to a very large family. As such it is overcrowded, with babies and children crying at all times, and women always busy cooking, cleaning, etc. The grandmother has become somewhat senile and believes to recognize a son or a daughter in anyone who enters the house. She is normally quickly interrupted by one of the other persons around. However, if a kind adventurer would let her talk, as she wants, she could suddenly enter a trance and become a channel for some otherworldly spirit. In doing so it is more than probable than the adventurer would get a valuable clue about one of his current problems. (For this to happen: Cha check at DC = 15)

27. This is a large two storeys mansion with an inner garden. It is a kind of small urban abbey, in fact an old people's home for retired priests of the Church. Those come from many parts of the surrounding region, and could be asked about a number of subjects pertaining to the Church life, especially about its recent past. The problem is that many are almost senile, or at least with a failing memory. This sad point also applies to their divine abilities: many of these retired priests are of 3rd or higher level; however, most of the time they are incapable to remember how to cast a spell, or would mistake one for another. Fortunately, their god is kind enough to only lend them innocuous spells. These old persons are watched over by several nurses.

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28. City's Oldest Building. This sturdy and simple stone tower is said to be the first construction to have been built in this city, ages ago. This may not be true, yet it is the oldest of its current buildings. This four storeys fortified tower is no more inhabited, but used as a museum where several items of its history are kept (things like the helm of the evil warlord who attacked the city two centuries ago; the great heavy iron key of the first gate; the first banner; some paintings depicting the city in ancient times; etc.). Two city-watch soldiers guard the building, but the museum's items have no intrinsic value. In front of the tower is a public fountain, which is the oldest water source of the city, and still in use today.

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To easily put the numbers in bold yellow, copypaste this, then remove the first two " / ":
[/COLOR=Yellow][/B]0.[/B][/COLOR]
 
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