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

SpiralBound said:
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... :-)
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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.
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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!

Well, I think that most of us (DMs) have done worse when describing evil things. My problem is that it is not generic enough as is, to be a mundane feature of a common city. However, I thought that with just a little tweaking it can be easily included in the entries. Here is what I propose, tell me if you agree with the changes. Note that I changed Beirra from a woman to a man since there already was two similar characters (of huge unsavory female characters) in this list already.

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48. Beirra's Menagerie : 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 one of them, that is used by visitors. 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. The latter contains the usual office contents (desk, chairs, safe, etc) and a door which leads to a 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. All these animals are in fact for sale, and often finish as food in some noble's banquet. However, others are bought for different purposes, such as a exotic pets or what not (and a druid or ranger could well find an animal companion in there). The Proprietor, Beirra, is a tall and corpulent man of uncertain origin (maybe a half-ogre; ranger 6th; Handle animal +8, Profession hunter +10). His voice is a hoarse grating croak and his laugh is a burbly chortle. He always assumes that he knows what his clients are thinking and makes snide or innuendo-filled comments to this effect whenever dealing with them. He employs three strong men (warrior 2nd; Handle animal +5) to help him in his job.

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Turanil said:
... I thought that with just a little tweaking it can be easily included in the entries. Here is what I propose, tell me if you agree with the changes.

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48. Beirra's Menagerie :
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Heheheh... Neat, so that's what something looks like when all the vile is scrubbed off! ;-) Sure, that's a cool version, I say run with it as you altered it.
 

49. Zork's Dockside Outfitters
This shop located close to the waterfront serves as a supply depot for ships coming into the harbor. It mainly sells rope, tackle, fishing equiptment basically everything needed for ocean voyages. The shop is owned by Quientin Zork a retired half elven pirate who lost his right arm arm battling the kings navy. He now spends his days outfitting merchant ships.

Given his extensive contacts with both the pirtates and the merchants guild he usually knows which merchants are carrying the expensive cargos. (+5 knowledge DC) For the right price he can be persuaded to share the information.
 

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50. This otherwise normal house has a cage hanging from a chain above the entrance door. Inside the cage is an imprisoned goblin, at times a living one kept captive here, but normally a stuffed three-dimensional likeness. The house's owner is Jargueld Tolran "Goblin Catcher", an aging hunter who made a name for himself in slaying all sorts of goblinoids and orcs for a fee. He is now more or less retired, still accepting an occasional mission of eradication to protect some community of peasants, or to get back some kidnapped innocent. He otherwise counsels anyone who may have to fight orcs and goblinoids, and also acts as an intermediary finding appropriate adventurers and mercenaries for missions that he wouldn't do himself. Jargueld has no family but his niece, the latter being… a half-orc! The niece is the daughter of Jargueld's sister who got her in dramatic circumstances, and died when giving birth to the child, who is now a young adult.

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51. Yule's Ropewalks : This collection of buildings are owned and operated by the Yule clan and employs over thirty men, women and children. It is a producer of a wide variety of ropes - everything from thin twine to massive cables. The bulk of the Ropewalk is taken up by the ropewalk building itself. This is a 500 foot long narrow building where they "walk the rope" when braiding the strands. Since the maximum length of rope that can be produced is determined by the length of your ropewalk, 500 feet is the longest single continous length available from the Yule Ropewalks. There is also the Process Yard, a building where the raw hemp is processed into strands for ropemaking. Another building is the Tarhouse where ropes are dipped into large vats of hot tar. Tarred ropes are used for sailing ships where weather resistance is needed in the ropes. The other buildings are a collection of storehouses for the hemp fibres, finished ropes and various other ropemaking supplies. Folstoke Yule is the current elder of the clan and runs the Yule Ropwalks, he has been trying to buy out the property to one side of the Ropewalks for years so that he can extend his Ropewalk to 1000 feet, allowing him to be able to make ropes large enough to supply the King's Navy. The owner of that property has steadfastedly refused however and Folstoke has long since lost his patience...

Author's Note: I actually did a couple of hours research this morning for this one on how hemp ropes were made throughout history. I discovered that ropemaking buildings were called "ropewalks". An interesting thing for me to look into now is why one of the long roads of my real world home town (a northern seaport) is named "Ropewalk Lane". I think I know what I'll find... :-)
 

52. Honest Saulus The Money Lender
This shop serves as a financier. Letting customers and characters place there excess wealth with Saulus who then uses the money to underwrite expeditions both sea faring and into the wild. Deals are usually for a flat rate plus a percentage of the gain achieved. Saulus is a very smart man and most of the endeavors he backs are successful. Saulus is a 5th Lv Diviner Wizard that allows him to keep an eye on his investments. Saulus' shop is modest it consists of a high desk a few chairs and a back room thought to contain a safe but in reality Saulus carries a portable hole in his pocket with all of his current cash on hand. He uses the back room to open and close the hole and at any given time he has very little money in the shop. Most of his business is conducted with letters of credit. Based on favors he has performed for high-ranking members of the thieves’ guild Saulus is on a very short list on untouchable businesses.
 

53. Fenton's Import- Export
The building is a two-story structure filled with various bulk dry goods. There is an office on the second overlooking the main floor there is a stable around back for the caravan teams. The business employs twenty or so employees at any given time. This Warehouse is a front operation for the thieves’ guild. By setting up caravans the thieves guild is able to ship stolen goods past the city watch and out of town. Fenton is a high-ranking member of the thieves’ guild. He is also a mid ranking member of the merchants guild. He is considered a successful and honest businessman by most but the king's spymaster knows the truth has recently placed an undercover agent into the business.
 
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Hey! Thanks for your contributions guys! I have greater confidence in bringing this work to completion with people like you are helping me! Rate of submissions (as far as I am concerned) will be slower this week, because of real life obligations, but this thread will nonetheless go on!

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54. Astronomer's House. This nice and sturdy stone house belongs to Marcillius the astronomer and astrologer. He lives on the third floor, while the ground floor is rented to a hat-maker and the second floor to a city clerk and his family. A narrow tower protrudes and rises high above the roof, ending in a small room containing a seat and a telescope. This is where the astronomer generally observes the night sky. However, his eyesight is now deteriorating due to age, and so Marcillius has troubles seeing the stars. As a result, he has grown incapable of making accurate astronomical calculations, and thus astrological predictions. Hence, the astrologer rents two floors of his house and doesn't anymore consults as an astrologer. Nonetheless, he is too proud to admit his failing eyesight, and prefer to tell all sorts of ludicrous (and pseudo occult) explanations to justify his not doing anymore astrology consultations. On the other hand, Marcillius is writing a book of his own on astrology and astronomy, and is willing to teach his methods to others for a fee. (Marcillius is an expert 5th; Knowledge astrology and astronomy at +12.)

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55. The Dog Row Tenement:
From the streets the tenement looks like a block but once entered opens to a courtyard. Build to provide housing to the ever growing working class the tenements are a template building: Square, three story, red tiled roof, open balcony on the inside, small windows on the outside, center courtyard with well. they are also a marvel of engineering, the tile roofs catch rain and direct it to the well to provide the water needs for each tenement. Many have become extended family homes, some buiness centers, others have been run down and now are gang controlled.
 
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56 Velnor's Butchery
This is a rather plain two storey wooden building. The top floor is where Velnor Craftan (a well built, sleightly overweight man) lives with his young (and rather timid) wife. They have no children and the local women are beginning to gossip that she is barren. The ground floor is taken up almost completely by the butcher's shop. Velnor only has 'standard fare' - pork, lamb, beef, chicken etc., but his sausages are known to be some of the best in the town. He guards the secret of their ingredients carefully. Velnor's abbatoir is in a small shed behind the house and he does his best to keep it as clean as possible.

The basement however is off limits to everyone except Velnor himself. And it is here that Velnor will bring any animals he can get down the stairs. The construction has left the place almost sound-proof, and here Velnor revels in the slaughter of his animals, cutting the joints of meat from them while trying to keep them alive. Velnor is not a cleric of (insert your god of slaughter/death/torture/evil here) but his private worship of cruelty to animals is well developed. Velnor actively traps cats and stray dogs to bring down here. Whether they are what makes his sausages so good is known only to him.
 

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