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

Turanil said:
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.

Only the word Bluffside is closed content. The rest is OGC. (in the above examples, at least). There are other things in the book that are closed, but those weren't referenced in my entries.
 

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This was going to be a major feature in a campaign that ended before being used.

29 The Outside Inn is a fine looking establishment is at the corner of a busy intersection in a nice part of town. It is a square stone building that is attached to adjacent structures. It has small stained glass windows. The interior is small with a bar – about 10 stools. It has no open tables. Along the front of the building there are alcoves are separated by partition walls. Each one has a swinging half door. Theses meeting/ drink alcoves are private and hard to see inside. It is a well-known hang out for cabals, secret trysts and traitors. The staff is mostly discrete Talbor 7th com, owner will be cheerful, but closemouthed, the night bartender is a young man named Larry who is the nephew of the owner, he is greedy and vain, and will take bribes if he can get away with it. The barmaid is playfully rude to all customers, she is the bars enforcer – bard 6, chr. 16 using silence, hold person, sleep and charm person if necessary.

30. Tenant building has 3 apartments and an outside stair to reach the 2nd floor. One side of the ground floor is owned by a pair of prostitutes (2nd rogues) the other side by a poor city clerk. The clerk is desperate to get out of these living conditions and will do nearly anything for a good bribe. His status is to low for most bribery but at this point stealing documents would not be out of the question.
The 2nd floor belongs to a family of halflings 2 adults and 2 children. The stairs are rickety and may not support a human, certainly no one in armor. The adults work as hired gardeners for middle class city residents. The wife has recently uncovered a strange stone which she is convinced is talking to her. She pretends to be sick so she can listen to it, the eldest daughter runs the household.
 

31. Daisy Mae Bob place
Appears to be a run down house with the right hand side of front porch collasped. It has not been white wash in a coon's age. Under the porch are 1d8 of hound dogs.
To the left and right of door are two halbreds.
The owner is Daisy Mae Bob is in her thirties missing 3 of her front teeth. She is very over weight 350+ pds. She is getting into the spinster age and her standards for getting married are very low. Her brothers and rest of her clan have 20% of visiting.
Daisy Mae Bob 5 level fighter weapon focus halbred.
 

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32. This pretty house has a (fake) mandolin hanging above the entrance, and is home and shop to a stringed-instruments-maker. The proprietor is a renown expert in his field, with a great passion for music (expert 8th; Craft and Perform - musical instrument, at +15). His son, a young man and novice bard, gives music lessons, mainly to young women of his age. In fact they all seem to be fond of him, and lately two of them have told to be bearing his child. There are thus problems to come very soon for this otherwise much-respected family. In fact, the charming novice bard is trying to figure out a way to escape from the city, but haven't found yet the guts to take on an adventuring life.

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A third of the document is done! Can we expect to bring it to completion? I hope you will help me say yes!

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33. This nice mansion has two guards perpetually guarding its doorway. The proprietor is an elusive and mysterious woman. She sometimes goes out, but always with her bodyguard, a man dressed in black leather, while herself is always totally clothed and wearing a veil. Nobody ever saw her face and she usually avoid visits and encounters, so the wildest rumors about her have been heard. Yet, apart that she is obviously rich, nothing special ever transpired about this woman. One of her guards, who has been fired since, pretends that she is a rich but terribly ugly woman. She simply doesn't want that anybody may see her. One young noble, probably not very bright, wants to believe she is all the contrary extremely beautiful, hiding herself to not break hearts around. He fancies himself being in love with the woman, and often comes around, has some serenade given in front of her house, flowers sent, etc., to the woman who seems to be not aware of him.

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34. This small but sturdy house, is a shop owned by three dwarves brothers. The shop is on ground and first floor, while they inhabit the basement (two underground levels). They buy and sell all manners of exotic equipment. If you need an Adildar religious garb or a Sozodhan armor, either you find it here or you don't find it at all. Note these dwarves are hard bargainers, typically buying at 50% then selling at 200% of what could be considered a normal price. However, since they only deal in items hardly found anywhere else in this city, they have no concurrence. Only ordinary equipment can be found here though, as they never keep extremely valuable items that could attract thieves. Nonetheless, the dwarves always know to whom buy or sell rare things (such as magical items), for a consequent commission (10% to 20%). They could seem to be rich, but as they actually have few customers they just make a decent living. These dwarves are experts 5th; Appraise, Bluff, Craft, Knowledge (geography), Spot, and Search at +8 to +12.

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35. The Porridge Pot. This "building" is actually a collection of many roofed wooden platforms surrounding a central shed. Each platform contains 2-3 small, round, chest height tables suitable for standing to. The establishment is run by Gorrie Ridgepoint, a garullous old halfling with a full grey beard and bad arthritis in his knees. Customers come in and buy a serving of fresh hot porridge from the shed where Gorrie makes and serves it. The price is equal to the market cost of a wooden bowl and spoon plus 4 copper for the porridge. If you return the bowl and spoon he pays you half it's market value. The porridge is quite excellent tasting and word of mouth is slowly growing, spreading the knowledge of Gorrie's Porridge. Gorrie serves his porridge all day till dusk, at which time he kicks everyone out and locks the gates to the fence that surrounds The Porridge Pot. The only mystery is where Gorrie gets all his porridge... :-)
 

Turanil,

Don't stop this! I think that there's potential here! I can't wait to read all 100+ entries. Already, many of the ones I've seen here have sparked ideas for me. Heck, for low to mid level campaigns you could just hop from locale to locale, letting the adventure seeds flourish where they may... :-) I just may fill one or more cities in my campaign with bunches of these places!
 

SpiralBound said:
Turanil,

Don't stop this! I think that there's potential here! I can't wait to read all 100+ entries. Already, many of the ones I've seen here have sparked ideas for me. Heck, for low to mid level campaigns you could just hop from locale to locale, letting the adventure seeds flourish where they may... :-) I just may fill one or more cities in my campaign with bunches of these places!

Thanks for your encouragements. I currently have 14 additional buildings /inhabitants descriptions to add, a few finished, others just bare bone ideas. I keep posting them one at a time once in a while in order to keep the thread remaining in the first page so it doesn't goes entirely forgotten. However I need help, because with those 36 we only have 50 entries, and I am certainly not sure to find 50 more original ideas all by myself.

I want to again say this thread describes usual buildings and inhabitants of the non-supernatural sort, inhabited mostly by commoners, experts, warriors, and the like. A wizard's tower should not appear here. Important city features such as the City Hall, prison, watch-towers, cemetery, temples, important inns, shops for adventuring equipment and armors, should not be rolled at random but determined by the DM when he designs a city.

Thanks to all who help me in this endeavour. :)

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36. The window shutters of this three storeys house are always shut. Yet the building is inhabited. Men are seen entering or leaving the house day and night, and they generally try to remain extremely discreet about it. People in the vicinity tell of prostitution, while others prefer to conjecture about some conspiracy or evil cultists. In any case, two young women who live and work there occupy the ground floor. The two floors above belong to a retired and paranoid rich merchant. Fearing all the time that thieves would intrude and rob him, he has secured and attached all of his furniture and valuable items onto the walls and floor with chains and nails. He also constantly keeps some weapons, a set of magical potions, and his two big dogs with him. He never leaves his house, being delivered for anything he may need.

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37. This two-storeys house has a bad reputation. Neighbors think it is cursed. In fact, in the last years there has been more people dying in this house than in all the surrounding district houses together. All died of disease; only those who could pay the service of a priest to heal them were saved, only to fall ill again soon after. Now, locals would not accept to live there, but nonetheless rent it to the occasional stranger. The house is clean, and is certainly not under a magical curse. However, there is a lingering odor of refuse that don't want to leave the house, despite it has been thoroughly cleaned. The answer to this mystery is to be found in the basement. Unknown to all, there is a secret trap undiscovered as of now, that leads directly into an especially foul part of the sewers. Some mold or ooze or whatnot resides there as well, that devours all rats that could come through the basement's floor and invade the house. However, the filthy air full of terrible germs sips continuously through the stones of the basement's floor, bringing many diseases to the house's occupants. (Every 24 hours spend in this building, one must make a Fort save DC=10 or get a disease.)

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