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  URBAN DRESSING: 
  RAGING SWAN PRESS
  DWARVEN HOLD
  OSR
  
  	
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  URBAN DRESSING: DWARVEN HOLD 
  Tired of your towns and cities lacking verisimilitude? Want to add cool details to your creations but don't have the time? Want to make your 
  towns and cities feel more realistic? Then Urban Dressing is for you! Each instalment focuses on a different type of urban area. Within, ﬁnd 
  100 sights and sounds, 50 businesses, 50 NPCs and 20 adventure hooks ready for your campaign. 
  Designed for easy use during game prep or actual play. 
  C RE DI TS 
  Design: Josh Vogt 
  Development: Creighton Broadhurst 
  Art: William McAusland and Matt Morrow. Some artwork 
  copyright William McAusland, used with permission. 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2021. 
   
  CONTENTS 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress 
  Credits 
  1 
  ....................................................................................................
  Contents 
  1 
  .................................................................................................
  Dwarven Hold: Sights & Sounds 
  2 
  .........................................................
  Dwarven Hold: Businesses 
  4 
  ...................................................................
  Dwarven Hold: Folk of Interest 
  6 
  ............................................................
  Dwarven Hold: Adventure Hooks 
  8 
  .......................................................
  OGL V1.0A 
  9
  .............................................................................................
  
  D WA RVE N HOLD: SI GHTS & SOU NDS 
  Use this table, to generate the sights and sounds the characters 
  experience as they move about the town. 
  D%
  SIGHTS & SOUNDS
  01
  A set of massive stone and iron gates, guarded by 
  armed dwarves, rear above the street.
  02
  A long string of mining carts trundle by, wheels 
  squeaking, heavily laden with ore.
  03
  A trio of dwarves saunter past, pickaxes and shovels 
  slung over their shoulders.
  04
  Coarse laughter comes from a nearby tavern, which is 
  crowded with rowdy dwarves.
  05
  A statue of the hold’s thane looms over nearby 
  buildings from its position in the central square.
  06
  A series of cavernous openings lead into deeper 
  tunnels beneath the hold.
  07
  Huge, ornate murals detailing the hold’s history cover 
  the hewn stone wall.
  08
  Heat blazes from the open mouth of an active forge 
  opening onto the street.
  09
  Thick, oily smoke roils out of half-a-dozen 
  chimneystacks. A gloomy haze ﬁlls the air. 
  10
  Herds of pack goats clop by, guided by a lone dwarf 
  wielding a leather whip.
  11
  Molten lava oozes through a stone channel cut down 
  the middle of the passage.
  12
  The hold’s enormous stone walls block out sight of the 
  area surrounding the settlement.
  13
  A heavily armed and armoured dwarven patrol tromps 
  around the corner, alert for trouble.
  14
  A scattering of smashed tankards litter the street, 
  suggesting a recent brawl took place here.
  15
  A blonde, effeminate elf stands arguing with a surly 
  dwarf who keeps making rude gestures.
  16
  A dwarf strolls past with what has to be the most 
  elaborately braided beard in the whole hold.
  17
  A gaggle of dwarven children scamper past, swinging 
  wooden axes.
  18
  Dwarves cluster around a set of maps, muttering as 
  they point out various landmarks and notes.
  19
  A dwarven bard passes by, strumming on a lyre as he 
  hums a tune.
  20
  Huge rats scurry through the area, glancing at the 
  party with beady red eyes.
  21
  A spider as big as a dwarf’s head clings to the rocky 
  ceiling, poised to drop onto its prey.
  22
  A pile of rubble indicates a recent cave-in where a 
  tunnel used to be. A team of miners are preparing to 
  remove the obstruction.
  23
  Faint splashing echoes through the air, hinting at an 
  underground waterfall in the vicinity.
  24
  A massive warhammer leans against a wall, looking 
  well worn despite fresh polishing.
  25
  A female dwarf stumps by, scowling and wearing an 
  iron helm fashioned like ram horns.
  26
  Rotting orc heads are stuck on spikes around the hold.
  27
  A dwarf hefts a sack that looks to be bulging with 
  precious gems of all kind.
  28
  The passing cart is stacked high with ingots of silver 
  and gold, all stamped with the hold’s ofﬁcial seal.
  29
  The odd-looking pony pulling a nearby wagon is 
  actually a mechanical construct.
  30
  A group of dwarves use hammer and chisels to 
  engrave huge, ornate runes on a wall.
  31
  Everyone on the street stills as a distant explosion 
  shakes the area.
  32
  Rough dwarven voices and laughter ﬁll the air, giving 
  the neighbourhood a cheery feel.
  33
  Battered and dented dwarven shields are lined up 
  against a wall, like a memorial.
  34
  The shimmering liquid spraying from the hold’s central 
  fountain appears to be molten silver.
  35
  A stout dwarf eyes the area, burly arms crossed to 
  show off his shiny golden bracers.
  36
  Stacks of boxes have been carefully cordoned off, with 
  numerous warning signs posted about.
  37
  The smell of burning and ash ﬁlls the area, but it’s hard 
  to say where it’s coming from.
  38
  An oversized oven roars with ﬂames as a dwarf shovels 
  coal inside.
  39
  Several female dwarves chat as they carry barrels of 
  food down the street.
  40
  A pack of dwarven children run around, laughing as 
  they play a game of “orcs and elves.”
  41
  Five dwarven ﬁghters escort a massive, green-skinned 
  orc draped in chains.
  42
  A dwarf with grey skin and black eyes peers out from 
  the window of a jail cell.
  43
  A tall human hunches and hurries along, trying not to 
  bump his head on the low roof.
  44
  This row of craggy buildings look like they’re carved 
  straight from the mountain itself.
  45
  The crowded tavern is bustling with dwarves, all of 
  whom seem in high spirits.
  46
  Sets of gigantic chains bolted to the outer gates 
  connect to a network of gears and cogs.
  47
  An ancient-looking dwarf totters by; his armour is 
  almost wholly rusted to scrap.
  48
  A bleached dragon’s skull, toothy maw gaping in 
  death, is mounted above this door.
  2
  
  49
  Barges coast along the river beside the hold, bringing 
  in large shipments.
  50
  Grumbling dwarves haul large rattling crates around.
  51
  The sound of crashing hammers and the hissing 
  bellows of a forge ﬁlls the air.
  52
  A harsh metallic grinding ﬁlls the air as a nearby gate is 
  winched open.
  53
  The earth rumbles, but everyone goes about their 
  business without apparent concern.
  54
  The smell of stale ale drifts about; the ground is 
  stained by countless spilled drinks.
  55
  Deep drums pound nearby, accompanied by guttural 
  dwarven chanting.
  56
  A dwarf strides by, his face and bare arms covered in 
  thick, black tattoos.
  57
  Screaming death threats at one another, several 
  dwarves brawl in the street.
  58
  Shoulders slumped, a band of dwarven warriors 
  trudge by, blood fresh on their armour.
  59
  A dozen wagons roll along in a merchant caravan, 
  heading for the market.
  60
  A dwarf races through the street, hollering something 
  about striking it rich.
  61
  A mining party sets out for their claim, packs and 
  wagons bulging with gear.
  62
  The minstrel singing on the street corner doesn’t look 
  like she’s been tossed a single coin all day.
  63
  A band of elves keeps getting all sorts of dirty looks 
  from the dwarves around them.
  64
  A digniﬁed procession ﬁlls the street as a group of 
  dwarven nobles strolls past.
  65
  Dwarves labour to roll ale barrels along the road 
  without knocking anyone over.
  66
  A dwarven rufﬁan toys with a crooked knife as he 
  watches passersby.
  67
  The bartender eyes everyone passing his tavern and 
  makes sure drinkers get a good look at the cudgel 
  sitting on the counter.
  68
  Not only is this dwarf missing a beard, he also doesn’t 
  have any eyebrows.
  69
  Several dwarven monks shufﬂe past, hands tucked into 
  their sleeves in meditative poses.
  70
  What looks like a statue of a grey-skinned, robed man 
  occasionally blinks and nods at passers-by.
  71
  A dwarven guard sits astride a giant beetle that has 
  been outﬁtted with a saddle.
  72
  Servants struggle to bear an obese dwarf noble along 
  on his cushioned travelling chair.
  73
  This dwarf sports scars from head to toe.
  74
  A dwarf clomps along in such thick armour, his whole 
  body and face are entirely hidden.
  75
  A paladin’s hands glow with divine light as he places 
  them on a dwarf’s head in blessing.
  76
  A skinny dwarf woman giggles to herself as she pulls 
  intestines out of a dead goat.
  77
  Two dozen dwarves stand on a giant chess board, 
  acting as living game pieces.
  78
  Lifelike statues of legendary dwarves line both sides of 
  this street.
  79
  An old dwarf sits on the corner, regaling a group of 
  children with stories of war heroics.
  80
  A dwarf sprints past, screaming as ﬂames engulf his 
  thick beard.
  81
  A shabby dwarf lies in the gutter, drooling, empty 
  tankard clutched to his gut.
  82
  The local blacksmith sings praises to the god of the 
  forge, in time with his hammering.
  83
  A wizard with a peaked cap and golden robe strides 
  along, staff in hand.
  84
  A bored guard watches the area.
  85
  A young dwarf casts furtive glances around as he 
  chisels words into a wall.
  86
  A stream of black-robed dwarves stride by, faces 
  heavily lined in mourning.
  87
  Dwarves yell and place bets as a pair of wrestlers 
  grapple in their midst.
  88
  A grim-faced dwarf watches the crowd, a bolt cocked 
  in his crossbow.
  89
  Dwarves grunt and strain as they are led through a 
  series of battle training manoeuvres.
  90
  Gleaming helmets are lined up on a ledge.
  91
  The stones here look charred, some having even 
  cracked due to exposure to extreme heat.
  92
  Clumps of blue-green glowing mould spot the walls.
  93
  A bonﬁre has been lit in one of the guard towers 
  stationed along the hold walls.
  94
  A large metal cage hangs from a chain that can be 
  lowered into a seemingly bottomless pit.
  95
  A deep gulley cuts down the middle of the hold;  
  numerous bridges span the rift.
  96
  At least ten dwarves cluster around a halﬂing wearing 
  a rather dapper vest.
  97
  A quartet of short, hooded ﬁgures, their features 
  hidden in shadows, stride down the street.
  98
  Two dwarves greet one another in the middle of the 
  street with a ﬁerce head butt.
  99
  A troop of armoured dwarves march off from the main 
  gates, looking ready for battle.
  100
  A crowd of dwarves have begun a boulder-throwing 
  competition, heaving huge stones across a ravine.
  3
  
  D WA RVE N HOLD: B USINESSES 
  Use this table, to generate the basic details of businesses the 
  characters come across as they explore the town. 
  D%
  BUSINESS
  01-02
  The Shaft (mine) oversees all mining operations 
  below and around the hold and in the surrounds.
  03-04
  Iron Guild (guild) owns majority shares in all crafting 
  businesses and ventures established in the hold.
  05-06
  The Anvil (garrison) is where the hold’s guards are 
  stationed and train.
  07-08
  Bootnails (cobbler) keeps the hold’s citizens tromping 
  about in leather shoes and iron-toed boots, and does 
  repairs on the cheap.
  09-10
  Chip Off (artisan) is run by sisters who have installed 
  many mosaics around the hold; their speciality is 
  depicting wartime and heroic exploits.
  11-12
  Smelted Wares (reﬁnery) is where raw ore is taken to 
  be turned into pure ingots before being sold on.
  13-14
  The Pebble Gullet (inn) gets a steady stream of 
  travelling merchants who visit the hold to do business 
  with the wealthy dwarves.
  15-16
  Pillions (architects) is known for being able to turn 
  even the most cramped, moist cave into a cosy 
  dwarven home.
  17-18
  Tunnel Brothers (tunneler) turned from their old 
  mining business to help the hold expand as the 
  population grew.
  19-20
  Boneminder (healer) takes in injured and dying 
  dwarves no matter how poor they are and tends to 
  their wounds or comforts them in their ﬁnal days.
  21-22
  The Runeways (runesmith) is an esoteric order of 
  enchanters who can imbue items and places with 
  strange power through runic engravings.
  23-24
  Rolton’s Repairs (blacksmith) claims he can repair 
  anything made of metal, no matter how badly it is 
  damaged or corroded.
  25-26
  Coinage (mint) circulates fresh copper, silver and gold 
  coins, stamped with the face of the current dwarven 
  king. He buys coins of all sorts. 
  27-28
  Pieces Placed (repairs) travels around the hold, 
  shoring up crumbling walls, repairing old buildings 
  and keeping the infrastructure intact.
  29-30
  The Bleats (stables) rears ﬂocks of strong rams and 
  mules for use as mounts or pack animals.
  31-32
  Glowsons (fungus farm) grows luminescent moulds 
  and mushroom crops that are then planted around the 
  hold as natural light sources.
  33-34
  Windle’s Waxworks (candlemaker) cultivates a 
  special wax that originates from a rare type of toxic 
  beetles who breed nearby.
  35-36
  Chants & Cants (spells) is run by a group of mages 
  who retired from adventuring for steadier pay working 
  their supernatural skills for commoners.
  37-38
  Scuttlers (garbage) keeps rubbish and refuse piles 
  burning at all hours in an effort to improve hold 
  sanitation. Smoke always hangs over Scuttlers. 
  39-40
  The Bags (corpseman) is run by a sour-faced dwarf 
  who inters the dead in the ancestral catacombs 
  beneath the hold.
  41-42
  Torchin’ Tails (rat catcher) keeps the hold relatively 
  free of rodent and other pest infestations.
  43-44
  Haul’em (shipments) provides quick and reliable 
  transportation for most goods in and out of the hold. 
  Caravan guards cost extra.
  45-46
  Ash Fingers (lantern lighter) keeps the hold well-lit, 
  making sure all areas have lanterns burning bright.
  47-48
  Candlehelm (surveyor) explores undeveloped 
  territory (both above and below-ground) in the 
  surrounding area.
  49-50
  Tinker’s Tender (general equipment) sells an 
  assortment of gear, supplies and miscellaneous goods. 
  Much of it is clearly second (or third) hand, but still in 
  good condition.
  51-52
  Tender n’ Till (bank) is where any wise dwarf secures 
  his or her hard-earned coin, knowing these vaults are 
  impregnable. Incorruptible earth elemental guards are 
  said to ward the place.
  53-54
  Fundings Limited (investor) has provided seed 
  money for numerous mining operations, business 
  expansions and mercenary groups. They require, 
  however, voluminous paperwork and sureties for any 
  loan—particularly to non-dwarves.
  55-56
  The Registrant (records) holds birth and death 
  certiﬁcates for every dwarf in the hold, plus exhaustive 
  genealogical records for every family and clan.
  57-58
  Keen Bite (weapons) does steady business crafting 
  axes, warhammers and other instruments of death.
  59-60
  The Pits (prison) is where thieves, ne’er-do-wells, and 
  enemy prisoners are kept under heavy lock and key.
  61-62
  Tinsmith’s (forge) is kept working day in and out; 
  orders come in from all over the hold.
  63-64
  Holy Fires (temple) is dedicated to the dwarven god 
  of the forge and is often crowded with crafters praying 
  their work meets with divine approval.
  65-66
  The Cracker (armour) churns out breastplates, helms 
  and other made-to-ﬁt armour for the hold’s guards, 
  and mercenary outﬁts.
  67-68
  Hafter’s Eye (engineer) is a famed construction crew 
  who have a reputation for getting jobs done rapidly 
  and well under budget.
  69-70
  The Gleam (gemologist) deals in only the highest 
  quality of gems, reﬁning diamonds, rubies, sapphires 
  and other “stars of the earth.”
  4
  
  71-72
  Fine Twinings (jeweller) is run by a dwarf maiden 
  with an uncanny ability to bend precious metals to her 
  will. Her creations are exquisite…and expensive.
  73-74
  Earthy Etchings (engravings) has been around since 
  the hold’s founding days and it’s rare to ﬁnd a stone 
  they haven’t marked over the years.
  75-76
  Stone Sifter (sculptor) is owned by an ex-miner who 
  now crafts lifelike statues using a magic pick.
  77-78
  The Heap (outﬁtter) does steady business supplying 
  surveyors and expeditions with all the equipment 
  they’ll ever need at a reasonable price.
  79-80
  Vital Vittles (cook) ﬁlls the bellies of dwarves across 
  the hold with fresh-baked bread daily and an 
  increasingly popular goat meat stew. Also available are 
  surprisingly tasty iron rations, which are much in 
  demand among miners and explorers.
  81-82
  Snarls (barber) has a whole team of barbers who 
  focus on keeping dwarven beards styled and trimmed 
  with the latest fashions.
  83-84
  Nimbleﬁngers (tailor) specialises in stitching up 
  lovely silk dresses that are becoming a recent trend 
  with dwarven women. Its tailors take care to not 
  mention much of the silk comes from elven merchants.
  85-86
  The Scarred Lot (veterans) is a gathering house for 
  old dwarven warriors who meet to recall their fallen 
  comrades (and compare scars). The atmosphere is 
  always raucous.
  87-88
  Clearpath (demolitions) has passed down through 
  the generations of this family-owned business a secret 
  recipe for incredibly powerful alchemist’s ﬁre said to 
  be able to melt stone.
  89-90
  Mouldin’s (cheesemaker) is famed for their heavily 
  spiced cheese.
  91-92
  Beltin’ Beard (bard) trains the ﬁnest local musicians 
  and other performers, often dedicated to preserving 
  an oral dwarven history. Loud music and singing 
  constantly emanate from this building.
  93-94
  Cub Cave (school) is the educational institute where 
  young dwarves spend the ﬁrst decade of their lives 
  learning the essence of dwarven culture.
  95-96
  The Sheaves (lawyer) oversees all legal matters and 
  court proceedings in the hold, and the ﬁrm’s main 
  lawyer has yet to lose a case. His services are much in 
  demand, and he is on retainer with many powerful 
  families in the hold.
  97-98
  Pinner Down (mining claims) handles all territorial 
  claims for mining stakes, keeping client information 
  conﬁdential at all times.
  99-100
  Hotstack’s (lava rafter) employs special boats 
  capable of sailing underground lava ﬂows and charges 
  a premium for carrying cargo on these secret channels.
  5
  
  D WA RVE N HOLD: F OLK OF INTERES T 
  Use this table, to generate the basic details of folk the characters 
  encounter as they explore the town. 
  D%
  NPC
  01-02
  Gilrun Thoki (LG male dwarf ﬁghter 2) is often heard 
  having one-sided arguments...with his rusty axe. He is 
  widely believed to be mad, but he swears his axe is 
  possessed by an illustrious ancestor. 
  03-04
  Taldi Hugumun (CG male dwarf) sells delicious, 
  freshly baked meat pies on the streets for a copper 
  apiece. He often runs out of stock early in the day, so 
  popular are his pies.
  05-06
  Mazy Ringrim (LN female dwarf) keeps meticulous 
  ancestral records for all major hold families going back 
  ﬁve generations. There are few wiser in the hold’s 
  history than Mazy.
  07-08
  Tybdaras Sultfelt (CN female dwarf ﬁghter 3) owns 
  the largest forge in the hold and takes a hefty cut of 
  their proﬁts—which she spends just as quickly. She’s 
  always in need of more money.
  09-10
  Throri Horismoat (NG male dwarf ﬁghter 2) has a 
  bulbous nose, even for a dwarf, but keeps his good 
  cheer despite being the butt of many jokes.
  11-12
  Colurn Immost (CG male human wizard 1) is a skinny 
  mage who regularly visits the hold to study the 
  dwarven craft of rune enchanting.
  13-14
  Odar Darhof (N male dwarf thief 1) is one of the rare 
  beggars in the hold, going about barefoot and clad in 
  little more than rags.
  15-16
  Erivya Grummer (NE female human thief 1) is 
  believed to be a spy by many, but what she’s spying on 
  and for whom remains hotly debated.
  17-18
  Byrin Lido (LG male half-elf) serves the hold as a 
  lawyer, handling everything from property disputes to 
  ancestral inheritance claims.
  19-20
  Nauso Shanksmith (N male dwarf thief 1) has one 
  blind eye and uses his remaining good one to protect 
  his tankard from anyone trying to ﬁlch his ale.
  21-22
  Ridak Gilmeson (LE male dwarf thief 3) has been 
  accused multiple times of pawning stolen gems, but 
  the charges never stick.
  23-24
  Furkip Luggit (LN male dwarf cleric 1) is a street 
  preacher who espouses the worship of the dwarven 
  god of greed and wealth rather than the forge.
  25-26
  Hukon Musgril (NE male dwarf thief 2) is a well-known 
  fence who handles stolen goods for an outrageous fee
  —most of which goes on bribes to various ofﬁcials.
  27-28
  Imarma Gakhrim (CN female dwarf ﬁghter 1) claims 
  to be descended from dwarven royalty and traces her 
  lineage back to the hold’s original founders.
  29-30
  Rarga (N female half-orc ﬁghter 1) practically lives in 
  the hold’s jail—though, surprisingly, as a guard rather 
  than a prisoner. She has earned her place in the hold 
  through her fair, even-handedness, and the dwarves 
  do not hold her ancestry against her.
  31-32
  Maeoin Alajim (LE male elf wizard 2) lurks around the 
  hold’s archival chambers, but is tight-lipped about 
  what he’s searching for among the scrolls and tomes.
  33-34
  Suli Gasli (NG female dwarf) is the hold’s primary 
  sculptor and is responsible for many of the impressive 
  art installations around the area. Her statues appear 
  lifelike, and can take months to craft.
  35-36
  Halma Phaedrol (CG female human) has developed a 
  permanent stoop after living in the hold’s low tunnels 
  since she was a girl.
  37-38
  Siv Dunners (CN female halﬂing thief 2) was once 
  spotted toting along a ruby the size of her ﬁst, but no 
  one’s ever been able to determine where she got it or 
  where it went…and she’s not saying.
  39-40
  Malia Thaudut (LG female dwarf ﬁghter 2) stands at 
  her guard post every day, gleaming hammer, shield 
  and armour without a spot of rust.
  41-42
  Rinny Othols (LG female human ﬁghter 1) repeatedly 
  inspects the hold’s main gate locking mechanisms for 
  ﬂaws, damage and defects.
  43-44
  Asbal Garson (LN male half-elf ﬁghter 2) has served as 
  a private bodyguard for decades now and is proud to 
  claim he’s never lost a client.
  45-46
  Drosgo Runnarf (NG male dwarf) runs a map-making 
  business, though he’s never been known to travel 
  outside the hold.
  47-48
  Whillikins Holt (LN male halﬂing cleric 2) is a regular 
  source of hold-wide gossip which he’ll gladly dispense 
  for a copper or two.
  49-50
  Ugd Stronk (LG male half-orc ﬁghter 3) is one of the 
  few non-dwarven guards who regularly patrols the 
  hold. Although of orc blood, he is universally trusted.
  51-52
  Lithee Chrip (CG male halﬂing) is a courier who knows 
  the hold layout, and several secret ways, better than 
  almost anyone else.
  53-54
  Akina Fairingot (LG female dwarf ﬁghter 2) has a 
  platinum streak in her otherwise brown hair and a 
  temper she keeps under tight control.
  55-56
  Mekha Fainsmith (N female dwarf ﬁghter 1) is the 
  purveyor of general goods, running the hold’s largest 
  general supply shop.
  57-58
  Rilrin Dakdo (LN female dwarf cleric 1) claims she can 
  hear voices in the rocks and has acquired an 
  impressive pebble collection.
  59-60
  Bolden Scrags (LG male dwarf ﬁghter 3) has collected 
  dozens of orc and goblin ears which he wears as a 
  gory necklace. Consequently, he rarely gets invited to 
  parties and is quite lonely.
  6
  
  61-62
  “Knutts” (LG male dwarf ﬁghter 3) loves to ﬁght bare-
  ﬁsted, enjoying the visceral feel of his enemy’s skull 
  being crushed between his hands. For all that, he is 
  sought after warrior and drinking companion. 
  63-64
  Amiyur Thelguds (N female half-elf) is a member of 
  the lamplighter’s guild and takes great pride in her 
  work. She loves the hold and believes she should have 
  been born a dwarf.
  65-66
  Eris Dordas (CN male human) is one of the few 
  humans in the hold who speaks Dwarven ﬂuently. He 
  acts as an intermediary between human and dwarven 
  merchants. 
  67-68
  Nudain Magkal (CG old male dwarf cleric 3) helps 
  mining operations with his magics. His eyesight is 
  failing, and he feels death approaching. He is 
  desperate to provide for his family.
  69-70
  Marli Klanhilt (NE male dwarf cleric 1) has been seen 
  meeting with a few shadowy ﬁgures outside the hold. 
  Consequently, he is being watched.
  71-72
  Brakisten Fairingot (N male dwarf ﬁghter 1) has 
  gained a reputation as a staggering drunk—no mean 
  achievement for a dwarf! Banned from several taverns 
  for non-payment of bills he is always looking for coin.
  73-74
  Bulmor Thainrift (LG male dwarf) has one lame arm, 
  but this doesn’t stop him from being the hold’s most 
  vigilant street-sweep. 
  75-76
  Trokker Plinsk (NG male human cleric 2) has made a 
  fascinating study of the many glowing mould species 
  growing about the hold. The approach to his home is 
  covered in the stuff.
  77-78
  Odia Rilron (NG female elf ﬁghter 1) owns the hold’s 
  main bank and has invested heavily in many local 
  businesses. She is tremendously wealthy, and uses that 
  wealth to help those in dire need. 
  79-80
  Anren Scottle (LN male halﬂing) is the diminutive 
  bartender of a popular tavern, serving guests by 
  scampering along the bar and table tops. He is a 
  popular fellow.
  81-82
  Hrim Mog (CG male half-orc ﬁghter 1) has spent years 
  unsuccessfully courting a wealthy dwarven woman 
  with whom he is infatuated.
  83-84
  Jani Duumden (CE female dwarf) is often seen 
  wearing jewellery and dresses that she couldn’t 
  possibly afford. The gossips swap theories about how 
  she has such nice clothes. None of the their theories 
  are close to the horrifying truth.
  85-86
  Dania Bazag (NG female dwarf) is the hold’s most 
  accomplished singer and gladly belts out epic ballads 
  in exchange for a free drink. She has an incredible 
  voice and encyclopaedic knowledge of the hold’s 
  history.
  87-88
  Yurmiel Hafrial (NG male elf cleric 3) is a heavily 
  scarred elf with a penchant for playing with ﬁre magic.
  89-90
  Noren Clipple (CN male human thief 3) is believed to 
  be an accomplished assassin-for-hire but it’s uncertain 
  whether he’s currently taking any contracts.
  91-92
  Urlia Molot (CG female human) keeps trying to get 
  herself apprenticed to local dwarven brewers. So far 
  she has had no success.
  93-94
  Zada Whilkim (CE female dwarf ﬁghter 3) is forever 
  looking for an excuse to brawl and shows no mercy to 
  her opponents. She is universally disliked.
  95-96
  Gen Aragnet (LE male dwarf thief 2) is surrounded by 
  dark rumours that he poisoned his own kin to become 
  head of his wealthy family.
  97-98
  Dasrok Konor (LG male dwarf ﬁghter 1) doesn’t even 
  have a full beard yet but is determined to prove 
  himself worthy to wield his dead father’s warhammer.
  99-100
  Fontem Thrilk (N male dwarf cleric 1) has displayed 
  the unnatural ability to split large stones in half just by 
  pressing his open palm against them.
  7
  
  D WA RVE N HOLD: ADV ENTU RE HOO KS 
  Canny adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. 
  D%
  ADVENTURE HOOK
  01-05
  The party hear reports of a band of miners lost in the 
  tunnels beneath the hold—a substantial reward is 
  offered for anyone willing to determine their fate.
  06-10
  A pocket of underground gas has exploded, rocking a 
  major section of the hold, collapsing buildings and 
  killing dozens. The screams of the dying echo through 
  the hold. Everyone rushes to help; if the characters do 
  not assist, the party ﬁnds themselves tremendously 
  unpopular—and eventually asked to leave.
  11-15
  A swarm of giant spiders has overrun part of the hold, 
  and the local commander is sending in recruits to 
  eliminate them.
  16-20
  Hairless, blind rats have invaded the hold’s main food 
  stores. The infestation is thought to be unnatural and 
  to possibly be the work of the dwarves’ hated enemies. 
  The drums of war have begun to beat.
  21-25
  A voracious species of tunnelling worms have infested 
  the hold, eating straight through the rock—as well as 
  devouring anyone they encounter.
  26-30
  Rumours abound the hold has been built atop an 
  ancient dragon’s hoard, but no one has ever found the 
  treasure—which is said to be cursed.
  31-35
  An earthquake shakes the hold, cracking building 
  foundations and shattering windows.
  36-40
  A thousand orc invaders appear overnight, camping 
  just beyond the gates as they pound their war drums. 
  The dwarves mobilise for war; outsiders are expected 
  to help defend the hold.
  41-45
  A character spies a goblin slinking along in the 
  shadows, holding what looks to be a bundle of oil 
  ﬂasks. He is heading toward one of the hold’s shrines.
  46-50
  A cave-in has trapped a group of dwarven miners in a 
  dead-end shaft, with only a day or two before they run 
  out of air. The community is mobilising a rescue effort; 
  any help the characters can provide is greatly 
  appreciated—and remembered.
  51-55
  The party come across several dwarven skeletons laid 
  out in the middle of the street—perfectly arranged 
  without a single bone out of place.
  56-60
  A dwarf approaches the party, claiming to have 
  inherited a map leading to a massive ancestral 
  treasure; he’ll give the party a share, if they provide 
  protection along the way to retrieve it.
  61-65
  One of the top mining teams in the hold has reported 
  their best gear stolen and are paying handsomely for 
  anyone who can bring the thieves to justice.
  66-70
  Unnatural patches of darkness have settled over 
  certain buildings and swaths of road, blinding anyone 
  caught within them for even a few moments.
  71-75
  A terrible spotted fever is spreading through the hold, 
  but it appears to only affect dwarves while leaving any 
  other race untouched. Suspicion and paranoia are 
  rampant, among the dwarves.
  76-80
  A thick green fog has started appearing in certain 
  areas of the hold, poisoning anyone who breathes it in. 
  The fog seeps up through cracks in the ground that 
  have recently appeared.
  81-85
  The party notice strange crops of mushrooms and slick 
  mould patches spreading across the hold’s buildings 
  and streets.
  86-90
  Agonized screams ripple up from the depths of a wide 
  pit sealed over with an iron grate. The party can’t see 
  what waits below.
  91-95
  A character realises the dwarves watching the party 
  from the shadows are actually duergar—the dark and 
  vile cousins of the true dwarves.
  96-100
  The giant iron statue of the current dwarven king has 
  been toppled, and the outraged dwarves are seeking 
  the vandals responsible.
  8
  
  OGL V1.0A 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
   
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  15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc. 
   
  Open Game License v1.0a. Copyright 2000, Wizards of the Coast Inc. 
   
  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  Urban Dressing Dwarven Hold. ©Raging Swan Press 2021; Author: Josh Vogt. 
  To learn more about the Open Game License, visit wizards.com/d20. 
  Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue, plots, storylines, language, incidents, locations, 
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  Open Content: Except material designated as Product Identity, the contents of Urban Dressing: Dwarven Hold are Open Game Content as deﬁned in the Open Gaming License 
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  9
  
  R A G I N G S W A N P R E S S . C O M  
   EVERYTHING  
       is Better with  
  Tentacles 
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
    
  
SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan GM's Miscellany Urban Dressing/Raging Swan Urban Dressing Dwarven Hold 2.0 [screen] (OSR).pdf