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

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38. The House of Shadows is called as such by the district's inhabitants, for its weird design. The house has protruding buttresses, a small recess, two doorways (for a house that would only need one), plus other like features ideal for hiding. The building also has an exit to the other side, plus a concealed access to the cellar with corridors leading into other buildings' cellars. If the house has been built like this on purpose is unknown. However, most thieves and criminals know how to use it to elude pursuit when need be. The apartments in the two storeys above are rented to people who are seldom here, and the building's owner himself is rarely seen. Evidences would nonetheless have to be brought that the House of Shadows belongs to the thieves' guild.

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39. The Seekers . This old but clean building is the home of Miles, honest mage/thief who calls himself a seeker. The door is open, but has a bell. A short hallway with a mirror leads to a second locked door. all the windows have shutters, can be barred and locked down.
Miles finds lost things or watches people. He is a plain looking timid man, short 3 fingers from a terribly unluck adventuring career. He is sufficent level to be an Arcane Trickster but disliked the requirement. His prices are low for the easy assingments, hire if the item is stolen, or the target to be watched dangerous. He mostly stays out of the thieves guilds way, specializing in returns, not punishing the criminal.

hmm.. dinner time, I have another for later....
 

40 The Mukduss House. This fine mansion is a sterling example of the finest houses of the city except for one tiny detail. It is built of sturdy lumber construction and sports fine marble and plaster details such as columns, stairwells, and othe architectural details. Unfortunately, the building is on fire, blazing with a fiery orange flame that roars out the windows sending embers and ashes wafting deep into the city.

Most passerby give the building little more than a little bit of fascinated attention, as this house has been burning like this for the last three years. Despite the ash and flame, and the charred appearance of the home, little has been consumed in the flames in that time. A blanket of ash covers the yards around the building and the burnt and abandoned lots adjoining it, and a volunteer fire brigade stands on constant watch to prevent the fire from spreading further.

Those who enter with fire protection spells find that they do not function in the house, and after a few survivors of the original blaze were rescued, there really hasn't been anyone that felt that exploring the house would be worth the considerable effort.
 

Kilmore said:
...as this house has been burning like this for the last three years.
this is just lovely :) even the wife enjoyed this one.

41. The Butcher This is a local butcher shop that has geese hanging in the window. Great smelling smoke drifts out of an open window into the street. The smoke and the frequent calls of "Fresh Meat!" are his primary form of advertising. The butcher - Marty Rumblebelly served on the city watch and has a few levels as fighter. Unless this is a high magic city, most of Marty's meat is not fresh, it is smoke dried or prepared. He slaughters at least one animal a day and sells out of that type.
In a magic rich enviornment he has meat hooks that keep what ever is hanging on them fresh, via ray of frost or purify food. Anything left this way too long develops an unsavery aftertaste. Marty has a deep well in his shop and he keeps the meat deep underground for refridgeration.
 

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42. This house is a mixture of architectural styles. It was begun as a marble palace with huge doors, high windows, and statues. The building, however, was never completed, only the ground floor. The next proprietor added two storeys, but of a very mundane design and material, much contrasting with the regal ground floor. It has become a small factory of torches, sconces, and similar stuff. Now the ground floor is but a workshop; the workers live on the second floor, and the factory's owner on the third. The latter doesn't seem to mind using a palace architecture to such petty ends.

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43. Mortorill's : This is a long narrow single story building that is a single wide hallway with a row of long narrow rooms down one side. The owner, Jacob Mortorill, has a fascination with long items. Polearms, ladders, spears, stilts, poles, walking sticks, flagpoles, basically anything that is long. He has spent the last seventeen years collecting all manner of long things and will be most interested in acquiring an interesting or rare long item. His whole house is filled with these things, with the largest and longest of them being stored in his hallway, which is the primary feature of his home. Aside from his strange collecting habits, Jacob leads a quite life, collecting herbs in the warmer months and selling them, and selling firewood in the colder months. He unsurprisingly lives alone.

44. The Bat Hags House : This square three story building looks relatively ordinary from the outside. Inside however is a different story. All of the internal walls and floors have been removed, turning this building into a large shell. Hanging from the rafters at various heights are hundreds of bat boxes, suspended by varying lengths of rope. In addition to providing homes to literally thousands of bats, this building is also the abode and livelyhood of the Kilna Sisters, Harna and Hilda - two elderly women who live in a tent in one corner of the building. They make their living from collecting and selling the massive quantities of bat guano that the winged inhabitants produce. They are generally believed to be either crazy, witches, or both. In truth they are harmless and don't know a single spell, they are just a touch senile and a lot obsessed with bats.
 

Thanks for your help all! It becomes more and more difficult to come up with new ideas, so any help is really needed!

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45. This three storeys house is home to an arrogant and incompetent fop. He is the son of a rich merchant from a far away land, who wanted to get rid of him. As such, the son was sent there to take care of the goods his father would export, and make "an easy fortune". But then, fewer and fewer caravans came, and eventually the young fop remained alone and without money. Being incompetent he was unable to perform any job, and had to rent two floors of the house in order to survive. Now he would like to get back home but is terrified of travelling alone, and has no money to hire guards to protect him. Nevertheless, he may try to fast-talk some adventurers, promising them his father would pay handsomely for his return (the fop is aristocrat 1st; with Bluff at +8). However, the rich merchant remarried and has a new heir to whom he intends to give his wealth. He certainly does not want to see his idiotic son back, and will in fact pay the adventurers to actually return him to the city.

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46. Saint Alzrius' House. This is in fact the house where Saint Alzrius was born, a long time ago. It is in the possession of a rich merchant who pretends to be much devout and keeping the house because of the sainthood associated with it. However, the owner's real motive is that he secretly delights in preventing the church to acquire this house. For some reason, he is upset at people's superstition and idiocy, as well at the Church's power in the city (whether this may be true or not). As such, he does whatever he can to make the life of the pilgrims who come there miserable, trying to prevent them to pray in front of his house, or asking money to let them do so, etc.

47. The religious fanatics' house. This large and gray mansion has several religious symbols of the city's dominant faith obviously displayed on its front wall and above the entrance. Yet, the building is clearly not an abbey or temple. It is in fact the home of a small community of zealots. Often, some of them will come to make some penitence of their own, right in the middle of the street in front of the house. At other times, a preacher will try to convert people to their faith, and predict some impending disaster on the others. Then, every day early in the morning, they sing religious songs aloud, windows fully open. The fact is, that most of the neighborhood strongly dislikes them, and would be glad to see those zealots leave. However, nobody has dared to speak openly against them, for fear of angering the Church. The local Church's clergy, on the other hand, has no great love of these fanatics, whom they see too radical and narrow-minded, and maybe wanting to step on their toes. However, none of these fanatics is a true priest, and they behave themselves, just indulging in angering the population in fact. Now, a clever person could probably convince them to create their own sect, and thus seed religious problems as well as a future schism.

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This one is questionable, so feel free to exclude it. I'm deliberately not numbering it so that it can more easily be left out if so decided. I only include it because it actually existed in a campaign I once ran. It was great to watch the vein throb on the temple of the player playing a Paladin when he finally understood what this house of ill repute really was selling... :-)

Beirra's House of Gentle Healing : This grey barn-like structure has a pair of large barn doors in the center front that are usually kept barred shut and an ordinary sized door inset in on of them that is used by the patrons of this business. The Proprietor, Beirra, is a female ogre of staggeringly corpulent proportions, being actually wide than tall. Her voice is a hoarse grating croak and her laugh is a burbly chortle. She always assumes that he knows what her clients are thinking and makes snide or innuendo-filled comments to this effect whenever dealing with them. Her sole employee is Ballak, a eunuch Orc with a soft voice and quiet demeanor. His role is as the doorman, clerk, and also performs the needed janitorial services of the House of Gentle Healing. The interior of the building consists of a single long hallway that runs down the center of the building and leads to Beirra's office. Her office contains the usual office contents (desk, chairs, safe, etc) and a door which leads to her small apartment off the back of the building. The remainder of the building consists of medium to small rooms, all leading off the central hallway. Each room, or more accurately stall, contains one or more animals. Beirra's collection is quite extensive and include not only common farm and forest animals, but also rarer wild animals as well. Although it doesn't include any truly powerful creatures. The nature of Beirra's "healing" services are provided by these animals whose company is paid for at an hourly rate by her clientele who spend "quality time" with these poor unfortunate animals, receiving their often unwilling services...

Just to set the record straight: No, I'm not a sick person. This location was deliberately crafted to be as vile as possible to provoke a suitable response from the paladin. (which worked very well indeed!!) I used it as a springboard for a mini-adventure. You see, Beirra's brother Jadarak is the leader of a local gang of bandits and cutthroats that operate outside of town. They were none too pleased when the paladin burned Beirra's establishment to the ground, released all her "pets", and dragged her out into the street for a very public beating!! Anyway, as I said in the intro above, I understand if people prefer to not include this one and will not be offended at all. My future posts won't include bestiality, I promise! (Dear God, I can't believe that was a legitimate comment for me to make in a public forum...)
 

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