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


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SpiralBound said:
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

I have been out of ideas and busy elsewhere, but i still want to bring this work to completion! Much thanks to you, for helping me with it. Today I must add another entry about Public Baths. I have about four other ideas that need some inspiration to become useful.
 

79. The Madhouse of The Damned: Designed and built by wealthy escapees of an asylum years ago, this large mansion is a paradoxical arrangement of architectual features that clearly reflect the perspectives and states of mind of its designers. All sorts of nonsensical, mysterious and plain weird or disturbing features exist. Doors shaped like flowers or teapots, staircases that lead to brick walls or pits with sharpened stakes, windows that are boarded up, internal and external features blended on both the inside and outside, rooms of alien design with no clear purpose, rooms that appear to be recreating other things (like forest scenes, a section of a marketplace complete with manniquin merchants and customers, a glass-enclosed room that is a traditional sitting room, completely underwater with fish and coral included, etc), strange messages written on odd locations in even odder languages, beds nailed to hallway walls, sinks set into the floor, walls made of dishware held in place with silk netting, tables and chairs suspended 6 feet above the floor using ropes that extend straight out to the walls, windows on the ceilings, and practically any other bizarre thing one could think of is to be found here. The group of escapees who created this monsterpiece msyteriously dissappears soon after it was completed(?) and have never been heard from again. Some people think that they were recaptured, some think that they wandered away, others believe that the act of pouring so much into constructing this monument to insanity actually cured them of their mental ailments and they returned to their families, still others wonder about the strange, sourceless noises that emanate from the mansion at night and believe that "something else" noticed their madhouse and took claim of both it and its creators...

80. The Crazy Clockkeeper: Not actually a business, this house at first glance appears to be one as it is literally festooned with timekeeping devices of all kinds both inside, outside and on all surfaces of this two story wooden building. The sole resident of this unusual home is Keyoc Bellirum, an aged, ex-playboy noble who has dedicated his families moderate wealth (the Bellirums were one a powerful shipping family) towards collecting timepieces. He has thousands of clocks, sundials, watches, sandtimers, etc. of a bewilderingly large range of types and ages. He is quite willing to pay handsomely for a rare, unusual or ancient time recording device, working or not, it doesn't matter. In fact, the majority of Kayoc's collection is completely nonfunctioning and he has no interest or knowledge in making or repairing them. Keyoc believes that there will one day come a "Reckoning of Time" when all those who value time will be rewarded and all those who wasted time will be punished. This is also when all broken timepieces will be restored. He is completely unwilling to sell any of his collection. To Keyoc, a clock is a semi-divine relic, a symbol of the "Great Timekeeper" who sits in judgement of all actions against the precious time that they consume. Anyone who talks with Keyoc for more than ten minutes will be given an overview of his beliefs. Those with with more than 4 ranks in Knowledge: Religion will recognise that there is no known religion, present day or ancient, that involves a Great Timekeeper or a Reckoning of Time, Keyocs beliefs appear to have originated in his own mind...

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Coming Soon:
One Mistress Too Many :heh:
Foxbird's Majestic Bestiary of The Arcanely Augmented :cool:
The Home of Hansel and His Wooden Wife :confused:
See it all here in this very thread! :D
 

81. The Watchtower
In the center of the city sits a four story narrow building made of brick. This building serves as the fire, flood, riot, dragon, ect... lookout for the city watch. Given the large number of wooden structures the city watch needs to react quickly to fires usually keeping them contained in a few city blocks. Old Eagle Eyes Cooper a 85 year old deaf halfelf and his crack squad of searchers scan the city for large disturbances. The building itself is a 10 by 20 foot structure with windows only at the top (think lighthouse) In the room at the top of the tower there are fours chair each facing a different direction N, S, E, W a beacon light, some carrier pigeons, and a large bell. Being in close proximity to the bell for 50 years has cost Cooper his hearing and some say his senses as well.
 

82. One Mistress Too Many: A large house with 38 wealthy widows. A wealthy man had a harem and was getting bored with his wives around about wife number 20, so he started collecting wives from nonhuman races. Starting with Elves, Gnomes, and Dwarves, then Orcs, Hobgoblins, and Bugbears, each successive wife became more and more unusual. His vampric Illithid wife was the last one..!

83. Foxbird's Majestic Bestiary of The Arcanely Augmented: This low building is comprised of several towers, greenhouses, netted enclosures, stone sections, and tented areas all linked together in a somewhat labyrinthian conglomerate. The owner and proprietor of this residence/business is Allieuwishimicai Hiarreimus Foxbird: "Sorceror, Summonor and Artificier of Majically Blended Hybrid Beasts" as he bills himself. He creates fanciful creatures for use as pets, mounts, work animals, and guards. He doesn't make intelligent hybrids as he feels that to do so is unethical, he also makes sure that all his creations are sterile. (again, to avoid the unethical practice of unleashing his creations upon the natural ecology) Allieu(*cough,cough*)icai gives guided tours of his creations (3 sp per person, children for free - must be acompanied by their guardian), will sell select creatures to interested (and wealthy, they're not cheap!) individuals, and even take commissions for special creations that interest him. (if you have to ask the price then you can't afford it!)

84. The Home of Hansel and His Wooden Wife: This cottage has a charming, well-kept appearance. a short, stone paved path leads from the white fence to the wooden door of this white house. Inside lives Hansel Morrottin, a simple labourer at a local warehouse. Several years ago his wife Alecia fell ill to a terrible wasting sickness for which there was no cure. Long after her death, poor Hansel was still deeply depressed and dispondent. Fearing that his son-in-law would waste away unto death through a simple unwillingness to go on living, Alecia's father (an archmage) constructed an animated wooden automaton in the likeness of his dead daughter for his lonely and inconsolable son-in-law. This was intended to act as a reminder of his deceased wife and hopefully ease the grieving, however it was a stronger reminder than the old mage would have predicted. Hansel took to the wooden woman immediately, treating it as though it really were Alecia. The archmage initally attempted to explain to Hansel that this wasn't really Alecia returned to him, but Hansel became so agitated that the older man thought it wise to leave him be. Hansel is happy and contented now, living in marital bliss with his wooden wife.

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Coming Soon:
The Glistening Pools of The Merikulio
The Fabulous Bolistche Gardens
Koss and his Marvelous Musicians
See it all here in this very thread!
 

85. Laryveth Boarding House

Leilla and Clara are comely, twin, 1/2 elven sisters that run a large
well-kept, 2 storyboarding house in a decent part of the city. They
provide rooms for girls that have moved from the country to the city to
fill the staff requirements for local nobles. What they are in reality
is a training ground for a group of expert cat-burglars. They have been
operating in the city for years and have not yet been detected by the
local thieves guild. Leilla lost an eye after local thieves in another
city caught them working their turf, Clara was able to get away while
Leilla was not so lucky. Since then Clara has been stalking thieves in
this city and assassinating them. Thieves in town are spooked and
believe it's a gargoyle that lifts them off the roofs and drops them to
their doom.
 

#86. Hanger’s House (Tavern)

Description: Hanger’s House is a large tavern run by Albrecht Hanger. It was a rather large inn at one time, but the top floor was accidentally burned down one winter’s night by a careless patron with a naked flame. Albrecht bought the inn for a song from the previous owner, but has yet to rebuild the top floor.
Hanger’s House serves anyone with coin in their pocket and thirst on their lips, but most of its custom comes from the common working man, whose meager income is earned by the honest sweat of his brow.
The name of the tavern is something of an inside joke to the regulars. Meat hooks festoon the walls of the establishment and patrons who get too rowdy, violent, or in some other way offend Albrecht or his staff get suspended from one of said hooks. One such customer, who thought he was being clever, shed his belt and coat and handed them to a friend before acting the fool, thinking that Albrecht would not be able to “give him the hook” as it were. Hanger instead took the tack off the man’s horse, saddled him, and hanged him from that. Since then Albrecht has kept a few custom made harnesses handy, in case someone should cause a ruckus without benefit of coat collar or belt.

Owner: Albrecht Hanger lost his wife to a wasting sickness at 26. A childless widower, he left town as a merchant guard to busy his idle hands. He returned twelve years later and bought his tavern. Not much is known about what he did in what he refers to as “his wandering years”. He can be brusque and no-nonsense, but is friendly, a good judge of character, and fair. He keeps a few baskets of Mid’s several day old rolls handy for patrons to chuck at anyone whose hubris has landed them on a hook. They’re too stale for the beggars to eat, but just right for teaching humility. Any customer caught throwing anything other than a roll gets put on a hook himself; Albrecht might be strict, but he isn’t cruel. The transgressors are let down, after they’ve learned their lesson, none the worse for wear and are welcome to return; if they can behave. The way Albrecht runs Hanger’s House keeps the mood light and the environment safe. His prize possessions are a lock of his late wife’s hair, and a sword he acquired while away. It’s a merciful short sword that hangs from his belt at all times. The guard and handle resemble a crying woman with her arms outstretched; he’s covered them with leather to avoid attracting attention.
Other Notables: Hanger usually has four or five serving girls to wait on customers. They are decent, modest women and anyone caught harassing them will end up on the wrong side of Hanger’s sap (or club, or sword as the situation merits). Thom ‘Mid’ Middlehouse does most of the cooking and sells drinks behind the bar when he isn’t preparing food. He’s quick to toss Albrecht the club kept behind the counter, and pretty handy with it himself if he has to be.
Hooks:
1. There are rumors that Albrecht has already rebuilt the upper floor of the inn and that a powerful illusion makes it appear as if it’s still a burnt out husk. Some who believe this gossip think that Hanger is using the hidden second floor as a meeting place for some secret organization or some such activity. Others who believe in the hidden second floor simply think he gives room and board to his more elite and favored clientele.

2. Albrecht can’t abide idle gossip and rumor-mongering, but he does keep a sharp eye out and an ear to the ground. As the proprietor of a tavern, he has accrued a lot of information and, being something of an ‘old soldier’ himself, will share information he has gathered with any well-meaning group of adventurers that has earned his trust and respect. He also might allow confidants the use of the hidden backdoor or the secret passage that leads to the sewer.

3. Albrecht would very much like to find a new woman to share his life with him; unfortunately he can’t get away from his tavern to find one. He’s looking for a good honest woman who won’t take crap from anyone (himself included) and can give him the children he lacks; someone with a sense of propriety and possibly a background similar to his own. In other words, he wouldn’t say no to someone with a few adventures and battles to her name. It’s not necessarily a ‘sensitive’ subject, but he won’t appreciate strangers getting involved. If you’ve gotten close enough that he’ll trust you with information; he might appreciate your help on this matter.

Albrecht Hanger, 42, male human, Ftr1/Exp3; CR 2; Size M (6 ft., 2 in. tall, 204 lbs.); HD 1d10+3d6+4; hp 30; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex)/17 with Breastplate; Attack +6 melee, +5 ranged; SV Fort +4, Ref +3, Will +8; AL CG; Str 17, Dex 15, Con 13, Int 15, Wis 16, Cha 10.
Languages Spoken: Common, Dwarven, Orc.
Possessions: Short Sword (Merciful), Breastplate, lock of hair
Skills: Bluff +3, Diplomacy +4, Gather Information +7, Handle Animal +5, Intimidate +5, Knowledge (local) +8, Listen +7 (from Alertness), Profession (Innkeeper) +8, Ride +5, Sense Motive +6 (Skill Focus) Spot +6 (Alertness)
Feats: Alertness, Improved Unarmed Strike, Iron Will, Skill Focus (Sense Motive)
 
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87.River Magistrate’s Office: This three story building was probably once imposing, but it suffered heavy damage when part of the town collapsed. Now, its granite façade had shifted, and many of the decorations – once images of aquatic life and the administration of justice – have broken free. One corner of the building stands in water, making it difficult to enter.

Inside, a musty, moldering smell haunts the building, like parchment left to rot. Guards move forward to take visitor's (including plaintiffs and defendents) arms and armor before they are ushered into the River Court of the Magistrate’s Office. It is usually a long wait. The Magistrate, dressed in a black robe with yellow trim, and a powdered wig symbolizing age and wisdom, sits behind a desk on a dais. There are four guards in the courtroom, in addition to the two escorts, but they seem more bored than alert. A smattering of witnesses sit in the gallery – local citizens, presumably, with an interest in these cases, or barristers in training.

There is a smooth, hard wooden plank along the front of the Court where supplicants are supposed to kneel. The black-and-yellow clad bailiff smites his oaken staff upon the floor – creating a hollow, ringing sound – and calls “Ye supplicants before the Honorable Lord Magistrate Ottomus Frederickson, kneel and be heard!”
 

I just found this thread through Turanil's sig. This is a great idea.
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88.Memorial Square This bit of green in the midst of the city is a park and common area. At the center of the park is a sculpture depicting a group of ordinary townsfolk marching resolutely off to fight for their land. Small tables and benches dot the two grassy acres. Goats and sheep are sometimes allowed to graze here and it is a favorite spot for both romantic walks and discreet meetings. The park was established as a memorial to those who served and died in the city's last major war. The park was created with money donated by Frelaf, a near-legendary warrior who was inspired by the courage of the common people under his command.

Frelaf (Ftr10/Exp2) still lives in town, though he is now retired, and can often be found playing chess in the park.
 

89. The Sewer Trader

There is a forgotten sewer maintenence entrance in the back alley in the beggars quarter. The entrance was boarded shut after a giant rat infestation plagued this area. A vagrant named Ratty has taken up residence here (male/female, hard to tell without getting kinda personal). Ratty has a giant Rat as a pet and has names for at least 100 rats in the area. Ratty knows much information about the city , is said to be able to heal the sick, and is in general a kindly person. The problem is he/she is pretty much crazy and half the things she/she says don't make much sense ( "Kitty devil momma rat you robber baron !@#$$).
 

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