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

57. Trask's Home of Eternal Rest
This building located near the cemetery is the town mortuary. It is a two-story structure. Trask Frostling is the proprietor. Trask is a quite but friendly sort who is an absolute perfectionist when it comes to preparing the dead. Also employed at the funeral parlor is Drog Rockgrinder a dwarf stone carver who handles the headstones. Drog is the complete opposite of Trask. He is a loud, dower, and miserable person who hates everything. Drog's personality amuses Trask that’s the main reason he keeps the Dwarf around that and the quality of his work. The main room of parlor is a soft warm place with candles and drapes. Trask has an agreement with all of the local temples both good and evil and can cater to any type of ceremony.

Drog's workshop and living space is in the basement. Trask lives on the second floor.
 
Last edited:

log in or register to remove this ad

58. Noble's Mansion. This large manor house is surrounded by a garden and high stone walls, and is accessed through a large gate. This is the home of Lord William Dunbar, a noble. Once per month, Lord Dunbar gives a feast in his manor, to which are invited many people including rich merchants and adventurers, not only the aristocracy. As such, if the PCs have been successful in their last adventures, they could well be invited to these feasts. However, Lord Dumbar is a penniless and indebted wastrel. His feast are almost never paid, but the rich merchants who sponsor them believe that in associating with the nobility, they increase their prestige and could get interesting business opportunities. Lord Dumbar wants people to believe him to be rich and influential, but this all but a facade. There is nothing of real value left in Lord Dumbar's estate, and he is always looking for meeting with wealthy people and making some deals with them to get money. (Aristocrat 10th; Bluff, Diplomacy, and Knowledge - local at +15.)

--------------------------------------------------------------------------
To easily put the numbers in bold yellow, copypaste this, then remove the first two " / ":
[/COLOR=Yellow][/B]0.[/B][/COLOR]
 

59. This large mansion with a garden is a boarding house run by a couple. There is an important turn-over of residents, as the husband who is jealous, always suspects male lodgers to turn around his wife. As such, he makes the life of the ones he suspects miserable, and tries to make them leave. Nonetheless, this is not the husband who is dangerous, but two of the current paying-guests. The first is trying to establish an evil cult in the city, while the other is a fugitive from another country wanted for (political) murder. They don't know of each other though.

--------------------------------------------------------------------------
To easily put the numbers in bold yellow, copypaste this, then remove the first two " / ":
[/COLOR=Yellow][/B]0.[/B][/COLOR]
 

60. Sewer Maintenance Building
This small single level building is used by the sewer workers to store there equipment and as their entrance to the pipe works that run under the city to carry out the waste and rain drainage to the harbor. This is only one of the many entrances that lead the dark highway as the sewers are referred. The building contains poles, rakes, lanterns, a few collapsible boats as well as a few pole arms, which are sometimes necessary to fend off the denizens from below. There are six sewer workers currently employed two groups of three each work 12 hour shifts. They are aloud to keep anything they find and they supplement their pay by receiving payoffs for not noticing anything that goes on down below.

This is a dangerous job it is very common for the workers to disappear. Due to the lucrative nature however there is no shortage of young peasants willing to take the risk. Tales of old Norton retiring after five years in the hole is enough for many to take the chance.
 

61. Mellim's : This is a rickety looking four-story building that leans slightly into the street, an impression that is visually exaggerated by the fact that each story is slightly larger than the previous until the top story is a full ten feet out further on all sides than the ground floor. The owner of this house is Mellim Grob-dagarro, an elderly man with startlingly bushy eyebrows that are literally long enough that he brushes them to the sides such that their tips blend into the hair at his temples. Mellim is a Scholar, (+4 ranks in gather information, +2 local law, +2 politics, +2 religion) a Scribe (+4 forgery), a Historian (+2 Knowledge: Ancient History), and a noteworthy collector of maps. Map-collecting is his passion in life with fully three floors of his home having the walls of every room lined with scroll shelves and most rooms having piles of scrolls and parchment maps and geographical treatises. People often come to Mellim in order to avail of his impressive collection. For a modest fee he will copy any of his maps and he is always interested in acquiring a new or interesting map. There is one further quirk to his map collecting habits though: Mellim finds an equal joy in owning a map, regardless of it's accuracy or even if it depicts anything of any relation to the real world. In fact, many of his maps are of fictional or legendary lands or structures. This proves especially challenging for the would-be visitor to his library as Mellim neither distinguishes nor remembers which maps are real and which are imaginary... To make matters even more convoluted, several of Mellim's acquaintances are adventures and a few of them even travel the planes and have frequently brought back maps for Mellim of these far distant lands! For those adventurers knowledgeable or lucky enough though, Mellim can be an amazing resource of both rare knowledge and rare maps.
 

62. Grax's Unusual Edibles
This shop sells unusual food items from pickled beholder eyes to xorn blood shakes and everything in between. Grax's is a half orc former adventurer who realized that the only part of adventuring that he enjoyed was the eating afterward. He is a large round fellow who loves to talk about his glory days. The shop is a market with all sorts of jars and containers. Everything is either dried or pickled so there is no need for cold storage. Some of his most interesting cuisine has wound up in the king palace (Used to feed the royal hounds). Grax will pay for fresh rare monster parts in good condition. Grax lives above the shop with his human wife Mirna.
 

This is a great thread - one of my goals for the city my campaign will take place in is for it to be a 'sandbox' type of area. Sort of like the designs of GTA: Vice City, where the players can simply wander around and find cool things to do if they like. Only with less prostitutes and vehicular manslaughter of course.

I'll hopefully get something to contribute soon - its crunch time for my game right now though.
 

63. Narrow House
At the end of an otherwise empty alley is a brick house that appears to have been constructed between two existing walls. An old wooden door hangs from a rotten frame with only a small rusted-bar window giving a glimpse inside the narrow house. No-one seems to come or go from the door. If asked, local vagrants will explain that they do not go into the alley of the Narrow House. They claim that late at night there are screams and the sounds of someone crying from behind the old wooden door. Last winter an old bum by the name Corgar Rumbottom decided that he wasn't afraid of the strange little building and its queer sounds, and so filled with bravado (and alcohol) opened the door (it is always unlocked) and went inside to escape the winter chill. Some say that late at night, if you listen very closely, his screams and pleadings now mingle with the others' from the narrow house.

Inside the house, the curious find a single room with a small table with a gutted wax candle, a rickety wooden chair in the far corner, and a heavy wooden bed with a fat feather mattress. The mattress has many large dark stains. Rats can be heard moving inside the walls and ceiling. Anyone who examines the bed very closely (Search 15) will find leather straps tied to each of the four bed posts, tucked underneath the fat mattress. When someone falls asleep on the bed, the straps animate and grab the person's limbs, securing each very tightly. Over the course of several minutes the straps then pull the person apart. Every round the person fails to break free of the straps, they are at a cumulative -1 grapple penalty. If the victim succumbs to the bed, the rats emerge from the walls and chew the body to pieces, carrying away the parts to store in the walls and ceiling. The soul of anyone killed in the Narrow House becomes a Haunt which dwells in this place until the bed is destroyed.
 

64. Drake's Livery and Stables
There are three buildings in this compound, they are a stable, a warehouse, and a two story house as well as a corral. Drake is a middle age man who loves animals. He has horses, mules, and donkeys. Drake is a widower who is raising four kids two boys and two girls they range in age from the youngest Mirabella who is 4, Alex who is 7, Tellon who is 11, and Sara who is 17. Drake will kill to protect his children and his animals. He will refuse to sell to anyone who he thinks will mistreat the animals. Drake is fair in his business dealings.

The warehouse contains grain, saddles, bits, bridles, and other goods of this sort.
 

65. Fortune Teller Shop. A charlatan seer lives in this house, whose shop on the ground floor displays painted moons, stars, and other cheap symbols on a blue background. Trania Wheltos can actually cast a few spells, but she really has no divination ability of any sort (expert 2nd / sorceress 1st; Bluff +10, Knowledge (arcana) and Spellcraft +6, can cast Charm person, Nystul's magical aura). Her foretelling are in fact always about love to happen, work to be found, spouse infidelity, having children, etc. These predictions are just scams, but using her Charm person spells and a few coins, Tralia has a coterie of usually poor women to tell around how a great seer she is. In addition, she sells useless charms and amulets to the credulous, using her Nystul's magical aura spell. Other than that, Trallia is a little bit of a nymphomaniac and will try to seduce any handsome male that may come to seek predictions from her. She has four children from four different fathers, and is a really rude and uncaring mother.

--------------------------------------------------------------------------
To easily put the numbers in bold yellow, copypaste this, then remove the first two " / ":
[/COLOR=Yellow][/B]0.[/B][/COLOR]
 

Remove ads

Top