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

66. Wilim's Magnicent Traveling Theater Troupe
This building is a run down two-story theater. It serves as a home base for Wilim's group. This group performs dramas and comedies written by Wilim his troupe consist of six humans, two dwarves, three half-elves and a very very fat halfling. These actors are all male. They spend most of the spring and summer traveling from town to town performing the plays, during the winter however they use the theater to rehearse and perform for the locals. Wilim is a 6th level bard proficient in the lute, and flute. Rolf, a middle age half orc who drinks allot, maintains the theater. He keeps his job because of a promise Wilim made to his aunt before she died who happens to be Rolf's mother. The fee for a performance is 3 sp per person 2 sp on sixthday at noon.


Side Note: We are two thirds of the way there. To all that read this: the more people who contribute the better the finished product will be so come on all you DM"s out there, share the wealth.
 
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crow81 said:
We are two thirds of the way there. To all that read this: the more people who contribute the better the finished product will be so come on all you DM"s out there, share the wealth.

True, and thanks to you for your repeated contributions! I really want to bring this thread to 100 entries, then make a document that everybody will be able to download (for free of course). The problem is that I am now running out of ideas, so if others could help and contribute, it would be great.

Let me again tell the "rule": This is for mundane everyday life buildings and people, to fill any city. It shouldn't depict supernatural things and exceptional NPCs (such as the 20th level archmage magical tower), but ideas to flesh out normal commoners' houses and everyday life citizen.

Thanks

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67. Ogre's Mansion. For some reason this house was built larger and sturdier than most typical humans homes. It seems to have been built to accommodate ogres comfortably. Entrance door is twice as large and high than normal doors, etc. However, no ogre or similarly large-sized people (such as half-giants) have ever been seen living here. Of course, the neighborhood eventually came with a weird rumor to explain the unusual size of this otherwise common house. As such, people keep pretending that it was built for a megalomaniac who hired an alchemist to increase his size to that of a giant. Unfortunately the alchemist's potion proved flawed and lethal, and the megalomaniac died before having the opportunity to live there. The truth is that the house was built for an unknown proprietor, but sold shortly thereafter to a local noble. It is currently for sale, but at a price twice that of the surrounding houses.

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To easily put the numbers in bold yellow, copypaste this, then remove the first two " / ":
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68. Brewery & Distillary
This non descript three story building is a half a block long. The building is home to huge tanks used in the brewery process, Drew Knightly is the royal brewmaster responcible for this instulation. This brewery supplies 80% of all the liquior (other than wine) that is supplied to the taverns. The other 20% is under the control of the theives guild smuggling operations. This facility makes mead, beer, distled spirts, and dwarven ale. The assistant brewmaster is a 200 year old dwarf named Novi Barrelbelly who is the real reason for the success of the facility. The crown charges a 2gp tax per keg tax in addition to the profit made from ownership of the brewing operation. All of the spirts delivered to the taverns is the same strength. However It is quite a common practice by tavern owerns to water down the booze in order to increase profits a practice that angers the assistant brewmaster to no end.
 

Hey everyone, I was away on business for a few days, but I'm back now and I have posts to make. We're really heading quickly towards 100 entries! :-)

69. Deadman's Black : This is a tiny shed that is crammed against the side of a much larger neighbouring stone building. It is made of weather-blackened wood that is crudely nailed and tied together. There is a crude door on one end, but no windows at all. It is rumoured amongst the local children that a vampire lives in there and that all who enter become its next meal. Anyone who questions the local children will find them eager to tell you all about the city guard who went missing a week ago when he went inside to investigate. In truth, there is simply an old bum that lives in there and only comes out at night. He suffers from a rare disease that makes him painfully sensitive to sunlight and prone to poor circulation and constant thirst (which he unfortunately slakes with alcohol). He has delibrately not tried to correct the vampire rumours as it tends to keep him unbothered while he waits inside for the sun to go down. The "missing city guard" is a complete fiction, spread by over-imaginative children.

70. Topsail's and Mizzensails : This nondescript, whitewashed, two-storey building is owned by Sarumael Burnik, a human merchant who has a habit of dressing in puffy silks of vibrant colours. Sarumael has three men working for him who hand-make sails of a variety of types, custom fitting them to the exact specifications of their clients. Sarumael's prices are on average 20% higher than normal, but his quality of cloth and workmanship ensures that a Burnik sail lasts 2-3 years longer than most other sailmakers' sails. A successful-enough conversation with Sarumael (gather information DC 12) will include the names of some of his more important clients. An in-depth conversation with one of his workers (gather information DC 15) will reveal that Sarumael keeps detailed records on the numbers and types of ships owned by his repeat customers, along with notes on any sails or sail repairs they have ever had from him.
 
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71. Ginny's: This small building is the height of an ordinary two story building, yet has three stories, all of which are sized specifically for Halflings. Ginny's is a restaurant that caters specifically to the Halfling community. Diners will find only halfling sized furniture inside and on the balconies that surround the building at both the second and third floors. The doors are Halfling sized as are the dishes and even the meal portion sizes. Gnomes with a little bit of discomfort can squeeze into the chairs at Ginny's but any other standard PC race will be definitely uncomfortable, if they can fit in at all. The Halfling proprietors aren't prejudiced against "bigg'uns" (their slang for any race larger than a Gnome), merely pro-Halfling.

72. Rotgut Ale: This rough looking wooden building has no door in the doorway, nor glass or shutters forthe windows. The Name of this tavern is a joke, since there is no "Rotgut Ale" on the menu. The furniture inside is mostly crude stools and benches surrounding old crates and barrels. Rotgut Ale mostly caters to Half-Orcs, Orcs, Hobgoblins, Bugbears, etc. The food is crude yet cheap. Fights are common and ignored. The "pansy" races such as Elves, Gnomes, Halflings and most Humans aren't welcome, and the "stuck-up, narrow-minded " Dwarves are definitely not welcome at all. The lighting is poor which serves the inclinations and activities of it's patrons just fine. The Ogre bartender complains if you don't dump your dead out back.

73. Memories of Thronginhold: This one story stone building has small windows that are usually barred shut. The heavy door is closed and is always guarded on the inside. Those seeking admittance better be Dwarves or be known inside, otherwise you are politely, yet firmly denied entrance. Once inside you are presented with what appears to be an ancient traditional Dwarven stronghold. In reality this building doesn't extend more than four stories below ground. It is a safehouse for travellers, mostly Dwarves, that provides food, rest, and even has such services as weapon and armor repair/creation from the forge, armory and leatherworks on the bottom floor. The building itself was built 100 years ago by Borhimak Thangin hammer of the Thronginhold clan using the stones of long-ago destroyed Thronginhold, a Dwarvenhold that was demolished by a Dwarven-Giant war that resulted in the near total annilihation of the tiny clan Thronginhold. The survivors mostly resettled among other larger, more established Dwarven clans, but Borhimak dreams of one day refounding his lost clan. If only he can gather enough former Thronginhold Dwarves (or even willing converts) to restart the clan - with him as the new clanfather of course. In the meantime, he has made "Memories of Thronginhold" as popular and as successful a haven for travelling Dwarves as possible. All the better to bring people over to his cause, he thinks. So far, he has successfully gather 15 other Dwarves, a mixture of actual Thronginhold's and newly converted. Most Dwarves however politely indulge Borhimak and his aspirations, wishing him good luck in rebuilding his lost clan, but nonetheless not are interested in leaving their own. The food is good, traditional Dwarven food with plenty of Dwarven ale on tap.

74. Ellainn El'etiethe: This tall, white building with sweeping archways in front and a fenced-in treed garden on the other three sides is an eatery for the fae races (Elves, Gnomes, Halflings, Pixies, etc.). The lighting is bright and everything is clean and fresh. The waitstaff are all Dryads from the protected druid's grove that almost surrounds the building. There is light music playing gently in the background and several small fountains can be found hidden among the many clusters of plants both inside and out. The food is expensive but very tasty and beautiful to look at. There is a ward placed on the entrance that alerts the Griffon bouncer whenever someone of evil alignment attempts to enter. Aside from that, all people are welcome.
 
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75. The Watershed: This squat-looking building is only one story tall and is quite wide in all dimensions. The roof is sloped from the outer walls down towards the center (much like a funnel) and leads towards a central reservoir that collects rainwater. Inside the building are many pipes that guide the water towards barrels. It is within these barrels that a supposedly magical process occurs that renders the ordinary rainwater into holy water. The various temples in the surrounding area vehemently deny the claims of the owner of this building, denouncing him as a charleton of the worst degree. Nevertheless, many people, especially amongst the poor and desparate flock to the watershed to purchase bottles of these purportedly divine waters. There is one curious aspect to this. Despite many instances of studying the water and repeatedly proving that it has no divine magical properties, many people have apparently been cured or brought good fortune by consuming, bathing in, or otherwise performing some form of meaningful ritual involving the water. This has baffled many scholars who have put forth numerous theories, each more bizarre then the last.
 

76. This building is painted in fantastic and exotic looking forest scenes. (if in a desert city, it depicts enormous redwood forests, if in a northern city, it shows a steamy jungle, if in a wetlands it has a palm tree oasis, etc.) The residents are a family who are originally from a distant land. The husband is an artistic painter who is unable to find decent commission work due to his lack of local connections. His wife takes in laundry in an effort to support their three children. The husband had painted the outside of the house as an advertisement, hoping that it would encourage people to hire him. However, all it has done is drive home to the locals that he and is family are not "one of them". It has also made the family even more homesick than before. The husband is depressed about it all and is spending more and more time at the nearby tavern. The wife is beginning to complain about this and has decided that if he doesn't clean up his act soon then she'll decide it's time for them all to move back to their homeland, even if she has to hire a group of travellers to escort them back...
 

side note: I can keep going, but the last time anyone that wasn't me posted here was almost a week ago. Is this thread dead? I'm not really keen on continuing to post if no one but me wants to see them. :-(

C'mon everyone, there were so many good ideas being put forward and we're so close to 100! Let's at least finish the original idea! :-)

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Coming Soon: the insideout front, the madhouse of the damned and the crazy clockkeeper! See it all here in this very thread! :uhoh: :confused: :D
 
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77. Embassador Bread & Cakes: This small, red brick building has a large open window with white trim from which 1 or 2 people loudly and cheerfully call out to passersby, enticing them to partake of their fine baked goods. This bakery caters to the discerning eater of baked goods, with breads and cakes that are slightly sweeter than the standard The Embassador Bread & Cakes enjoys a reputation for good food at good prices and is a favourite place to buy something as a treat. What isn't well known is that this bakery is actually a front. While the baked goods are legitimate, it is not the primary purpose of this establishment by far. Originally set up several years ago by a branch of the City Watch to capture a leading member of a thieves guild who had a sweettooth, it was deemed to be such a success that it was expanded into a secret group of its own that no longer reports to the Watch, instead reporting directly to the King's chief advisor. Their expanded mandate is to seek out and destroy secret criminal organizations within the kindom. There are already plans to set up Embassador bakeries in other cities and even some select townships within the King's domain as this secret service appears to be highly effective at reducing crime.

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Still to Come:
the madhouse of the damned :eek:
the crazy clockkeeper! :confused:
See it all here in this very thread! :D
 

I hope this is an O.K. entry...

78. Ferndake's Trove of Treasures

This old two story building lies at the end of an alley in the poorer area of the city and has a slight lean to it as if something crashed into the foundation. Gaven Fendrake is a very old man bent with age who runs a house of curiousities. His shoppe is open only at night and is literally packed from ceiling to floor with odd baubles and merchandise. When he walks it sounds as if every other footstep is a hoof tapping the creaking floorboards. The local children believe he is cursed or a demon and often try to dare each other to steal something from his store but are always caught and quickly thrown out into the street. He does not seem like a good businessman because he usually won't sell anything for money but sometimes is willing to trade an item for a personal item.
 

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