TEXT:  
   
  
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  CASTLE OLDSKULL 
   
  FANTASY ROLE-PLAYING SUPPLEMENT 
  CSE1 
   
  CITY STATE ENCOUNTERS 
   
  By 
  KENT DAVID KELLY 
  (DARKSERAPHIM) 
   
  ILLUSTRATED BY 
  EDWIN AUSTIN ABBEY, ALBRECHT ALTDORFER, 
  ANNE ANDERSON, JOHN D. BATTEN, EMILE BAYARD, 
  JAN CHRISTIAN BIERPFAFF, GORDON BROWNE, 
  CLARA MILLER BURD, EDWARD BURNE-JONES, 
  HARRY CLARKE, W. G. COLLINGWOOD, 
  WALTER CRANE, JASPER FRANCES CROPSEY, 
  THE DALZIEL BROTHERS, RICHARD DOYLE, 
  LOUIS-HENRI DE RUDDER, GUSTAVE DORÉ, 
  ADOLF EHRHARDT, MARY HALLOCK FOOTE, 
  HENRY J. FORD, MYLES BIRKET FOSTER, 
  
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  ARTHUR BOYD HOUGHTON, LOUIS HUARD, 
  LUDVIG SANDOE IPSEN, TONY JOHANNOT, 
  THEODOR KITTELSEN, FERDINAND KNAB, 
  EDMUND BLAIR LEIGHTON, WALTER MCDOUGALL, 
  GERALD FENWICK METCALF, 
  VANETSOV VIKTOR MIKHAILOVICH, JOHN MILFORD, 
  ERNST FERDINAND OEHME, HOWARD PYLE, 
  ALFRED RETHEL, LOUIS RHEAD, DAVID ROBERTS, 
  ALBERT ROBIDA, FREDERICK SANDYS, 
  KARL FRIEDRICH SCHINKEL, SIDNEY SIME, 
  LANCELOT SPEED, SIR JOHN TENNIEL, JAMES TISSOT, 
  EUGENE EMMANUEL VIOLLET-LE-DUC, 
  EDUARD VON GRUTZNER, 
  ET ALII 
   
  WONDERLAND IMPRINTS 
  2014 – 2017 
   
  ONLY THE FINEST 
  WORKS OF FANTASY 
   
  ~ 
   
  O s r 
  
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  Copyright © 2014-2017 Kent David Kelly. 
  All rights reserved. No part of this book may be used or reproduced without the written 
  permission of the copyright holder, Kent David Kelly. 
  (Document Version 3.0) 
  Please feel welcome to contact the author at shadowed_sky@hotmail.com with comments, 
  questions, requests, recommendations and greetings.  And thank you for reading! 
  “Only the Finest Works of Fantasy” 
   
   
   
   
  
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  DEDICATION 
   
  This work is dedicated to the memory of the great classic dungeon and fantasy milieu designers 
  who are no longer with us: 
  David Lance Arneson, 
  M.A.R. Barker, 
  Bob Bledsaw, 
  E. Gary Gygax, 
  Dr. John Eric Holmes, 
  Tom Moldvay, 
  and David Trampier. 
  It is also dedicated to the great fantasists who inspired them, some of whom are fortunately still 
  with us today: 
  Poul William Anderson, 
  Edgar Rice Burroughs, 
  L. Sprague de Camp, 
  Robert E. Howard, 
  Fritz Leiber, 
  Howard Phillips Lovecraft, 
  Michael Moorcock, 
  J.R.R. Tolkien, 
  and Jack Vance. 
  In the spirit of creating wonders with which to inspire others to write their own unique works of 
  enchantment, the author salutes you. 
   
  
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  EMPOWERING YOUR 
  IMAGINATION: 
  WHAT THIS BOOK IS, 
  AND WHAT IT IS NOT 
   
  Attention e-reader, video and computer gamers! 
  This book is not a game in and of itself.  If you bought this book thinking it was a 
  complete game you could read and play, you should probably return this book now. 
  This is a book to help you create your own adventures for Fantasy Role-Playing 
  Games.  This is a fantasy adventure toolbox, an imagination engine. 
  If you enjoy creating stories with your friends, envisioning netherworlds filled with 
  dragons and treasure and designing fantasy worlds all your own, then you will find that 
  this book is an ideal Game Master (GM) tool.  This book will help you to create and 
  improve dungeon adventures, featuring more intriguing locales, more mysterious 
  histories, and more surprising twists and turns than ever before. 
  This is not a complete game.  Your dedication and creativity are required. 
  
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  DESCRIPTION 
   
  Assassins with envenomed daggers 
  Sworn to exact the ultimate price … 
  Veiled ladies of the evening 
  Beckoning you on with painted eyes … 
   
  Elegant nobles seeking adventure, 
  Beasts and thieves lurking in alleys, 
  Reavers and monsters stalking the rooftops, 
  Crime lords, madmen, witch hunters, gladiators, 
  All sharing secrets in an endless labyrinth 
  Of arena and abattoir, temple and tomb, 
  A thousand and one nights’ exotic tales 
  Awaiting your discovery … 
  
  Does this sound like the fantasy city-state of your dreams, the gateway to all 
  adventure?  Or would you rather tell your players, “Okay, you guys heal up in town for 
  thirty-six days, and nothing really happens.” 
  Urban adventures are one of the most arduous challenges for the harried Game 
  Master.  The CASTLE OLDSKULL CITY-STATE ENCOUNTERS supplement will help 
  you to turn the most boring part of your role-playing game into the most intriguing.  
  Make your fantasy city come alive as never before. 
  This book includes a colossal repertoire of urban adventure options, with special 
  features including:  full daytime and nighttime encounter matrices, 230+ urban events, 
  70+ justifications for urban monster encounters, 160+ beast and monster encounters 
  striated by urban rarity, 150 person types for general encounters, 85+ food and drink 
  vendor types, 20,000+ different guardsman and watchman troops, 470+ shop and 
  merchant types, a full noble encounter system, 80+ official titles, 160+ “adventure hook” 
  encounter twists, 60 street types, 300 non-shop city locations and buildings, and 
  customized encounters which illustrate the use of these systems, so that you can create 
  
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  fully detailed mini-adventure encounters for the life of your campaign.  All told, the 
  tables, systems and options in this book can be used to create over 3 billion unique city 
  encounters.  You will not find a more complete system elsewhere in all of gamedom. 
  So which do you prefer?  An offhand description of urban boredom, or a lifetime of 
  urban adventure?  Choose wisely, imagine, adventure and explore.  Another classic 
  Fantasy Role-Playing Game Supplement from Wonderland Imprints, Only the Finest 
  Works of Fantasy.  (276 pages, 33,300 words.) 
   
   
  
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  CONTENTS 
   
  Page 3 ~ Title Page 
  Page 5 ~ Introit 
  Page 6 ~ Dedication 
  Page 7 ~ Empowering Your Imagination 
  Page 8 ~ Description 
  Page 10 ~ Contents 
  Page 14 ~ I:  Introduction 
   
  Page 19 ~ II:  Urban Encounters 
  Page 19 ~ II-1:  Random Urban Encounter Rolls 
  Page 19 ~ II-2:  From Dawn to Dusk:  Daytime Encounter Rolls 
  Page 20 ~ II-3:  From Dusk to Dawn:  Nighttime Encounter Rolls 
   
  Page 22 ~ III:  Events 
  Page 23 ~ A is for Assassination 
  Page 37 ~ B is for Blackmail 
  Page 48 ~ C is for Carnival 
  Page 59 ~ D is for Duel 
  Page 64 ~ E is for Execution 
  Page 67 ~ F is for Flood 
  Page 78 ~ G is for Ghost 
  Page 83 ~ H is for Heretic 
  Page 88 ~ I is for Incrimination 
  Page 92 ~ J is for Jester 
  
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  Page 95 ~ K is for Kidnapping 
  Page 97 ~ L is for Lycanthropy 
  Page 100 ~ M is for Maiden 
  Page 106 ~ N is for News 
  Page 108 ~ O is for Omen 
  Page 112 ~ P is for Pirates 
  Page 118 ~ Q is for Quarterstaff 
  Page 120 ~ R is for Rivalry 
  Page 126 ~ S is for Smugglers 
  Page 135 ~ T is for Trail 
  Page 136 ~ U is for Uncontrolled 
  Page 137 ~ V is for Vision 
  Page 140 ~ W is for Whispers 
  Page 142 ~ Y is for Yellow 
  Page 143 ~ Z is for Zealot 
   
  Page 145 ~ IV:  Unexpected Creatures 
  Page 145 ~ IV-1:  Beasts and Monsters 
  Page 147 ~ IV-2:  Justifications for Urban Monster Encounters 
  Page 151 ~ IV-3:  Common Beasts & Monsters in the Urban Environment 
  Page 152 ~ IV-4:  Uncommon Beasts & Monsters in the Urban Environment 
  Page 153 ~ IV-5:  Rare Beasts & Monsters in the Urban Environment 
  Page 158 ~ IV-6:  Very Rare Beasts & Monsters in the Urban Environment 
   
  Page 165 ~ V:  The Denizens 
  Page 165 ~ V-1:  People 
  Page 167 ~ V-2:  Common People in the Urban Environment 
  
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  Page 171 ~ V-3:  Uncommon People in the Urban Environment 
  Page 174 ~ V-4:  Rare People in the Urban Environment 
  Page 177 ~ V-5:  Very Rare People in the Urban Environment 
  Page 181 ~ V-6:  Person Sub-Table I:  Drink Merchants 
  Page 183 ~ V-7:  Person Sub-Table II:  Food Merchants 
  Page 186 ~ V-8:  Person Sub-Table III+:  Guardsmen, Watchmen & Vigiles 
  Page 192 ~ V-9:  Person Sub-Table IV:  Merchants of Goods (Tradesmen) 
  Page 200 ~ V-10:  Person Sub-Table V:  Merchants of Services (Providers) 
  Page 214 ~ V-11:  Person Sub-Table VI+:  Nobles 
  Page 221 ~ V-12:  Person Sub-Table VII:  Officials 
   
  Page 226 ~ VI:  Twists for Events and Person Encounters 
  Page 234 ~ VII:  Exploring the City State 
  Page 234 ~ VII-1:  Encounter Locations 
  Page 235 ~ VII-2:  Streets 
  Page 238 ~ VII-3:  Unusual and Specific Locales 
   
  Page 263 ~ VIII:  Preparing Your Own Encounter Tables 
   
  Page 265 ~ IX:  A City of Wonders:  Seven Sample Encounters 
   
  Page 268 ~ X:  About the Author 
   
   
   
  
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  CHAPTER 1: 
  INTRODUCTION 
   
  Warning:  This book is NOT intended to help you design a fantasy city in slavish 
  detail.*  Instead, and rather heretically, this book’s goal is to convince you that doing so 
  — for your first big urban adventure, at least — is actually a bad idea.  You should run 
  an idea jam first, and sweat the details later. 
  [* You can however look for my Saga of the Elder City line of gaming supplements, 
  particularly ELD2 City State Creator I and ELD3 City State Creator II, if you want help 
  with this topic. ~K] 
   
   
  
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  The deadliest trap an FRPG Game Master can fall into during urban environment 
  design involves bowing down to the gods of realism and plausibility.  Your fantasy cities 
  should NEVER be realistic!  Fantasy Role-Playing Games are built as gateways leading 
  into entire worlds of supreme adventure, and cities are by far the greatest culminations 
  of the venturesome human spirit.  Fantasy cities should be places of mystery, intrigue 
  and splendor; warehouses, administration and bureaucracy should be distant 
  considerations at best.  Your goal is not to create a realistic city, but rather to create an 
  above-world dungeon with just enough “civil” aspects to keep it all stitched together, so 
  that your players will never feel as if their characters’ lives are in constant danger.  (Note 
  well my emphasis upon the word constant.) 
  Many times in my own Castle Oldskull supplements, I stress the importance of 
  designing for fun over verisimilitude.  While symbiotic, one of these two priorities must 
  always be subservient to the other.  And if you sincerely believe that realism in gaming 
  is more important than fun, then I can only hope to convert you.  Otherwise, you’ve sadly 
  come to the wrongest of all wrong places in your weary and plodding journey.  
  (Simulationists, I fare thee well.  I wish you good luck in your next Advanced Squad 
  Leader demonstration.) 
  As far as city encounters specifically are concerned, you as GM should be obsessed 
  not with government offices, faction hierarchies and economic designations, but instead 
  with fortune-telling gypsies, dancing badgerbears, masked harlequin-assassins, faerie 
  courtesans and clever thieves.  An old school fantasy city is not a medieval apartment 
  complex, it is an exotic and magical playground for the barbaric and the wealthy.  As 
  such, your campaign’s major city-state must become simultaneously vibrant, dangerous, 
  treasure-filled, demon-haunted, arrow-trapped, sewer-dungeoned, chaotic and ever-
  changing.  If you design the entire city with a pragmatic eye and then try to populate it 
  with interesting encounters (instead of the other way around), you risk wasting days or 
  even months of design time creating something that is boring. 
  Rule one to being a fun Game Master:  Thou shalt not be boring! 
  I therefore strongly urge you to improvise your fantasy city, to let your players’ 
  characters adventure in it BEFORE you begin the serious design work of adding depth, 
  reason and cohesion.  Or, as my young school-friend Yoda once taught me back in junior 
  high:  when you are dead set on shattering such stolid icons of Gravitas, while hoping to 
  clear a way for greater and loftier ambitions, you must unlearn what you have learned. 
  So, idea jam and improvise.  Fair enough.  But where can you go for inspiration? 
  Dungeons, dragon lairs and haunted houses are easy for us to imagine, but for some 
  reason fantasy cities are quite a trickier thing. 
  
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  I will hereby commit blasphemy by pointing out that our great mentor Tolkien 
  conceived of fantastic dungeons (e.g., Goblin-Town and Moria) and epic wilderness (e.g., 
  Mirkwood and Mordor), but his towns and cities were actually pretty crappy.  From my 
  perspective, only Hobbiton had any allure, and that was more of an “I wish I lived there” 
  ambience than one of true adventure.  Bree was a missed opportunity.  Rivendell, Edoras 
  and (far worse) Minas Tirith were actually boring from a gaming perspective, because 
  they were lofty bastions of good.  Tolkien liked his cities to symbolically represent the 
  Goodness of Righteous Man, where evil appeared but never stood a chance. 
  Rule two to being a Game Master:  The evil must flow.  You cannot devise an amazing 
  fantasy city without evil stalking the streets! 
  And so, my next piece of advice is this:  for urban ideas, do not look to Tolkien.  I do 
  recommend reading several other authors’ stories before you attempt to improvise your 
  first urban “scenario” of improvised encounters.  My recommendations include:  [1] Red 
  Nails and [2] The Tower of the Elephant (Robert E. Howard); a Lankhmar story of your 
  choice, perhaps [3] Bazaar of the Bizarre (Fritz Leiber); tales of Lord Dunsany’s dream 
  cities, perhaps including [4] Bethmoora and [5] The Sword of Welleran; an Oz story by L. 
  Frank Baum, such as [6] The Lost Princess of Oz; and several H. P. Lovecraft tales, perhaps 
  including [7] Celephais, [8] The Doom That Came to Sarnath, [9] The Dream-Quest of Unknown 
  Kadath and [10] The Shadow Over Innsmouth.  Worthwhile “old school urban fantasy” tales 
  in a somewhat newer vein, in my opinion, include:  [11] Perdido Street Station, set in New 
  Crobuzon (China Mieville); [12] Neverwhere, set in London Below (Neil Gaiman); and [13] 
  Imajica, with scenes of Yzordderrex (Clive Barker). 
  There are also many tempting “mirage” cities in speculative fiction — by which I 
  mean, settings which are evocative but not well-detailed — which you may still find 
  inspiring, including Elric’s Immryr (Michael Moorcock), the King in Yellow’s Carcosa 
  (Robert W. Chambers) and Roland’s Gilead (Stephen King).  The 1995 movie The City of 
  Lost Children (Marc Caro) can be inspiring as well, as can 1998’s Dark City (Alex Proyas). 
  For more directly-relevant gaming inspirations beyond the literature, I also 
  recommend the following resources.  However, please note that you do not necessarily 
  need to turn to these books in much detail, because I have already gleefully plundered 
  their treasure vaults to write this book!  Nevertheless, they are all worthy of your 
  consideration, and include:  [1] E. Gary Gygax’s Free City of Greyhawk (best portrayed 
  in the novel Saga of Old City); [2] Steve’ Jackson’s Khare, Cityport of Traps (in the Sorcery! 
  game book of the same name); [3] Dave Arneson’s City of the Gods (sadly poorly 
  represented, but featured somewhat in module DA3); and most importantly [4] Bob 
  Bledsaw’s and Bill Owen’s City-State of the Invincible Overlord.  An honorary shout-out is 
  also due for Cities, by Midkemia Press. 
  
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  More modern “old school fantasy urban adventure game” influences which had a 
  significant effect upon this writing include:  [1] Skara Brae, as featured in 1985’s Tales of 
  the Unknown:  The Bard’s Tale (by Michael Cranford) and [2] “Lost Vegas” in the game 
  Wasteland (by St. Andre, Stackpole and Danforth).  While not always to my taste, you may 
  find Sanctuary and Thieves’ World to be useful as well. 
  Once you’ve ingested enough draughts of such heady brew, you will almost be ready 
  to drunkenly run your doubtful players through a wild and haphazard improvised urban 
  adventure of your own design.  Use this book as a bottomless idea generator when your 
  reserves are running low, or as an idea refiner whenever you want to save precious time 
  in sorting out the details of your own imaginings.  Fill your cities with secret dungeon 
  entrances, infested sewers, mages concocting abominable experiments, nobles possessed 
  by devils, “subdued” dragons on a rampage, and the rising of the dead.  Turn your city 
  into the ultimate labyrinth for adventure, an unexpected super-dungeon, with all its 
  darkest horrors painted over by the sugars of a civilized veneer. 
  Don’t be boring.  Let the evil flow. 
  This book will now help you to create several hundred urban adventure hooks on the 
  fly.  All of the tools you require lie herein.  You will only need to learn how to wield each 
  tool, to pick them up, and then to start hammering.  Once you’ve created your own 
  unique adventure hooks, you can cut the players loose and see what happens.  It won’t 
  be pretty, but it will be glorious! 
  The city-state, you will find, is old school gaming’s final frontier.  Mega-dungeons, 
  with their limited levels and constricted pathways, are little more than Petrie dishes of 
  chaos and adventure.  The REAL grand experiment — the ultimate dungeon sandbox — 
  is the improvised fantasy city. 
  Come play! 
   
   
  
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  CHAPTER 2: 
  URBAN ENCOUNTERS 
   
  2 - 1 
  RANDOM URBAN ENCOUNTER 
  ROLLS 
   
  Urban environments are filled to the brim with people.  In a city, you should roll for 
  a random encounter for every 30 minutes of game time.  Keep in mind that an encounter 
  represents an exceptional transaction, something truly unusual that stands out from the 
  omnipresent crowd. 
  Law and authority reign in daylight, while death and intrigue will rule the night.  
  Most daytime encounters will feature humans (or demi-humans), with beasts and 
  monsters being rare but not unheard of.  The monsters, they mostly come out at night … 
  mostly.  For this reason I provide two encounter tables, one for dawn to dusk, and another 
  from dusk to dawn. 
   
  2 - 2 
  FROM DAWN TO DUSK: 
  DAYTIME ENCOUNTER ROLLS 
   
  Roll 1d100 and consult the following table. 
   
  
  
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  
  [01-45] 
  No Significant Encounter 
  [46-60] 
  Event 
  [61-62] 
  Beast / Monster, Common 
  [63] 
  Beast / Monster, Uncommon 
  [64] 
  Beast / Monster, Rare 
  [65] 
  Beast / Monster, Very Rare 
  [66-73] 
  Person, Common 
  [74-79] 
  Person, Uncommon 
  [80-83] 
  Person, Rare 
  [84-85] 
  Person, Very Rare 
  [86-90] 
  Mixed Group or Encounter in Progress (Person & Beast / Monster). 
  Roll the rarity of each of the two encounters separately, as follows:  [01-40] 
  Common, [41-70] Uncommon, [71-90] Rare, [91-00] Very Rare. 
  [91-00] 
  Mixed Group or Encounter in Progress (Person & Person). 
  Roll the rarity of each of the two encounters separately, as follows:  [01-40] 
  Common, [41-70] Uncommon, [71-90] Rare, [91-00] Very Rare. 
   
   
  2 - 3 
  FROM DUSK TO DAWN: 
  NIGHTTIME ENCOUNTER ROLLS 
   
  Roll 1d100 and consult the following table. 
   
  
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  
  [01-30] 
  No Significant Encounter 
  [31-40] 
  No Significant Encounter, but Footsteps / Shadows 
  [41-50] 
  Event 
  [51-54] 
  Beast / Monster, Common 
  [55-57] 
  Beast / Monster, Uncommon 
  [58-59] 
  Beast / Monster, Rare 
  [60] 
  Beast / Monster, Very Rare. 
  [61-70] 
  Person, Common 
  [71-77] 
  Person, Uncommon 
  [78-82] 
  Person, Rare 
  [83-85] 
  Person, Very Rare 
  [86-90] 
  Mixed Group or Encounter in Progress (Person & Beast / Monster). 
  Roll the rarity of each of the two encounters separately, as follows:  [01-40] 
  Common, [41-70] Uncommon, [71-90] Rare, [91-00] Very Rare. 
  [91-00] 
  Mixed Group or Encounter in Progress (Person & Person). 
  Roll the rarity of each of the two encounters separately, as follows:  [01-40] 
  Common, [41-70] Uncommon, [71-90] Rare, [91-00] Very Rare. 
   
   
   
  
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  CHAPTER 3: 
  EVENTS 
   
  An event, simply, is something strange, funny or dangerous that happens to entertain 
  your players.  The PCs may or may not be directly involved; they may be merely 
  bystanders.  The occurrence is paramount, while the bystanders (or even the instigators) 
  are less important.  You can work out the additional details of who, what, when and why 
  once you decide on the nature of the event itself.  You can also roll on the encounter twist 
  table for even more detail. 
  When an event is indicated, roll 1d1000 (or =RANDBETWEEN(1,1000)) and consult 
  the following mega-table. 
  
  
  
  
  
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  
  ~ A IS FOR ASSASSINATION ~ 
  001 
  “UFO” Sighting:  Dimensional travelers, angel in wreath of fire, 
  mage enveloped in shadow, flying chariot, etc. 
  002 or 
  003 
  Abandoned Child:  Possibly not human, or an illusion. 
  004 or 
  005 
  Abandoned Kittens / Puppies:  Or similar harmless animals, 
  goats, sheep, etc. 
  006 or 
  007 
  Abandoned Monster Egg(s):  Tentacled centipedes, giant ants, 
  giant frogs, etc. 
  008 
  Abandoned Monster Young:  Giant centipedes, giant rats, etc. 
  009 or 
  010 
  Abduction of Party Member Attempted:  Daylight or nighttime, 
  various factors involved; may be a result of enemies made in the 
  recent past. 
  011 
  Abduction of Party Member Attempted, Mistaken Identity:  
  Will likely be associated with current activities of the local Thieves’ 
  Guild and/or Assassins’ Guild. 
  012 or 
  013 
  Abduction of Stranger Witnessed:  Pirate press gang, visiting 
  foreign dignitary, etc. 
   
   
   
  
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  014 
  Abrupt Weather Change, Dust Devil:  If inappropriate to the 
  climate, will be magical or monstrous in nature. 
  015 or 
  016 
  Abrupt Weather Change, Fog / Mist:  May signal the proximity 
  of illusion magic, or a monster. 
  017 or 
  018 
  Abrupt Weather Change, Precipitation / Snow:  If inappropriate 
  to the climate or season, will be magical in nature. 
  019 or 
  020 
  Abrupt Weather Change, Thunder and Lightning:  If 
  inappropriate to the climate or season, will presage the 
  appearance of a mage, monster, or demigod. 
  021 or 
  022 
  Abrupt Weather Change, Wind:  May be an indicator of violent 
  incoming weather. 
  023 or 
  024 
  Accidental Wound, Braggart Injures Adventurer:  Accidental 
  assailant may be powerful, influential, drunk, or all three. 
  025 
  Accidental Wound, Friendly Duel Turns Deadly:  May be the 
  result of a duel challenge between a PC and an NPC, or the PCs 
  may simply be passersby in the wrong place at the wrong time. 
  026 or 
  027 
  Accidental Wound, Guard Injures Child:  Adventurers may be 
  pressed into service for crowd control, or beseeched by 
  commoners to intervene, or even unfairly blamed for the event. 
  028 or 
  029 
  Accidental Wound, Jilted Woman Injures Lover:  Will involve 
  the PCs if possible (e.g., if a PC has slighted a lover in the past); 
  otherwise, the PCs will be passersby witnessing an event. 
  030 
  Acrobatic Performance, Contortionist Mage:  The show may 
  involve shapeshifting, elemental magic, potion use, illusions, etc. 
  031 or 
  032 
  Acrobatic Performance, Injury / Accident:  If any of the PCs is 
  visibly a cleric, the PCs will be asked to perform emergency 
  healing magic. 
  033 or 
  034 
  Acrobatic Performance, Monks Leaping:  May be the ceremonial 
  introduction to a ritual duel or challenge of some kind. 
  035 or 
  036 
  Acrobatic 
  Performance, 
  Roof 
  Jumping: 
   
  Could 
  be 
  a 
  performance, drunken revelers putting themselves in danger, or 
  even a rooftop chase which is initially mistaken as entertainment. 
  
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  037 or 
  038 
  Acrobatic Performance, Tumbling:  Could be a performance, 
  someone falling from a rooftop, or even a brawl which is initially 
  mistaken as entertainment. 
  039 or 
  040 
  Acrobatic Performance, Walking on Hands Race:  Could be a 
  performance, a bet, or even a religious ceremony (perhaps 
  involving worshippers of a god of agility or endurance). 
  041 or 
  042 
  Adventurer Bowled Over by Angry Barbarian:  Barbarian will 
  be of random alignment; if good, will likely want to buy the 
  offended person a drink; if neutral, may react with hostility; if evil, 
  a fight will begin almost immediately. 
  043 
  Adventurer Bowled Over by Horrified Peasant:  Likely fleeing 
  from someone or something – a ghost, murderers, monster, fear-
  inducing magic, etc. 
   
   
   
   
  
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  044 or 
  045 
  Adventurer Bowled Over by Noblewoman’s Entourage:  
  Perhaps a deliberate provocation by the noblewoman’s guards, or 
  an 
  accidental 
  embarrassment 
  which 
  will 
  result 
  in 
  PC 
  appeasement and potential introduction of a future beneficiary or 
  quest giver. 
  046 or 
  047 
  Adventurer Bowled Over by Pickpocket:  Thief will be of random 
  alignment; if good, will be very polite and may even return the 
  item successfully pickpocketed as a test of skill; if neutral, a 
  straightforward theft; if evil, a failed attempt at pickpocketing may 
  end in violence if the thief is confronted. 
  048 or 
  049 
  Adventurer Identified by Bounty Hunter:  Hired by defeated 
  villain; the hirer will be identified either during the encounter (“Sir 
  Bedevere sends his regards”) or after the PCs are challenged 
  and/or apprehended. 
  050 
  Adventurer Identified by Bounty Hunter:  Mistaken identity; 
  bounty hunter will be of random alignment; if good, will apologize 
  profusely and perhaps even serve as a future henchman; if 
  neutral, loud words will be exchanged; if evil, violence is likely. 
  051 or 
  052 
  Adventurer Spat Upon:  Probably a deliberate provocation by a 
  drunk or noble, but may be a case of mistaken identity. 
  053 or 
  054 
  Aerial Attack, Bird of Prey:  Hungry falcon, giant eagle ridden 
  by an evil brownie changeling, vanguard of a flock of blood hawks, 
  etc. 
  057 or 
  058 
  Aerial Attack, Giant Bat:  Could be vampiric, or even a 
  shapeshifted vampire. 
  059 or 
  060 
  Aerial Attack, Imp / Mephitic Gremlin:  Likely a mage’s 
  familiar, a devil’s slave, or even a demi-god’s minion. 
  061 
  Aerial Attack, Jewel or Item-Stealing Raven:  Could be wild 
  (stealing baubles for its nest), a familiar, or even a shapeshifted 
  spell caster. 
  062 or 
  063 
  Aerial Race:  Mages on griffons, flying carpet race, pursuit of a 
  flying thief, lovers flying away somewhere (literally), etc. 
  
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  064 
  Aggressive Peddler / Shopkeeper, Angry:  May be yelling at a 
  thief, someone who has upturned a cart, begging urchins, or even 
  a PC 
   
   
   
   
  
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  065 or 
  066 
  Aggressive Peddler / Shopkeeper, Charming:  May be desperate 
  for business, seeking help while being watched by assassins, or a 
  thief in disguise. 
  067 or 
  068 
  Aggressive Peddler / Shopkeeper, Drunk:  Of random 
  alignment; if good, will break down sobbing if there is empathy; if 
  neutral, a fight may result; if evil, probably a fence being watched 
  by allied thieves or assassins. 
  069 or 
  070 
  Aggressive Peddler / Shopkeeper, Pickpocket:  May either be a 
  professional thief, or creating an opportunity for watching thieves, 
  or even seeking to plant evidence on an innocent PC (for example, 
  a previously-stolen gem while the city watch is closing in). 
  071 or 
  072 
  Alley Game of Dice / Quoits / Runes:  Might be played by 
  humans, demi-humans, NPC adventurers, children, or even 
  escaped humanoid slaves. 
  073 or 
  074 
  Ally / Companion Goes Missing:  Minor familiar, man or at or 
  arms, servant, sibling, etc. 
  075 or 
  076 
  Animal Sacrifice, Evil Cultists:  May be worshipping a blood 
  goddess, demon lord, arch-devil, lich, etc. 
  077 or 
  078 
  Animal Sacrifice, Remains Only:  No one is still present; the 
  remains may indicate the rise of a new cult, murderer, threatening 
  secret society, etc. 
  079 or 
  080 
  Animal Sacrifice, Sacred Ritual:  Probably a sacrifice to 
  propitiate a deity, in hope of ending a curse, drought, plague, etc. 
  081 
  Aqueduct 
  Collapse: 
   
  May 
  be 
  imminent 
  (and 
  perhaps 
  preventable), immediate (with dangerous flash flooding and 
  victims in need of rescue) or recently occurred (with floods, 
  screams, dying victims, confusion, etc.) 
  082 or 
  083 
  Argument / Altercation, Drunk Dwarves:  Of random 
  alignment; if good, and the PCs manage to talk them out of 
  fighting while sparing their pride, the encounter will result in 
  allegiant with the PCs; if neutral, the dwarves will probably fight 
  the PCs and ally with one another; if evil, one of the dwarves may 
  attack a PC with a poisoned blade while the other flees. 
  
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  084 
  Argument / Altercation, Half-Ogre and Halfling:  The argument 
  might be over a bet, a heist gone wrong, a missing treasure, etc. 
  085 or 
  086 
  Argument / Altercation, Lovers:  This could just be a normal 
  fight, but it could allow for the mention of passwords, locations, 
  buried treasure, secrets, etc. 
  087 or 
  088 
  Argument / Altercation, Noble and Watchmen:  The noble 
  might be guilty, or drunk, or shapeshifted, or simply arrogant. 
   
   
  
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  089 or 
  090 
  Argument / Altercation, Old Woman and Town Watch:  The 
  woman might be a witch, herbalist, priestess, blind prophetess, 
  or even the avatar of a goddess. 
  091 
  Argument / Altercation, Paladin and Half-Orc:  The argument 
  might be over honor, humanoid tribes, a knightly order’s crusade 
  against humanoids, etc. 
  092 or 
  093 
  Argument / Altercation, Rival Shopkeepers:  The argument 
  might be over prices, Thieves’ Guild payments, hush money, an 
  eccentric mage who pays well for obscure things, etc. 
  094 
  Arriving Barge / Ship / Fleet, Dead Crew:  This might be a 
  plague ship, zombie ship, caged monster ship (with the monsters 
  no longer caged), or a ship with a cursed artifact in the hold 
  095 or 
  096 
  Arriving Barge / Ship / Fleet, Horrified Crew:  The crew might 
  be beset by ghosts, illusions, madness, or still reeling from a 
  recent sea monster sighting. 
  097 or 
  098 
  Arriving Barge / Ship / Fleet, Noble / Villain:  The person 
  arriving could be a benefactor, quest giver, heir, guild master, or 
  a future or past nemesis of the PCs. 
  099 or 
  100 
  Arriving Barge / Ship / Fleet, Treasure:  The treasure might be 
  magic, gems, coins, ancient relics; and it might be cursed, false, 
  and/or stolen. 
  101 or 
  102 
  Arriving Caravan / Merchant Train, Selling Cantrip Trinkets:  
  There might be some minor potions and scrolls, but most of the 
  items will be inexpensive (<100 gold pieces) items which have 1D6 
  charges and cast a cantrip for the user. 
  103 or 
  104 
  Arriving Caravan / Merchant Train, Selling Gold / Jewels:  The 
  treasure might be illusory, false, stolen, or perhaps even wildly 
  undervalued. 
  105 or 
  106 
  Arriving Caravan / Merchant Train, Selling Spices:  The spices 
  might be from a dinosaur island, savage jungle, ancient tomb, or 
  even another world. 
  107 
  Arriving Caravan / Merchant Train, Selling Subdued Dragon:  
  The dragon could be good and imprisoned by villains, evil and 
  subdued by heroes, or neutral. 
  
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  108 or 
  109 
  Arriving Gypsies / Wanderers, Beast Menagerie:  The 
  menagerie will feature beasts from an exotic realm – tigers, elk, 
  woolly rhinoceroses, etc.; and the gypsies will have tales of 
  treasure, magic, curses, etc. 
  110 or 
  111 
  Arriving Gypsies / Wanderers, Dark Carnival:  The carnival will 
  feature games of magic, illusions, flight, prestidigitation, fortune 
  telling, sparring matches, etc. 
  112 or 
  113 
  Arriving Gypsies / Wanderers, Fortune Tellers:  The fortunes 
  may tell of ancestral treasure, lost relatives, a future death, ill 
  omens, good omens, visitations of the gods, etc. 
   
   
   
   
  
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  114 
  Arriving Gypsies / Wanderers, Untouchables:  The gypsies will 
  be shunned by the city’s common folk for some reason, and will 
  request aid (to slay monsters, find a cure, guard the caravan on a 
  journey, etc.). 
  115 
  Assassin’s Guild Rivalry, Bravo Surrounded by Rival 
  Guildsmen:  The assassin could be a freelance who refuses to join 
  a guild, a former guildsman who knows a dark secret, a double 
  agent about to be executed, etc. 
  116 or 
  117 
  Assassin’s Guild Rivalry, Gangs Issuing Silent Threats:  The 
  PCs could witness citizens being threatened, see assassins 
  threatening one another a moment before a melee breaks out, be 
  threatened themselves, etc. 
  118 or 
  119 
  Assassin’s Guild Rivalry, Godfather Assassins Drinking and 
  Walking:  The godfather may be interested in death threats, 
  offering a mission, seeking bodyguards, planting evidence, 
  unloading stolen treasure, etc. 
  120 or 
  121 
  Assassination / Murder Witnessed:  The target might be a noble, 
  a thief, a foreigner, a seemingly random citizen, a case of mistaken 
  identity, etc. 
  122 or 
  123 
  Assassination Scheming / Murder Threat Witnessed:  The PCs 
  might witness spies on a window ledge, cloaked figures whispering 
  over a bound guard, a shopkeeper threatened in broad daylight, 
  etc. 
  124 or 
  125 
  Asylum Breakout, Madmen Fleeing:  The madman might be a 
  mage who has witnessed Lovecraftian horror, a time traveler, a 
  prince, etc. 
  126 or 
  127 
  Auction Underway, Alchemist Selling Potions:  The alchemist 
  might be selling healing potions, an experimental concoction, an 
  improved invisibility potion, etc. 
  128 or 
  129 
  Auction Underway, Arcane Scribe Selling Scrolls:  The scrolls 
  might be spell scrolls, treasure maps, forgeries, etc. 
   
   
   
  
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  130 or 
  131 
  Auction Underway, Charlatan Selling Snake Oil:  The fake 
  potions might be colored water, poisonous, ancient, strangely 
  effective, etc. 
  132 or 
  133 
  Auction Underway, Magic Item:  The magic item might be a 
  sword, wand, key, bag of holding, etc. 
  
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  134 
  Auction Underway, Monster Eggs / Young:  Possibilities include 
  badgerbear eggs, dimensional hound pups, a young dragon, etc. 
  135 or 
  136 
  Auction Underway, Nonesuch Art Object:  The art object could 
  be an ancient elvish instrument, a dwarf-sculpted statuette, a 
  portrait of a person who looks exactly like a PC, etc. 
  137 or 
  138 
  Auction Underway, Subdued Monster:  The monster could be a 
  dragon, griffon, ogre mage who might be willing to serve as a 
  henchman, etc. 
   
   
  
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  KENT DAVID KELLY 
   
   
   
   
  ~ B IS FOR BLACKMAIL ~ 
  139 
  Bandit Raid:  The bandits might be seeking treasure, a specific 
  map, people to abduct and ransom, imprisoned allies who need to 
  be freed, etc. 
  140 
  Bard Singing and Playing:  The bard might be singing a tragic 
  saga to the admiring crowd, attempting to charm someone, 
  serenading a loved one, etc. 
   
   
   
   
  
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  141 
  Bears Wrestling:  The bears could be cave bears, mages, 
  polymorphed prisoners, werebears, etc. 
  
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  141 or 
  143 
  Beast / Cattle Drive, Giant Beasts:  The beasts could be 
  aurochs, elephants, mastodons, titanotheres, etc. 
  144 or 
  145 
  Beast / Cattle Drive, Imminent Stampede:  The beasts could 
  be frightened, wounded, chased by a monster, magically 
  influenced, etc. 
  146 
  Beast / Cattle Drive, Monstrous Beasts:  The beasts could be 
  manticores, badgerbears, dimensional beasts, etc.; they may be 
  tamed, caged, or out of control. 
  147 or 
  148 
  Beast / Cattle Drive, Mundane Beasts:  Common animals 
  include cattle, goats, pigs, sheep, etc.; the keepers could be demi-
  humans, humanoids, blind men, etc. 
  149 or 
  150 
  Beating / Shaming, Innocent Demi-Human or Human:  The 
  event could be a halted forbidden wedding, a broken oath, a 
  humiliated father, an exile, etc. 
  151 or 
  152 
  Beating / Shaming, Pickpocket Urchin:  The child could be a 
  kidnap victim, a polymorphed monster, a dimensional traveler, a 
  long-lost princess, etc. 
  153 or 
  154 
  Beating / Shaming, Unfaithful Lover:  The lover could be demi-
  human, humanoid, or human; and might be a spy, agent, 
  impostor, etc. 
  155 
  Beating / Shaming, Unfaithful Paladin:  The paladin could be 
  punished by blood kindred, a knightly order, a priesthood, a 
  noble, etc. 
  156 
  Beating / Shaming, Young Criminal:  The criminal could be a 
  thief, assassin, spy, beggar, mistaken innocent, etc. 
  157 
  Beautiful Maiden:  The maiden might be a seamstress, spy, 
  illusion, shapeshifted dragon, ghost, etc. 
  158 or 
  159 
  Beggar Begs for Ale and Mead:  The beggar could be a drunk, a 
  dwarf, a person in fear of their life, someone slowly dying of 
  poison, etc. 
   
   
   
  
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  160 or 
  161 
  Beggar Begs for Copper Pieces:  The beggar could be crippled, 
  blind, diseased, a dark elf exile, etc. 
  162 or 
  163 
  Beggar Begs for Food:  The beggar could be a mother of twelve, 
  a ranger in disguise, a courier mistaking the PCs for allied agents, 
  a deposed noble, etc. 
  164 or 
  165 
  Beggar Begs for Healing or Curing:  The beggar could be cursed, 
  vampiric, lycanthropic, suffering from the Black Death, a Typhoid 
  Mary, etc. 
  166 
  Bizarre Spell Effect, Demonstration of Polymorphing:  A mage 
  could be demonstrating a new form of flesh shaping, an 
  experiment in gargantuan polymorphing, the coming of the King 
  in Yellow, etc. 
  167 
  Bizarre Spell Effect, Display of Fire:  The spell could be 
  harmless pyrotechnics, an aerial firestorm, a dangerous fireball, 
  etc. 
  168 
  Bizarre Spell Effect, Display of Ice:  The spell could be an ice 
  storm, a frozen patch of sea, a snowstorm in the desert, etc. 
  169 or 
  170 
  Bizarre Spell Effect, Display of Light or Darkness:  The spell 
  could be a rainbow, an accidentally blinding flash, a solar eclipse, 
  etc. 
  171 
  Bizarre Spell Effect, Display of Lightning:  The spell could be a 
  huge thunderstorm, a dimensional portal, forked lightning 
  leaping between towers and causing damage, a lightning 
  elemental, etc. 
  172 or 
  173 
  Bizarre Spell Effect, Illusion:  The effect could show a monster, 
  another world, a dream realm, R’lyeh, etc. 
  174 or 
  175 
  Blackmail Attempt Witnessed, Assassin’s Guild:  The blackmail 
  could involve a citizen revealing knowledge of an assassination 
  attempt, an assassin threatening a citizen to keep silent, or even 
  a rival assassin threatening to frame an “innocent” assassin. 
  176 or 
  177 
  Blackmail Attempt Witnessed, Pompous Nobleman:  The 
  blackmail could involve a citizen, guard, foreigner, lover, unpaid 
  mercenary, etc. 
  
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  178 or 
  179 
  Blackmail Attempt Witnessed, Scandalous Cleric:  The cleric 
  could be hoping to silence a witness of licentious behavior, heresy, 
  blasphemy, attempted theft of holy relics, etc. 
  180 or 
  181 
  Blackmail Attempt Witnessed, Young and Poor Guardsman:  
  The guardsman could be threatened by a powerful NPC, a fellow 
  guard who has been bought off by criminals, etc. 
  182 or 
  183 
  Blatant Theft:  The theft could involve a powerful spell caster 
  conducting a magic-assisted smash and grab, a gang raiding a 
  spice market, a drunken fighter leading a group of intelligent 
  monsters in knocking down a wall, etc. 
  184 or 
  185 
  Blockaded Street, Guarded Noble Procession:  The noble(s) in 
  question could be involved in a marriage rite, an ancestral 
  procession, the exile of a blood heir, etc. 
  186 or 
  187 
  Blockaded Street, Guards Questioning Citizens:  The guards 
  could be seeking information on a violent incident, deadly 
  accident, hiding criminal who is buying off citizens, a rumor of 
  sedition, etc. 
  188 or 
  189 
  Blockaded Street, Murder / Crime Scene:  The murder victim 
  could be a noble, powerful merchant, NPC rival of the PCs (with 
  investigators on the prowl), etc. 
  190 
  Blockaded Street, Strike / Trade Demonstration:  The 
  demonstration could involve market manipulation (i.e., buying all 
  of the healing salves and repricing them at double the price), a 
  rivalry between guilds (the haberdashers and the milliners, or 
  something more serious), etc. 
   
   
   
  
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  191 
  Body Dumping Witnessed:  The body might be dumped in a 
  sewer, trash heap, shallow grave, river, etc. 
   
   
   
  192 or 
  193 
  Braumeister Festival:  The festival could be hosted by ancestral 
  clans, dwarves, gnomes, every brewer in the city, etc. 
  194 
  Breakout or Break-In Witnessed, Gaol / Prison:  This might 
  involve criminals escaping a prison, a powerful gang taking over 
  a prison to free a crime lord, a partially controlled prison riot with 
  soldiers rushing to the scene and hostages being taken, etc. 
  
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  195 or 
  196 
  Breakout or Break-In Witnessed, Mage Tower:  This might 
  involve NPC adventurers being trapped in the tower during a failed 
  heist, a rival archmage summoning a demon to attack the tower, 
  a mage gone mad trying to escape his own home and the strange 
  magics taking place there, etc. 
  197 or 
  198 
  Breakout or Break-In Witnessed, Shop:  This might involve the 
  raiding of a magic shop for cursed items, curious street urchins 
  checking out an unlocked door and getting in over their heads, a 
  magical amulet which turns into a golem and smashes out 
  through the roof, etc. 
   
   
   
  
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  199 
  Breakout or Break-In Witnessed, Treasury:  This might involve 
  thieves fleeing the treasury with coins spilling behind them and 
  guards in hot pursuit, a dragon attacking the city’s treasure 
  house, etc. 
  200 or 
  201 
  Breakout or Break-In Witnessed, Warehouse:  This might 
  involve guards raiding a gang headquarters hidden in a 
  warehouse, pirates attacking a dock warehouse to take back 
  treasure that is “rightfully theirs,” etc. 
  202 or 
  203 
  Bridge Damage / Collapse:  This could be a bridge between 
  towers crashing down into the street, a bridge over a canal 
  collapsing while hundreds of people fall into the water, a bridge 
  damaged by a subdued burrowing behemoth or similarly huge 
  monster being led across its length, etc. 
  204 or 
  205 
  Building Collapse, Immediate Aftermath:  The building has just 
  collapsed, and people will be in the rubble who are dying and 
  desperately in need of rescue; the building could be an inn, guard 
  tower, warehouse, guild hall, etc. 
  206 or 
  207 
  Building Collapse, Imminent:  The PCs might see alarming 
  structural damage, a colossus pounding on a castle, a street 
  collapse into a sinkhole causing buildings to tilt, etc. 
  208 
  Building Collapse, Underway:  The building is currently 
  collapsing; the PCs might be in the building, in the street, 
  witnessing horror from half a mile away, etc. 
  209 
  Building Construction, Aided by Mage and Golem:  The 
  building could be an arena, mage’s tower, magic shop, treasury, 
  tower, etc.; the golem might be iron, stone, crystal, clay, and 
  might be controlled, berserk, or ready to collapse due to poor 
  construction. 
  210 or 
  211 
  Building Construction, Arena:  The arena could be intended for 
  criminals to be executed, battles between gladiators, battles 
  between NPCs and enslaved monsters, a naval arena, etc. 
  212 or 
  213 
  Building Construction, Inn / Tavern:  The inn might be 
  anticipated by demi-humans, guards, criminals, madmen, etc. 
  
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  KENT DAVID KELLY 
   
  214 
  Building Construction, Temple:  The temple will be dedicated to 
  a single evil, good, or neutral deity; and the construction might be 
  anticipated, feared, opposed, long-delayed, etc. 
  215 or 
  216 
  Building Construction, Tower:  This could be a mage’s tower, a 
  guard tower, a donjon prison tower, a treasury, etc. 
  217 or 
  218 
  Building Scaffolding and Repair Underway:  The scaffolding 
  might be new, collapsing, overrun with gremlins, the scene of a 
  chase, etc. 
  219 
  Burrowing Behemoth Erupts from Street:  The monster might 
  crash into a building, eat a horse and go back underground, 
  reveal a netherworld, be covered in sewer muck, etc. 
  220 
  Burst Pipe, Acidic Water:  The water could be alchemical, 
  cursed, magical, unholy, spectral, filled with monstrous slime, 
  etc. 
  221 
  Burst Pipe, Icy Water:  The water could be magically frozen, 
  frozen by a monster, surging from the deep netherworld, an ice 
  elemental, etc. 
  222 or 
  223 
  Burst Pipe, Sewer Sludge:  The pipe could flood a street, collapse 
  a building, rise out of the gutter grates, rupture due to an earth 
  tremor, etc. 
   
   
   
  
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  ~ C IS FOR CARNIVAL ~ 
  224 or 
  225 
  Caged Beast and Tamer:  The beast could be a wrestling bear, a 
  work elephant, a “horse” (a unicorn with its horn sawed off by evil 
  NPCs), etc. 
  226 or 
  227 
  Caged Monster and Tender:  The “monster” could be a beautiful 
  faerie, an elderly hunchbacked giant, a demon, etc. 
  228 or 
  229 
  Call to Arms, Thief’s Distraction:  The distraction could be 
  caused by the thief, a hired mage’s spell, a carefully timed 
  “accident” (falling barrels etc.), or simply a random event (such as 
  a riot) that is exploited by an opportunistic rogue. 
  230 or 
  231 
  Call to Arms, Town Watch:  The call could be due to invading 
  monsters, a discovered murder, a mage duel that is about to go 
  cataclysmic, a false alarm, etc. 
  
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  232 or 
  233 
  Call to Arms, Warriors’ Guild:  The Warriors’ Guild could be 
  responding to discovery of a guild theft, invading humanoids or 
  flying monsters, a call to revolt, etc. 
   
   
   
  234 or 
  235 
  Candy / Toy Vendor Pursued by Laughing Children:  The 
  vendor could be an innocent gnome, a mad artificer, an evil 
  demonling in disguise, a poison seller, etc. 
  236 
  Captured Dragon’s Egg Hatching Ceremony:  The egg could be 
  the hatchling of the city’s draconian protector, the egg of a slain 
  black dragon, the legacy of a dragon rider bloodline, the last of its 
  kind, etc. 
  
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  237 or 
  238 
  Carnival of Oddities:  The carnival could involve magical 
  puppets, intelligent ants and giant beetles, steampunk artificers, 
  disguised aliens from another dimension, etc. 
  239 or 
  240 
  Carriage Race:  The race could be between two daredevil 
  noblemen, a spy and an agent of the Overlord, runaways horses 
  and a woman trying to stop the other carriage, etc. 
  241 
  Cat Burglar Falls from Tightrope or Window:  The burglar might 
  be robbing a wealthy family, a monster-trapped treasury, the PC’s 
  home, etc. 
  242 or 
  243 
  Celestial Omen, Aurora:  The omen could presage an angelic 
  presence, the opening of a dimensional rift, the coming avatar of 
  a goddess, etc. 
  244 or 
  245 
  Celestial Omen, Eclipse:  The omen could presage a demonic 
  presence, the creation of a new moon, the coming avatar of a god 
  of darkness, etc. 
  246 or 
  247 
  Celestial Omen, Falling Star:  The omen could presage a plague, 
  the Apocalypse, the crash of an interstellar vessel, etc. 
  248 or 
  249 
  Celestial Omen, Rainbow:  The omen could presage a new age, 
  a rainbow serpent, the opening of Shadowland or a faerie realm, 
  etc. 
  250 
  Celestial Omen, Sacred Sigil of Light:  The omen could presage 
  the coming of a god of law, the invasion of a celestial race, a call 
  to war and a crusade, etc. 
  251 or 
  252 
  Ceremonial Duel / Mock Battle / Remembrance:  The duel 
  could involve annual battles between dwarf clans, nemesis houses 
  making peace for the first time in centuries, rival sons of a noble 
  legacy, etc. 
  253 or 
  254 
  Ceremony / Festival, Celebrating Chaotic Deity:  The 
  ceremony could celebrate Loki, Anansi, Reynard the Arch-Fox, the 
  Coyote spirit, etc. 
  255 or 
  256 
  Ceremony / Festival, Celebrating Evil Deity:  The ceremony 
  could celebrate Hades, Hel, Asmodeus, The Ulthrogorgon, etc.; the 
  celebrants might be horrifying newcomers. 
  257 or 
  258 
  Ceremony / Festival, Celebrating Good Deity:  The ceremony 
  could celebrate Odin, Athena, Osiris, etc. 
  
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  259 
  Ceremony / Festival, Celebrating Lawful Deity:  The ceremony 
  could celebrate Hastsezini, Anu, Chung Kuel, etc. 
  260 or 
  261 
  Chamber Pot Emptied, Above Adventurers:  This could be a 
  messy accident, a mischievous gnome, a deliberate distraction, a 
  hateful rival, etc. 
  262 
  Chamber Pot Emptied, Deliberate Assault:  The assault might 
  be a result of mistaken identity, coercion / payment, spite, etc. 
  263 or 
  264 
  Chamber Pot Emptied, Splatters Nobleman:  The noble could 
  react with horror, threats, or even humor; the PCs will witness the 
  next event / altercation. 
  265 or 
  266 
  Chanting Crowd:  The crowd could be seeking justice, protesting 
  the imprisonment of an innocent, close to riot due to a food 
  shortage, outraged over the acceptance of humanoids into the 
  city, etc. 
   
   
   
   
  
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  267 or 
  268 
  Chaotic Mage Rides Through:  The mage’s chaotic alignment will 
  be random; if evil, there will be deaths and assaults; if neutral, 
  there will be a dangerous and flamboyant display of magic which 
  could be dangerous; if good, something humorous or amazing is 
  likely to occur. 
  269 or 
  270 
  Chariot Race:  The race could be a planned event, a chase 
  between villains and heroes, a daring escape attempt, etc. 
  271 or 
  272 
  Chickens / Fowl in Piled Cages:  The animals might be exotic 
  and valuable, an illusion, dangerous (chickens were once believed 
  to incubate cockatrice eggs), and/or diseased. 
  273 
  Children Fleeing, Screaming:  The children might be running 
  from a horrific sight, the sound of monsters, a violent accident, or 
  the discovery of a dead body. 
  274 
  Children Running and Playing:  The children might be 
  innocents, urchin pickpockets, halflings in disguise, etc. 
  275 
  Climbing Strangers Witnessed:  The climbers might be thieves, 
  adventurers, invaders, someone sneaking out a window to avoid 
  capture, etc. 
   
   
   
  
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  276 or 
  277 
  Cluster of Staggering Drunkards:  The drunkards might be 
  brawlers, revelers, joke makers, or even priests conducting a 
  solemn traditional ritual. 
  278 or 
  279 
  Collapsed and Flooded Street:  The street’s collapse could 
  expose a treasure vault, a netherworld descent, a monster-filled 
  sinkhole, etc. 
  280 
  Compelled Mass Oath of Allegiance:  The demand for allegiance 
  might come from the Overlord, an arrogant noble, a powerful 
  archmage, an impostor, etc.; the PCs will probably have the 
  demand made of them as well. 
  281 
  Contest / Game, Dangerous:  The game could be a run across 
  the rooftops, a bet to climb-race up a wall, tightrope walking, theft 
  for the sake of theft (pickpocketing that is mistaken for the real 
  thing), etc. 
  282 or 
  283 
  Contest / Game, Lucrative:  The game could be a wheel of 
  fortune (medieval Tarot style), dice, or even a Deck of Infinite 
  Magics. 
  284 or 
  285 
  Contest / Game, Swindle:  This could be a simple charlatan, or 
  the swindle might be a front for a thief recruiter, an apprentice 
  mage, or a polymorphed enemy of the city state. 
  286 or 
  287 
  Contest, Game, Magical and Fascinating:  The game might 
  involve racing flying creatures, leaping on hovering clouds over 
  water, a labyrinth made of magical colored ice, etc. 
  288 or 
  289 
  Cordoned Block / Quarantine, Infectious Laughter / Madness:  
  The laughter might be caused by mass hysteria, dangerous fungal 
  spores, a psionic attack, the rise of a Lovecraftian entity, etc. 
  290 
  Cordoned Block / Quarantine, Lycanthropy:  The event would 
  indicate the outbreak of non-good lycanthropic conversion; e.g., 
  wereboars, wererats, weretigers, werewolves, Sons of Set, etc. 
  291 
  Cordoned Block / Quarantine, Mind Control:  The mind control 
  might manifest itself as a silent crowd stopping all work and 
  entering a tunnel, a hundred citizens converging on the PCs and 
  attempting to wrestle them to the ground, etc. 
  
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  292 or 
  293 
  Cordoned Block / Quarantine, Plague:  The plague could be an 
  outbreak of the Black Death, a swarm of giant rats, diseased imps 
  or monsters, a magical virus, etc. 
  294 
  Cordoned Block / Quarantine, Vampirism:  This could involve 
  an attack by a vampire’s minions, a vampire attack in a shadowed 
  alley, vampire hunters beseeching the PCs for help, etc. 
  295 or 
  296 
  Corpse Burning:  The corpse might indicate a magical murder, a 
  dragon strike (with multiple victims), or even the annihilation of 
  undead with one specimen detected and many more on the way. 
  297 or 
  298 
  Counterfeit Merchandise Offered:  The merchandise appears to 
  be valuable; the PCs could be offered a silver sword with a magical 
  aura attached, glass jewels, pepper mixed in with diluted magical 
  spices or mushrooms, etc. 
  299 
  Courting Lovers:  The lovers might be singing, giving away 
  money, impersonating people and stopping strangers (such as the 
  PCs) on a lark, seeking revelers, etc. 
  300 
  Coven of Witches:  The witches might be evil and malicious, 
  neutral and willing to tell fortunes, good and reluctantly offering 
  a warning, etc. 
   
   
   
  
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  301 
  Crier Declares Decreased Taxes:  This event will quickly be 
  followed by cheers, declarations of drinks on the house, filled 
  taverns, and an explosion in petty thievery as the crowds gather 
  to celebrate. 
   
  
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  302 or 
  303 
  Crier Declares Increased Taxes:  This event will be met with 
  grumbling, rotten fruit or even rocks being thrown at blameless 
  guards, protests, and perhaps even masked serfs carrying torches 
  and pitchforks through the night streets. 
  304 
  Crier Declares New Justified Law:  This event will result in 
  arguments between shopkeepers of different alignment, protests, 
  blocked streets, cheering, emboldened citizens of lesser status 
  demonstrating, fights starting at night, etc. 
  305 or 
  306 
  Crier Declares New Unjust Law:  This developing and long-term 
  event will result in loudly broken friendships, whispers of 
  sedition, assassination attempts, etc. 
  
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  307 
  Crier Declares Repeal of Unjust Law:  This event will result in 
  an impromptu festival day, as exhibited by dancers, tumblers, 
  apprentice mages, jesters, jugglers, brewers, etc. 
  308 or 
  309 
  Criminal Arrest:  This might have just occurred (guards will be 
  frog marching a criminal down the street), occurring (guards will 
  be raiding a building) or about to occur (guards are assembling in 
  an alley, and hush the PCs as they stumble across the dangerous 
  scene). 
  310 or 
  311 
  Criminal Arrest, Cover for Abduction Attempt:  This event will 
  probably involve thieves or assassins in disguise as guards or 
  other authorities, attempting to abduct a “criminal” (someone the 
  guild master urgently wants to see against their will). 
  312 or 
  313 
  Criminal Arrest, Innocent and Blackmailed Victim:  This event 
  will have been triggered by deliberate misinformation from 
  someone powerful, mind-controlled guards, or a power-hungry 
  guard captain with a personal vendetta. 
  314 
  Criminal in Stocks, Exile / Time Traveler:  The person will be 
  shouting for the PCs to free them; they might speak (truthfully) of 
  fabulous treasure to be gained, a blood relationship, or a dire 
  imminent catastrophe that might be averted. 
  315 or 
  316 
  Criminal in Stocks, False Prophet:  The prophet may be yelling 
  about rising demon hordes (if evil), the collapse of civilization and 
  the dawn of a new druidic age (if neutral) or the need for the city 
  to submit to the rulership of an ancient gold dragon (if good). 
  317 or 
  318 
  Criminals’ Heads on Pikes:  The criminals committed a horrible 
  crime which anyone can and will tell the PCs all about — 
  treachery, collaboration with an infernal power, assassination of 
  a noble, blasphemy against the city state’s avatar-protector, etc. 
  319 or 
  320 
  Criminal in Stocks, Heretic:  The heretic (cleric) may simply be 
  someone who defied the alignment of their priesthood; if evil, they 
  may have been converted to good alignment and speaking out 
  against devil worship; if neutral, they may have been seduced by 
  a demon lord; if good, they may have gone mad and turned to evil 
  and defaced the temple; etc. 
  321 
  Criminal in Stocks, Murderer:  The criminal may beg for release, 
  offer treasure secrets, give death threats, or offer critical 
  
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  information for escape and release; or, he may have been framed 
  (e.g., by a doppelganger who committed the murder). 
   
   
   
  ~ D IS FOR DUEL ~ 
  322 or 
  323 
  Dangerous Procession of Maenads and Celebrants:  Maenads 
  are chaotic neutral female monks, notorious for their lust, fearless 
  passion, and battle frenzy — and they have a Dionysian fan club!  
  Barely-tamed wild animals will also be present. 
  324 
  Dead Beast Falling from Sky:  Might be a dragon, a griffon, or 
  inexplicable (an unknown species, a petrified demon that shatters 
  on impact, etc.). 
  325 or 
  326 
  Dead Body Tumbles Out of Carriage:  This could be a victim of 
  organized crime, a lothario who slept with the wrong nobleman’s 
  daughter, a noblewoman with a knife in her back trying to escape 
  a murderer, etc. 
  
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  327 or 
  328 
  Dead Monster Falling from Window:  This could be a familiar, a 
  creature slain by monster hunters, an animated cadaver that 
  killed its master, etc. 
  329 or 
  330 
  Demonstration / Protest, Alignment Confrontation:  Typically 
  between the followers of good and evil gods, but could also be law 
  vs. chaos (even lawful good and chaotic good), or a neutral 
  alignment against any oppressive alignment / bigoted group of 
  followers. 
  331 or 
  332 
  Demonstration / Protest, Guild / Trade Issue:  This may be an 
  embargo, a shortage, a glut (with workmen trying to prevent the 
  arrival of more cheap imported goods), or even a union issue with 
  line-crossers. 
  333 or 
  334 
  Demonstration / Protest, Magister / Official Residence:  The 
  magister’s home or office of station has been surrounded by 
  citizens who know of malfeasance, or shopkeepers angry over an 
  unjust tariff, or even guards demanding pay. 
  335 or 
  336 
  Demonstration / Protest, Slavery / Gladiatorial Issue:  This 
  might be a group of pacifist priests protesting on behalf of 
  gladiators, good citizens protesting slavery, or demi-humans (half-
  orcs?) demanding equal treatment. 
  337 or 
  338 
  Discovered Blood / Body Parts, Beast(s):  The parts might be 
  from a spilled shipment of magical reagents, a partly-devoured 
  horse (with the monster having crawled back into the sewers), a 
  trail of blood leading down an alleyway to a pile of remains, etc. 
  339 or 
  340 
  Discovered Blood / Body Parts, Human Victim:  This might be 
  a murder victim, an accident victim, a monster assault victim, a 
  hoax, etc. 
  341 
  Discovered Blood / Body Parts, Monster(s):  These might be 
  shapeshifters returning to human form after death, dead vermin 
  (giant beetles, ants, rats, centipedes, etc.), or something 
  inexplicable. 
  342 or 
  343 
  Disease Contracted:  A PC might be accosted by a leprous 
  beggar, unknowingly infected (with first symptoms appearing the 
  next day), or be hit by a cause disease spell; or, perhaps a 
  lycanthrope attack at night. 
  344 
  Dock Damage / Collapse:  The collapse could be imminent (a 
  crowd rushing a treasure ship that is strangely on fire for some 
  
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  reason), occurring (screams are heard as gale winds push ships 
  ashore), or imminent. 
  345 or 
  346 
  Dogfight:  This could be a fight between alley mongrels, an illegal 
  betting ring, or something more interesting (such as a dog barking 
  down a sewer grate, and something growling back at it). 
  347 or 
  348 
  Doppelganger Discovered:  The doppelganger’s appearance 
  might be that of a magister, noble, or even a PC. 
  349 
  Dragged Colossus / Golem / Dead Giant:  A crowd is following 
  the spectacle; this might be a city automaton that was 
  malfunctioning, a slain villain, etc. 
   
   
   
   
  
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  350 or 
  351 
  Dropped Purse Returned:  The adventurer may not have noticed 
  it was dropped; a reward could be offered; or, it might be a clever 
  pickpocket who barely failed a pickpocket attempt and is now 
  pretending to be a concerned citizen. 
  352 or 
  353 
  Drunken Brawl Spilling into Street:  The brawl could be the 
  result of a disagreement and a missed punch (causing more 
  people to become involved), a clan rivalry, a long-simmering feud 
  between social castes, etc. 
  354 
  Drunken Wizard Dangerously Entertaining a Crowd:  The 
  wizard could be using fire, ice, illusions, or wild displays of light 
  (prismatic spray etc.). 
  355 or 
  356 
  Duel / Feud between Noble Families:  As an example, consider 
  Romeo and Juliet with Tybalt, Mercutio, etc.; the duel could be 
  imminent (insults are being hurled), ongoing (swords are out and 
  there is a melee) or the aftermath (dead and dying nobles in the 
  street and a crowd shouting for the watch). 
  357 or 
  358 
  Duel / Skirmish between Dwarf and Elf:  The duel might be 
  friendly (if both participants are good), dangerous (if both are 
  neutral) or downright deadly with collateral damage (if both are 
  evil). 
  359 or 
  360 
  Duel / Skirmish between Mage and Fighter:  The duel could be 
  imminent (an apprentice is getting in over his head against a 
  champion), ongoing (spells and bolts flying) or the aftermath (one 
  participant is near death and the other is fleeing). 
  361 
  Duel / Skirmish between Ranger and Monk:  The duel could be 
  friendly (martial arts against quarterstaff), dangerous (psy powers 
  against arrows) or downright deadly. 
  362 or 
  363 
  Duel of Jesters:  This odd spectacle would involve puns, juggling, 
  riddles, fire eating, etc. 
   
   
   
  
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  ~ E IS FOR EXECUTION ~ 
  364 or 
  365 
  Earthquake / Tremor:  This could be a natural encounter, spell, 
  or even the imminent eruption of a giant netherworld worm (bhole 
  / dhole). 
  366 or 
  367 
  Eccentric Storyteller:  The storyteller might be unusual for his 
  audience (all elven children, small animals, all blind people) or 
  subject matter (a real treasure the PCs are seeking, a legendary 
  monster, a lost city, etc.). 
  368 
  Eerie Feeling / Foreboding Premonition:  The GM could 
  describe a feeling of being watched, a random passage from street 
  noise to total silence, or a sense that something terrible is about 
  to happen. 
  369 or 
  370 
  Eerie Upstart Cult, Procession:  The cult might celebrate 
  masking, 
  magical 
  facial 
  feature 
  manipulation, 
  crawling, 
  flagellation, etc. 
  
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  371 
  Eerie Upstart Cult, Proclamation:  The proclamation might 
  predict the rise of Cthulhu, the death of the Overlord, the downfall 
  of a named PC (where the stranger should have no idea of the PC’s 
  name), etc. 
   
   
  
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  372 or 
  373 
  Eerily Deserted Street:  The street might clear (due to people 
  seeing the person following the PCs), be clearing (the citizens have 
  heard rumors about a PC) or about to clear (a mage is hunting the 
  PCs and casts a fear spell on the populace to clear the scene). 
  374 or 
  375 
  Elder Sign Painted on Wall:  This could be a protective measure 
  (Lovecraftian entities are about to invade), an historical curiosity 
  (entities were imprisoned or defied here) or something worse 
  (someone is trying to summon a shoggoth). 
  376 or 
  377 
  Escaped Criminal / Slave:  This individual might seek help from 
  the PCs, avoid capture, pretend to be someone else, attack, etc. 
  378 or 
  379 
  Escaped Runaway Beast:  The beast could be a camel, elephant, 
  reindeer, etc. 
  380 
  Escaped Runaway Construct / Juggernaut:  This could be a 
  temple colossus, a mage’s defense construct, something never 
  before seen rising out of a magical pit, etc. 
  381 
  Escaped Runaway Monster:  The monster might be an 
  alchemist’s experimental subject, a mage’s (out of control) 
  summoned creature, an illusion, etc. 
  382 or 
  383 
  Evil and Good Cleric, in Near or Violent Confrontation:  The 
  clerics may be of different pantheons, the same pantheon, or 
  completely different from one another (e.g., a witch doctor and a 
  jurist). 
  384 
  Evil and Good Cleric, Laughing and Drinking Together:  The 
  clerics may be old friends (one went astray), brothers, blood 
  enemies, etc. 
  385 or 
  386 
  Execution Preparations Witnessed:  This might be a witch 
  burning, hanging, execution by sword, inquisitorial drowning, etc. 
  387 or 
  388 
  Execution Witnessed:  The victim might be a criminal, heretic, 
  spy, traitor, completely innocent, etc. 
   
   
   
  
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  ~ F IS FOR FLOOD ~ 
  389 
  Failed Abduction Witnessed:  The kidnappers might be 
  assassins, impostors, brigands, mercenaries, “rescuers,” etc. 
  390 or 
  391 
  Failed Assassination Attempt / Attempted Murder Witnessed:  
  The victim could be crying out for help, fleeing, attacking the 
  assailants, etc. 
  392 or 
  393 
  Failed Kidnapping Witnessed:  The victim could be a merchant, 
  priest, princess, guild master, etc. 
  394 or 
  395 
  Faire, Unusual:  Could feature gnomes, puppets, shadow magic, 
  enormous beasts, etc. 
  396 or 
  397 
  Falling Coins:  This might be the result of a spell, the coming of 
  a god of wealth, a thief balanced above with a torn treasure sack, 
  etc. 
  
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  398 or 
  399 
  Falling Tool / Anvil / Meat Hook:  The dangerous implement 
  could fall on or near a PC, passersby, a building’s roof, etc. 
  400 or 
  401 
  Fawning Sycophant:  The sycophant could be addressing a PC, 
  a bemused priest, a magistrate, a beautiful woman, a noble, a 
  madman, etc. 
  402 
  Feast, Class Guild:  This will be an assembly of NPCs of one class, 
  druids, warriors, mages, etc. 
  403 or 
  404 
  Feast, Commoners / Poor:  The feast might be a feeding of the 
  poor, a wedding, a beneficent noble’s whim, etc. 
  405 or 
  406 
  Feast, Nobles:  The nobles might be good and worthy and cheered 
  by the crowd; foreigners with strange customs in an inappropriate 
  place; evil and arrogant and mocking the slaves serving them; etc. 
   
   
   
   
  
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  407 or 
  408 
  Feral Child Crawls Out of Hole:  The child might be from the 
  alleys, the sewers, the netherworld, another dimension, etc. 
  409 
  Fervent Cultist Procession of the Gods of Chaos:  The 
  procession might encourage lovemaking in the streets, duels and 
  challenges, random shouts, practical jokes against authorities, 
  theft, etc. 
  410 or 
  411 
  Fervent Cultist Procession of the Gods of Evil:  The procession 
  might encourage enslavement, heresy, murder, violent spell use, 
  etc. 
   
   
   
  
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  412 or 
  413 
  Fire, Burning Bridge / Scaffolding:  The fire could be 
  endangering important NPCs, children, the city watch, citizens, or 
  even rare or exotic animals (escaping from a menagerie etc.) 
  414 or 
  415 
  Fire, Burning Homes:  The fire could be burning a single building 
  (and about to spread), leaping across the street (perhaps from 
  rooftop to rooftop), or magically induced (by a mad pyromancer 
  etc.). 
  416 
  Fire, Burning Runaway Cart:  The cart could be filled with 
  expensive spices, caged faeries, ancient scrolls which tell of lost 
  cities and which can never be replaced, etc. 
  417 or 
  418 
  Fire, Burning Temple / Guild Hall:  The fire could be a case of 
  accident, lightning strike, arson, guild warfare, etc. 
  419 
  Fire, Burning Watch Tower / Guard Garrison:  The fire could be 
  malicious (set by rioters who are attacking the fleeing guards), 
  accidental, or even imminent (perhaps the PCs witness the 
  beginning of an arson attempt). 
  420 or 
  421 
  Fire, False Alarm / Distraction:  The fire could be set by NPC 
  mages conducting a heist, thieves, escaping criminals, etc. 
  422 
  Fisherman Fishing on Collapsed and Flooded Street:  The 
  fisherman might be a humorous jester, a madman, an elderly 
  eccentric, a demigod in disguise, etc. 
  423 or 
  424 
  Flock of Birds:  The birds are unusual in some way — either for 
  their species (snowbirds in the desert), their appearance (bright 
  blue and glowing), or their circumstances (fleeing from a hungry 
  dragon). 
  425 or 
  426 
  Flooding, Aqueduct / Fountain / Cistern:  The flooding could 
  be minor yet important; spilled holy water, a disrupted reflecting 
  pool during a scrying ceremony, polluted water during a ritual, 
  etc. 
  427 or 
  428 
  Flooding, Brewery / Distillery:  The flood could be humorous 
  (free beer and all the drunks come running), dangerous (acids 
  from a dye shop) or horrifying (a slow tidal wave of molasses 
  drowning people in sugar). 
   
   
   
  
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  429 
  Flooding, Dangerous Flash Flood:  Likely magical, unless it has 
  been raining and/or windy all day; the water could be driven by 
  angry water elementals, a sea dragon, a disastrous spell 
  experiment, the rise of a sunken artifact, etc. 
   
   
  
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  430 or 
  431 
  Flooding, Rising Sewer Water:  The flood might be significant 
  because of street activity (people running out of shops and thieves 
  moving in), response activity (guards trying to rescue people and 
  something interfering) or underworld activity (a surge of giant 
  mutated rats rushing out of the overflowing sewers). 
  432 
  Fluttering Letter with Broken Seal (of the Overlord):  The letter 
  could presage criminal activity, a dire calamity about to hit the 
  city, or some kind of dark secret; possession of the letter could 
  prove to be very hazardous. 
  433 or 
  434 
  Flyers / Banners / Pennants, Advertising Wizard:  The wizard 
  might be selling services (spell casting, magic item identification), 
  or goods (potions, scrolls), or seeking worthy apprentices. 
  435 or 
  436 
  Flyers / Banners / Pennants, Elvish Noble Procession:  The 
  procession might be funereal, ceremonial, or celebratory; or 
  perhaps religious / temple-related. 
  437 
  Flyers / Banners / Pennants, Newly Arrived Rival Warriors’ 
  Guild:  The arrival could result in more men-at-arms available for 
  hire, a violent rivalry, challenges and duels in the streets, etc. 
   
   
   
  
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  438 or 
  439 
  Flyers / Banners / Pennants, Visitation by Foreign Queen:  
  The arrival could presage a peace treaty, marriage and alliance, 
  war, etc. 
  440 or 
  441 
  Flying Adventurer Soars Overhead:  The adventurer could be on 
  a flying carpet, dragon, broom, alone or pursued, etc. 
   
   
  
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  442 or 
  443 
  Fog / Mist:  The fog could be magical or natural; it could be a 
  sign of invading undead, a rising god, a tumult in the sea, a 
  dangerous poison, etc. 
  444 or 
  445 
  Forbidden / Sealed Gate:  The gate could be mundane and 
  locally known yet new to the PCs (a gate between lower class and 
  upper class neighborhoods, to a stronghold, or to an arena), or it 
  could be completely unexpected (a magic doorway appearing in a 
  well-known wall or even in the sky). 
  446 or 
  447 
  Foul Sewer Gas:  The gas could be the result of nature, magic, 
  netherworld activity, or monsters; the effects could include 
  nausea, slowness, disease, or even temporary paralysis. 
  448 
  Found Bag of Beans:  Dropped in the street; the beans could be 
  mundane, but are almost certainly magical. 
  449 
  Found Bag of Holding:  Dropped in the street; the owner could 
  be fleeing, distracted, abducted and dropping something in hopes 
  of catching the PCs’ attention, etc. 
  450 or 
  451 
  Found Purse / Gold:  Dropped by a noble, important NPC, 
  visiting dwarf prince, etc. 
  452 or 
  453 
  Found Purse / Gold:  Thief’s bait; the thief may be preparing an 
  ambush, wanting to trail the PCs (the bag has some kind of 
  trackable magic in it), or waiting to accuse the PC of thievery to 
  shift blame from himself. 
  454 or 
  455 
  Free Dispensation of Holy Water:  There will be a crowd; the 
  crowd might be fearful vampire hunters, the sick and disabled, 
  frantic worshippers, etc. 
  456 
  Funeral Procession, Dwarf Elder:  The elder may have been 
  beloved, hated, or feared; the procession of dwarves might be 
  sorrowful, holding back laughter, or terrified (perhaps fearing the 
  dead will rise). 
  457 or 
  458 
  Funeral Procession, Fallen Dungeon Hero:  The fallen hero 
  might be a former henchman of the PCs, a long-term rival, or a 
  stranger beloved by the community. 
  459 
  Funeral Procession, Murdered Guild Master:  The guild master 
  could have been murdered by a rival guild’s agents, poisoned by 
  
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  agents unknown, or a suicide may have been mistaken for 
  murder. 
   
   
  
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  460 or 
  461 
  Funeral Procession, Noblewoman:  The woman could have been 
  an adored princess, honored matriarch, hated madwoman, plague 
  victim causing rampant panic, etc. 
  462 or 
  463 
  Funeral Pyre, Barbarian Warlord:  The warlord could have been 
  an avowed ally, a respected enemy, or the burning might be 
  considered an abomination by his (about to invade) people. 
  464 or 
  465 
  Funeral Pyre, Elven Princess:  The princess may have been an 
  ancient gray elf who remembered the founding of the city, a child 
  who died under mysterious circumstances, a mysterious dark 
  elven exile, etc. 
  466 
  Funeral Pyre, Grand Master Monk:  The grand master’s death 
  may have been a notorious poisoning, a case of old age (after 200 
  years of life), a strange suicide after proclaiming a secret (he sat 
  and willed himself to momentarily die), etc. 
   
   
   
   
  
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  ~ G IS FOR GHOST ~ 
  467 or 
  468 
  Galloping Horse, Arrogant Noble:  The ride might be a result of 
  drunken anger, careless revelry, a daring chase, etc. 
  469 or 
  470 
  Galloping Horse, Exotic Bringer of War:  The rider may be an 
  unknown humanoid warning of invasion, a hated figure of the 
  past believed to be dead, etc. 
  471 
  Galloping Horse, No Rider:  The horse may be terrified, 
  wounded, exhausted, gaunt and starving etc. 
  472 or 
  473 
  Galloping Horse, Panicked Scout:  The scout may warn of fire, 
  unknown forces, the approach of a fleet, a rapid change of severe 
  weather, etc. 
   
   
   
   
  
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  474 
  Gang Violence, Assassins:  The violence may involve a street 
  fight, the discovery of dead bodies pinned with notes, a case of 
  night-by-night murders between two gangs, etc. 
  475 or 
  476 
  Gang Violence, Thieves:  The violence may involve fighting 
  groups of young street urchins, a demi-human rivalry (elven 
  thieves vs. halfling thieves), or even a “trade” war (cat burglars vs. 
  charlatans) and bizarre acts of violence. 
  477 or 
  478 
  Gang Violence, Thugs / Ruffians:  The violence could result in 
  guard-enforced 
  curfews, 
  random 
  decimation 
  or 
  severe 
  punishment by authorities, unchecked violence in the streets 
  until the citizens unite in arms, etc. 
   
   
   
   
  
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  479 or 
  480 
  Gang Violence, Urchins:  The street urchins could be attacking 
  one another, their “employers,” the PCs, guards, citizens, etc. 
  481 or 
  482 
  Gaol Breakout, Criminals Fleeing:  The criminals could be 
  severely-punished minor infractors (debtors, etc.), hardened 
  criminals (murderers), smugglers, foreign refugees jailed for no 
  good reason, etc. 
  483 or 
  484 
  Gathering Army Patrol:  The Overlord’s army might be gathering 
  to repel a rumored attack, to escort the Overlord into the field, 
  massing to prepare and then march to war, etc. 
  485 
  Gathering Royal Hunt:  The hunt could involve horse-mounted 
  nobles 
  hunting 
  foxes, 
  unicorn-mounted 
  elves 
  hunting 
  manticores, nightmare-mounted dark elf hunting escaped slaves, 
  etc. 
  486 or 
  487 
  Gathering Town Watch / Guard Patrol:  The patrol might be 
  gathering to stifle a protest, patrol the most dangerous street in 
  the city, prepare for a raid on a criminal organization, etc. 
  488 or 
  489 
  Gentlemen Betting on Rats and Vicious Dogs:  The betting 
  could be taking place in a secret basement (shouts are heard from 
  the grates), a rooftop gallery, a crowded slum establishment, etc. 
  490 or 
  491 
  Ghost / Phantom Sighting, Illusion:  The illusion could be 
  magical, divine, infernal, or psychological (appearing to only one 
  NPC, perhaps as a result of guilt). 
  492 
  Ghost / Phantom Sighting, Monster:  The monster might be a 
  ghost, banshee, spectre, wraith, etc. 
  493 or 
  494 
  Ghost / Phantom Sighting, Spell:  The spell could involve astral 
  travel, an ethereal visitor, a failing invisibility spell, etc. 
  495 
  Glowing Rune / Symbol on Ground:  The symbol could indicate 
  a trap door, trap, jest, warning, etc. 
  496 
  Gnomish Engineer / Gadgeteer with Dangerous Contraption:  
  The gnome could be an inventor, time traveler, mad scientist, heir 
  to a misunderstood mechanical legacy, etc. 
  
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  497 or 
  498 
  Goodwives Gossiping, Rumors of Noble Death:  The death 
  might be a lone child / heir, two noble lovers, an entire bloodline 
  rumored to have been cursed, etc. 
  499 or 
  500 
  Goodwives Gossiping, Rumors of Scandal:  The scandal will 
  typically involve someone powerful, or at least locally prominent; 
  it might involve sex, drugs, murder, shame, lies, obfuscation of 
  evidence, etc. 
  501 
  Goodwives Gossiping, Rumors of Treasure:  The treasure might 
  be real, imagined, planted, newly made attainable (a dragon has 
  been slain), long-established and now stolen, etc. 
  502 or 
  503 
  Graveyard with Disturbed Earth / Overturned Stones:  This 
  might be the result of grave robbers, criminal mischief, vermin, or 
  the undead. 
  504 
  Guarded Door / Gate, Golem / Construct:  The guardian might 
  be an iron golem with a polite magic mouth, a grim and silent 
  stone golem in the shape of a bull, a deadly juggernaut, etc. 
  505 or 
  506 
  Guarded Door / Gate, Investigating Inquisitors:  The 
  Inquisitors are having guards refuse entry / exit to the area; the 
  matter might be one of heresy, witchcraft, vampirism, treachery, 
  etc. 
  507 or 
  508 
  Guarded Door / Gate, Mercenaries:  The mercenaries might be 
  hired by a secretive sorcerer, a newly-forming adventuring party, 
  a visiting delegation of eccentric nobles, etc. 
  509 
  Guarded Door / Gate, Spectator:  The spectator is a monster 
  similar to an Eye of Azathoth; the guard might have been 
  summoned by an archmage, patriarch, warlock, accidental reader 
  of an ancient scroll entitled “The Harbinger,” etc. 
  510 or 
  511 
  Guardsmen Inviting / Recruiting:  The guardsmen might be 
  genuine, or perhaps pirates in disguise serving as a press gang 
  (forcing citizens into mariner service). 
  512 or 
  513 
  Guild Inviting / Recruiting:  This would be a call / enticement 
  for the services of young thieves, assassins, rangers, wizards, etc. 
  514 or 
  515 
  Guild Rivalry Incident, Destroyed Goods / Building:  The 
  incident might involve a collapsed hideout, burned market goods, 
  a sunken spice ship, etc. 
  
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  516 or 
  517 
  Guild Rivalry Incident, Incited Riot:  The rioters may have been 
  paid off due to perceived unfair competition, a market glut, 
  preferential treatment in the emporium / stall placement, etc.; the 
  issue will seem minor to the PCs but deadly in its consequences. 
  518 
  Guild Rivalry Incident, Tarring and Feathering:  The victim 
  might be a shopkeeper, guildsman, unfortunate mercenary, 
  captured spy, etc. 
  519 or 
  520 
  Guild Rivalry Incident, Wounded Victims:  There may be people 
  dying in the street following a knifing, an attempted murderer 
  fleeing from the watch, citizens caught in arrow fire between guild 
  factions, etc. 
  521 or 
  522 
  Gust Blows Trash Everywhere:  The trash could be interesting 
  (anarchist leaflets that were about to be distributed at a secret 
  meeting), dangerous (infected with mold spores or covered in 
  slime), disgusting, ominous, etc. 
  523 or 
  524 
  Gust of Wind:  The wind could be natural (a storm is coming), 
  magical (a mage is attempting to break into a building), monstrous 
  (an air elemental is on the loose), bizarre (an opening dimensional 
  portal causes a vortex as alien invaders pour out), etc. 
   
   
   
  
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  ~ H IS FOR HERETIC~ 
  525 
  Half-Ogres Telling Jokes:  The half-ogres might be mercenaries, 
  drunk, escaped from a nearby ogre lair, the minions of a newly-
  arriving demigod, etc. 
   
   
   
  
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  D1000 
  Roll 
   
  Random Event / Adventure Hook 
   
  526 
  Hanging / Impaled Bodies of Heresiarchs:  The heresiarchs 
  might have been summoning a demon lord, committing child 
  sacrifices, imprisoning citizens and turning them into monsters, 
  etc.; their crimes are almost certainly not fully extinguished. 
  527 
  Heavy Security Presence, Archmage and Bodyguards:  The 
  archmage might be flamboyant and playful, drunk and 
  
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  dangerous, arrogant and looking for a reason to magically 
  humiliate someone, about to turn a crowd to panic, etc. 
  528 or 
  529 
  Heavy Security Presence, Gnomish Monks:  The monks may 
  be hired help during a dangerous event, a magic auction with 
  wealth changing hands, agents in disguise, etc.; undoubtedly, 
  arrogant humans will pick on them for their size and grave 
  demeanor and something bad will happen. 
   
   
   
  
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  532 or 
  533 
  Heavy Security Presence, Nobleman’s Mercenaries:  The 
  mercenaries might be normal soldiers, or might be strange 
  automatons, dangerous foreigners, terrifying undead minions, 
  etc. 
  534 or 
  535 
  Heretic / Witch Burning, Aftermath:  The scene will include 
  various 
  tragedies 
  — 
  people 
  weeping, 
  callous 
  onlookers 
  celebrating, violence, someone attempting to recover the body for 
  burial and being prevented by stern-faced guards, etc. 
  536 or 
  537 
  Heretic / Witch Burning, Imminent:  The PCs may foolishly and 
  heroically intervene; the crowd might support them or turn 
  against them, depending on if the impending victim is innocent or 
  truly evil. 
  538 
  Heretic / Witch Burning, in Progress:  The event will begin with 
  a shock as the PCs round the corner, the smell of burning flesh, 
  screams and cheers, a dramatic magical escape attempt by the 
  dying witch, etc. 
  539 or 
  540 
  Hooded Figures Are Revealed as Humanoids / Monsters:  The 
  figures might be disfigured burn victims, humanoid assassins, 
  impostors 
  (doppelgangers), 
  lycanthropes 
  announcing 
  their 
  presence in the city, etc. 
  541 or 
  542 
  Horse Race:  The race could involve magical steeds, dangerous 
  stunts, an ancestral tradition with thousands of gamblers and 
  observers, competing riders in a grim contest, etc.  Or, the mounts 
  might include exotic animals, such as lions or tigers. 
   
   
   
  
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  543 or 
  544 
  Humanoid Raid:  The humanoids will be assaulting a nearby 
  gate, wall, sewer exit, or outer fortification; the raiders might be 
  kobold skirmishers, goblin ambushers, orc and half-orc bandits, 
  a hobgoblin legion, etc.; there will likely be hundreds or 
  thousands (as smaller forces do not dare to assault the city). 
  545 or 
  546 
  Humanoid Scout Seen on a Rooftop:  The humanoid might be 
  a goblin runt foolishly proving himself, a deadly half-orc agent, a 
  mad and feral gnole exiled from his tribe, etc. 
   
   
   
  ~ I IS FOR INCRIMINATION ~ 
  547 or 
  548 
  Illegal Sale of Monster Body Parts:  The parts might be solid 
  (eyes and brains used in potion making), liquid (dragon’s blood, 
  demon ichor, slime) or even gaseous (the remnants of a dying 
  vampire). 
  
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  549 
  Illegal Sale of Monster Eggs:  The eggs could be intended to be 
  raised as mounts (griffons, hippogriffs), guardian beasts 
  (badgerbears, basilisks), allies (dragons), experiments (frogs, 
  spiders), etc. 
  550 
  Illegal Sale of Monster Young:  The young could be mounts 
  (pegasi), guardian beasts (dimensional hounds, dimensional 
  beasts), allies (dragons), experiments, etc. 
  551 or 
  552 
  Impressive Street Mural / Improvisatory Art:  This could be an 
  animated advertisement, two men covered in dragon’s “hide” 
  walking on stilts, a jester mage juggling flame and arcane spheres, 
  a fortune teller with a stacked wall of bottled imps, etc. 
  553 
  Incriminating Paper Blowing Down Street:  The papers could 
  involve a forged deed, a murder plot, a map showing 
  vulnerabilities in a treasure house, an unsent blackmail letter, 
  etc.; the writer may be frantically pursuing the sheets. 
  554 or 
  555 
  Infectious Fear / Suspicion, Death Threats:  This may involve 
  a dangerous barbarian threatening citizens, a beguiler causing 
  people to experience psychic paranoia, a dangerous wave of 
  invisible spores that turns people to random violence, etc. 
  556 
  Infectious Fear / Suspicion, Psychic / Psionic:  This may be a 
  good psychic unintentionally influencing others with uninhibited 
  thoughts, a neutral psychic protecting herself from a silent 
  enemy’s onslaught, an evil psychic attempting mass mind control, 
  etc. 
  557 or 
  558 
  Infectious Laughter / Merriment:  Likely harmless, purely 
  psychological, but may be dangerous over time if it affects a large 
  number of people; research for example the real-life Tanganyika 
  Laughter Epidemic. 
  559 or 
  560 
  Interesting Merchandise Offered:  This may involve a silver 
  weapon, inexpensive plate armor, stolen valuables, etc.; the seller 
  might be desperate, suspicious, or gullible, or simply not know 
  what they have. 
  561 
  Interrupted Bribery, Alchemist and Charlatan:  The alchemist 
  may be trying to sell failed potions, testing the results of a mind 
  control potion, trying to poison the populace, etc. 
  
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  562 
  Interrupted Bribery, Gladiator and Rival Owner:  The PCs may 
  be threatened with death, brought into an attempted conspiracy, 
  or they may witness a bluff / escape attempt. 
  563 or 
  564 
  Interrupted Bribery, Guardsman and Smuggler:  The guard 
  may threaten the PCs, or the smuggler may flee, the PCs might be 
  forced to deal with the ongoing silence while more guards arrive, 
  etc. 
  565 or 
  566 
  Interrupted Bribery, Thief and Magister:  The magister may be 
  blackmailed, covering up a scandal, planting evidence, hiring a 
  master cat burglar for a heist, etc. 
  567 
  Invisible Assailant:  The assailant might be a joke cantrip / 
  unseen servant, an invisible monster, an invisible adventurer / 
  spy running through the crowd, a psychic force, etc. 
  568 or 
  569 
  Invisible Force Field:  The force field could be across the street, 
  blocking entry / exit of a building, channeling crowds to a specific 
  area, blocking access to a spilled treasure, etc. 
  570 or 
  571 
  Invitation from Guide / Host / Interpreter, Aid / Service:  This 
  is likely a paid job offer and/or adventure hook, where an NPC 
  requests 
  reconnaissance, 
  guidance, a 
  charismatic 
  envoy, 
  diplomacy, communication with someone in another language, 
  etc. 
  572 or 
  573 
  Invitation from Guide / Host / Interpreter, Audience:  This 
  may be a magistrate’s demand to meet with the PCs, a noble’s 
  courtesan hinting at a love interest, a lord’s request to meet with 
  heroes who might be able to venture into a nearby dungeon or 
  stronghold, etc.; there may be a language barrier or other 
  confusion. 
  574 or 
  575 
  Invitation from Guide / Host / Interpreter, Dangerous:  This 
  may be an assassin in disguise, a bounty hunter, a bringer of 
  threats, a corrupt official attempting blackmail or intimidation, 
  etc. 
  576 or 
  577 
  Invitation from Guide / Host / Interpreter, Unusual:  This may 
  be a secret admirer, a secret agent testing for (dis)loyalty before 
  making an invitation, a voiceless NPC begging for help, a 
  mysterious individual of unknown race making appeasement 
  gestures, etc. 
   
  
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  ~ J IS FOR JESTER ~ 
  578 
  Jack the Ripper Incident:  These incidents involve discovery of 
  a mutilated body and a murderer with inexplicable knowledge, 
  motive, means, and/or weaponry; it may be a dimensional 
  traveler, time traveler, demon lord in human form, awakened evil 
  demigod, etc. 
  579 
  Jester Follows Party, Disguised Assassin:  The jester is either 
  attempting to assassinate a PC, attempting to implicate a PC in a 
  murder attempt that is about to occur (pretending to associate 
  with the party before striking), or attempting to dispose of a 
  murder weapon to lead investigators toward the PCs. 
  580 or 
  581 
  Jester Follows Party, Drunk and Throwing Knives:  The jester 
  might be a dwarf with a terrible secret, an old woman who believes 
  she is still a master thrower, an illusion which achieved sentience 
  and escaped from a faire, or something even stranger. 
  582 or 
  583 
  Jester Follows Party, Juggling:  The jester may be using the PCs 
  to encourage tips and laughter from lower citizenry nearby, or 
  attempting to incite a (comedic?) brawl, or a spy in disguise, etc. 
  584 or 
  585 
  Jester Follows Party, Mimicking / Mocking:  The GM should 
  choose the PC whose player has the shortest temper, the best 
  sense of humor, or the best sense of improvised roleplay, and let 
  the situation develop. 
  586 
  Jester Follows Party, Taunting:  The goal might be to incite a 
  PC to cause a crime (the jester is paid and trying to get hit), 
  shaming for a recent incident (perhaps the PCs ignored a beggar 
  and the beggar became a jester?), or simple mischief. 
   
   
  
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  587 or 
  588 
  Joust / Melee:  Typically, a tournament hosted by a noble, where 
  heroes can engage in non-lethal combat for prizes; there may be 
  a mace battle, quarterstaff sparing match, a humorous goat joust 
  (for small demi-humans), a dangerous blood feud between 
  participants the host noble is unaware of, etc. 
   
   
   
  
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  ~ K IS FOR KIDNAPPING ~ 
  589 or 
  590 
  Kidnapping Standoff with Town Watch Witnessed:  The 
  guardsmen / watchmen may be negotiating with a hostage taker, 
  attempting to apprehend an “abductor” who is rescuing someone 
  from unknown circumstances, foiling an imminent kidnapping 
  attempt but bungling it without PC assistance, etc. 
  591 or 
  592 
  Kidnapping Witnessed:  The victim might be a noble heir, a 
  valued artisan (gemcutter, cryptographer, dancer-courtesan, 
  etc.), a mistaken innocent, a powerful but corrupt official, etc. 
  593 or 
  594 
  Knightly Procession, Knights of Evil:  The knights will be 
  intimidating the populace while hiding behind the Overlord’s law 
  and tolerance, and may provoke a riot, fight, series of duels, etc. 
   
   
   
  
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  595 or 
  596 
  Knightly Procession, Knights of Good:  The knights might be 
  Templars on their way to a crusade, Hospitallers healing the sick 
  in the streets (as they do once a year), proud Paladins walking in 
  penitence to temple, foolhardy dragon slayers on a suicide 
  mission, etc. 
  597 
  Knightly Procession, Elven Knights:  The elves will have an 
  alluring / exotic trait; an oath of silence, all are elderly, all are 
  half-dark elven with one side of their faces tattooed, they give their 
  possessions away to the poor in the streets before they go out on 
  a death mission, etc. 
  
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  ~ L IS FOR LYCANTHROPY ~ 
  598 or 
  599 
  Ladies of the Evening:  They may be licentious, merry, working 
  in fear while deadly bawds (pimps) look on from the shadows, 
  working in broad daylight while nonplussed guards look on, etc. 
  600 
  Lady Godiva Incident:  The nude noblewoman might be a pious 
  wife protesting her husband’s cruelty, a selfless matron avowing 
  poverty after a life of privilege, an ancient witch polymorphed and 
  making her way to a hated temple of good, etc. 
  601 or 
  602 
  Landing Aerial Mount, Bold Adventurer:  The adventurer may 
  land on a dragon, griffon, pegasus, shedu, etc.; and may be 
  panicked, laughing, wounded, mad, etc. 
  603 or 
  604 
  Landing Aerial Mount, Foreign Emissary:  The emissary might 
  carry a proclamation of war, a sealed scroll for the Overlord’s eyes 
  only, a wounded comrade, etc. 
  
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  605 or 
  606 
  Landing Aerial Mount, Noble:  The noble might be a well-known 
  marshal parading for cheering troops, a haughty fat man trying 
  out his newly-subdued griffon, a pair of young lovers escaping 
  their families, etc. 
  607 
  Line of Chained Prisoners Transported by Guards:  The guards 
  might be criminals, innocents (debtors taking from their families), 
  preparing an escape attempt, friends or former men-at-arms 
  employed by the PCs, etc. 
  608 
  Lone Watchman:  The watchman might be afflicted with 
  lycanthropy (and not yet understand what is happening), an agent 
  of the Overlord, a lost foreigner, possessed, etc. 
   
   
   
   
  
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  609 or 
  610 
  Loose Cobblestone:  This might result in a twisted ankle, mount 
  lamed, etc. 
  611 or 
  612 
  Lord of Misrule Gallivanting through the Streets:  This could 
  be ceremonial, a demigod in disguise, a madman, a bored 
  nobleman slumming with the locals, etc. 
  613 or 
  614 
  Lost / Stolen Item, Magical:  Perhaps a mishap, or a thief 
  targeting wealthy-looking individuals; adventurers will be able to 
  find / pursue. 
  615 or 
  616 
  Lost / Stolen Item, Weapon:  Perhaps a mishap, or a thief 
  targeting wealthy-looking individuals; adventurers will be able to 
  find / pursue. 
  617 
  Lost Time Episode / Mysterious Gap in Memory:  This might 
  be the result of a memory erasing spell, hallucinogenic fungal 
  spores, passing through a dimensional warp, etc. 
  618 
  Lost Treasure on Ground:  The treasure could be a gem, a small 
  magic item, an illusion, a forgery or trap, etc. 
  619 or 
  620 
  Loud Noise:  This could be anything — a thunderclap, scream, 
  collapse, attacking monster, etc. 
  621 or 
  622 
  Lovemaking Couple in Public:  The PCs might discover the 
  situation, or there could be a gathered crowd, a puppet master 
  psychically tormenting victims, etc. 
  623 or 
  624 
  Lycanthrope Transformation:  Someone in the crowd is either 
  transforming (if the conditions are appropriate), or is suffering 
  from the disease and showing telltale signs — the monster species 
  is up to the Game Master. 
  625 
  Lynch Mob:  The victim might be a criminal, a member of a hated 
  race, a framed innocent, etc. 
   
   
   
  
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  ~ M IS FOR MAIDEN ~ 
  626 or 
  627 
  Mage Duel, Friendly:  The mages may be dueling with illusions, 
  cantrips, facial feature-altering magics, etc. 
  628 or 
  629 
  Mage Duel, Violent:  Of random alignment; if both are good or 
  neutral, the mages will fight until first blood; if both are evil, they 
  will fight to the death; if their alignments conflict, they will fight 
  for 1D6 rounds regardless of outcome and then flee the 
  authorities. 
  630 or 
  631 
  Mage Duel, Wild and Deadly:  This will involve monster 
  summoning, violent uncontrolled forces, collateral damage, 
  people running and screaming, etc. 
  632 or 
  633 
  Magic Mouth:  The mouth might be an advertisement, a faire 
  entrance gimmick, a warning giver, a secret message intended for 
  the PCs, etc. 
  634 
  Magical Accident / Explosion:  This may be the result of a 
  summoning gone wrong, a dangerous alchemical mixture, a wild 
  
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  failure in experimentation (perhaps a nearby building turns to 
  transparent ice and then shatters), etc. 
  635 or 
  636 
  Magical Experiment Gone Awry:  This will be very curious but 
  not dangerous — a wagon grows tentacles, the ground turns into 
  a solid rainbow, the air turns purple and smells overwhelmingly 
  of blueberries, etc. 
  637 or 
  638 
  Magical Gate, into Dungeon:  This may be an entrance into an 
  undercity, a secret hideout, a magical monster’s lair, a gate to a 
  cloud castle over another world, etc. 
  639 or 
  640 
  Magical Gate, into Secret Building:  This might be a secret door 
  demanding a password, an alignment-detecting gate warning off 
  intruders, a temporary dimension door into a vault where a heist 
  is underway, etc. 
  641 
  Magical Gate, Planar:  The gate could lead to the astral plane, or 
  an elemental plane, the Demonlands, etc.; it is likely one-way 
  (unless you want to presage an invasion scenario). 
  642 
  Magical Gate, Teleporting:  The gate shows a wildly different 
  locale; stepping through could bring the PCs to a tropical island, 
  snowy mountaintop, faerie land, the netherworld, etc. 
  643 or 
  644 
  Magical Scout Seen Hovering / Flying:  The scout is probably 
  the vanguard for an invading army, either infernal, draconian, 
  flying, or dimensional. 
  645 or 
  646 
  Magical Wall:  Blocking the street or an alleyway for no 
  discernable reason; it might be made of fire, iron, mist, etc. 
  647 
  Magically Animated Artwork:  This could be a talking painting, 
  an animated sculpture, or even a mist that forms the shape of a 
  beautiful maiden and frolics away. 
  648 or 
  649 
  Magically Animated Golem:  The golem might be a statue, or an 
  automaton, or something altogether different (such as a building 
  that sprouts mechanical legs and walks away). 
  650 
  Magically Animated Statues:  The statues will either be 
  entertainment, or will be sentinels to a mage tower, stronghold, 
  temple, etc. 
  
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  651 
  Magically Held / Paralyzed Guardsmen:  The guardsmen are in 
  need of aid, and were recently attacked by a renegade mage, 
  monster, dangerous poison gas, etc. 
  652 or 
  653 
  Maiden Falls from Horse:  The PCs may rush to her aid; she 
  might thank them, or curse them, or be hoping for a secret 
  meeting, or be protected by a slighted and offended nobleman, etc. 
  654 or 
  655 
  Map Blowing Down Street:  The map could be to a dungeon, 
  escape tunnel, heist plan, invisible building, etc. 
  656 
  Marauding Humanoids:  Typically a raiding party; the 
  humanoids might emerge from a burrow and into a building, alley, 
  sewer entrance, etc. 
  657 or 
  658 
  Marriage Ceremony, Celebratory:  There will be laughter, 
  flowers, music, some tears, a dispensation of coins, etc. 
   
   
   
  
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  659 or 
  660 
  Marriage Ceremony, Drunken / Amusing:  This will be 
  something odd — a party dressed as masquers and jesters, a half-
  ogress and her halfling groom, a clan of hollering dwarves running 
  down the street dressed in nothing but barrels, etc. 
   
   
   
  661 or 
  662 
  Marriage Ceremony, Grim / Arranged:  This might be very 
  strange — a beastman and his bride, two young nobles who hate 
  one another, a dwarf maid and an elf lord securing a peace for 
  their peoples, etc. 
   
   
   
  
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  663 or 
  664 
  Marriage Ceremony, Tense / Family Rivalry:  You could draw 
  from Romeo and Juliet, The Taming of the Shrew, or even the 
  Hatfields and the McCoys (perhaps complete with clockwork 
  “firearms”). 
  665 or 
  666 
  Mass Hysteria / Panic:  This could be an instance of everyone 
  seeing the same monster (that is invisible to the PCs), someone 
  shouting “Fire” (and there is one, in a straw cart with flames 
  leaping up to a thatched roof), people running down the street 
  toward the PCs for an unknown reason, etc. 
  667 or 
  668 
  Masterpiece / Monument of Demi-Human Artwork:  This might 
  be a gnomish colossus (of carved wood), a dwarven tank (an 
  armor-plated war wagon, research Jan Zizka for reference), an 
  elvish tree nurtured by magic, a halfling-and-wizard fireworks 
  display, etc. 
  669 or 
  670 
  Maze of Wagons Loading / Unloading Produce:  The wagons will 
  be difficult to navigate around; this is a perfect place for a chase 
  scene (perhaps a thief), a wild brawl, a disguised troop of raiders 
  unloading weapons, etc. 
  
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  671 or 
  672 
  Medieval Equivalent of Spring-Heeled Jack:  He might be a 
  (she-)daredevil inventor / gadgeteer, a gnomish mechanic bent on 
  revenge (for what?), an automaton-demon hybrid, etc. 
  673 or 
  674 
  Men Digging Holes:  They might be digging for treasure, an 
  undercity entrance, a ditch for mass burial, etc. 
  675 or 
  676 
  Menagerie, Unusual:  The menagerie will feature exotic beasts 
  from another land, climate, or even dimension; the monsters will 
  be caged and cared for with magic (e.g., desert monsters with 
  magical water and warmth while they are on display in a snowy 
  city). 
  677 or 
  678 
  Merchant Arguing with Guard:  Either party could be in the 
  right, and either party might want the PCs to side with them; this 
  could be over prices, taxes, hours, supply and demand, forced 
  discounts for armed forces, threats, etc. 
  679 or 
  680 
  Merchant Chasing Thief:  The classic scenario is a desperate 
  thief of good intent and an evil wealthy merchant, but a creative 
  GM might make this into something very different. 
  681 or 
  682 
  Merchant Distracting Guards, Aiding Pickpocket Urchin:  The 
  merchant is receiving a cut from the skilled and gullible child, 
  while taking none of the risk; careful observation will show the 
  urchin’s methods and capture / questioning should be fairly easy 
  if the PCs wish. 
  683 
  Mob / Riot, Aftermath:  There will be smoke, fires, broken doors 
  and shutters, blood, wounded people, hate-filled graffiti, shouts, 
  oaths of revenge, etc. 
  684 or 
  685 
  Mob / Riot, Imminent:  This could be prevented by the PCs (with 
  high Charisma and good role-playing), or could even be 
  exacerbated by them (the populace fears that raids on monster 
  lairs is causing deadly reprisals). 
  686 or 
  687 
  Mob / Riot, Underway:  The PCs will need to avoid attack, being 
  grappled, stifled, etc., while also avoiding killing enraged people; 
  the coming guards may either ask the PCs to help, or may regard 
  them as instigators. 
  688 
  Mob with Torches and Pitchforks Chasing Monster:  The 
  monster could be a flesh golem, hunchbacked beastman, 
  someone transforming into a Lovecraftian horror, etc. 
  
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  689 
  Monk Duel, Ancient Elders:  The monks will be deadly masters 
  in their respective arts, with highly different fighting styles (Crane, 
  Monkey, Rat, etc.) and different alignments. 
  690 or 
  691 
  Monk Duel, Drunken Masters:  A fascinated crowd will have 
  gathered to watch the duel; read up on the Zui Quan and 
  Houquan martial arts styles if you want to me make this an 
  intricate and entertaining encounter. 
  692 
  Monk Duel, Psychic:  The masters will be standing in the street 
  motionless, while effects occur around them (passersby 
  experiencing 
  headaches 
  and 
  nosebleeds, 
  crackling 
  walls, 
  trembling street, dogs howling, etc.). 
  693 or 
  694 
  Monster Attack:  Appropriate to setting, giant rats, stryxes, 
  invisible monster, etc. 
  695 or 
  696 
  Monstrous Scout Seen in a Sewer Grate:  Something fearsome 
  and intelligent; perhaps a beastman, Son of Anubis, fungus man, 
  Eye of Azathoth, eye slime, etc. 
   
   
   
   
   
  
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  ~ N IS FOR NEWS ~ 
  697 
  Newly Opened Store / Tavern, Bizarre / Bafflement:  This will 
  be something unusual, such as a store selling magically animated 
  masks, a fortune telling tavern, a shop run solely by mute jesters 
  in black and white face paint, etc. 
  698 or 
  699 
  Newly Opened Store / Tavern, Fearful Silence from 
  Commoners:  This will be something grim, such as an occult 
  talisman shop, a witch doctor’s shrunken head store, a grim and 
  badly scarred vampire hunter encouraging leads, etc. 
  700 or 
  701 
  Newly Opened Store / Tavern, Huge Crowd:  This will be 
  something popular, such as a nude performance gallery, a 
  drunken pit fight establishment, a gambling den with magical 
  features or servitors, etc. 
  702 
  News of Slain Dragon, Celebration:  This will likely be news of a 
  powerful evil dragon being slain. 
   
   
   
   
  
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  703 
  News of Slain Dragon, Despair:  Slaying of a benevolent protector 
  of the city, such as an ancient gold dragon; this may result in 
  invasions or raids by evil creatures in the weeks to come as the 
  news spreads that the dragon is no more. 
  704 
  News of Slain Dragon, Treasure Rush:  A Smaug incident; there 
  will be many factions who believe they are owed treasure (stolen 
  from them, belonged to ancestors, promised to them, etc.) and 
  many of the claims will be conflicting and valid. 
   
   
   
  ~ O IS FOR OMEN ~ 
  705 or 
  706 
  Offer to Buy an Adventurer’s Art Object:  This could be a 
  noblewoman impressed by a fur cloak, a foreigner seeing 
  something random (a brooch, scabbard, silk scarf, etc.) that has 
  great value in his own land, etc. 
  
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  707 or 
  708 
  Offer to Buy an Adventurer’s Magic Item:  This will probably be 
  a wealthy NPC interested in acquiring a magic weapon, spells, a 
  magical robe, etc. 
  709 
  Offer to Sell Adventurers a Magic Item:  The offer will probably 
  be genuine, and the item will be interesting but expensive; a trade 
  or service might be arranged. 
  710 or 
  711 
  Offer to Sell Adventurers a Subdued Monster:  Make it 
  something bizarre — a merman, giant beetle, dimensional beast, 
  etc. 
  712 or 
  713 
  Offer to Sell Adventurers an Art Object:  This may be forged or 
  genuine; it could be a painting, idol, reliquary, coat, etc.; it may 
  be magical (animated, swirling colors, changing scent, sentient 
  and speaking, etc.) but not necessarily powerful. 
  714 or 
  715 
  Old Men Complaining:  This is a perfect hook for the introduction 
  of an interesting rumor, treasure clue, plot point, or future 
  adventure hook. 
  716 or 
  717 
  Omen / Startling Prophecy, Ancient Prophet:  The prophecy 
  could involve the imminent death of a ruler, a war, a falling star, 
  an eclipse, the appearance of a godly avatar, etc. 
  718 or 
  719 
  Omen / Startling Prophecy, Herald of Despair:  As above, but 
  the prophet will be dangerous and disturbing — a demon, devil, 
  skeletal lord, Grim Reaper figure, etc. 
   
   
   
  
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  720 or 
  721 
  Omen / Startling Prophecy, Vision:  Instead of listening to a 
  prophet, the PCs may experience a shared nightmare, a waking 
  dream, a voice on the wind, a momentary dimensional shift, etc. 
  722 or 
  723 
  Omen / Startling Prophecy, Waking Revelation:  The PCs will 
  simultaneously become psychically aware of a treasure, monster, 
  locale, new event (a city rising from the sea), etc. 
  724 
  Ominous Graffiti:  This might involve a death threat, portent, 
  scandalous secret, temple war declaration, etc. 
  
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  725 or 
  726 
  Open Sewer:  This could involve a trap, a nauseating description, 
  an opportunity for invading monsters, an entrance to the 
  undercity, or all of the above. 
  727 or 
  728 
  Overlord Appearance:  The Overlord may be present because he 
  is leading an army to war, or moving to observe arena matches, 
  preparing to make a speech, or even seeking out one or more of 
  the PCs. 
   
   
   
  729 
  Overlord Declaration of Peace / War:  The declaration will end 
  a war that is current in the campaign, or will begin a war either 
  with a neighboring realm of different alignment, or against a 
  powerful outside force (humanoid tribes, invading giants, 
  encroaching undead, a troll infestation, etc.). 
  730 or 
  731 
  Overlord’s Grand Inquisitor, Investigation:  The Grand 
  Inquisitor will likely announce either a series of trials, a literal 
  witch hunt, the beginning or ending of a war of assassins, or a 
  security campaign which will involve citizens being held, 
  questioned, scrutinized, accused, etc. due to some secret plot. 
  
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  732 or 
  733 
  Overturned Cart:  The cart will reveal dead bodies, treasure, or 
  perhaps a prisoner escape attempt, etc. 
   
   
   
   
  ~ P IS FOR PIRATES ~ 
  734 or 
  735 
  Parasitic Infection Contracted:  This could be a mundane 
  infestation (worms, flukes, bedbugs, fleas, botflies, ticks, etc.) or 
  something more hazardous (ear weevils, brain parasites, blood 
  maggots, etc.). 
  736 
  Party Split by Boisterous Crowd:  The party could be 
  temporarily split up at a crucial time (for example, during an 
  investigation or questioning by guards), or it could be 
  happenstance that leads to adventure (e.g., a party member 
  becoming lost and then not found for hours, stalked by 
  lycanthropes or vampires). 
  
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  737 or 
  738 
  Patrol / Watch Raid, Guards Duped by Villain:  This event could 
  have just occurred (the villain has escaped and the guards realize 
  that they need help apprehending him), occurring now (the PCs 
  might be asked to intervene) or about to happen (the PCs see a 
  strange nobleman putting on a disguise in a shadowy alley while 
  guards are approaching). 
  739 or 
  740 
  Patrol / Watch Raid, Guards Rushing Cult Edifice:  The cult 
  might be seditious, eerie, violent, threatening, or just plain 
  misunderstood. 
  741 
  Patrol / Watch Raid, Guards Rushing Domicile:  The raid might 
  involve the breakup of a hostage situation, the apprehension of a 
  criminal, a search for evidence, or even something corrupt 
  (intimidation, for example) or simply a mistake. 
  742 or 
  743 
  Patrol / Watch Raid, Guards Rushing Guild Hall:  The guild 
  might be investigated for murder, theft, threats, bribery, or even 
  unfair market practices (such as unjustified price hikes on crucial 
  goods) that endanger the city state’s welfare. 
  744 or 
  745 
  Payment Demand / Toll, Gang Territory:  The PCs might 
  witness this, or might fall victim to it; the ruffians may be thieves, 
  fighters, barbarians, or even monsters of some kind. 
  746 or 
  747 
  Payment Demand / Toll, Mountebank(s):  The mountebanks 
  might be impersonating guards or officials, or even someone the 
  PCs know and trust (such as a “quest giver” or other benefactor). 
  748 
  Payment Demand / Toll, New Law in Effect:  There may be 
  guards stopping people based on what they are wearing, smoking, 
  buying, selling, etc.; research medieval and Renaissance 
  sumptuary laws and taxes for examples (furs, pipeweed, silk, 
  dyes, etc.). 
  749 or 
  750 
  Payment Demand / Toll, Overlord’s Inquisitors:  The 
  inquisitors might be respectful (they are collecting moneys on a 
  law they believe is unjust, and apologize for it), antagonistic (the 
  inquisitors dislike non-noble characters of high level who should 
  “know their place”) or corrupt. 
  751 or 
  752 
  Payment Demand / Toll, Restricted Quarter / Luxurious 
  Building:  This might be a payment to access a restricted area 
  (such as a temple precinct during a festival), a limitation on a rare 
  
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  service (such as a mage’s shop opening in high demand), or a 
  shakedown attempt of some kind. 
  753 or 
  754 
  Performance / Play / Puppeteers:  This might involve a 
  medieval-themed Punch and Judy show, religious observances, 
  an 
  unusual 
  display 
  by 
  demi-humans 
  or 
  foreigners, 
  or 
  advertisement for a new theater troupe. 
  755 or 
  756 
  Person Drowning Near Shore:  This event can occur near the bay 
  or river, but could also occur near a canal, dam, sinkhole, or even 
  a well (where cries can be heard but the person cannot be seen). 
  757 
  Person Snooping at Door:  The person may be listening, spying 
  through a crack, attempting to pick a lock, etc. 
   
   
   
   
  
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  758 
  Person with Amnesia:  The person might be the victim of a 
  psionic monster attack, a spell victim, a random person with a 
  natural affliction, a dimensional traveler, or something bizarre 
  (perhaps an escaped clone). 
  759 
  Pigs Driven by Swineherd:  This event could be simple (the PCs 
  are delayed / amused for several events) or horrific (the swineherd 
  is a powerful assassin seeking the PCs, and the pigs are actually 
  a new sub-strain of vicious wereboars). 
  760 or 
  761 
  Piled Barrels / Boxes / Hay Bales Fall on Passersby:  This could 
  result in delay, humor, injury, a fight, a distraction before an 
  attack, etc. 
  762 or 
  763 
  Pirate Raid:  Can only occur near the water, but could be 
  considered a humanoid raid elsewhere; the raiders might be 
  seeking treasure, food, unwilling recruits, kidnap victims, or even 
  medicine. 
  764 or 
  765 
  Pixies / Sprites in Piled Cages:  The sprites could be evil blur 
  pixies (seeking to escape and attack the PCs), neutral sprites (who 
  hurl some choice insults and magical pranks whenever possible) 
  or good brownies (who plead that they are being held by an evil 
  master who is not what he seems). 
  766 or 
  767 
  Poisoned Weapon Discovered, in Dead Body:  The weapon could 
  reveal the owner’s culture (dwarven, a nearby realm, barbarian, 
  etc.), the victim’s former location (perhaps an arrow-stricken body 
  that has fallen from a rooftop) or might implicate an innocent 
  person (a stolen monogrammed dagger used to perform the 
  murder). 
  768 or 
  769 
  Poisoned Weapon Discovered, in Street / Alley:  The weapon 
  might be pre-use (a vial of poison, a dipped crossbow bolt, and the 
  sound of fleeing footsteps) or post-use (the weapon is flecked with 
  blood but there is no body). 
  770 or 
  771 
  Pool of Mud:  This could be humorous (a noblewoman falls in 
  face-first), annoying (the street is now closed and there are too 
  many people pressing in from behind to back up) or dangerous 
  (the “pool” is actually an infestation of a dozen hungry mudmen 
  from the underworld). 
  
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  772 
  Pool of Quicksand:  The pool could be an accidental effect (a pit 
  of sawdust where broken masonry has brought in leaking water 
  from a cistern) or a magical trap. 
  773 or 
  774 
  Preaching Cleric of the Gods of Chaos:  Of random alignment; 
  if evil, the cleric will threaten passersby with disturbing omens; if 
  neutral, he/she will use allure and temptation instead of fear; if 
  good, the cleric will be advocating freedom over authority (and 
  passing guards may not be pleased with his growing audience). 
   
   
   
   
  
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  775 or 
  776 
  Preaching Cleric of the Gods of Evil:  Of bizarre and random 
  (foreign?) mythos; the cleric might be seeking new worshippers of 
  an Egyptian god, a Norse half-giant demigod, an Aztec demon 
  lord, etc. 
  777 
  Preaching Cleric of the Gods of Good:  Of random race (dwarf, 
  elf, gnome, halfling, or something exotic) and corresponding 
  pantheon. 
  778 or 
  779 
  Preaching Cleric of the Gods of Law:  Of random alignment; if 
  evil, the cleric will be peaching the benefits of totalitarian rule and 
  severe punishments (security, control through fear, etc.); if 
  neutral, the cleric will be advocating an unusual pantheon 
  (perhaps the modal automatons); if good, the cleric will be 
  advocating justice and punishment of the wicked (a cleric of Zeus, 
  Odin, etc.). 
  780 
  Priests or Priestesses, Unusual:  These might be tattooed 
  frogmen, naked celebrants, children in masks, or even ghosts. 
  781 
  Procession of Robed Lizard Men:  The lizard men could be 
  ancestrally 
  venerated 
  diplomats, 
  mistrusted 
  foreigners, 
  degenerating cursed and once-human priests, prisoners on their 
  way to the arena, etc. 
  782 
  Public Nudity / Outrageous Spectacle:  Play this for laughs, and 
  make it as bizarre and wild as you can; the more dwarves, the 
  better. 
  783 or 
  784 
  Pulled Siege Engine:  This could be a new trebuchet being 
  mounted on an enormous tower by the gates, a prize of war 
  dragged from a battlefield, an implication that the rumors of war 
  are about to come true, etc. 
  785 or 
  786 
  Puppet Show, Beautiful / Haunting:  This might involve an 
  ancient elven woman telling the story of her life over many hours 
  (each major scene of her life lasting a few seconds), blind pixies 
  dressed in ceremonial garb interacting with glass dolls, or 
  something equally affecting and strange. 
  787 
  Puppet Show, Hilarious:  Medieval Muppets, basically; the crowd 
  will be roaring, probably because the authorities are being 
  mocked in this quick, nasty, impromptu and highly illegal show. 
   
  
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  788 
  Puppet Show, Horrific:  This will be disturbing; animated dolls 
  made of dead flesh, imps or mephitic gremlins tormenting one 
  another, etc.; the “show” might well be the ritual display of a 
  disguised Lovecraftian entity of some kind. 
  789 or 
  790 
  Pursued Thief:  The PCs might get involved on the behalf of a 
  victim, on the behalf of the thief (someone they recognize from a 
  previous heist or adventure), or randomly (a running thief says 
  “Catch!” and one of the PCs finds himself holding a pouch of 
  gems). 
  791 
  Pyrotechnics Display:  This could be a display of halfling 
  fireworks, a crazed pyromancer, mischievous fire pixies, or even 
  something 
  accidental 
  (such 
  as 
  an 
  exploding 
  alchemical 
  experiment). 
   
   
   
   
  
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  ~ Q IS FOR QUARTERSTAFF ~ 
  792 
  Quarterstaff Master:  The master may be publicly training an 
  apprentice, engaging in an honor duel, or offering 10,000 gold and 
  taking on all comers. 
   
   
   
   
  
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  ~ R IS FOR RIVALRY ~ 
  793 or 
  794 
  Rabid Dog:  The dog might be monstrous, in need of healing, a 
  polymorphed victim, etc. 
  795 or 
  796 
  Racial Altercation:  This might be a dwarf clan yelling at an elven 
  procession going down their street, gnomes pelting half-orcs with 
  garbage, halflings protesting buildings scaled only for humans, 
  etc. 
  797 
  Raid on Pleasure Den:  The den might be typical (a brothel or 
  dark elven drug den) or strange (ogre maidens only, a 
  shapeshifters’ paradise, a place where only masks are allowed and 
  everyone uses magic, etc.). 
  798 or 
  799 
  Random Dangerous Hailstorm:  The storm could be natural, 
  magical (a spell), monstrous (the approach of a white dragon), odd 
  (pouring out of a hole in the sky), etc. 
  
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  800 
  Random Tarot Card Blowing on the Wind:  This could be a 
  plaque from a Deck of Infinite Magics (GM’s choice, or roll 
  randomly), or a plot hook / foreshadowing symbol of some kind. 
  801 
  Rescue Attempt Witnessed:  The rescued person might be a fair 
  maiden, wounded old man, paralyzed mage, etc.; the rescuer may 
  be pursued and in need of immediate assistance. 
  802 
  Returning Adventuring Party, Badly Wounded:  The party could 
  be met at the gates by guards and healers, turned away (visibly 
  cursed or diseased), etc. 
   
   
   
   
  
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  803 or 
  804 
  Returning Adventuring Party, Deadly Rivals:  These will be 
  NPCs which the PCs once defeated, now back for revenge; this 
  could be an outright melee, or threatening glares and the promise 
  for sleepless nights in the future. 
  805 or 
  806 
  Returning Adventuring Party, Rich / Carousing:  The 
  adventurers could be stalked by thieves, trailed by vicious 
  monsters, an illusion, rivals of the PCs, etc. 
  807 or 
  808 
  Returning Adventuring Party, Terrified:  They might be insane, 
  cursed, stalked by werewolves, amnesiac, crawling through a 
  dimensional portal, etc. 
  809 or 
  810 
  Reward Notice / Poster, Criminal:  The criminal could be a 
  master thief, master of disguise, a mass murderer, or even 
  someone the PCs are very familiar with (and may have presumed 
  dead). 
  811 
  Reward Notice / Poster, Incomprehensible:  For example, a 
  painting of a Fungus from Yuggoth and writing in the Elder Script. 
  812 or 
  813 
  Reward Notice / Poster, Innocent Victim:  The reward might 
  be for a strange “alien,” a framed magistrate, an identical twin, 
  etc. 
  814 or 
  815 
  Reward Notice / Poster, Player Character:  This is a good way 
  to remind players of the repercussions of evil acts if that is 
  appropriate to the campaign; or, this could be an instance of PCs 
  making corrupt enemies in high places. 
  816 or 
  817 
  Rich Noble Throwing Coins and Swarm of Beggars:  This could 
  result in fights, total chaos, celebration in the streets, a rush of 
  plagued / diseased beggars and a flight of panic, “noble worship,” 
  etc. 
  818 or 
  819 
  Riddling Contest, Admired Sages:  This will be an historical lore 
  / memory challenge which will be at turns profound, absurd, 
  humorous and haunting; with a large crowd and a perfect chance 
  to drop in legends of lost treasures, cities, dungeons, slumbering 
  dragons, etc. 
  820 or 
  821 
  Riddling Contest, Mad Jester:  The jester will be annoying, 
  hilarious, and downright scary; think of The Joker if he was a 
  good guy (but only barely); this is a chance for you to introduce 
  
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  future prophecies, omens, and fortune telling to hint at future 
  adventures. 
  822 
  Riddling Contest, Prophetic Children:  The children will 
  somehow know much more than they should (old souls, psychic 
  powers, polymorphed fallen angels, etc.) and what will at first 
  seem a minor spectacle will turn eerie and disturbing if the PCs 
  stay to listen. 
  823 or 
  824 
  Rite of Banishment, Admired Personage:  There will be stone-
  faced guards, protests, weeping, and perhaps even an 
  intervention by an outraged noble, or a “rescue attempt.” 
  825 or 
  826 
  Rite of Banishment, Powerful Evil Personage:  There will be 
  cheering, suppressed riots, guards with conflicting orders and 
  feelings, and perhaps violence from the personage’s underlings. 
  827 
  Rite of Banishment, Wronged Old Woman:  This will be patently 
  unfair (the lifting of a curse by the sacrifice of an innocent, the 
  exile of the last matriarch of a once-honored bloodline, a woman 
  who was possessed and exorcised and them held in suspicion, 
  etc.) and the PCs will have a chance to role play / intervene. 
  828 or 
  829 
  Rival Assassins Threaten One Another with Death:  This could 
  be an imminent street fight, polite threats over dinner on an inn 
  portico balcony, a “Princess Bride” duel of poison chalices, etc. 
  830 
  Rival Barbarians Strip and Wrestle:  This will be highly 
  entertaining, completely unexpected, violent, and ribald; make it 
  as awkward as you like (female dwarf vs. male half-orc, two female 
  wild elves, obese barbarian vs. blind elderly barbarian chieftain, 
  etc.). 
  831 or 
  832 
  Rival Mages Taunt One Another with Cantrip Attacks:  This 
  will involve changing hair color, fingers turning into snakes, 
  voices changing, twisted facial features, uncontrolled sounds and 
  smells, etc.; make sure some spells backfire or get reflected into 
  the crowd / PC group. 
  833 or 
  834 
  Rival Priests Argue and Come to Blows:  The PCs may want to 
  intervene, or passersby may implore them to; the argument could 
  end in a fistfight (if both priests are neutral), challenge of 
  repentance / oaths taken (if both priests are good), or monster 
  summoning and a wild spell duel (if both priests are evil). 
  
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  835 or 
  836 
  Rival Warriors Boast and Prepare to Duel:  The PCs can 
  intervene if they like, which might ally the warriors against them 
  in a street fight; the warriors could be of different clans, races, 
  social castes, specializations (archer vs. swordsman), etc. 
   
   
   
   
  
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  837 
  Road Repair Underway:  This might involve stacks of bricks 
  (which can fall), diverted wagons full of goods (which can be 
  robbed), careless guards (who can fall or be trampled), or even 
  gravely careless repair (which can turn into a sinkhole or building 
  collapse). 
  838 or 
  839 
  Royal Procession, Overlord and Nobles:  The procession might 
  be welcomed (gifting of gold pieces and potions of healing), feared, 
  loathed, admired, etc. 
  840 or 
  841 
  Royal Procession, Visiting King:  There will be tensions and 
  celebrations 
  between 
  foreigners 
  and 
  city 
  folk, 
  vendors, 
  pickpockets, city guards and royal entourage guards, and perhaps 
  the Overlord himself. 
  842 or 
  843 
  Runaway Carriage(s):  The PCs might see a damsel in distress, a 
  dead body, nobles pleading for help, or something truly bizarre (a 
  black horse revealed to be a nightmare, and a demon dropping 
  onto the carriage’s roof and slaughtering the coachman). 
  844 
  Running of the Bulls / Monsters:  This can be similar to real-
  world Pamplona, which is dangerous and exciting enough; or, it 
  could involve enslaved giants, subdued dragons, rampaging 
  manticores, etc.; the event is probably traditional, banned, and 
  highly illegal. 
   
   
   
  
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  ~ S IS FOR SMUGGLERS ~ 
  845 or 
  846 
  Secret Society Meeting:  Planning overheard; this might be the 
  planning for an assassination attempt, rebellion, heist, dark 
  Lovecraftian ritual, bizarre masquerade, predicted celestial event, 
  etc. 
  847 or 
  848 
  Sensational Price Hike / Shortage:  This will be something 
  major (all of the city’s tavern keepers collude and agree to double 
  ale and mead prices overnight, a siege causes a complete stoppage 
  of imports, all of the fish in the bay die during the night before 
  market day, etc.) presaging a major campaign event. 
  849 or 
  850 
  Sensational Sale / Market Glut:  This will be mostly a crowd / 
  bargain / wild shopping scene with larger implications; it might 
  involve a new gold mine discovery, the killing of a dragon, a mage 
  cabal entering the beef market with 1,000 slaughtered bulls made 
  from polymorphed insects, etc. 
  
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  851 or 
  852 
  Severed Head:  The head could be fresh (a monster just attacked), 
  rotting (an earth tremor collapsed a wall where a body had been 
  stashed), or ancient (a cursed witch doctor’s head is unearthed 
  during a grave robbery and then discarded in terror) 
  853 or 
  854 
  Severed Tentacle, Still Twitching:  The (nearby) owner of the 
  appendage might be a Thrall of Cthulhu, shoggoth, or something 
  even worse (invisible primordial demigod?). 
  855 
  Sewer Grate Slowly Opens:  This could be thieves coming back 
  from hiding treasure, monsters emerging, a prank played by 
  children, drunken tunnel gnomes exploring on a lark, etc. 
  856 or 
  857 
  Shambling Corpse:  This could be any form of undead from a 
  zombie all the way up to a revenant; or, it could be a case of a 
  horrified / amnesiac person who was a victim of premature burial. 
  858 or 
  859 
  Shoulder Slammed by Barbarian:  This might be someone 
  drunk, fleeing, looking for a fight, or even seeking help (a 
  barbarian exchanging a pleading glance and then looking back at 
  the dark ethereal figures stalking after him). 
  860 or 
  861 
  Shoulder Slammed by Nasty Noble:  This is almost certainly 
  aggression; the noble might be hoping to start a fight, jealous of 
  lowborn PCs acquiring known wealth, or even a disguised 
  madman playing an unknown game of pawns. 
  862 
  Shouts of Dead Body Discovered:  The guards have not yet 
  arrived; the discoverer might be a shopkeeper, milkmaid, young 
  boy, old woman, suspicious man, etc. 
  863 or 
  864 
  Shouts of Plague Outbreak:  This could be a false alarm 
  spreading panic, a natural disease, or something wildly magical 
  and deadly (perhaps even a zombie outbreak). 
  865 or 
  866 
  Shouts of Thievery Discovered:  This could be a shopkeeper 
  running up from his now-empty wine cellar, someone being held 
  at knifepoint heard from the street, a mage shouting at an 
  apprentice gone rogue, etc. 
  867 or 
  868 
  Sighting of Flying Monster:  The distance could be near (cave 
  locusts swarm up from a garbage pit), far (swarms of flying 
  kobolds following a witch outside the city walls) or very far 
  (something flying out of the bay, which must be colossal to be seen 
  at this distance, and causing a tidal wave) 
  
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  869 or 
  870 
  Sign of the Apocalypse:  This should be something disturbing; a 
  rain of blood and slime, a pall of silence no one can break, an 
  eclipse where the black intervening sphere becomes a leering 
  skull, a blind angel with a sword stalking the streets, etc.; a 
  perfect beginning of a campaign-ending scenario, or an invitation 
  to change / leap through game worlds. 
   
   
   
   
  
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  871 
  Sinking Raft / Skiff / Ship in the Distance:  The victims could 
  be merchants, pirates, humanoids, etc.; the PC spell casters might 
  be asked to help (flight, water breathing, etc.) in dangerous 
  circumstances. 
  872 or 
  873 
  Slain Guardsmen:  The murders could be monsters, assassins, 
  gang members, humanoids, invisible, etc. 
  874 or 
  875 
  Slave Auction, Illegal:  This might involve rival cultists, abducted 
  children, a mad mage and prisoners, etc.; there will soon by a town 
  watch raid to break the event up in violent fashion. 
  876 
  Slave Auction, Legal:  This could involve debtors, concubines, 
  conquered humanoids, foreign warriors, gladiators, etc.; there 
  might be strong role-playing opportunities here for good-aligned 
  PCs. 
  877 or 
  878 
  Slime Devouring a Dead Body:  The slime could be green, ochre, 
  gray, crystal, etc. 
  879 or 
  880 
  Smell, Beasts / Monsters:  The smell might be merely offensive 
  (wet war dogs in the heat after a rain) or outright alarming (the 
  sickly sweet smell of a lich covered in preserving resins and spices). 
  881 or 
  882 
  Smell, Enticing:  This could be a harmless interlude (fresh bread, 
  a laughing baker, children running for treats) or something 
  dangerous (a man-eating plan excreting an aroma to lure prey). 
  883 or 
  884 
  Smell, Horrific:  This could be burning flesh, demon ichor, 
  infernal brimstone, a gargantuan mushroom-covered amber 
  behemoth, etc. 
  885 or 
  886 
  Smell, Ozone / Spell Effect:  This might be the aftermath of a 
  duel, but is more likely an indication that someone has teleported 
  in / out, or a nearby dimensional gate has opened / closed. 
  887 
  Smell, Smoke / Burning:  This could be a burning building, hay, 
  bales of linen, spilled alchemical spirits, etc. 
  888 or 
  889 
  Smugglers Loading / Unloading Forbidden Items:  The 
  contraband could be alcohol, poison, dark elven drugs, vampire 
  blood, etc. 
  
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  890 or 
  891 
  Smugglers Loading / Unloading Magic Items:  The contraband 
  could be potions, magic arrows, stolen spell scrolls, etc.; the buyer 
  will be someone interesting. 
  892 or 
  893 
  Smugglers Loading / Unloading Spice:  The spice could come 
  from exotic monster-filled islands, another world, a strange desert 
  caravan, the netherworld, etc.; the sellers might still be nearby. 
  894 or 
  895 
  Sobbing Child Begs for Help:  This classic trop can lead to an 
  adventure; or, it could be a ruse / trap (perhaps a young vampire?). 
  896 
  Spectacle, Contest of Illusions:  This could involve minor 
  phantasms (obvious illusions which cause a grand display but no 
  harm), or perhaps something far more dangerous (a duel between 
  illusionists with shadow monsters, where too many spectators 
  believing in the monsters’ reality causes the shadows to be 
  replaced with the real thing). 
  897 or 
  898 
  Spectacle, Contest of Wits:  This could be a simple riddle contest, 
  or perhaps a wise NPC challenging PCs to questions of realm lore; 
  or, it could be something amusing and gain-oriented (such as a 
  clan of gnomes challenging payers to navigate their somewhat-
  dangerous steam-geared maze in a certain amount of time). 
  899 or 
  900 
  Spectacle, Drinking Contest:  There might be two dwarven 
  warlords, maids from two completing halfling clans, the warriors’ 
  guild vs. the sages’ guild, etc.; PCs might be invited as well 
  (drinking is typically a Constitution roll-based event). 
  901 or 
  902 
  Spectacle, Half-Ogre Wrestling Champion Taking on All 
  Comers:  The half-ogre might be a lightweight (level 3 barbarian 
  with 3 Wisdom), worthy adversary (level 7 fighter with 11 
  Intelligence) or truly terrifying (a level 20/20 monk/rogue oni 
  demigoddess seeking a worth mortal consort). 
  903 or 
  904 
  Spell Scroll Blowing Down Street:  The spell might be lucrative, 
  useful, extraordinarily powerful, incriminating, etc. 
  905 or 
  906 
  Spider Web over Entire Alley:  This may just be a magical spell, 
  but is more likely the new lair of a giant spider, dimensional spider, 
  werespider, etc.; there may be cocooned children or other victims 
  in the web. 
  907 
  Spilled Food / Treasure / Trade Goods:  This could be an 
  opportunity for theft, role play, combat (fighting off robbers), an 
  adventure hook, an ambush, etc. 
  
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  908 or 
  909 
  Stryxes / Blood Hawks in Piled Cages:  The monsters are being 
  gathered and tamed for a specific purpose; the master might be a 
  seller of tamed guardian beasts, a huntress planning an attack on 
  a dragon’s lair, etc. 
  910 or 
  911 
  Stolen Item Returned:  An adventurer may not have noticed it 
  was stolen; the person returning the object could be an old woman, 
  child, blind man, honorable rival, etc. 
  912 or 
  913 
  Stolen Merchandise Offered:  The seller will be mysterious and 
  the merchandise will be tempting and valuable; options include a 
  magic sword, scroll, treasure map, art object, royal seal, crystal 
  key to the palace of the God of Revelry, etc. 
   
   
   
  914 or 
  915 
  Stolen Weapon Returned:  Adventurer may not have noticed it 
  was stolen; the weapon might have been stolen and replaced with 
  a forgery (but why, for tracking?), tested and then abandoned 
  (how, and for what purpose?), etc. 
  
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  916 
  Strange Flower / Shrieking Fungus Blooming:  This could be a 
  monstrous fungus, a man-eating plant, or something even more 
  sinister (such as the tentacle tip, or even the tongue tip, of a 
  gargantuan monster that is waking up underground). 
  917 
  Strange Messengers Witnessed:  These might be faeries, giant 
  bats, giant eagles, speaking ravens, etc. 
   
   
   
   
  
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  918 
  Stranger Spontaneously Combusts:  This could be a curse, a 
  delayed spell effect, an illusion, a transforming monster, etc. 
  919 or 
  920 
  Stranger Turns into Monster:  The classic example is a 
  lycanthrope; but this could also be a doppelganger, a shape-
  shifting dragon in human form, an evil illusionist with a rapidly 
  failing disguise, etc. 
  921 or 
  922 
  Stray Dog Follows Party, Begging:  The dog might just be a 
  mundane stray, or it might be a planar traveler in disguise or 
  something even stranger. 
  923 or 
  924 
  Stray Dog Follows Party, Bleeding:  The dog may have been 
  injured by street urchins, or may be an escaped test subject, or a 
  harbinger of some omen (perhaps it is even a yeth hound, cu sith, 
  etc.). 
  925 
  Stray Dog Follows Party, Growling:  This may be a mundane 
  encounter, or it might indicate the nearby presence of a guarded 
  hideout, a dog detecting an invisible monster stalking the PCs, 
  etc. 
  926 or 
  927 
  Stray Dog Leads Party, Whining / Barking:  The dog may simply 
  be self-interested (leading the PCs to a sausage cart or whatever), 
  but more likely the dog is bringing the PCs to a wounded owner, 
  a fire, a dead body, an emerging monster, etc. 
  928 or 
  929 
  Street Clears (I):  A feared personage is approaching; it might be 
  an evil high priestess and her entourage, a cruel villain with his 
  henchmen, or even a monstrous emissary landing from above and 
  demanding to speak to the Overlord. 
  930 
  Street Clears (II):  Rumors have been spread about the 
  adventurers; the citizens might fear the PCs are murderers, 
  poisoners, thugs, diseased, cursed, mad, etc.; why they believe 
  this is another question entirely (perhaps they are influenced by 
  a spell, or careful misinformation has been spread). 
  931 or 
  932 
  Street Clears (III):  People silently flee into their houses and lock 
  their doors; there might be a magical wave of fear, the shadow of 
  enormous flying monster, a huge oncoming storm, the beginning 
  of an unpredicted eclipse, a mysterious purple fog, etc. 
  
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  933 or 
  934 
  Street Erosion, Aftermath of Sinkhole:  The sinkhole has 
  occurred recently; this is a perfect opportunity to reveal the 
  entrance to the Undercity, a tomb, an ancient treasure vault, a 
  hideout, etc. 
  935 
  Street Erosion, Imminent Collapse:  Dwarves, gnomes, miners 
  and dungeon delvers in the PC party will be alarmed by the signs 
  of collapse (the smell of wet earth, dust puffing in the air, strange 
  cracking noises, a sense of vertigo, trembling, etc.). 
  936 or 
  937 
  Street Erosion, Sinkhole:  The sinkhole will be imminent; the 
  PCs (dwarves, gnomes, miners, etc.) may note the signs that a 
  natural collapse is pending (tilting sign posts, cracks in 
  foundations broadening, a small pond that has appeared 
  overnight, the rapid drainage or change of direction of gutter 
  water, a strange depression in the street, etc.). 
  938 or 
  938 
  Street Filled with Sleeping People:  This could be the aftermath 
  of a drunken celebration, the effect of a spell, the effect of a 
  magical monster, a case of sleep dust puffed through a faerie gate 
  from which figures are now emerging, etc. 
  940 
  Suddenly Disoriented / Confused / Fearful:  The PCs might be 
  experiencing a spell, a psionic effect, a magic item effect, the 
  beginnings of a dispel magic zone, the opening of a gate, the 
  passing of a huge monster in another dimension, etc. 
  941 or 
  942 
  Suddenly Lost:  This might be the result of a street detour, 
  conflicting waves of passing crowds, banners waving and people 
  cheering everywhere, signs being changed by a mysterious group 
  of hooded people, etc. 
  943 or 
  944 
  Surprise Law Decree / Ordnance:  Probably announced by a 
  crier, and / or being discussed by shopkeepers; this may not 
  make immediate sense, and may indicate that something bad is 
  going down with the guards, watch, Inquisitors, etc.; this might 
  be an announcement of closure, curfew, search, redirection, 
  seizure, limitation, etc. 
  945 or 
  946 
  Swarm of Butterflies:  The butterflies could be natural, or 
  magical, or faerie-born, and might indicate something ominous 
  (migration away from predators, the approach of a locust swarm, 
  poisonous gases seeping out of the earth and causing the 
  butterflies to flee, etc.). 
  
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  947 or 
  948 
  Swarm of Insects:  Probably a monster encounter, but it could 
  simply be unnerving (weevils crawling out of grain sacks, spiders 
  crawling out of a doorway, ants swarming out of a barrel or gutter, 
  etc.). 
   
   
   
  ~ T IS FOR TRAIL ~ 
  949 or 
  950 
  Talking Crow / Parrot / Raven:  The bird could be a messenger, 
  an omen bringer, or a familiar; it might speak words of warning, 
  treasure, secrets, mimicked cries for help, etc. 
  951 
  Three Weird Sisters:  They could be witches, fates, medusas, 
  night hags, etc. 
  952 or 
  953 
  Thronging People Shouting Threats:  They might be shouting 
  at slavers, untouchables, unwanted foreigners, Inquisitors, other 
  people (for example, new shopkeepers or gypsies or refugees), etc. 
  
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  954 or 
  955 
  Thrown Brick / Rock Hits Adventurer:  This may be an 
  accident, although it is unlikely; the thrower might be paid, a 
  rival, a humanoid, an angry barbarian, etc. 
  956 
  Thrown Brick / Rock Hits Passerby:  This is probably an 
  accident, but may break out in an argument, fight, flurry of 
  accusations, reveal of simmering tensions between gangs / 
  neighborhoods, etc. 
  957 or 
  958 
  Trail of Coins / Jewels:  The trail could lead to the sewer, a door, 
  a wall (there is a rope with a grappling hook hanging above), a 
  monster lair, etc. 
   
   
   
  ~ U IS FOR UNCONTROLLED ~ 
  959 or 
  960 
  Uncontrolled Rolling Barrels:  The barrels might be a thieving 
  gang’s trap, a runaway flow out of a brewery, a strange result from 
  a wand of wondrous magics, etc. 
   
  
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  961 or 
  962 
  Unintentional Breach of Taboo:  This might involve a foreigner 
  committing a grave error in innocence, or (if the PCs are in a 
  foreign city) a seemingly innocuous hand gesture causing grave 
  offense, etc. 
   
   
   
  ~ V IS FOR VISION ~ 
  963 or 
  964 
  Valuable / Vile Sewer Flotsam:  The goop-covered thing might 
  be a jewel, sealed scroll case, demon spawn, etc. 
  965 or 
  966 
  Violent Eviction in Progress:  This might involve a landlord 
  beating young people, guards beating eviction victims, the evicted 
  attacking the guards or a sneering noble, etc. 
  967 
  Vision of Cthulhu:  The Thing’s shape might be seen in clouds, 
  water, darkness, rising from the sea and causing a tsunami, etc. 
  
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  968 or 
  969 
  Vision of the King in Yellow:  He might appear as a figure 
  passing in the distance, reflection in mirror, face in the mist, 
  masquer proclaiming the reign of a madness, etc. 
   
   
  
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  970 or 
  971 
  Vision of the Masque of the Red Death:  Read the tale by Edgar 
  Allan Poe, and decide how far you want to take this scenario (give 
  the players the power to change the events). 
   
   
  
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  ~ W IS FOR WHISPERS ~ 
  972 or 
  973 
  Wall Repair Underway:  The wall collapse might have revealed a 
  treasure room, secret hideout, strange museum exhibit, dead 
  body, etc.; there is only a fleeting glimpse now. 
  974 
  Water Contamination / Witnessed Poisoning:  The poisoning 
  might be natural (a mineral spring mixing with a thermal geyser), 
  monstrous, magical, imagined and a case of mass hysteria, etc. 
  975 or 
  976 
  Wererat Raid:  The wererats might emerge from the sewers, a 
  tavern’s basement, an attic garret, etc. 
  977 or 
  978 
  Whispered Death Threat:  The threat might come from a child, a 
  hunchback, a withered old woman, a grinning nobleman with wild 
  eyes, etc. 
  979 or 
  980 
  Whispered Plea for Help:  The plea might come from a robed 
  figure, someone hiding under a pile of furs, an invisible person, a 
  magic mouth, etc. 
  
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  981 or 
  982 
  Wide-Eyed Children, Wandering in Silence:  The children might 
  be amazed and taking in the sights (their parents are momentarily 
  left behind), mind-controlled, enthralled by the Child Catcher, 
  embarking on a Children’s Crusade, etc. 
  983 
  Willfully Short-Changed by Shopkeeper:  The shopkeeper could 
  be challenging the PC, exhibiting racism, signaling that he needs 
  help and there is a killer beneath the counter, etc. 
  984 or 
  985 
  Witnessed Extortion / Death Threat:  The threat might be made 
  by a half-ogre, a guard, an Inquisitor, a monster in disguise, etc. 
  986 or 
  987 
  Woman Chasing Goats / Pigs:  This might be a simple case of a 
  temporarily blocked street, a humorous incident, something 
  terrifying (the woman is a sorceress and the pigs are polymorphed 
  mariners she is going to butcher), etc. 
  988 or 
  989 
  Woman Suddenly Giving Birth:  The child could be normal, 
  deformed, a monster, etc. 
  990 
  Wounded Beast:  The beast could be a horse riddled with arrows 
  carrying a dead rider, a lamb chased by dogs, a rampaging ox with 
  the wreckage of a lumber cart dragged behind it, etc. 
  991 or 
  992 
  Wounded Monster:  The monster could be evil and escaping 
  monster hunters, neutral and recently landed (or crawling out of 
  a burrow), good and beseeching people for help, etc. 
  993 or 
  994 
  Wounded Person, Crawling:  The person could be murmuring a 
  secret, pleading for help, turning into a werewolf, etc. 
  995 or 
  996 
  Wounded Person, Unconscious:  The person could be a heart 
  attack victim, mugged, nearly slain but the murderer fled when 
  the PCs were heard nearby, etc. 
   
   
   
  
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  ~ Y IS FOR YELLOW ~ 
  997 or 
  998 
  Yellow Sign Painted on Wall:  The Sign could indicate the 
  imminent arrival of the King in Yellow; or it might be an ancient 
  sign from the past; or, it could be painted by someone (perhaps 
  sleepwalking?) who has no idea what it means. 
   
   
   
  
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  ~ Z IS FOR ZEALOT ~ 
  999 or 
  000 
  Zealot Inciting a Riot:  The zealot could be an insurrectionist, 
  an anarchist, a founder of a new religion, a disciple of an Elder 
  God, etc. 
   
   
   
  
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  CHAPTER 4: 
  UNEXPECTED CREATURES 
   
  4 - 1 
  BEASTS AND MONSTERS 
   
  Refer to your game’s bestiary for further details on monsters and monster types.  As 
  noted prior, beast and monster encounters will be somewhat rare but almost always 
  noteworthy.  There is one exception, in that encounters are not provided for horses.  The 
  reasons for this are twofold:  [1] horses are the most common animals in the urban 
  environment, [2] they are almost always tame and [3] they are almost never encountered 
  without riders and controllers.  As such, horses are a “given” in the urban fantasy 
  environment and most encounters featuring them will be non-exceptional and therefore 
  outside of our gaming interest. 
  The following tables are split into Common, Uncommon, Rare and Very Rare 
  categories which indicate the relative rarity of beasts and monsters in the urban 
  environment.  Please note that these frequency ratings are dependent upon a general 
  interpretation of human cities; goblins, for example, are common in the wilderness but 
  are rare here, because they are rather weak and exterminated on sight. 
  Similarly, if your city’s predominant race is inhuman (dwarves, elves, gnomes, etc.), 
  you may want to change the rarities of several beast and monster types.  Dwarves prefer 
  bears and even wolves as guardian beasts, gnomes enjoy the presence of burrowing 
  creatures, and so forth. 
  Importantly, this table does not include numbers of monsters appearing.  The reason 
  for this is that any beast or monster encounter can potentially turn deadly.  However, 
  unlike a dungeon environment, the PCs will not be the sole present victims of a monster’s 
  wrath.  Easier and duller prey will probably be abundant in the immediate vicinity.  Each 
  GM must carefully consider this, as well as the players’ temperament, before deciding on 
  the number of monsters appearing.  A single orc is a matter of some alarm, but not a 
  significant threat.  Twenty orcs, however, will cause instant mayhem.  And at the other 
  
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  end of the scale, you can indeed have level 1 PCs encounter a demon in the city, provided 
  that they are bystanders to a confrontation between the demon and a victim or stronger 
  party.  These variables preclude a fixed number of monsters appearing from being 
  assigned. 
   
   
   
   
  
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  4 - 2 
  JUSTIFICATIONS FOR URBAN 
  MONSTER ENCOUNTERS 
   
  For any monster encounter, and for some beasts, you will probably want to concoct a 
  justification for the monster’s existence.  Creatures such as dogs, rats, and even centipedes 
  are easy to explain away as being “just there”; but an encounter with a roper, a sphinx, 
  or a dragon might require a little more justification.  This unique table is designed to help 
  you sort out precisely that conundrum.  As always, if a roll result does not make sense 
  (“flying,” “hatched,” etc.), ignore it; and if an obvious result does make sense, go with 
  the obvious and save yourself a die roll. 
  Keep in mind, however, that the explanation is for the GM to know, and for the 
  players to find out!  (Or not.)  Your city should be mysterious; and your players should 
  be asking questions (such as, “How in Hades did a troop of orcs get into the city?”).  This 
  table will help you to know the answers in advance. 
  Roll 1d100 and consult the following table.  Reroll or select as appropriate. 
   
  [01-02] 
  Allowed to Lair / Favored Being 
  [03] 
  Astral 
  [04-05] 
  Attracted by Carrion / Offal 
  [06] 
  Barbarian’s / Druid’s / Ranger’s Companion 
  [07] 
  Beckoned by Artifact / Relic 
  [08-09] 
  Burrowing 
  [10] 
  Chaos Manifestation 
  [11-12] 
  Conjured / Magically Created 
  [13] 
  Demi-Human Enclave Guardian 
  
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  [14-15] 
  Diplomat / Emissary of a Race 
  [16] 
  Divine / Infernal Messenger 
  [17-18] 
  Dweller of the Undercity 
  [19-20] 
  Dweller of the Underworld 
  [21] 
  Dwelling Under Bridge 
  [22-23] 
  Emerged from Basement / Cellar 
  [24] 
  Emerged from Magical Gate 
  [25-26] 
  Emerged from Mine or Excavation 
  [27] 
  Emerged from Secret Dungeon Entrance 
  [28-29] 
  Emerged from Sewers 
  [30] 
  Emerged from Tomb / Undercroft 
  [31] 
  Engendered by Magical Potion Waste 
  [32-33] 
  Escaped Guild Mascot 
  [34] 
  Escaped from a Hideout or Palace 
  [35-36] 
  Escaped from a Menagerie 
  [37] 
  Escaped Guardian Beast 
  [38-39] 
  Ethereal 
  [40] 
  Flying 
  [41-42] 
  Form of Curious Demigod 
  [43] 
  Frozen Spectacle 
  [44-45] 
  Good / Ill Omen 
  [46] 
  Guardian Beast 
  [47-48] 
  Hatched 
  [49] 
  Illusion 
  
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  [50-51] 
  Imprisoned Spectacle 
  [52] 
  Invisible 
  [53-54] 
  Lairing in Abandoned Building 
  [55] 
  Lairing in Cesspit 
  [56] 
  Lairing in Cesspool 
  [57] 
  Lairing in Dung Heap 
  [58] 
  Lairing in Trash Heap 
  [59-60] 
  Legal Pet / Mascot 
  [61] 
  Madman’s Minion / Champion 
  [62-63] 
  Mage’s Familiar 
  [64] 
  Magical De-Evolution 
  [65-66] 
  Melted Out of Ice Block 
  [67] 
  No Encounter, Dead Body Display Only 
  [68-69] 
  No Encounter, Hide / Trophy Only 
  [70] 
  No Encounter, Tracks / Spoor Only 
  [71-72] 
  Paraded as Symbol of Power / Authority 
  [73] 
  Parasitic / Symbiotic 
  [74] 
  Planes Walker 
  [75] 
  Polymorphed Mage or Shape-Shifted Druid 
  [76] 
  Reincarnated City Denizen(s) 
  [77] 
  Risen from the Grave 
  [78] 
  Scout Presaging an Invasion / Infestation 
  [79] 
  Secret Alliance / Protected 
  [80] 
  Shape-Shifted (into Demi-Human or Human Form) 
  
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  [81] 
  Sign of the Apocalypse 
  [82] 
  Spectacle in Faire 
  [83] 
  Spectacle in Menagerie 
  [84] 
  Spy 
  [85] 
  Subdued and at Auction 
  [86-87] 
  Subdued Mount / Pet 
  [88] 
  Summoned by Curse / Omen 
  [89] 
  Summoned by Demon / Devil 
  [90] 
  Summoned by Dream / Nightmare 
  [91] 
  Summoned by the Mist 
  [92] 
  Summoned by Scroll / Magic Item 
  [93] 
  Summoned by Spell Caster 
  [94] 
  Swam Up Canal / Waterway 
  [95] 
  Swam Up from Well 
  [96] 
  Teleported 
  [97] 
  Temple Guardian / Sacred Beast 
  [98] 
  Time Traveler 
  [99] 
  Unleashed Experiment 
  [00] 
  Vision / Ghost / Phantom 
   
   
  
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  4 - 3 
  COMMON BEASTS AND 
  MONSTERS IN THE URBAN 
  ENVIRONMENT 
   
  Roll 1d100 and consult the following table. 
  
  [01-08] 
  Bat 
  [09-16] 
  Bat, Large 
  [17-24] 
  Bull 
  [25-33] 
  Cat 
  [34-41] 
  Cat, Feral 
  [42-49] 
  Centipede, Huge 
  [50-57] 
  Centipede, Large 
  [58-66] 
  Cockroach, Giant 
  [67-75] 
  Dog 
  [76-83] 
  Dog, Guard 
  [84-91] 
  Farm Animal / Livestock (Random) 
  [92-00] 
  Rat 
   
   
  
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  4 - 4 
  UNCOMMON BEASTS AND 
  MONSTERS IN THE URBAN 
  ENVIRONMENT 
   
  Roll 1d100 and consult the following table. 
  
  [01-05] 
  Bat, Huge 
  [06-10] 
  Beetle, Giant, Fire 
  [11-15] 
  Centipede, Giant 
  [16-20] 
  Dog, Feral / Wild 
  [21-25] 
  Dog, Hunting 
  [26-30] 
  Dog, War 
  [31-35] 
  Ear Weevil 
  [36-41] 
  Flesh Grub 
  [42-47] 
  Lycanthrope (Random) 
  [48-52] 
  Mold, Golden 
  [53-58] 
  Rat, Giant 
  [59-63] 
  Raven 
  [64-68] 
  Shrieking Fungus 
  [69-74] 
  Slime (Random) 
  [75-79] 
  Snake (Random) 
  
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  [80-84] 
  Spider, Large 
  [85-89] 
  Swarm, Arachnid 
  [90-95] 
  Swarm, Insect 
  [96-00] 
  Swarm, Vermin 
   
   
  4 - 5 
  RARE BEASTS AND MONSTERS 
  IN THE URBAN ENVIRONMENT 
   
  Roll 1d100 and consult the following table. 
   
  [01-02] 
  Ant, Giant 
  [03] 
  Bat, Giant (Netherworld) 
  [04-05] 
  Bear (Random) 
   
   
   
  
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  
  [06-07] 
  Beastman 
  [08] 
  Beetle, Giant, Bombardier 
  [09] 
  Beetle, Giant, Water 
  [10] 
  Beetle, Giant, Woodboring 
  [11-12] 
  Brownie 
  [13-14] 
  Bugbear 
  [15-16] 
  Bull, Monstrous 
  
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  [17-18] 
  Cat, Rabid 
  [19-20] 
  Centaur 
  [21] 
  Centipede, Enormous 
  [22-23] 
  Changeling 
  [24-25] 
  Crayfish, Giant 
  [26-27] 
  Crocodile (or Alligator) 
  [28-29] 
  Crocuta 
  [30-31] 
  Deep One 
  [32] 
  Demon, Incubus / Succubus 
  [33-34] 
  Dog, Rabid 
  [35-36] 
  Doppelganger 
  [37-38] 
  Falcon 
  [39-40] 
  Fanged Fish (Random) 
  [41] 
  Fox 
  [42] 
  Frog, Monstrous (Random) 
  [43-44] 
  Frogman 
  [45] 
  Fungus, Violet 
  [46] 
  Gargoyle 
  [47] 
  Ghast 
  [48] 
  Ghul 
  [49] 
  Goblin 
  [50] 
  Gremlin 
   
   
   
  
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  [51] 
  Hawk 
  [52] 
  Hobgoblin 
  [53-54] 
  Hound, Magical (Random) 
  [55-56] 
  Invisible Monster 
  
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  [57] 
  Jackal-Man (Son of Set, or Son of Anubis) 
  [58-59] 
  Kobold 
  [60] 
  Leech, Monstrous (Random) 
  [61-62] 
  Leprechaun 
  [63-64] 
  Living Statue (Random) 
  [65-66] 
  Lizard Man 
  [67-68] 
  Medusa 
  [69] 
  Merfolk 
  [70-71] 
  Mimick / Brollachan (Random) 
  [72-73] 
  Mold, Umber 
  [74-75] 
  Orc 
  [76] 
  Raven, Giant 
  [77-78] 
  Shadow 
  [79-80] 
  Skeleton 
  [81-82] 
  Snake, Monstrous (Random) 
  [83-84] 
  Soul Worm 
  [85-86] 
  Specter 
  [87-88] 
  Spider, Giant 
  [89-90] 
  Spider, Huge 
  [91-92] 
  Stryx 
  [93-94] 
  Weasel 
  [95-96] 
  Wight 
  [97-98] 
  Worm, Giant 
  [99-00] 
  Zombie 
  
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  4 - 6 
  VERY RARE BEASTS AND 
  MONSTERS IN THE URBAN 
  ENVIRONMENT 
  
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  Roll 1d100 and consult the following table. 
  
  [01] 
  Abomination 
  [02] 
  Acid Mantis 
  [03] 
  Amber Behemoth 
  [04] 
  Angel (Random) 
  [05] 
  Ape, Carnivorous 
  [06] 
  Ape, White 
  [07] 
  Badger 
  [08] 
  Badgerbear 
  [09] 
  Banshee 
  [10] 
  Bee, Giant 
  [11] 
  Centipede, Monstrous 
  [12] 
  Demigod 
  [13-14] 
  Demon (Random) 
  [15-16] 
  Devil (Random) 
  [17] 
  Dracunculus 
  [18-19] 
  Dragon (Shape-Shifted or Aerial Attack) 
  [20-21] 
  Elemental (Random) 
  [22-23] 
  Faerie (Random) 
  [24-25] 
  Genie 
  [26-27] 
  Giant (Random) 
  [28-29] 
  Gnole 
  
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  [30-31] 
  Gnome, Netherworld 
  [32-34] 
  Golem (Random) 
  [35-36] 
  Hag (Random) 
  [37-38] 
  Harpy 
  [39-40] 
  Homunculus 
  [41] 
  Ifrit 
  [42-43] 
  Imp 
  [44-45] 
  Juggernaut 
  [46] 
  Kirin 
  [47] 
  Land Shark / Burrowing Behemoth 
  [48] 
  Lich 
  [49-50] 
  Lizard, Giant (Random) 
  [51-52] 
  Manticore 
  [53] 
  Minotaur 
  [54] 
  Mummy 
  [55-56] 
  Naga (Random) 
  [57] 
  Nereid 
  [58] 
  Nixie 
  [59] 
  Ogre / Ogress 
  [60] 
  Ogre Mage / Ogress Crone 
   
   
   
  
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  [61-62] 
  Rakshasa 
  [63] 
  Roper 
  [64-65] 
  Rusting Beast 
  
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  [66] 
  Scorpion, Monstrous (Random) 
  [67-68] 
  Serpent Folk (Random) 
  [69] 
  Serpent, Winged (Random) 
  [70] 
  Shedu 
  [71] 
  Shoggoth 
  [72-73] 
  Sphinx (Random) 
  [74] 
  Spider Maiden 
  [75] 
  Spider, Dimensional 
  [76-77] 
  Summoned Monster (Random) 
  [78] 
  Swamp Shambler 
  [79] 
  Tentacle Beast (Random) 
  [80] 
  Tentacled Centipede 
   
   
   
   
  
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  [81] 
  Tick, Monstrous (Random) 
  [82] 
  Titan 
  [83] 
  Troglodyte 
  [84] 
  Troll (Random) 
   
   
   
   
  
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  [85] 
  Turtle, Giant Snapping 
  [86-87] 
  Vampire (Random) 
  [88-89] 
  Wasp, Giant 
  [90] 
  Weasel, Giant 
  [91] 
  Will-o’-the-Wisp 
  [92-93] 
  Wind Spirit 
  [94] 
  Wolf (Random) 
  [95] 
  Wolverine 
  [96] 
  Wolverine, Giant 
  [97-98] 
  Wraith 
  [99] 
  Zombie, Arcane 
  [00] 
  Game Master’s Choice or Roll Twice 
   
   
  
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  CHAPTER 5: 
  THE DENIZENS 
   
  5 - 1 
  PEOPLE 
   
   
   
  Person encounters in the city are noteworthy in some regard, although they may at 
  first appear “normal” and thoroughly common.  These interesting people are either very 
  emotional about something, hiding something, experiencing something strange, or are 
  inherently exceptional.  Refer to the encounter twist table (here) for several ideas to make 
  these encounters memorable. 
  
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  Unlike urban beast and monster encounters (which frequently lead to panic, alerts, 
  flight and/or combat), encounters with people typically involve improvised role-playing.  
  Some of the encounters should be subtle, and perhaps even unannounced.  Examples of 
  such “hidden” encounters include:  an attempted pickpocket attempt on a PC; a murderer 
  stalking a potential victim; a lycanthrope hoping to pass undetected; or a secret signal 
  passed between two NPCs.  These are still encounters, because they trigger a change in 
  the game environment which the GM will need to monitor and which the PCs might soon 
  detect.  But from the PCs’ perspective, there might well be nothing happening! 
  The number of persons encountered is entirely up to the GM.  However, since even 
  evil humans and demi-humans will be unlikely to begin a fight in the city (due to the 
  omnipresent threats of law enforcement and judicial punishment), a sense of “fairness” 
  in the number appearing is not a major concern.  The following rules of thumb are 
  recommended: 
   
   Commoners:  1D12 appearing 
   Specialists:  1D10 appearing 
   Guardsmen, Watchmen, Men-at-Arms:  Special, refer to the Guardsmen, 
  Watchmen & Vigiles table (here) 
   Low Level Characters (Level 1 to 4):  1D6 appearing 
   Mid-Level Characters (Level 5 to 8):  1D4 appearing 
   High Level Characters (Level 9 to 12):  1D2 appearing 
   Nobles & Powerful Personages:  1D2 appearing 
   Epic Level Characters (Level 13+):  1 appearing 
  
  The subject of NPC development beyond the detail level of occupation and/or class is 
  beyond the scope of this book.  However, if you would like assistance in fully developing 
  NPCs with names, epithets, personalities, physical descriptions, historical backgrounds 
  and so forth, I recommend the use of Castle Oldskull Supplement DDE1, DUNGEON 
  DELVER ENHANCER, which is specifically tailored to answer those many questions. 
   
   
  
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  5 - 2 
  COMMON PEOPLE IN THE URBAN 
  ENVIRONMENT 
   
  Roll 1d100 and consult the following table. 
  
  [01-04] 
  Artisan / Tradesman (Roll on Merchant of Goods Sub-Table for type) 
  [05-06] 
  Bandit / Brigand 
  [07-08] 
  Bawd / Pimp 
  [09-10] 
  Beggar 
  [11-12] 
  Believer / Pilgrim 
  [13-14] 
  Cleric, Low Level (1-4) 
  [15-16] 
  Crier / Herald 
  [17-20] 
  Commoner 
  [21-22] 
  Criminal / Culprit / Fugitive 
  [23-24] 
  Cultist / Flagellant 
  [25-28] 
  Drink Merchant (Wine Seller etc.) (Roll on Merchant of Drink Sub-Table 
  for type) 
   
   
   
  
  168 | P a g e  
   
   
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  [29-30] 
  Dwarf, Low Level (1-4) 
  [31-32] 
  Elf, Low Level (1-4) 
  [33-34] 
  Errand Runner / Message Runner 
  [35-36] 
  Fighter, Low Level (1-4) 
  [37-40] 
  Food Merchant (Baker etc.) (Roll on Merchant of Food Sub-Table for 
  type) 
  [41-42] 
  Gentleman / Lady 
  [43-44] 
  Gnome, Low Level (1-4) 
  [45-46] 
  Goodman / Goodwife (Roll on Merchant of Drink (25%), Food (25%), 
  Goods (25%) or Services (25%) for type) 
  [47-50] 
  Guards (Roll on Guardsmen, Watchmen & Vigiles Sub-Table for type) 
  [51-52] 
  Half-Elf, Low Level (1-4) 
  [53-54] 
  Half-Orc, Low Level (1-4) 
  [55-56] 
  Halfling, Low Level (1-4) 
  [57-58] 
  Illusionist, Low Level (1-4) 
  [59-60] 
  Mage, Low Level (1-4) 
  [61-64] 
  Man-at-Arms / Mercenary 
  [65-69] 
  Merchant of Goods (Roll on Merchant of Goods Sub-Table for type) 
  [70-74] 
  Merchant of Services (Roll on Merchant of Services Sub-Table for type) 
  [75-78] 
  Official (Roll on Official Sub-Table for type) 
  [79-80] 
  Peasant 
  [81-82] 
  Peddler / Tinker 
  [83-84] 
  Peregrine / Pilgrim 
  [85-86] 
  Rag Picker 
  
  170 | P a g e  
   
   
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  [87] 
  Serf / Slave 
  [88-89] 
  Soldier 
  [90-91] 
  Street Urchin 
  [92-93] 
  Thief, Low Level (1-4) 
  [94] 
  Untouchable 
  [95-96] 
  Vagabond 
  [97-00] 
  Watch / Watchmen or Enhanced Guard Presence (Roll on Guardsmen, 
  Watchmen & Vigiles Sub-Table for type) 
   
   
   
   
  
  P a g e  | 171 
   
   
   
   
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  5 - 3 
  UNCOMMON PEOPLE IN THE 
  URBAN ENVIRONMENT 
   
  Roll 1d100 and consult the following table. 
  
  [01-02] 
  Adventuring Party, Low Level (1-4) 
  [03-04] 
  Ambassador / Diplomat / Emissary 
  [05-06] 
  Anchorite / Hermit / Pillarine 
  [07-08] 
  Assassin, Low Level (1-4) 
  [09-10] 
  Barbarian, Low Level (1-4) 
  [11-12] 
  Bard, Low Level (1-4) 
  [13-14] 
  Beggar, Diseased 
  [15-16] 
  Beggar, Thief 
  [17-18] 
  Celebrant / Masquer 
  [19-20] 
  Charlatan / Mountebank 
  [21-22] 
  Cleric, Mid-Level (5-8) 
  [23-25] 
  Courtesan / Lothario 
  [26-27] 
  Dog Catcher / Rat Catcher 
  [28-29] 
  Drover 
  [30-31] 
  Druid, Low Level (1-4) 
  [32-33] 
  Dwarf, Mid-Level (5-8) 
  
  172 | P a g e  
   
   
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  [34-35] 
  Elf, Mid-Level (5-8) 
  [36-38] 
  Entertainer / Juggler 
  [39-41] 
  Fence / Pawnbroker 
  [42-44] 
  Fighter, Mid-Level (5-8) 
  [45-46] 
  Fortune Teller / Soothsayer 
  [47-49] 
  Gang 
  [50-51] 
  Gnome, Mid-Level (5-8) 
  [52-54] 
  Guildsman 
  [55-56] 
  Guildless Rogue Thief 
  [57-59] 
  Gypsy 
  [60-61] 
  Half-Elf, Mid-Level (5-8) 
  [62-63] 
  Half-Orc, Mid-Level (5-8) 
  [64-65] 
  Halfling, Mid-Level (5-8) 
  [66-67] 
  Illusionist, Mid-Level (5-8) 
  [68-70] 
  Lady of the Evening 
  [71-72] 
  Mage, Mid-Level (5-8) 
  [73-74] 
  Monk, Low Level (1-4) 
  [75-76] 
  Mudlark 
  [77-79] 
  Noble (Roll on Noble Sub-Table for type) 
  [80-81] 
  Paladin, Low Level (1-4) 
  [82-83] 
  Preacher / Prophet 
  [84-85] 
  Rake 
  [86-87] 
  Ranger, Low Level (1-4) 
  [88-89] 
  River Folk / Sailor 
  
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  [90-92] 
  Ruffian 
  [93-94] 
  Street Cleaner 
  [95-96] 
  Thief, Mid-Level (5-8) 
  [97-98] 
  Thug 
  [99-00] 
  Waste Disposal Group 
   
   
   
   
  
  174 | P a g e  
   
   
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  5 - 4 
  RARE PEOPLE IN THE URBAN 
  ENVIRONMENT 
   
  Roll 1d100 and consult the following table. 
  
  [01-03] 
  Adventuring Party, Mid-Level (5-8) 
  [04-06] 
  Alchemist 
  [07-09] 
  Army Procession 
  [10-12] 
  Assassin, Mid-Level (5-8) 
  [13-15] 
  Barbarian, Mid-Level (5-8) 
  [16-18] 
  Bard, Mid-Level (5-8) 
  [19-21] 
  Beggar, Assassin 
  [22-24] 
  Body Snatcher / Resurrectionist 
  [25-27] 
  Bounty Hunter 
  [28-30] 
  Cleric, High Level (9-12) (50% chance of being noble-born; refer to Noble 
  section) 
  [31-33] 
  Druid, Mid-Level (5-8) 
  [34-36] 
  Duelist / Fencer 
  [37-39] 
  Dwarf, High Level (9-12) (50% chance of being noble-born; refer to Noble 
  section) 
  [40-42] 
  Elf, High Level (9-12) (50% chance of being noble-born; refer to Noble 
  section) 
  
  P a g e  | 175 
   
   
   
   
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  [43-45] 
  Fighter, High Level (9-12) (50% chance of being noble-born; refer to 
  Noble section) 
  [46-48] 
  Gnome, High Level (9-12) (50% chance of being noble-born; refer to 
  Noble section) 
  [49-51] 
  Guild Master (Roll on Merchant of Goods (50%) or Merchant of Services 
  (50%) Sub-Table for guild type) 
  [52-54] 
  Guild Procession (Roll on Merchant of Goods (50%) or Merchant of 
  Services (50%) Sub-Table for guild type) 
  [55-57] 
  Guildless Rogue Assassin 
  [58-60] 
  Half-Elf, High Level (9-12) (50% chance of being noble-born; refer to 
  Noble section) 
  [61-63] 
  Half-Orc, High Level (9-12) (50% chance of being noble-born; refer to 
  Noble section) 
  [64-66] 
  Halfling, High Level (9-12) (50% chance of being noble-born; refer to 
  Noble section) 
  [67-68] 
  Illusionist, High Level (9-12) (50% chance of being noble-born; refer to 
  Noble section) 
  [69-71] 
  Mage, High Level (9-12) (50% chance of being noble-born; refer to Noble 
  section) 
  [72-74] 
  Monk, Mid-Level (5-8) 
  [75-76] 
  Murderer 
   
   
   
  
  176 | P a g e  
   
   
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  [77-78] 
  Necromancer, Evil Cleric 
  [79-80] 
  Necromancer, Evil Mage 
  [81-83] 
  Paladin, Mid-Level (5-8) (50% chance of being noble-born; refer to Noble 
  section) 
  [84-85] 
  Pied Piper 
  [86-88] 
  Press Gang 
  
  P a g e  | 177 
   
   
   
   
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  [89-91] 
  Ranger, Mid-Level (5-8) 
  [92-94] 
  Sage 
  [95-97] 
  Slaver 
  [98-00] 
  Thief, High Level (9-12) (50% chance of being noble-born; refer to Noble 
  section) 
   
   
  5 - 5 
  VERY RARE PEOPLE IN THE 
  URBAN ENVIRONMENT 
   
  Roll 1d100 and consult the following table. 
  
  [01-04] 
  Adventuring Party, High Level (9-12) 
  [05-08] 
  Assassin, High Level (9-12) (50% chance of being noble-born; refer to 
  Noble section) 
   
   
   
  
  178 | P a g e  
   
   
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  [09-11] 
  Assassin, Epic Level (13-18) (50% chance of being noble-born; refer to 
  Noble section) 
  
  P a g e  | 179 
   
   
   
   
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  [12-15] 
  Barbarian, High Level (9-12) (50% chance of being noble-born; refer to 
  Noble section) 
  [16-18] 
  Barbarian, Epic Level (13-18) (50% chance of being noble-born; refer to 
  Noble section) 
  [19-22] 
  Bard, High Level (9-12) (50% chance of being noble-born; refer to Noble 
  section) 
  [23-25] 
  Bard, Epic Level (13-18) (50% chance of being noble-born; refer to Noble 
  section) 
  [26-28] 
  Cleric, Epic Level (13-18) (50% chance of being noble-born; refer to Noble 
  section) 
  [29-32] 
  Druid, High Level (9-12) (50% chance of being noble-born; refer to Noble 
  section) 
  [33-35] 
  Druid, Epic Level (13-18) (50% chance of being noble-born; refer to Noble 
  section) 
  [36-38] 
  Dwarf, Epic Level (13-18) (50% chance of being noble-born; refer to Noble 
  section) 
  [39-41] 
  Elf, Epic Level (13-18) (50% chance of being noble-born; refer to Noble 
  section) 
  [42-44] 
  Fighter, Epic Level (13-18) (50% chance of being noble-born; refer to 
  Noble section) 
  [45-47] 
  Gnome, Epic Level (13-18) (50% chance of being noble-born; refer to 
  Noble section) 
  [48-50] 
  Half-Elf, Epic Level (13-18) (50% chance of being noble-born; refer to 
  Noble section) 
  [51-54] 
  Half-Orc, Epic Level (13-18) (50% chance of being noble-born; refer to 
  Noble section) 
  [55-58] 
  Halfling, Epic Level (13-18) (50% chance of being noble-born; refer to 
  Noble section) 
  [59-61] 
  Illusionist, Epic Level (13-18) (50% chance of being noble-born; refer to 
  Noble section) 
  
  180 | P a g e  
   
   
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  [62-65] 
  Mage, Epic Level (13-18) (50% chance of being noble-born; refer to Noble 
  section) 
  [66-69] 
  Monk, High Level (9-12) (50% chance of being noble-born; refer to Noble 
  section) 
  [70-72] 
  Monk, Epic Level (13-18) (50% chance of being noble-born; refer to Noble 
  section) 
  [73-76] 
  Paladin, High Level (9-12) (50% chance of being noble-born; refer to 
  Noble section) 
  [77-80] 
  Paladin, Epic Level (13-18) (50% chance of being noble-born; refer to 
  Noble section) 
  [81-84] 
  Pretender / Usurper (50% chance of being noble-born; refer to Noble 
  section) 
  [85-88] 
  Ranger, High Level (9-12) (50% chance of being noble-born; refer to 
  Noble section) 
  [89-92] 
  Ranger, Epic Level (13-18) (50% chance of being noble-born; refer to 
  Noble section) 
  [93-96] 
  Ruler of the City 
  [97-00] 
  Thief, Epic Level (13-18) (50% chance of being noble-born; refer to Noble 
  section) 
   
   
   
  
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  5 - 6 
  PERSON SUB-TABLE I: 
  DRINK MERCHANTS 
   
   
  
  182 | P a g e  
   
   
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  Roll 1d100 and consult the following table. 
  
  [01-04] 
  Ale Draper 
  [05-08] 
  Alewife 
  [09-12] 
  Aquarius 
  [13-16] 
  Barkeep 
  [17-20] 
  Barmaid 
  [21-24] 
  Bartender 
  [25-26] 
  Beer Seller 
  [27-28] 
  Belhoste 
  [29-32] 
  Bever 
  [33] 
  Bluffer 
  [34-36] 
  Boniface 
  [37-40] 
  Braumeister 
  [41] 
  Burneman 
  [42-44] 
  Brewer 
  [45-48] 
  Cellarer 
  [49-52] 
  Dairymaid 
  [53-56] 
  Dairyman 
  [57-60] 
  Distiller 
  [61] 
  Ganneker 
  [62-64] 
  Innkeeper 
  [65-68] 
  Mixer 
  
  P a g e  | 183 
   
   
   
   
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  [69-72] 
  Ostler 
  [73-76] 
  Rectifier 
  [77-80] 
  Skinker 
  [81-84] 
  Tapster 
  [85-87] 
  Tavern Keeper 
  [88-90] 
  Tavern Wench 
  [91-92] 
  Taverner 
  [93-94] 
  Tippler 
  [95] 
  Vatman 
  [96] 
  Vineroon 
  [97] 
  Vintager 
  [98] 
  Vintner 
  [99-00] 
  Wine Seller 
   
   
  5 - 7 
  PERSON SUB-TABLE II: 
  FOOD MERCHANTS 
   
  Roll 1d100 and consult the following table. 
  
  [01-02] 
  Acater 
  [03-04] 
  All Spice 
  [05-07] 
  Baker 
  
  184 | P a g e  
   
   
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  [08-09] 
  Baxter 
  [10-11] 
  Beekeeper 
  [12-14] 
  Butcher 
  [15-16] 
  Candy Maker 
  [17-18] 
  Carner 
  [19-20] 
  Carver 
  [21-22] 
  Cashmarie 
  [23-25] 
  Cheese Monger 
  [26-28] 
  Chef 
  [29-30] 
  Chowder 
  [31-32] 
  Confectioner 
  [33-35] 
  Cook 
  [36-37] 
  Coster Wife 
  [38-40] 
  Costermonger 
  [41-42] 
  Dry Salter 
  [43-44] 
  Eggler 
  [45-47] 
  Fishmonger 
  [48-49] 
  Fishwife 
  [50-51] 
  Flauner 
  [52] 
  Fleshmonger 
  [53-54] 
  Food Trader 
  [55-56] 
  Fruiterer 
  [57] 
  Garlic Monger 
  [58] 
  Greengrocer 
  
  P a g e  | 185 
   
   
   
   
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  [59] 
  Grocer 
  [60] 
  Host 
  [61] 
  Hosteller 
  [62] 
  Innkeeper 
  [63] 
  Keech (Butcher’s Boy) 
  [64] 
  Kepegesst 
  [65] 
  Lardner 
  [66] 
  Mealman 
  [67-68] 
  Mercator 
  [69-70] 
  Monger 
  [71] 
  Mustarder 
  [72] 
  Nut Seller 
  [73-74] 
  Pastry Chef 
  [75] 
  Piscarius 
  [76] 
  Pistor 
  [77-78] 
  Poultry Dealer 
  [79-81] 
  Provisioner 
  [82-83] 
  Publican 
  [84-85] 
  Purser 
  [86-87] 
  Rippier 
  [88-89] 
  Salter 
  [90-91] 
  Spicer 
  [92-93] 
  Sutler 
  [94] 
  Sweetmeat Maker 
  
  186 | P a g e  
   
   
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  [95] 
  Tabernarius 
  [96-97] 
  Trencherman 
  [98-00] 
  Victualer 
   
   
  5 - 8 
  PERSON SUB-TABLE III+: 
  GUARDSMEN, WATCHMEN 
  AND VIGILES 
   
  Unlike most encounters, guard and watchman encounters will frequently be 
  impressive for their numbers.  Patrols travel in strength, and make certain they are within 
  hailing distance of another group.  As the guard and the watch are symbols of the City 
  State ruler’s authority, they will make themselves highly visible throughout the city.  
  Besides patrolling, guardsmen will also be found performing various activities.  Feel free 
  to use the following table to determine non-patrol activities of guardsmen: 
  
  [01-05] 
  Archery and weapons practice 
  [06-09] 
  Clearing the street or area for protection 
  [10-14] 
  Controlling traffic 
  [15-19] 
  Drilling, formations and marching 
  [20-24] 
  Escorting a noble or delegation 
  [25-28] 
  Fighting a fire, flood, collapse or other disaster 
  [29-32] 
  Fixing a problem or assisting laborers 
  [33-37] 
  Guarding a herald or official making a proclamation 
  
  P a g e  | 187 
   
   
   
   
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  [38-42] 
  Guarding the perimeter of an execution or punishment ground 
  [43-47] 
  Manning a gate or checkpoint 
  [48-52] 
  Manning a watch station 
  [53-57] 
  Organizing townsfolk to assist with loading, unloading, etc. 
  [58-62] 
  Overseeing arrival / departure of a noble or delegation 
  [63-67] 
  Overseeing prison laborers 
  [68-71] 
  Performing an arrest 
  [72-76] 
  Performing an official investigation 
  [77-80] 
  Pursuing a fugitive 
  [81-85] 
  Questioning or interrogating townsfolk or foreigners 
  [86-90] 
  Receiving orders, praise or punishment from a shouting officer 
  [91-95] 
  Searching a street, building or alley 
  [96-00] 
  Walking atop a wall, roof or catwalk 
  
  Generally, the three branches of guard forces have their own functions, schedules and 
  jurisdictions.  To players, the difference between one guard or another may be subtle, but 
  clever players will soon learn that different guards mean different things, and there are 
  implications to the presence of each force. 
  Guardsmen are the “general purpose” guards, and also perform questioning and 
  searches.  They have narrow patrol areas. 
  Watchmen handle sensitive matters of law enforcement, crime deterrence, public 
  assistance, investigation and night patrols.  They have wide patrol areas. 
  Vigiles enforce fire ordinances, fight fires, re-apprehend runaway slaves, escort 
  dignitaries and direct small units of guardsmen and watchmen when an officer cannot 
  be everywhere at once.  They have very wide patrol areas. 
  The following table is used to determine the number of guardsmen encountered.  If 
  you came to this table as a “Guard” result, roll an unmodified 1D100.  If you came to this 
  table as a “Watchman” result, roll 1D100 and add 20. 
   
  
  188 | P a g e  
   
   
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  Hierarchy I 
  [01-05] 
  Guardsman (Man-at-Arms), 2D4 in number 
  [06-10] 
  Guardsman (Man-at-Arms), 2D6 in number 
  [11-15] 
  Guardsman (Man-at-Arms), 2D8 in number 
  [16-20] 
  Guardsman (Man-at-Arms), 2D10 in number 
  [21-25] 
  Watchman (Man-at-Arms, +1 to hit and damage), 2D4 in number 
  [26-30] 
  Watchman (Man-at-Arms, +1 to hit and damage), 2D6 in number 
  [31-35] 
  Watchman (Man-at-Arms, +1 to hit and damage), 2D8 in number 
  [36-40] 
  Watchman (Man-at-Arms, +1 to hit and damage), 2D10 in number 
  [41-43] 
  Vigile (Man-at-Arms, +1 HP, +1 to hit and damage), 2D4 in number 
  [44-45] 
  Vigile (Man-at-Arms, +1 HP, +1 to hit and damage), 2D6 in number 
  [46-47] 
  Vigile (Man-at-Arms, +1 HP, +1 to hit and damage), 2D8 in number 
  [48-49] 
  Vigile (Man-at-Arms, +1 HP, +1 to hit and damage), 2D10 in number 
  Hierarchy II 
  [50] 
  Darkman (Demi-Human with Infravision, Level 1 Fighter), Dwarf, 
  1D6+1 in number 
  [51] 
  Darkman (Demi-Human with Infravision, Level 1 Fighter), Elf, 1D6+1 
  in number 
  [52] 
  Darkman (Demi-Human with Infravision, Level 1 Fighter), Gnome, 
  1D6+1 in number 
  [53] 
  Darkman (Demi-Human with Infravision, Level 1 Fighter), Half-Elf, 
  1D6+1 in number 
  [54] 
  Darkman (Demi-Human with Infravision, Level 1 Fighter), Half-Orc, 
  1D6+1 in number 
  [55] 
  Darkman (Demi-Human with Infravision, Level 1 Fighter), Halfling, 
  1D6+1 in number 
  
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  Hierarchy III 
  [56-59] 
  Petty Sergeant (Level 1 Fighter), leading 2D4 Guardsmen 
  [60-62] 
  Petty Sergeant (Level 1 Fighter), leading 2D4 Watchmen 
  [63-65] 
  Petty Sergeant (Level 1 Fighter), leading 2D4 Vigiles 
  Hierarchy IV 
  [66-69] 
  Sergeant (Level 2 Fighter), leading 2D6 Guardsmen 
  [70-72] 
  Sergeant (Level 2 Fighter), leading 2D6 Watchmen 
  [73-75] 
  Sergeant (Level 2 Fighter), leading 2D6 Vigiles 
  [76-77] 
  Lieutenant (Level 2 Fighter, +2 HP), leading 2D8 Guardsmen 
  [78-79] 
  Lieutenant (Level 2 Fighter, +2 HP), leading 2D8 Watchmen 
  [80] 
  Lieutenant (Level 2 Fighter +2 HP), leading 2D8 Vigiles 
  Hierarchy V 
  [81-82] 
  Senior Sergeant (Level 3 Fighter), leading 2D10 Guardsmen 
  [83-84] 
  Senior Sergeant (Level 3 Fighter), leading 2D10 Watchmen 
  [84] 
  Senior Sergeant (Level 3 Fighter), leading 2D10 Vigiles 
  [86-87] 
  Senior Lieutenant (Level 3 Fighter, +3 HP), leading 2D12 Guardsmen 
  [88-89] 
  Senior Lieutenant (Level 3 Fighter, +3 HP), leading 2D12 Watchmen 
  [90] 
  Senior Lieutenant (Level 3 Fighter, +3 HP), leading 2D12 Vigiles 
  Hierarchy VI 
  [91] 
  Sergeant at Arms (Level 4 Fighter), leading 1 Sergeant and 4D4 
  Guardsmen 
  [92] 
  Sergeant at Arms (Level 4 Fighter), leading 1 Sergeant and 4D4 
  Watchmen 
  [93] 
  Sergeant at Arms (Level 4 Fighter), leading 1 Sergeant and 4D4 
  Vigiles 
  
  190 | P a g e  
   
   
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  Hierarchy VII 
  [94] 
  Captain (Level 5 Fighter), leading 1 Lieutenant and 4D6 Guardsmen 
  [95] 
  Captain (Level 5 Fighter), leading 1 Lieutenant and 4D6 Watchmen 
  [96] 
  Captain (Level 5 Fighter), leading 1 Lieutenant and 4D6 Vigiles 
  Hierarchy VIII 
  [97-98] 
  Senior Captain (Level 6 Fighter), leading 1 Senior Sergeant and 5D6 
  Vigiles 
  Hierarchy IX 
  [99] 
  Captain at Arms (Level 7 Fighter), leading 1 Senior Lieutenant and 
  6D6 Vigiles 
  Hierarchy X 
  [00] 
  Vaunted Captain (Level 8 Fighter), leading 1 Sergeant at Arms and 
  7D6 Vigiles 
  Special Circumstance / Doubled Force Presence 
  [101 or 
  Higher] 
  1D100, roll again, and double the numbers of men and officers 
  appearing 
  
  In addition to the officers listed above, there is a chance that a guard troop will be 
  accompanied by a special officer of some kind.  The chance is 5% per normal guardsman 
  (or watchman, or vigile, or darkman); if 20 or more normal men are encountered, there is 
  a 100% chance of one special officer being present, and then a 5% chance per man over 20 
  of a second special officer.  (For example, if there are 26 men, there’s a 100% chance of 
  one special officer, and then a 30% chance of a second special officer.) 
  The various types of special officers are as follows: 
  
  [01-09] 
  Apprentice Inquisitor (Level 1 Mage) 
  [10-17] 
  Chaplain Liaison (Level 2 Cleric) 
  [18-25] 
  Inquisitor (Level 2 Mage) 
  
  P a g e  | 191 
   
   
   
   
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  [26-28] 
  Agent Initiate (Level 2 Monk) 
  [29-31] 
  Agent Keeper (Level 2 Paladin) in a good City State; Agent Vaunt 
  (Level 2 Assassin) in an evil City State; reroll for a neutral City State 
  [32-37] 
  Veteran Darkman (Level 2 Demi-Human, Random Class) 
  [38-44] 
  Chaplain (Level 3 Cleric) 
  [45-51] 
  Senior Inquisitor (Level 3 Mage) 
  [52-54] 
  Agent of the Brotherhood / Sisterhood (Level 3 Monk) 
  [55-57] 
  Agent Protector (Level 3 Paladin) in a good City State; Royal 
  Bloodletter (Level 3 Assassin) in an evil City State; reroll in a neutral 
  City State 
  [58-62] 
  Senior Darkman (Level 3 Demi-Human, Random Class) 
  [63-68] 
  Senior Chaplain (Level 4 Cleric) 
  [69-74] 
  Inquisitor Adept (Level 4 Mage) 
  [75-77] 
  Agent Disciple (Level 4 Monk) 
  [78-80] 
  Agent Defender (Level 4 Paladin) in a good City State; Royal 
  Headhunter (Level 4 Assassin) in an evil City State; reroll in a neutral 
  City State 
  [81-84] 
  Darkman Vigile (Level 4 Demi-Human, Random Class) 
  [85-89] 
  Chaplain Overseer (Level 5 Cleric) 
  [90-94] 
  Grand Inquisitor (Level 5 Mage) 
  [95-96] 
  Agent Immaculate (Level 5 Monk) 
  [97-98] 
  Agent Warder (Level 5 Paladin) in a good City State; Royal Slayer 
  (Level 5 Assassin) in an evil City State; reroll in a neutral City State 
  [99-00] 
  Witch Hunter (Level 6 Cleric) with 1D4 Witch Hunter Apprentices 
  (Level 2 or 3 Clerics) 
   
   
   
  
  192 | P a g e  
   
   
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  5 - 9 
  PERSON SUB-TABLE IV: 
  MERCHANTS OF GOODS 
  (TRADESMEN) 
   
  A “merchant of goods” is simply a person who sells items of some kind.  Amber 
  cutters sell amber, anvil smiths sell anvils, and so forth.  The merchant will typically be 
  set up in a stall, shop or store (depending on type, wealth and circumstance), although a 
  merchant can of course be found walking the streets or resting in an inn as well. 
  To determine the type of a merchant of goods randomly, roll 1D1000 and consult the 
  following table: 
  
  [001-006] 
  Accoutrement Maker 
  [007-011] 
  Alabasterer 
  [012-016] 
  Amber Cutter 
  [017-021] 
  Anchor Smith 
  [022-026] 
  Anvil Smith 
  [027-032] 
  Apothecary 
  [033-037] 
  Arcane Armorer 
  [038-042] 
  Arcane Weaponsmith 
  [043-047] 
  Archil Maker 
  [048-052] 
  Arkwright 
  [053-058] 
  Armorer 
  [059-062] 
  Artificer 
  
  P a g e  | 193 
   
   
   
   
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  [063-065] 
  Atilliator (Crossbow Maker) 
  [066-068] 
  Augur Maker 
  [069-073] 
  Avenator 
  [074-078] 
  Axle Maker 
  [079-083] 
  Back Maker 
  [084-089] 
  Bagman 
  [090-094] 
  Balance Maker 
  [095-100] 
  Barterer 
  [101-106] 
  Basket Maker 
  [107-111] 
  Bellfounder 
  [112-116] 
  Bellows Maker 
  [117-121] 
  Besom Maker 
  [122-127] 
  Bird Seller 
  [128-133] 
  Blacksmith 
  [134-138] 
  Bladesmith 
  [139-144] 
  Boatwright 
  [145-150] 
  Bookseller 
  [151-155] 
  Bowlman 
  [156-160] 
  Bowyer 
  [161-165] 
  Box Maker 
  [166-171] 
  Brazier 
  [172-176] 
  Brickmaker 
  [177-182] 
  Brightsmith 
  [183-188] 
  Bronzesmith 
  
  194 | P a g e  
   
   
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  KENT DAVID KELLY 
   
  [189-193] 
  Buckle Maker 
  [194-198] 
  Buckram Maker 
  [199-203] 
  Bumboat Man 
  [204-208] 
  Button Maker 
  [209-213] 
  Cabinet Maker 
  [214-218] 
  Camlet Merchant 
  [219-224] 
  Canvaser 
  [225-229] 
  Cap Maker 
  [230-235] 
  Chain Maker 
  [236-241] 
  Chandler 
  [242-246] 
  Chapman 
  [247-252] 
  Charcoal Burner 
  [253-257] 
  Clogger 
  [258-263] 
  Clothier 
  [264-266] 
  Collar Maker 
  [267-269] 
  Collier 
  [270-274] 
  Cooper 
  [275-280] 
  Coppersmith 
  [281-285] 
  Coracle Maker 
  [286-290] 
  Cordwainer 
  [291-295] 
  Crocker 
  [296-301] 
  Curiosity Seller 
  [302-306] 
  Cutler 
  [307-312] 
  Draper 
  
  P a g e  | 195 
   
   
   
   
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  KENT DAVID KELLY 
   
  [313-317] 
  Dredgerman 
  [318-323] 
  Dressmaker 
  [324-328] 
  Duffer 
  [329-334] 
  Dungeoneer’s Outfitter 
  [335-339] 
  Dwarven Armorer 
  [340-344] 
  Dwarven Gem Cutter 
  [345-349] 
  Dwarven Jeweler 
  [350-355] 
  Dye Maker 
  [356-360] 
  Elven Armorer 
  [361-365] 
  Eyer 
  [366-370] 
  Fabricator 
  [371-375] 
  Farandman 
  [376-380] 
  Farrier 
  [381-385] 
  Feather Dresser 
  [386-390] 
  Felmonger 
  [391-396] 
  Felt Maker 
  [397-402] 
  Flax Worker 
  [403-407] 
  Fletcher 
  [408-412] 
  Fogger 
  [413-417] 
  Fossil Collector 
  [418-422] 
  Fowler 
  [423-427] 
  Fripperer 
  [428-433] 
  Furniture Maker 
  [434-439] 
  Furrier 
  
  196 | P a g e  
   
   
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  [440-444] 
  Gem Cutter 
  [445-449] 
  Girdler 
  [450-455] 
  Glass Blower 
  [456-460] 
  Glasswright 
  [461-465] 
  Glover 
  [466-470] 
  Gnomish Armorer 
  [471-475] 
  Gnomish Gem Cutter 
  [476-480] 
  Gnomish Jeweler 
  [481-485] 
  Goldsmith 
  [486-490] 
  Haberdasher 
  [491-495] 
  Hacker 
  [496-500] 
  Hammerman 
  [501-506] 
  Handseller 
  [507-511] 
  Hansard 
  [512-517] 
  Harness Maker 
  [518-523] 
  Hatter 
  [524-528] 
  Hawker 
  [529-533] 
  Haymonger 
  [534-539] 
  Herbalist 
  [540-545] 
  Horner 
  [546-551] 
  Hosier 
  [552-556] 
  Iceman 
  [557-561] 
  Instrument Maker 
  [562-566] 
  Ironmonger 
  
  P a g e  | 197 
   
   
   
   
  CASTLE OLDSKULL ~ CSE1 
  KENT DAVID KELLY 
   
  [567-571] 
  Ivorist 
  [572-577] 
  Jeweler 
  [578-583] 
  Junkman 
  [584-588] 
  Keysmith 
  [589-593] 
  Lacemaker 
  [594-599] 
  Lamp Maker 
  [600-604] 
  Lampwright 
  [605-609] 
  Leather Worker 
  [610-615] 
  Linen Draper 
  [616-621] 
  Liveryman 
  [622-627] 
  Livestock Seller 
  [628-633] 
  Locksmith 
  [634-638] 
  Lorimer 
  [639-643] 
  Magic Item Seller 
  [644-648] 
  Magic Missile Seller 
  [649-653] 
  Mask Maker 
  [654-659] 
  Mason 
  [660-665] 
  Mercer 
  [666-671] 
  Milliner 
  [672-676] 
  Mug Seller 
  [677-682] 
  Net Maker 
  [683-688] 
  Nightman 
  [689-694] 
  Oil Maker 
  [695-700] 
  Old Clothes Dealer 
  
  198 | P a g e  
   
   
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  [701-706] 
  Painter 
  [707-712] 
  Paper Maker / Parchmenter 
  [713-718] 
  Pawnbroker 
  [719-724] 
  Peddler 
  [725-730] 
  Perfumer 
  [731-736] 
  Pewterer 
  [737-741] 
  Pipeweed Seller 
  [742-746] 
  Pitch Maker 
  [747-751] 
  Plumer 
  [752-756] 
  Potion Master 
  [757-760] 
  Potter 
  [761-763] 
  Poulterer 
  [764-766] 
  Raffman 
  [767-771] 
  Reagent Seller 
  [772-776] 
  Reed Maker 
  [777-782] 
  Roofer 
  [783-788] 
  Rope Maker 
  [789-794] 
  Rug Maker 
  [795-800] 
  Saddle Maker 
  [801-805] 
  Saddler 
  [806-810] 
  Sail Maker 
  [811-815] 
  Samitere 
  [816-820] 
  Scabbard Maker 
  [821-825] 
  Scroll Maker 
  
  P a g e  | 199 
   
   
   
   
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  KENT DAVID KELLY 
   
  [826-831] 
  Sculptor 
  [832-836] 
  Shield Maker 
  [837-841] 
  Shipwright 
  [842-847] 
  Shoemaker 
  [848-852] 
  Silk Mercer 
  [853-857] 
  Silk Weaver 
  [858-862] 
  Silversmith 
  [863-866] 
  Simpler 
  [867-869] 
  Slater 
  [870-872] 
  Sledge / Sleigh Maker 
  [873-877] 
  Soap Maker 
  [878-882] 
  Spectacles Maker 
  [883-888] 
  Spice Merchant 
  [889-893] 
  Stallman 
  [894-898] 
  Stringer 
  [899-903] 
  Swordsmith 
  [904-909] 
  Tailor 
  [910-914] 
  Tallyman 
  [915-920] 
  Tapestry Maker 
  [921-925] 
  Thonger 
  [926-930] 
  Tinsmith 
  [931-935] 
  Torch Maker 
  [936-941] 
  Toy Maker 
  [942-947] 
  Trader 
  
  200 | P a g e  
   
   
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  KENT DAVID KELLY 
   
  [948-952] 
  Tubber 
  [953-957] 
  Unguentary 
  [958-962] 
  Wainwright 
  [963-967] 
  Wand Maker 
  [968-973] 
  Weaponsmith 
  [974-978] 
  Weaver 
  [979-982] 
  Wheeler 
  [983-985] 
  Wheelsmith 
  [986-988] 
  Whip Maker 
  [989-992] 
  Wig Maker 
  [993-995] 
  Wire Drawer 
  [996-000] 
  Wood Worker 
   
   
  5 - 10 
  PERSON SUB-TABLE V: 
  MERCHANTS OF SERVICES 
  (PROVIDERS) 
   
  In contrast to a merchant of goods, a “merchant of services” is a person who sells an 
  immaterial service.  Actors act in playhouses for a salary and tips; advisors offer their 
  knowledge and wisdom to either an employer or people off the street; almoners 
  distribute moneys to the deserving poor, and are paid by their church or temple; and so 
  forth.  Some merchants of servers have their own establishments, while others have 
  employers, and still others work on the streets.  An actor would be an employee of the 
  
  P a g e  | 201 
   
   
   
   
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  KENT DAVID KELLY 
   
  playhouse owner; an advisor would be employed by a noble or possess a walk-in office 
  “shop”; and an almoner would work for the church, and perhaps live there.  Results will 
  need to be interpreted individually by the GM. 
  To randomly determine a merchant of services, roll 1D1000 and consult the following 
  table: 
  
  [001-004] 
  Actor 
  [005-008] 
  Advisor 
  [009-012] 
  Almoner 
  [013-016] 
  Animal Tamer 
  [017-019] 
  Antiquarian 
  [020-023] 
  Appraiser 
  [024-027] 
  Architect 
  [028-030] 
  Archivist 
  [031-033] 
  Astrologer 
  [034-037] 
  Attendant 
  [038-041] 
  Auctioneer 
  [042-045] 
  Banker 
  [046-049] 
  Barber 
  [050-053] 
  Barber Surgeon 
  [054-057] 
  Bargeman 
  [058-060] 
  Bear Baiter / Bear Trainer 
  [061-063] 
  Bearward 
  [064-065] 
  Bedesman 
  [066-068] 
  Bee Keeper 
  
  202 | P a g e  
   
   
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  KENT DAVID KELLY 
   
  [069-070] 
  Bill Poster 
  [071-073] 
  Billier 
  [074-077] 
  Bird Catcher 
  [078-081] 
  Bleacher 
  [082-085] 
  Bodyguard 
  [086-088] 
  Bone Setter 
  [089-091] 
  Bonepicker 
  [092-095 
  Book Binder 
  [096-099] 
  Boot Maker 
  [100-103] 
  Braider 
  [104-107] 
  Bricklayer 
  [108-110] 
  Burler 
  [111-114] 
  Butler 
  [115-118] 
  Calligrapher 
  [119-122] 
  Caretaker / Groundskeeper 
  [123-126] 
  Carpenter 
  [127-130] 
  Carriage Driver 
  [131-134] 
  Carter 
  [135-138] 
  Cartographer 
  [139-141] 
  Castrator 
  [142-145] 
  Catchpole 
  [146-148] 
  Caulker 
  [149-152] 
  Chair Bearer 
  [153-156] 
  Charwoman 
  
  P a g e  | 203 
   
   
   
   
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  KENT DAVID KELLY 
   
  [157-159] 
  Child Catcher 
  [160-163] 
  Chimney Sweep 
  [164-166] 
  Chinglor 
  [167-170] 
  Chiropodist 
  [171-173] 
  Chirurgeon 
  [174-177] 
  Chronicler 
  [178-180] 
  Clayman 
  [181-184] 
  Cleaner 
  [185-187] 
  Clouter 
  [188-191] 
  Coachman 
  [192-195] 
  Cobbler 
  [196-198] 
  Composer 
  [199-202] 
  Concubine 
  [203-205] 
  Contortionist 
  [206-209] 
  Costumer 
  [210-213] 
  Courier 
  [214-217] 
  Crier 
  [218-221] 
  Crystal Gazer 
  [222-225] 
  Currier 
  [226-229] 
  Dancer 
  [230-233] 
  Dentist 
  [234-237] 
  Dexter 
  [238-240] 
  Dikeman 
  [241-244] 
  Ditch Digger 
  
  204 | P a g e  
   
   
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  [245-248] 
  Diver 
  [249-252] 
  Dock Master 
  [253-256] 
  Doctor 
  [257-260] 
  Dog Leech 
  [261-263] 
  Dog Trainer / Whipper 
  [264-267] 
  Doorkeeper 
  [268-270] 
  Dowser 
  [271-273] 
  Draftsman 
  [274-277] 
  Dragoman 
  [278-281] 
  Drayman 
  [282-285] 
  Dream Merchant 
  [286-289] 
  Drover 
  [290-203] 
  Dyer 
  [294-297] 
  Earth Stopper 
  [298-301] 
  Embalmer 
  [302-305] 
  Emblazoner 
  [306-309] 
  Embosser 
  [310-313] 
  Embroiderer 
  [314-316] 
  Enamelist 
  [317-320] 
  Engineer (Architect) 
  [321-324] 
  Engineer (Artillerist) 
  [325-328] 
  Engineer (Miner) 
  [329-332] 
  Engineer (Sapper/Miner) 
  [333-335] 
  Engraver 
  
  P a g e  | 205 
   
   
   
   
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  [336-339] 
  Entertainer 
  [340-343] 
  Errand Runner 
  [344-345] 
  Explorer 
  [346-347] 
  Exporter 
  [348-350] 
  Exterminator 
  [351-354] 
  Faire Performer / Ring Master 
  [355-358] 
  Falconer 
  [359-361] 
  Famulus 
  [362-365] 
  Farmer 
  [366-369] 
  Feller 
  [370-373] 
  Fence 
  [374-377] 
  Ferryman 
  [378-380] 
  Fewterer 
  [381-384] 
  Fisher (Hook and Line) 
  [385-388] 
  Fisher (Netting) 
  [389-392] 
  Fishing Conner 
  [393-396] 
  Food Taster 
  [397-400] 
  Footman 
  [401-404] 
  Foreman 
  [405-408] 
  Forester 
  [409-411] 
  Forgeman 
  [412-415] 
  Fortune Teller 
  [416-418] 
  Foundryman 
  [419-422] 
  Fowler 
  
  206 | P a g e  
   
   
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  KENT DAVID KELLY 
   
  [423-426] 
  Freight Shipper 
  [427-430] 
  Freighter 
  [431-434] 
  Frobisher 
  [435-438] 
  Fuller 
  [439-440] 
  Gaffer 
  [441-442] 
  Gamekeeper 
  [443-445] 
  Gaoler 
  [446-449] 
  Gardener 
  [450-453] 
  Gatekeeper 
  [454-457] 
  Ghost Hunter 
  [458-460] 
  Gilder 
  [461-464] 
  Glazier 
  [465-466] 
  Gold Beater 
  [467-460] 
  Gong Farmer 
  [470-471] 
  Grave Digger 
  [472-475] 
  Grinder 
  [476-479] 
  Groom 
  [480-483] 
  Guide 
  [484-487] 
  Guildsman 
  [488-491] 
  Hackney Man 
  [492-495] 
  Healer 
  [496-499] 
  Hedger 
  [500-503] 
  Herdsman 
  [504-507] 
  Historian 
  
  P a g e  | 207 
   
   
   
   
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  [508-511] 
  Horse Leech 
  [512-515] 
  Horse Trainer 
  [516-518] 
  Hoyman 
  [519-522] 
  Hunter 
  [523-526] 
  Husbandman (Animal Husbandry) 
  [527-529] 
  Illuminator 
  [530-531] 
  Importer 
  [532-534] 
  Ink Maker 
  [535-538] 
  Interpreter 
  [539-541] 
  Inventor 
  [542-545] 
  Investigator 
  [546-549] 
  Jester 
  [550-553] 
  Juggler 
  [554-557] 
  Kennel Keeper 
  [558-560] 
  Knoller 
  [561-564] 
  Knot Maker 
  [565-568] 
  Laborer 
  [569-572] 
  Lackey 
  [573-576] 
  Lamplighter 
  [577-580] 
  Language Teacher 
  [581-584] 
  Launderer 
  [585-587] 
  Lead Worker 
  [588-591] 
  Leech 
  [592-594] 
  Legerdemainist 
  
  208 | P a g e  
   
   
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  KENT DAVID KELLY 
   
  [595-597] 
  Lens Grinder 
  [598-601] 
  Librarian 
  [602-604] 
  Lighterman 
  [605-608] 
  Lime Burner 
  [609-612] 
  Limner 
  [613-616] 
  Linkboy 
  [617-620] 
  Litter Bearer 
  [621-624] 
  Liveryman 
  [625-627] 
  Loadsman 
  [628-631] 
  Magic Item Appraiser 
  [632-635] 
  Maid 
  [636-638] 
  Master of Disguise 
  [639-641] 
  Master of Hounds 
  [642-645] 
  Mercenary Soldier 
  [646-649] 
  Messenger 
  [650-653] 
  Midwife 
  [654-657] 
  Miller 
  [658-661] 
  Miner 
  [662-665] 
  Moneychanger 
  [666-669] 
  Moneylender 
  [670-672] 
  Mortician 
  [673-675] 
  Mourner 
  [676-679] 
  Musician 
  [680-682] 
  Mythographer 
  
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  [683-686] 
  Navigator (Fresh Water) 
  [687-689] 
  Navigator (Salt Water) 
  [690-692] 
  Notary 
  [693-694] 
  Nurse 
  [695-698] 
  Orator 
  [699-701] 
  Osier Peeler 
  [702-705] 
  Outfitter 
  [706-709] 
  Pack Handler 
  [710-713] 
  Page 
  [714-717] 
  Passage Keeper 
  [718-720] 
  Philosopher 
  [721-724] 
  Physician 
  [725-728] 
  Playwright 
  [729-732] 
  Plumber 
  [733-736] 
  Poet 
  [737-739] 
  Poleman 
  [740-743] 
  Porter 
  [744-747] 
  Potboy 
  [748-751] 
  Procuress 
  [752-755] 
  Prospective Henchman 
  [756-759] 
  Prospector 
  [760-763] 
  Prostitute 
  [764-767] 
  Puppeteer 
  [768-771] 
  Quartermaster 
  
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  [772-774] 
  Rabble Rouser 
  [775-777] 
  Raker 
  [778-781] 
  Rat Catcher 
  [782-785] 
  Reader 
  [786-789] 
  Researcher 
  [790-793] 
  Roofer 
  [794-797] 
  Sailor (Fresh Water) 
  [798-801] 
  Sailor (Salt Water) 
  [802-805] 
  Sawyer 
  [806-808] 
  Scavelman 
  [809-812] 
  Scholar 
  [813-816] 
  Schoolmaster 
  [817-820] 
  Scribe 
  [821-824] 
  Seamstress 
  [825-827] 
  Sedgeman 
  [828-830] 
  Seedsman 
  [831-834] 
  Sentry 
  [835-838] 
  Servant 
  [839-842] 
  Shearman 
  [843-845] 
  Shingler 
  [846-849] 
  Shipwright 
  [850-852] 
  Shrager 
  [853-856] 
  Sign Painter 
  [857-860] 
  Skinner 
  
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  [861-864] 
  Smelter 
  [865-868] 
  Smuggler 
  [869-872] 
  Solicitor 
  [873-876] 
  Spelunker 
  [877-879] 
  Stablehand 
  [880-883] 
  Steersman 
  [884-887] 
  Stevedore 
  [888-891] 
  Stone Carver 
  [892-895] 
  Stonecutter 
  [896-899] 
  Storyteller 
  [900-903] 
  Surgeon 
  [904-907] 
  Surveyor 
  [908-911] 
  Sweeper 
  [912-914] 
  Sword Swallower 
  [915-918] 
  Taxidermist 
  [919-922] 
  Teacher 
  [923-926] 
  Teamster 
  [927-930] 
  Thatcher 
  [931-933] 
  Tiler 
  [934-937] 
  Tinkerer 
  [938-941] 
  Torch Bearer 
  [942-945] 
  Tracker 
  [946-949] 
  Translator 
  [950-953] 
  Trapper 
  
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  [954-957] 
  Turnkey 
  [958-961] 
  Tutor 
  [962-965] 
  Upholsterer 
  [966-969] 
  Valet 
  [970-973] 
  Vampire Hunter 
  [974-977] 
  Waller 
  [978-981] 
  Watchman 
  [982-985] 
  Water Glider 
  [986-988] 
  Way Maker 
  [989-991] 
  Weapon Master 
  [992-994] 
  Whipping Boy 
  [995-997] 
  Woodcutter 
  [998-000] 
  Zookeeper 
   
   
   
  
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  5 - 11 
  PERSON SUB-TABLE VI+: 
  NOBLES 
   
  Nobles are persons of importance who belong to the feudal hierarchy.  They are the 
  dukes, marquises, counts, barons, and so forth who make the civilized world go ‘round.  
  Typically, only or two nobles will be encountered, although they may well have an 
  entourage and/or bodyguards present (typically 2D4 individuals, of level 1D4+1 each, 
  and with classes dependent upon the noble’s class and alignment). 
  Nobles will generally, but not always, reflect the overall alignment preferences of the 
  City State itself.  In a City State that is predominantly Chaotic Good, for example, perhaps 
  50% of nobles would be Chaotic Good; another 35% would belong to the “adjacent” 
  alignments (Chaotic Neutral and Neutral Good), and 15% would belong to the farther 
  alignments (in this case, Chaotic Evil, Lawful Evil, Lawful Neutral, Lawful Good, Neutral 
  Evil and True Neutral).  Although such spreads are rational and reasonable, I personally 
  recommend a City State of adventure, in which all nine alignments are represented to 
  various degrees and factions are vying for dominance under the overworked 
  machinations of the ruler’s authority. 
  If you would prefer to roll a noble’s class entirely randomly, keeping in mind that 
  class is dependent on alignment, use the following table: 
  
  [01] 
  Chaotic Evil Assassin 
  [02-03] 
  Chaotic Evil Cleric 
  [04-06] 
  Chaotic Evil Fighter 
  [07] 
  Chaotic Evil Illusionist 
  [08-09] 
  Chaotic Evil Mage 
  [10-11] 
  Chaotic Evil Thief 
  [12-13] 
  Chaotic Good Cleric 
  
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  [14-16] 
  Chaotic Good Fighter 
  [17] 
  Chaotic Good Illusionist 
  [18-19] 
  Chaotic Good Mage 
  [20] 
  Chaotic Good Ranger 
  [21] 
  Chaotic Neutral Bard 
  [22-23] 
  Chaotic Neutral Cleric 
  [24-26] 
  Chaotic Neutral Fighter 
  [27] 
  Chaotic Neutral Illusionist 
  [28-29] 
  Chaotic Neutral Mage 
  [30-31] 
  Chaotic Neutral Thief 
  [32] 
  Lawful Evil Assassin 
  [33-34] 
  Lawful Evil Cleric 
  [35-37] 
  Lawful Evil Fighter 
  [38] 
  Lawful Evil Illusionist 
  [39-40] 
  Lawful Evil Mage 
  [41] 
  Lawful Evil Monk 
  [42-43] 
  Lawful Evil Thief 
  [44-45] 
  Lawful Good Cleric 
  [46-48] 
  Lawful Good Fighter 
  [49] 
  Lawful Good Illusionist 
  [50-51] 
  Lawful Good Mage 
  [52] 
  Lawful Good Monk 
  [53] 
  Lawful Good Paladin 
  [54] 
  Lawful Good Ranger 
  
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  [55] 
  Lawful Neutral Bard 
  [56-57] 
  Lawful Neutral Cleric 
  [58-60] 
  Lawful Neutral Fighter 
  [61] 
  Lawful Neutral Illusionist 
  [62-63] 
  Lawful Neutral Mage 
  [64] 
  Lawful Neutral Monk 
  [65-66] 
  Lawful Neutral Thief 
  [67] 
  Neutral Evil Assassin 
  [68] 
  Neutral Evil Bard 
  [69-70] 
  Neutral Evil Cleric 
  [71-72] 
  Neutral Evil Fighter 
  [73] 
  Neutral Evil Illusionist 
  [74-75] 
  Neutral Evil Mage 
  [76-77] 
  Neutral Evil Thief 
  [78] 
  Neutral Good Bard 
  [79-80] 
  Neutral Good Cleric 
  [81-83] 
  Neutral Good Fighter 
  [84] 
  Neutral Good Illusionist 
  [85-86] 
  Neutral Good Mage 
  [87] 
  Neutral Good Ranger 
  [88-89] 
  Neutral Good Thief 
  [90] 
  True Neutral Bard 
  [91-92] 
  True Neutral Druid 
  [93-95] 
  True Neutral Fighter 
  
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  [96] 
  True Neutral Illusionist 
  [97-98] 
  True Neutral Mage 
  [99-00] 
  True Neutral Thief 
  
  To randomly determine the title and experience level of an encountered noble, roll on 
  the following table: 
   
  Hierarchy I 
  Equivalent titles for non-English themed realms include Chevalier (French), Elder 
  (Clan / Tribal), Eques (Roman), Lovag (Hungarian), Marchog (Welsh), Master 
  (Traditional) and Ritter (German). 
  [01-05] 
  Knight / Lady (Level 5) 
  [06-10] 
  Knight / Lady (Level 6) 
  [11-15] 
  Knight / Lady (Level 7) 
  [16-20] 
  Knight / Lady (Level 8) 
  [21-25] 
  Knight / Lady (Level 9) 
  Hierarchy II 
  Equivalent titles include Honorable Master (Traditional), Knight Bachelor (English) 
  and Knight Companion (Traditional / Folkloric). 
  [21-25] 
  Knight / Lady Companion (Level 6) 
  [26-30] 
  Knight / Lady Companion (Level 7) 
  [31-35] 
  Knight / Lady Companion (Level 8) 
  [36-40] 
  Knight / Lady Companion (Level 9) 
  [41-45] 
  Knight / Lady Companion (Level 10) 
  
  
  
  
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  
  Hierarchy III 
  An equivalent title is Supreme Master (Folkloric). 
  [46-50] 
  Knight / Lady Banneret (Level 7) 
  [51-54] 
  Knight / Lady Banneret (Level 8) 
  [55-58] 
  Knight / Lady Banneret (Level 9) 
  [59-62] 
  Knight / Lady Banneret (Level 10) 
  [63-65] 
  Knight / Lady Banneret (Level 11) 
  Hierarchy IV 
  Equivalent titles include Chief (Tribal), Efridder (Dutch), Knight Commander 
  (English), Laird (Scottish), Mayor (Latin Derivative / Traditional) and Nobile (Italian). 
  [66-68] 
  Baronet (Level 8) 
  [69-71] 
  Baronet (Level 9) 
  [72-74] 
  Baronet (Level 10) 
  [75-76] 
  Baronet (Level 11) 
  [77-78] 
  Baronet (Level 12) 
  Hierarchy V 
  Equivalent titles include Bey (Turkish), Boyar (Serbian), Decemvir (Roman), Dominus 
  (Latin Derivative / Traditional), Freiherr (German), Great Chieftain (Tribal), Lord 
  (Traditional), Seigneur (French), Thane (Anglo-Saxon) and Vapaaherra (Finnish). 
  [79-80] 
  Baron / Baroness (Level 9) 
  [81-82] 
  Baron / Baroness (Level 10) 
  [83] 
  Baron / Baroness (Level 11) 
  [84] 
  Baron / Baroness (Level 12) 
  [85] 
  Baron / Baroness (Level 13) 
  
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  Hierarchy VI 
  Equivalent titles include Arch-Baron (Twin Cities RPG), Archon (Greek), Burgrave 
  (German), Constable Mayor (Traditional), Free Baron (Traditional), Lord Mayor 
  (Traditional), Magister (Latin Derivative / Traditional), Vidame (French), Warlord 
  (Traditional) and Wicehrabia (Polish). 
  [86] 
  Viscount / Viscountess (Level 10) 
  [87] 
  Viscount / Viscountess (Level 11) 
  [88] 
  Viscount / Viscountess (Level 12) 
  [89] 
  Viscount / Viscountess (Level 13) 
  [90] 
  Viscount / Viscountess (Level 14) 
  Hierarchy VII 
  Equivalent titles include Comte (French), Consul (Roman), Earl (Anglo-Saxon), 
  Freigraf (German), Graf (German), Jarl (Scandinavian), Nomarch (Greek-Egyptian), 
  Pasha (Turkish), Praetor (Roman), Prelate (Latin Derivative / Religious), Satrap 
  (Persian), Serdar (Serbian), Subahdar (Mughal India), Triumvir (Roman), Vizier 
  (Arabic) and Waldgraf (German). 
  [91] 
  Count / Countess (Level 11) 
  [92] 
  Count / Countess (Level 12) 
  [93] 
  Count / Countess (Level 13) 
  [94] 
  Count / Countess (Level 14 or 15) 
  Hierarchy VIII 
  Equivalent titles include Count Palatine (Lake Geneva RPG), Hierarch (Lake Geneva 
  RPG), Landgrave (French / German), Margrave (Holy Roman Empire), Markgraf 
  (German), Pfalzgraf (German) and Propraetor (Roman). 
  [95] 
  Marquis / Marchioness (Level 12 or 13) 
  [96] 
  Marquis / Marchioness (Level 14 or 15) 
  [97] 
  Marquis / Marchioness (Level 16) 
  
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  Hierarchy IX 
  Equivalent titles include Bishop (Latin Derivative / Religious), Duc (French), Dux 
  (Roman), Grand Vizier (Arabic), Great Hierarch (Lake Geneva RPG), Herzog 
  (German), Overlord (Traditional), Tyrant (Traditional) and Vojvoda (Croatian). 
  [98] 
  Duke / Duchess (Level 13, 14 or 15) 
  [99] 
  Duke / Duchess (Level 16 or 17) 
  Hierarchy X 
  Equivalent titles (of relative power, but not necessarily princely in nature) include 
  Archbishop (Latin Derivative / Traditional), Archcleric (Lake Geneva RPG), Archduke 
  (Traditional), Arciduca (Italian, Archduke), Dauphin French, Prince), Despot 
  (Byzantine), Dictator (Roman), Duke Palatine (Lake Geneva RPG), Emir (Arabic), 
  Erzherzog (German, Archduke), Exarch (Byzantine), Furst (German, Prince), Grand 
  Duke (Germanic), Granduca (Italian, Grand Duke), Hetman (Czech), Khedive 
  (Turkish), Knyaz (Russian, Prince), Prinz (German, Prince), Regent (Traditional), 
  Tarkhan (Mongolian), Theocrat (Lake Geneva RPG) and Viceroy (Traditional). 
  [00] 
  Prince / Princess (Level 14 to 18) 
  Hierarchies XI+ 
  (Please note that the following titles are provided for completeness; however, these 
  individuals will never be encountered randomly.) 
  (Special) 
  King (Level 15 to 19) 
  (Special) 
  High King (Level 16 to 20) 
  (Special) 
  Overking (Level 17 to 21) 
  (Special) 
  Emperor (Level 18 to 22) 
  
  For more details on nobles, refer to the Castle Oldskull Game World Generator, 
  GWG1. 
   
   
  
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  5 - 12 
  PERSON SUB-TABLE VII: 
  OFFICIALS 
   
  Officials are persons who serve the City State.  They are of varying levels of 
  importance, but from an adventurer’s perspective they are all quite alike:  if you get on 
  an official’s bad side, the law may well go against you; or if an official likes you or owes 
  you a favor, good luck is likely to be coming your way.  Not all officials are corrupt (and 
  chaotic officials are more likely to be influenced than lawful ones), but bribes and 
  donations are frequently an effective way to change an official’s disposition in one’s 
  favor. 
  Despite having minor power, officials are respected by the city-folk, and perhaps even 
  feared.  They tend to be of experience level 2 to 5 (1D4+1), and of various classes and 
  alignments.  40% are lawful, 40% are neutral and 20% are chaotic.  Typically 1D4 will be 
  encountered, and they will usually be of the same title (as they favor the company of their 
  own kind). 
  The title and role of an official can be randomly determined as follows: 
  
  [01-02] 
  Actuary 
  [03] 
  Administrator 
  [04] 
  Advocate 
  [05] 
  Aedile 
  [06] 
  Affeeor 
  [07-08] 
  Agister / Agistor 
  [09] 
  Alderman 
  [10-11] 
  Ale Conner 
  [12] 
  Aletaster 
  
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  [13-14] 
  Almanac Man 
  [15] 
  Alnager 
  [16] 
  Ambassador 
  [17-18] 
  Apparitor 
  [19] 
  Arbiter 
  [20] 
  Assessor 
  [21] 
  Auditor 
  [22] 
  Bailiff 
  [23-24] 
  Banker 
  [25] 
  Barrister 
  [26-27] 
  Beadle 
  [28] 
  Borsholder 
  [29-30] 
  Burgher 
  [31] 
  Burgomaster 
  [32-33] 
  Cancellarius 
  [34] 
  Castellan 
  [35-36] 
  Chamberlain 
  [37] 
  Chancellor 
  [38] 
  Chief Clerk 
  [39] 
  Clericus 
  [40] 
  Coiner 
  [41-42] 
  Constable 
  [43] 
  Coroner 
  [44] 
  Councilman 
  
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  [45] 
  Councilor / Counselor 
  [46] 
  Deemer 
  [47-48] 
  Deputy 
  [49] 
  Diplomat 
  [50] 
  Dispenser 
  [51] 
  Domesman 
  [52] 
  Elder 
  [53] 
  Enumerator 
  [54] 
  Equerry 
  [55-56] 
  Exchequer 
  [57] 
  Exciseman 
  [58] 
  Executioner 
  [59] 
  Feodary 
  [60] 
  Gaffman 
  [61-62] 
  Gager 
  [63] 
  Gaveller 
  [64] 
  Greave 
  [65] 
  Headsman 
  [66] 
  Herald 
  [67] 
  Horn-Blower 
  [68] 
  Inquisitor 
  [69] 
  Inspector 
  [70-71] 
  Judge 
   
   
  
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  [72] 
  Justicar 
  [73] 
  Keeper 
  [74] 
  Magister 
  [75] 
  Magistrate 
  [76] 
  Majordomo 
  [77] 
  Manciple 
  [78] 
  Minister 
  [79] 
  Minter 
  [80] 
  Notary 
  [81] 
  Procurator 
  [82] 
  Reeve 
  [83] 
  Regarder 
  [84] 
  Registrar 
  [85] 
  Scrivener 
  [86] 
  Scrutineer 
  [87] 
  Scutifer 
  [88] 
  Sheriff 
  [89] 
  Shrieve 
  [90] 
  Solicitor 
  [91] 
  Steward 
  [92] 
  Tax Collector 
  [93] 
  Tithing Leader 
  [94] 
  Torturer 
  
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  [95] 
  Treasurer 
  [96] 
  Tribune 
  [97] 
  Ulnager 
  [98] 
  Usher 
  [99] 
  Warden 
  [00] 
  Witch Hunter 
   
   
   
  
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  CHAPTER 6: 
  TWISTS FOR EVENTS AND PERSON 
  ENCOUNTERS 
   
  Twists are role-playing hooks and inspirational ideas which turn a boring, cliché 
  encounter into something unique and memorable.  For example, if the adventurers 
  encounter a tax collector, that’s mildly interesting; but if they encounter a tax collector 
  with the random twist “dead,” “shouting” or “demands password,” then those are three 
  wildly different encounters which are certain to challenge the players’ wits in different 
  ways. 
  This table includes several hundred options, and although with overuse it can become 
  repetitive, I still recommend that you should roll one twist for every random encounter.  
  If the encounter has two different parties (for example, guards and a merchant), you may 
  want to roll two twists to determine the disposition of each side. 
  With experience, you will find that you can invent your own improved and 
  improvised twists on the fly, but this table will get you going.  When used in conjunction 
  with the other tables in this book it has enough variety to provide at least 1,000 wildly 
  different encounter types, which may actually be enough for an entire campaign’s worth 
  of adventure.  But as always, you should not let the table railroad you into an unwanted 
  or game-ruining situation.  Rerolling, and your discretion, are always advised! 
  To randomly determine a twist for a encountered person or group of people, roll 
  1D1000 and consult the following table: 
  
  [001-006] 
  Abducted / Kidnapped 
  [007-012] 
  Accused of Crime / Accusing 
  [013-019] 
  Acting under Duress 
  [020-025] 
  Agent of the Bardic Colleges / Harper 
  [026-031] 
  Agent Saboteur 
  
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  [032-037] 
  Ancient Mariner 
  [038-044] 
  Armed / Armored 
  [045-050] 
  Asleep / Fainted / Unconscious 
  [051-056] 
  Assisting Birth / Giving Birth 
  [057-062] 
  Attempted Conversion 
  [063-068] 
  Avoiding / Secretive 
  [069-074] 
  Babbling / Screaming 
  [075-081] 
  Bank / Treasury Robbery in Progress 
  [082-088] 
  Begging 
  [089-094] 
  Belligerent / Hostile 
  [095-100] 
  Bizarre / Eccentric 
  [101-106] 
  Blind 
  [107-112] 
  Bowing / Kneeling 
  [113-118] 
  Branded / Scarred 
  [119-125] 
  Breaking / Destroying 
  [126-131] 
  Burning / Affected by Spell 
  [130-137] 
  Burying 
  [138-144] 
  Carousing 
  [145-150] 
  Carried by Litter Bearers 
  [151-157] 
  Celebrity with Entourage 
  [158-163] 
  Challenging / Riddling 
  [164-170] 
  Chased / Pursued 
  [171-176] 
  Chastising / Shaming 
  [177-182] 
  Child Stealer 
  
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  [183-188] 
  Choking / Drowning 
  [189-195] 
  Claimant 
  [196-201] 
  Climbing Building or Wall 
  [202-208] 
  Collecting on a Debt 
  [209-215] 
  Colliding / Stumbling / Tripping 
  [216-221] 
  Concerned Citizen 
  [222-227] 
  Confused / Lost 
  [228-234] 
  Convulsing 
  [235-240] 
  Corrupt / Demanding Bribe 
  [241-246] 
  Crawling 
  [247-252] 
  Crowd Surfing 
  [253-258] 
  Curious / Inquisitive 
  [259-264] 
  Curse / Enchanted 
  [265-271] 
  Dancing / Singing 
  [272-277] 
  Dead 
  [278-283] 
  Deaf 
  [284-290] 
  Debating / Parleying 
  [291-296] 
  Deceptive / Lying 
  [297-302] 
  Delirious / Hallucinating 
  [303-308] 
  Demands Password 
  [309-315] 
  Demigod in Disguise 
  [316-322] 
  Detained 
  [323-328] 
  Diseased / Leper 
  [329-334] 
  Disguised / Hooded / Veiled 
  
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  [335-340] 
  Doomsayer 
  [341-347] 
  Drinking 
  [348-353] 
  Drugged / Drunk 
  [354-359] 
  Dying / Wounded 
  [360-366] 
  Eating / Feasting 
  [367-372] 
  Eating a Rat 
  [373-378] 
  Enslaved / Imprisoned 
  [379-384] 
  Escaped / Runaway 
  [385-390] 
  Escort / Guide / Harbinger 
  [391-396] 
  Escorted 
  [397-402] 
  Evil 
  [403-408] 
  Exiled / Untouchable 
  [409-414] 
  Eyewitness 
  [415-421] 
  Face Disfigured 
  [422-428] 
  Falsely Accused 
  [429-434] 
  Family Member / Long-Term Friend 
  [435-440] 
  Fleeing 
  [441-447] 
  Following / Shadowing 
  [448-453] 
  Foreigner / Outlander 
  [454-459] 
  Foul / Filthy 
  [460-465] 
  Framed / Intimidated 
  [466-472] 
  Gadgeteer / Inventor 
  [473-478] 
  Gardening / Tending to Building 
  [479-484] 
  Gathering a Crowd 
  
  230 | P a g e  
   
   
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  [485-491] 
  Grieving / Weeping 
  [492-497] 
  Haggling / Purchasing 
  [498-504] 
  Headmaster 
  [505-510] 
  Heretic / Unbeliever 
  [511-516] 
  Hidden / Invisible 
  [517-523] 
  Hypnotized / Mesmerized 
  [524-529] 
  Illusionary 
  [530-535] 
  Inquisitor / Witch Hunter 
  [536-542] 
  Insane / Paranoid 
  [543-548] 
  Intent to Kill 
  [549-554] 
  Invitation to Secret Fraternity / Sorority 
  [555-560] 
  Jack the Ripper, Journeying Through Dimensions 
  [561-566] 
  Kidnapper 
  [567-572] 
  King’s Agent 
  [573-579] 
  Laughing 
  [580-585] 
  Lost Heir 
  [586-592] 
  Lost Tribal Chieftain 
  [593-598] 
  Love-Struck / Smitten 
  [599-605] 
  Lycanthrope 
  [606-611[ 
  Mad Scientist 
  [612-617] 
  Man of the Crowd (a la Edgar Allan Poe) 
  [618-623] 
  Masked 
  [624-630] 
  Meditating / Worshipping 
  [631-637] 
  Minion of Evil 
  
  P a g e  | 231 
   
   
   
   
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  [638-643] 
  Minion of the King in Yellow 
  [644-649] 
  Mistaken Identity 
  [650-656] 
  Misunderstanding 
  [657-662] 
  Moon Rune / Wizard Mark on Door 
  [663-669] 
  Mute 
  [670-675] 
  Naked 
  [676-681] 
  Negotiating 
  [682-687] 
  Old War Veteran 
  [688-693] 
  On Rooftop 
  [694-699] 
  Orphan / Stray 
  [700-705] 
  Overheard Scheme / Threat 
  [706-711] 
  Palming / Stashing 
  [712-717] 
  Penitent / Worshipping 
  [718-723] 
  Penniless / Robbed 
  [724-729] 
  Picking up Dropped Items 
  [730-735] 
  Pleading 
  [736-742] 
  Polymorphed Monster 
  [743-748] 
  Possessed 
  [749-754] 
  Practical Joker 
  [755-760] 
  Propositioning / Seductive 
  [761-766] 
  Psionicist / Psychic / Telepath 
  [767-772] 
  Racketeer 
  [773-779] 
  Ragged 
  [780-785] 
  Recently Robbed / Victim of Crime 
  
  232 | P a g e  
   
   
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  [786-791] 
  Revenant / Risen from the Dead 
  [797-797] 
  Reynard, the Shape-Shifting Trickster Fox 
  [798-803] 
  Royal Dignitary 
  [804-810] 
  Runaway 
  [811-816] 
  Saving a Life 
  [817-822] 
  Scavenging 
  [823-829] 
  Seeking Aid / Victim 
  [830-835] 
  Seeking Employment / Mercenary 
  [836-841] 
  Selling Stolen Goods 
  [842-847] 
  Shape-Shifter 
  [848-853] 
  Shopping 
  [854-859] 
  Shouting 
  [860-865] 
  Slaver 
  [866-872] 
  Sleepwalking 
  [873-878] 
  Sole Survivor 
  [879-884] 
  Spy 
  [885-890] 
  Stalker / Vengeful 
  [891-897] 
  Starving 
  [898-903] 
  Suspicious 
  [904-909] 
  Sycophantic 
  [910-915] 
  Tending Animals 
  [916-921] 
  Terrified 
  [922-928] 
  Time Traveler 
  [929-934] 
  Todash Gunslinger 
  
  P a g e  | 233 
   
   
   
   
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  KENT DAVID KELLY 
   
  [935-940] 
  Tourist 
  [941-946] 
  Traitor 
  [947-952] 
  Under Effects of Magic Potion 
  [953-959] 
  Underworld Crime Lord 
  [960-965] 
  Urinating 
  [966-971] 
  Very Old 
  [972-978] 
  Very Young 
  [979-984] 
  Wanderer 
  [985-989] 
  Wealthy 
  [990-995] 
  Whimpering and in the Fetal Position 
  [996-000] 
  Roll Twice 
   
   
  
  234 | P a g e  
   
   
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  CHAPTER 7: 
  EXPLORING THE CITY STATE 
   
  7 - 1 
  ENCOUNTER LOCATIONS 
   
  The encounter location can be randomly determined as well.  Your players may say 
  their characters are walking down a certain street, but in doing so they are passing shops 
  and residences, shouldering past interesting scenes, and struggling their way through 
  intersections.  You can reasonably use the following table to determine the exact location 
  of the encounter. 
  This table, and the sub-tables following, assume that you are improvising your city’s 
  contents and that you do not yet possess a detailed city map on graph paper.  If you do 
  have a full map, and an encounter location is inappropriate for the party’s current 
  location, you should either reroll or select the proper place on your map.  If you are 
  improvising, you should reroll if the locale does not make sense.  Not every city will have 
  canals, or an arena, or a slave market, although the majority of City States will have at 
  least one such location within the city walls. 
  To randomly determine the (beginning) scene of the random encounter, roll on the 
  following table and then roll again on the appropriate sub-table, if directed: 
   
  [01-10] 
  Inn / Tavern (or Exterior) 
  [11-25] 
  Residence / Residential Exterior 
  [26-35] 
  Shop / Stall / Store (or Exterior), Merchant of Goods (roll for shop 
  type) 
  [36-45] 
  Shop / Stall / Store (or Exterior), Merchant of Services (roll for shop 
  type) 
  
  P a g e  | 235 
   
   
   
   
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  KENT DAVID KELLY 
   
  [46-60] 
  Street (roll for street type) 
  [61-70] 
  Two Streets (Intersection) (roll twice for street types) 
  [71-00] 
  Unusual or Specific Locale (roll for locale type) 
   
   
  7 - 2 
  STREETS 
   
   
   
   
  
  236 | P a g e  
   
   
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  Evocative street names are strictly up to the GM’s imagination (refer also to 
  supplements ELD2 and ELD3, if you like, at the DM’s Guild), but basic street type ideas 
  can be rolled as follows: 
  
  [01-02] 
  Alley 
  [03] 
  Arc 
  [04-05] 
  Avenue 
  [06] 
  Back Alley 
  [07] 
  Boulevard 
  [08-09] 
  Byway 
  [10] 
  Cavalcade 
  [11-12] 
  Circle 
  [13-14] 
  Close 
  [15-16] 
  Cobble 
  [17] 
  Coil 
  [18] 
  Concourse 
  [19] 
  Course 
  [20-21] 
  Court 
  [22] 
  Cranny 
  [23] 
  Crawl 
  [24] 
  Crescent 
  [25] 
  Cross 
  [26-27] 
  Crossing 
  [28] 
  Crossroads 
  
  P a g e  | 237 
   
   
   
   
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  KENT DAVID KELLY 
   
  [29-30] 
  Dead End 
  [31] 
  Detour 
  [32] 
  Drag 
  [33] 
  Drive 
  [34] 
  Gauntlet 
  [35] 
  Highway 
  [36-37] 
  Intersection 
  [38-39] 
  Lane 
  [40] 
  Mews 
  [41-42] 
  Narrow 
  [43-44] 
  Overpass 
  [45-46] 
  Pass 
  [47] 
  Passage 
  [48] 
  Path 
  [49] 
  Pavement 
  [50] 
  Pike 
  [51] 
  Pillared Way 
  [52] 
  Place 
  [53-54] 
  Processional 
  [55] 
  Promenade 
  [56-57] 
  Ride 
  [58-59] 
  Road 
  [60-61 
  Roadway 
  [62] 
  Roundabout 
  
  238 | P a g e  
   
   
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  [63-64] 
  Row 
  [65] 
  Run 
  [66-67] 
  Side Street 
  [68] 
  Slumway 
  [59] 
  Spiral 
  [70-79] 
  Street 
  [80-81] 
  Strip 
  [82-83] 
  Stroll 
  [84-85] 
  Terminus 
  [86-87] 
  Thoroughfare 
  [88] 
  Track 
  [89-90] 
  Tradeway 
  [91] 
  Turnpike 
  [92-93] 
  Underpass 
  [94-95] 
  Via 
  [96-98] 
  Walk 
  [98-99] 
  Way 
  [00] 
  Winding 
   
   
  7 - 3 
  UNUSUAL AND SPECIFIC LOCALES 
   
  This table includes hundreds of unusual places where encounters can take place.  As 
  the adventurers will usually be walking out in the streets, these locales may indicate that 
  
  P a g e  | 239 
   
   
   
   
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  KENT DAVID KELLY 
   
  the encounter takes place in an exterior location near a building, or in the immediate 
  vicinity of a feature described below. 
  To determine the unusual locale, roll 1D1000 and consult the following table: 
   
  [001-003] 
  Abandoned Building 
  [004-006] 
  Abattoir 
  [007-010] 
  Abbey 
  [011-013] 
  Academy 
  [014-016] 
  Admiralty 
  [017-020] 
  Agency 
  [021-023] 
  Alehouse 
  [024-026] 
  Almshouse 
  [027-030] 
  Altar 
  [031-033] 
  Amphitheater 
  [034-036] 
  Apartment Building 
  [037-040] 
  Aqueduct 
  [041-043] 
  Arbor 
  [044-046] 
  Arboretum 
  [047-050] 
  Archery Range 
  [051-053] 
  Archive 
  [054-056] 
  Arena / Naumachia (Naval Arena) 
   
   
   
  
  240 | P a g e  
   
   
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  [057-060] 
  Armory 
  [061-063] 
  Arsenal 
  [064-066] 
  Art Gallery 
  [067-070] 
  Asylum 
  [071-073] 
  Athletic Hall 
  [074-076] 
  Aviary 
  [077-080] 
  Back Door 
  [081-083] 
  Baiting Pit 
  
  P a g e  | 241 
   
   
   
   
  CASTLE OLDSKULL ~ CSE1 
  KENT DAVID KELLY 
   
  [084-086] 
  Bardic College 
  [087-090] 
  Basilica 
  [091-093] 
  Bank 
  [094-096] 
  Banquet Hall 
  [097-100] 
  Barracks 
  [101-103] 
  Bastion 
  [104-106] 
  Bath 
  [107-110] 
  Bazaar 
  [111-113] 
  Bell Tower 
  [114-116] 
  Belvedere 
  [117-120] 
  Blighted Ground 
  [121-123] 
  Blockhouse 
  [124-126] 
  Boarding House 
  [127-130] 
  Boathouse 
  [131-133] 
  Brewery 
  [134-136] 
  Brickhouse 
  [137-140] 
  Bridge 
  [141-143] 
  Brothel 
  [144-146] 
  Canal 
  [147-150] 
  Caravansary 
  [151-153] 
  Carriage House 
  [154-156] 
  Castle 
   
   
   
  
  242 | P a g e  
   
   
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  KENT DAVID KELLY 
   
   
   
   
  [157-160] 
  Cathedral 
  [161-163] 
  Cellar 
  [164-166] 
  Cemetery 
  [167-170] 
  Cesspit 
  [171-173] 
  Cesspool 
  
  P a g e  | 243 
   
   
   
   
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  KENT DAVID KELLY 
   
  [174-176] 
  Channel 
  [177-180] 
  Chapterhouse 
  [181-183] 
  Charnel House 
  [184-186] 
  Chateau 
  [187-190] 
  Church 
   
   
  
  244 | P a g e  
   
   
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  KENT DAVID KELLY 
   
   
  [191-193] 
  Circus (Race Track) 
  [194-196] 
  Circus Maximus 
  [197-200] 
  Cistern 
  [201-203] 
  Citadel 
  [204-206] 
  City Hall 
  [207-210] 
  Clock Tower 
  [211-213] 
  Club 
  [214-216] 
  Coach House 
  [217-220] 
  Coal Heap 
  [221-223] 
  College 
  [224-226] 
  Colosseum 
  [227-230] 
  Colossus 
  [231-233] 
  Column 
  [234-236] 
  Common 
  [237-240] 
  Common Hall 
  [241-243] 
  Comptoir 
  [244-246] 
  Condemned Building 
  [247-250] 
  Conservatory 
  [251-253] 
  Consulate 
  [254-256] 
  Convent 
  [257-260] 
  Counting House 
  [261-263] 
  Court 
  [264-266] 
  Courtyard 
  
  P a g e  | 245 
   
   
   
   
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  [267-270] 
  Crematory 
  [271-273] 
  Curiosity Shop 
  [274-276] 
  Dam 
  [277-280] 
  Delve 
  [281-283] 
  Demi-Human Enclave 
  [284-286] 
  Depot 
  [287-290] 
  Distillery 
  [291-293] 
  District Hall / Quarter Hall 
  [294-296] 
  District / Quarter Perimeter 
  [297-300] 
  Ditch 
  [301-303] 
  Dock 
  [304-306] 
  Dome 
  [307-310] 
  Drill Field 
  [311-313] 
  Dump 
  [314-316] 
  Earthwork 
  [317-320] 
  Embassy 
  [321-323] 
  Emporium 
  [324-326] 
  Estate 
  [327-330] 
  Excavation 
  [331-333] 
  Fane 
  [334-336] 
  Feast Hall 
  [337-340] 
  Ferry 
  [341[343] 
  Firehouse 
  [344-346] 
  Fissure 
  
  246 | P a g e  
   
   
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  KENT DAVID KELLY 
   
  [347-350] 
  Flophouse 
  [351-353] 
  Forge 
  [354-356] 
  Forum 
  [357-360] 
  Foundry 
  [361-363] 
  Fountain 
  [364-366] 
  Friary 
  [367-370] 
  Gallows 
  [371-373] 
  Gambling Den 
  [374-376] 
  Gaming Hall 
  [377-380] 
  Gaol 
   
   
   
   
  
  P a g e  | 247 
   
   
   
   
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  [381-383] 
  Garden 
  [384-386] 
  Gate 
  [387-390] 
  Gatehouse 
  [391-393] 
  Geyser 
  [394-396] 
  Granary 
  [397-400] 
  Graveyard 
  [401-403] 
  Great Hall of a Knightly Order 
  [404-406] 
  Grotto 
  [407-410] 
  Grove 
  [411-413] 
  Guard House 
  [414-416] 
  Guard Post 
  [417-420] 
  Guild Hall 
  [421-423] 
  Gymnasium 
  [424-426] 
  Gypsy Camp 
  [427-430] 
  Hall of Justice 
  [431-433] 
  Hall / Tower of a Knightly Order 
  [434-436] 
  Hall / Tower of an Occult Brotherhood / Sisterhood 
  [437-440] 
  Haunted House 
  [441-443] 
  Hedge Maze 
  [444-446] 
  Heights 
  [447-450] 
  Hermitage 
  [451-453] 
  Hideout 
  [454-456] 
  Hill 
  
  248 | P a g e  
   
   
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  KENT DAVID KELLY 
   
  [457-460] 
  Hole in the Ground 
  [461-463] 
  Hospice 
  [464-466] 
  Hospital 
  [467-470] 
  Hot Spring 
  [471-473] 
  Hothouse 
  [474-476] 
  House / Residence (Exotic) 
  [477-480] 
  House of Ill Repute 
  [481-483] 
  Hovel / Hut 
  [484-486] 
  Icehouse 
  [487-490] 
  Illusory Building 
  [491-493] 
  Inn / Tavern (Exotic) 
  [494-496] 
  Invisible Staircase 
  [497-500] 
  Jail 
  [501-503] 
  Joss House 
  [504-506] 
  Kennel 
  [507-510] 
  Kiln 
  [511-513] 
  Lake 
  [514-516] 
  Library 
  [517-520] 
  Lighthouse 
  [521-523] 
  Livery 
  [524-526] 
  Livestock Yard 
  [527-530] 
  Lock (Canal) 
  [531-533] 
  Lodge 
  [534-536] 
  Lyceum 
  
  P a g e  | 249 
   
   
   
   
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  [537-540] 
  Madhouse 
  [541-543] 
  Mage’s Tower 
  [544-546] 
  Manhole 
  [547-550] 
  Manor House 
   
   
  
  250 | P a g e  
   
   
  CASTLE OLDSKULL ~ CSE1 
  KENT DAVID KELLY 
   
   
  [551-553] 
  Manse 
  [554-556] 
  Mansion 
  [557-560] 
  Manufactory 
  [561-563] 
  Market / Marketplace 
  [564-566] 
  Mausoleum 
  [567-570] 
  Mead Hall 
  [571-573] 
  Memorial 
  [574-576] 
  Menagerie 
  [577-580] 
  Mill 
  [581-583] 
  Mine Entrance 
  [584-586] 
  Ministry 
  [587-590] 
  Mint 
  [591-593] 
  Moat 
  [594-596] 
  Monastery 
  [597-600] 
  Moneychanger’s Shop / Stall 
  [601-603] 
  Monument 
  [604-606] 
  Mortuary 
  [607-610] 
  Museum 
  [611-613] 
  Mysterious Dwelling 
  [614-616] 
  Nunnery 
  [617-620] 
  Observatory 
  [621-623] 
  Open Basement 
  [624-626] 
  Open Shaft 
  
  P a g e  | 251 
   
   
   
   
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  KENT DAVID KELLY 
   
  [627-630] 
  Opera House 
  [631-633] 
  Orphanage 
   
   
   
  [634-636] 
  Overlook 
  [637-640] 
  Pagoda 
  
  252 | P a g e  
   
   
  CASTLE OLDSKULL ~ CSE1 
  KENT DAVID KELLY 
   
  [641-643] 
  Palace 
   
   
  
  P a g e  | 253 
   
   
   
   
  CASTLE OLDSKULL ~ CSE1 
  KENT DAVID KELLY 
   
   
  [644-646] 
  Parade Ground 
  [647-650] 
  Park 
  [651-653] 
  Partially Burned Building 
  [654-656] 
  Partially Constructed Building 
  [657-660] 
  Pavilion 
  [661-663] 
  Piazza 
  [664-666] 
  Pit 
  [667-670] 
  Pit Fighting Den 
  [671-673] 
  Playhouse 
  [674-676] 
  Pleasure House 
  [677-680] 
  Pool 
  [681-683] 
  Priory 
  [684-686] 
  Prison 
   
   
   
  
  254 | P a g e  
   
   
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  P a g e  | 255 
   
   
   
   
  CASTLE OLDSKULL ~ CSE1 
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  [687-690] 
  Pyramid 
  [691-693] 
  Quarry 
  [694-696] 
  Ramp 
  [697-700] 
  Rat-Killing Arena 
  [701-703] 
  Rectory 
  [704-706] 
  Redoubt 
  [707-710] 
  Refuge 
  [711-713] 
  Rental Villa 
  [714-716] 
  Reservoir 
  [717-720] 
  Rooming House 
  [721-723] 
  Rotunda 
  [724-726] 
  Row Building 
  [727-730] 
  Royal Labyrinth 
  [731-733] 
  Ruined House 
  [734-736] 
  Ruined Temple 
  [737-740] 
  Ruined Tower 
  [741-743] 
  Sacred Ground 
  [744-746] 
  Sacred Tree 
  [747-750] 
  Safehold 
  [751-753] 
  Safehouse 
  [754-756] 
  Salon 
  [757-760] 
  Sanatorium 
  [761-763] 
  Sanctuary 
  
  256 | P a g e  
   
   
  CASTLE OLDSKULL ~ CSE1 
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  [764-766] 
  Scaffolding 
  [767-770] 
  Scenic Overlook 
  [771-773] 
  School 
  [774-776] 
  Scriptorium 
  [777-780] 
  Sculpture Garden 
  [781-783] 
  Secret Building Entrance 
  [784-786] 
  Secret Dungeon Entrance 
  [787-790] 
  Sewer Entrance 
  [791-793] 
  Shack 
  [794-796] 
  Shanty 
  [797-800] 
  Shelter 
  [801-803] 
  Shipyard 
  [804-806] 
  Shop / Store (Exotic) 
  [807-810] 
  Shrine 
   
   
   
  
  P a g e  | 257 
   
   
   
   
  CASTLE OLDSKULL ~ CSE1 
  KENT DAVID KELLY 
   
   
   
  
  258 | P a g e  
   
   
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  KENT DAVID KELLY 
   
   
  [811-813] 
  Slag Heap 
  [814-816] 
  Slaughterhouse 
  [817-820] 
  Slave Market 
  [821-823] 
  Sludge Pit 
  [824-826] 
  Slum 
  [827-830] 
  Smithy 
  [831-833] 
  Smokehouse 
  [834-836] 
  Society Hall / House 
  [837-840] 
  Spring 
  [841-843] 
  Square 
  [844-846] 
  Stables 
  [847-850] 
  Stall 
  [851-853] 
  Stockpile 
  [854-856] 
  Storehouse 
  [857-860] 
  Stronghold 
  [861-863] 
  Sty 
  [864-866] 
  Tattoo Parlor 
  [867-870] 
  Teahouse 
  [871-873] 
  Temple 
   
   
   
  
  P a g e  | 259 
   
   
   
   
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  [874-876] 
  Tent 
  [877-880] 
  Terrace 
  [881-883] 
  Theater 
  [884-886] 
  Toll Gate 
  [887-890] 
  Tomb 
   
   
   
  
  260 | P a g e  
   
   
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  KENT DAVID KELLY 
   
   
   
   
  [891-893] 
  Tower 
  [894-896] 
  Trading Post 
  [897-900] 
  Trash Heap 
  [901-903] 
  Treasure House 
  [904-906] 
  Treasury 
  [907-910] 
  Triumphal Arch 
  [911-913] 
  Tunnel 
  [914-916] 
  Underground Passageway 
  
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  [917-920] 
  Unholy Ground 
  [921-923] 
  University 
  [924-926] 
  Untouchable Edifice 
  [927-930] 
  Villa 
  [931-933] 
  Vinery 
  [934-936] 
  Wall 
  [937-940] 
  Warehouse 
  [941-943] 
  Watch Barracks 
  [944-946] 
  Watchtower 
  [947-950] 
  Waterway 
  [951-953] 
  Waterwheel 
  [954-956] 
  Well / Well House 
  [957-960] 
  Wharf 
  [961-963] 
  Whorehouse 
  [964-966] 
  Windmill 
  [967-970] 
  Winery 
  [971-973] 
  Wizarding School 
  [974-976] 
  Workhouse 
  [977-978] 
  Ziggurat 
  [979-980] 
  Zoo 
  [981-000] 
  Roll Twice 
   
   
   
  
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  CHAPTER 8: 
  PREPARING YOUR OWN 
  ENCOUNTER TABLES 
   
  Due to the literally millions of possible encounter types featured in this book, it is 
  impossible for the author to provide all of the details you will need to run the encounter 
  from start to finish.  I can provide guidelines for classes, levels, alignments, trades, titles, 
  locations, secrets, circumstances and other major factors, but all of the details which bring 
  the encounter to life must come from you.  This book is not a Game Master replacement; 
  it is an idea engine designed to jumpstart your imagination. 
  Because of this, this book is actually an inefficient tool to use when you are sitting at 
  the gaming table.  If your players are patient, you can stop play for a minute to whip up 
  an encounter using all this book’s tables; but I recommend designing two customized 
  tables of your own before play begins.  You should have one table featuring 100 custom-
  designed daytime encounters, and another table featuring 100 custom-designed 
  nighttime encounters.  Then, whenever an encounter is indicated, you can roll on your 
  appropriate table and have the encounter ready to go on a moment’s notice.  In play, 
  every time an encounter is used, you can scratch it off; then if a scratched-off result is 
  indicated, reroll the encounter.  After the play session you can create new encounters 
  using these tables, and pump your tables back up to 100 unique encounters each. 
  This task may seem laborious at first, but if you design a few encounters a day 
  (typically spending only a few minutes per encounter), you can easily have full tables 
  created before your first urban adventure begins.  You can even run short adventures 
  with custom tables containing only 10, 12 or 20 results, although I recommend against 
  this.  The reason for this is simple:  players are initially adverse to urban adventures, 
  because there are so few quality examples of these adventures in existence.  Once they 
  experience your encounter tables and learn just how vibrant, varied and unpredictable a 
  city can be, they will want to keep going then and there.  If your encounter tables are too 
  short, you will run out of encounters in a single session and the “magic” will evaporate 
  (as soon as the players realize they’ve reached the limits of your preparedness).  To avoid 
  this, create extensive tables before you cut your players loose. 
  
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  To assist you in this endeavor, I have written seven unique encounters which were 
  created on a purely random basis using the tables in this book.  For each encounter, I first 
  list the random rolls that I had to work with.  The next section is my own leading (and 
  hopefully dramatic) interpretation of what those results might indicate.  As you will see, 
  the encounters generated in this way are unexpected, humorous, grim, and filled with 
  opportunities for role-playing. 
  I hope you find these encounter samples evocative and intriguing, and that this book 
  has been beneficial to your game.  Enjoy! 
   
   
  
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  CHAPTER 9: 
  A CITY OF WONDERS: 
  SEVEN SAMPLE ENCOUNTERS 
   
  Encounter #1:  The Elder Beheld, and the Child’s Eyes 
  Random Rolls: Common Person. Cleric, Low Level (1-4). Twist: Escorted. Locale: 
  Terminus. 
  Interpretation of Random Results: A blind village priest (Cleric 4) sent to the big city 
  for the first time by his impoverished village, “seeing” the city through the eyes of his 
  faithful young guide.  When encountered, the two companions are resting in a dead end, 
  where the guide is describing a nearby and crumbling temple to the priest. The priest is 
  too proud to ask for any help on behalf of his humanoid-raided village, but the young 
  girl escorting him is not. 
  
  Encounter #2:  The Sign of the Reaver 
  Random Rolls: Person & Person. Rarities: Common and Rare. Guards (Roll on 
  Guardsmen & Watchmen Sub-Table for type) and Beggar, Assassin. Twists: Underworld 
  Crime Lord and Foreigner / Outlander. Locale: Intersection of Two Streets, Drive and 
  Detour. 
  Interpretation of Random Results: The city guardian force has been infiltrated, and 
  the evil mastermind (Assassin 12) has been posing as a mere watchman for months while 
  he gathers information to blackmail or murder the city’s ruler. When encountered, the 
  troop of guards (11 men-at-arms) is marching through an intersection, and a “beggar” — 
  a foreign-looking man mounted on a limping and sickly nag (Assassin 3) — is signing 
  coded information to the mastermind with a hand gesture which might be seen by a 
  careful eye. 
  
  Encounter #3:  The Crone of Malebolge 
  
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  Random Rolls: Very Rare Beast / Monster. Devil (Random). Justification of Monster’s 
  Presence: Diplomat / Emissary of a Race. Twist: Burning / Affected by Spell. Locale: Coal 
  Heap. 
  Interpretation of Random Results: This fiend has just finished a grim contractual 
  meeting with an evil mage (Mage 14), who has literally made a deal with the devil. When 
  encountered, the devil is passing by a coal heap outside of the tower’s cellar entrance. 
  Her robes are covered in coal dust.  She is a she-devil, a fury (Erinys), who has used her 
  polymorph self ability to appear as a harmless old crone with a basketful of herbs, but 
  she cannot fully change the glow of her crimson eyes. If confronted, she will plead with 
  passersby for help. If cornered or attacked, she will shift to her true form while 
  simultaneously throwing the basket — filled with 13 poisonous vipers — in the face of 
  the strongest-looking PC. 
  
  Encounter #4:  The Man Who Played Fair 
  Random Rolls: Event. Criminal in Stocks. Twist: Collecting on a Debt. Locale:  
  Outside of a smelters’ forge. 
  Interpretation of Random Results:  This unfortunate man, stuck in a pillory which is 
  being clouded by the choking smoke of a nearby forge, is covered in tomato pulp and the 
  juice of the rotten fruits which have been hurled at him.  The red runes painted on his 
  newly-shaved scalp read “DEBT DODGER.”  However, he has been framed.  He tried to 
  collect on a deserved debt from a clever thief (Thief 5), who managed to frame him for a 
  crime he did not commit by bribing a corrupt official.  He is parched and can barely speak, 
  but if given water he will be grateful and tell his story. 
  
  Encounter #5:  Seeing is Unbelieving 
  Random Rolls: Event. Infectious Laughter / Merriment. Twist: Gadgeteer / Inventor. 
  Locale: Spectacle Maker’s Shop. 
  Interpretation of Random Results: This cramped and low-ceilinged store (watch out 
  for the rafters!) is owned by a brilliant lady gnome (Illusionist 7) who has managed to 
  make quite a reputation for herself by selling “Rosalind’s Rose-Colored Lenses.” These 
  enchanted spectacles, when worn, cause the wearer to experience startlingly realistic 
  hallucinations.  Recommended effects include infravision, ultravision, X-ray vision, and 
  the “ability” to see everyone as if they were a naked kobold.  The spectacles only last for 
  a day or so (1d20 10-minute charges), but the store is always filled with well-to-do tourists 
  browsing the wares and laughing at one another. 
   
  
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  
  Encounter #6:  Ursine Instruments 
  Random Rolls: Common Person. Merchant of Goods (Roll on Merchant of Goods 
  Sub-Table for type). Merchant Type: Instrument Maker. Twist: Lycanthrope. 
  Interpretation of Random Results: This lavish store is filled with all kinds of 
  handmade lyres, lutes, syrinxes, drums, chimes and tambours.  The merchant is a gifted 
  woodworker, but she is also a werebear (as are her three assistants).  This group of good-
  hearted evil-slayers has been patiently watching the city for many years, acting as 
  protectors of the meek.  At night, the werebears shift forms and kill various criminals.  
  They are making powerful enemies, and in the weeks to come they will all be attacked 
  by an overwhelming evil. 
  
  Encounter #7:  Precious 
  Random Rolls: Event. Valuable (or Vile) Sewer Flotsam. Twist: Chased / Pursued.  
  Locale:  Mysterious Dwelling. 
  Interpretation of Random Results:  A heavy rainstorm fades just as quickly as it 
  began, and filthy waters run down the gutters and flooded streets.  Children laugh and 
  play outside of a mysterious dwelling.  On a nearby burbling sewer grate sits a huge but 
  fractured emerald (worth 1,000 gold pieces).  No one seems to have noticed it yet, except 
  for one little girl who is too awed to approach the treasure.  The gem, recently intact, was 
  in the trove of a powerful monster which lairs in the sewers, and the monster will rise out 
  of the sewer after dark to find the “thief” which stole its prize. 
   
   
  
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  ABOUT THE AUTHOR 
   
   
  Beginning play as a chaotic neutral normal human with one measly hit point to his 
  name, KENT DAVID KELLY eventually became apprenticed to a magic-user of ill repute 
  ... a foul man who dwelt in the steamy deeps of the Ivory Cloud Mountain.  After this 
  mentor carelessly misplaced an intelligent soul-sucking sword and then died under 
  suspicious circumstances, his former henchman Mr. Kelly escaped to the deeper 
  underground and there began playing Satanic role-playing games.  This, the legends tell 
  us, occurred in the year 1981. 
  Hoary wizard-priests who inspired Mr. Kelly in his netherworldly machinations 
  included the peerless Gygax, Carr, Arneson, Cook, Hammack, Jaquays, Bledsaw, 
  Moldvay, Kuntz, Schick and Ward.  Sadly, a misguided made-for-the-basements movie 
  entitled Mazes and Monsters gave Mr. Kelly’s parents conniptions in 1982.  As a result of 
  that blasphemous Tom Hanks debacle (and other more personal lapses in judgment), Mr. 
  Kelly was eventually forbidden from playing his favorite game for a considerable length 
  of time. 
  Nonplussed but not defeated, he used this enforced exile to escape to a friend’s 
  alehouse, and there indulged himself in now-classic computer RPGs such as Zork, 
  Telengard, Temple of Apshai, Ultima, Tunnels of Doom, The Bard’s Tale, Phantasie, Pool 
  of Radiance, Wizard’s Crown and Wasteland.  He then went on to write computer 
  versions of his own FRPGs, which led to his obsession with coupling creative design 
  elements with random dungeons and unpredictable adventure generation. 
  Mr. Kelly wrote and submitted his first adventure for Dungeon Magazine #1 in 1986.  
  Unfortunately, one Mr. Moore decided that his submission was far too “Lovecraftian, 
  horrific and unfair” to ever serve that worthy periodical as a publishable adventure.  Mr. 
  Kelly, it must be said, took this rejection as a very good sign of things to come. 
  In the late 80s and 90s, Mr. Kelly wrote short stories, poems and essays ... some of 
  which have been published under the Wonderland Imprints banner.  He wrote several 
  dark fantasy and horror novels as well.  Concurrently, he ran Dark Angel Collectibles, 
  selling classic FRPG materials as Darkseraphim, and assisted the Acaeum with the 
  creation of the Valuation Board and other minor research projects. 
  
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  At this time, Mr. Kelly and his entourage of evil gnomes are rumored to dwell in the 
  dread and deathly under-halls of the Acaeum, Dragonsfoot, ENWorld, Grognardia, 
  Knights & Knaves, ODD, and even more nefarious levels deep down in the mega-
  dungeon of the Web. 
  There he remains in vigil, his vampiric sword yet shivering in his hand.  When not 
  being sought outright for answers to halfling riddles or other more sundry sage advice, 
  he is to be avoided by sane individuals at all costs. 
   
   
  
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  OTHER BOOKS 
  BY KENT DAVID KELLY 
   
  This book was a labor of love, and like all of my works it has been self-published.  
  Notoriously, online vendors do not always play nicely with one another, and sadly you 
  must know that I cannot provide you with exhaustive links to the various sites where 
  all of my various books are sold.  (And I kindly ask that you please not pirate my 
  works, as that takes money and security away from my family.)  But I can provide you 
  with the titles, and you can go exploring on your own to discover my other works!  
  Google is a beautiful thing.  My available books, as of early 2017, include: 
   
  [1] Arachne:  A Pyre of Angels 
   
  CASTLE OLDSKULL FRPG GAMING SUPPLEMENTS 
  [2] City-State Encounters (CSE1) 
  [3] The Classic Dungeon Design Guide (CDDG1) 
  [4] Dungeon Delver Enhancer (DDE1) 
  [5] Game World Generator (GWG1) 
  [6] The Great Dungeon Bestiary (CDDG2) 
  [7] Mega-Dungeon Monsters & Treasure (MDMT1) 
  [8] The Pegana Mythos (PM1) 
  [9] Treasure Trove:  The Book of Potions (TT1) 
   
  [10] The Complete Alice in Wonderland 
  (and many other public domain author editions, published under the Wonderland Imprints 
  blazon) 
   
  [11] Cthulhu in Wonderland 
   
   
  
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  DUNGEON MASTER’S GUILD GAMING SUPPLEMENTS 
  [12] City State Creator I (ELD2) 
  [13] City State Creator II (ELD3) 
  [14] Dungeon Crucible:  Random Dungeon Name Generator (DC1) 
  [15] Guy de Gaxian’s Dungeon Monsters:  Level 1 (GG1) 
  [16] Old School Dragons:  Molting Wyrmlings (DR1) 
  [17] Oldskull Rogues Gallery I (ORG1) 
  [18] Oldskull Rogues Gallery II (ORG2) 
  [19] 1,000 Rooms of Madness (DC2-S) 
  [20] Random City State Events (ELD1) 
  [21] Random Treasure Trove Generator (RTT1) 
  [22] Spawning Pool of the Elder Things (SP1) 
  [23] Treasure Trove 1:  Challenge 1 Treasures (TT1) 
  [24] Treasure Trove 2:  Challenge 2 Treasures (TT2) 
  [25] Treasure Trove 3:  Challenge 3 Treasures (TT3) 
   
  [26] From the Fire:  An Epic Novel of the Nuclear Holocaust 
   
  HAWK & MOOR: 
  THE UNOFFICIAL HISTORY OF DUNGEONS & DRAGONS 
  [27A] Book 1:  The Dragon Rises 
  [27B] Book 1:  The Dragon Rises, Deluxe Edition 
  [28A] Book 2:  The Dungeons Deep 
  [28B] Book 2:  The Dungeons Deep, Deluxe Edition 
  [29] Book 3:  Lands and Worlds Afar 
  [30] Book 4:  Of Demons & Fallen Idols 
  [31] Book 5:  Age of Glory 
  [32] The Steam Tunnel Incident 
  
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  THE LYRIC BOOKS OF SHADOW 
  [33] I:  For the Dark Is the Light 
  [34] II:  The Summoning of Dark Angels 
   
  [35] The Necronomicon:  The Cthulhu Revelations 
   
  (Various other books are out of print, being reworked, stuck in a closet half-completed, or stuck 
  inside my head …) 
   
  Please consider telling at least one friend about my books, and please leave me a review 
  if you particularly enjoyed a title!  Authors live and die by their reviews, and I 
  appreciate your readership!  Until next time … 
   
  K 
   
   
  
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  Castle Oldskull – Old School FRPG Supplements 
  (at DriveThruRPG.com) 
   
  CSE1 
  City State Encounters 
   
  DDE1 
  Dungeon Delver 
  Enhancer 
   
  GWG1 
  Game World Generator 
   
   
  BDT1 
  The Book of Dungeon 
  Traps 
   
  CDDG1 
  The Classic Dungeon 
  Design Guide 
   
  PM1 
  The Pegana Mythos 
   
  
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  HM1 
  Hawk & Moor Book 1 
   
   
  KENT DAVID KELLY    
  WONDERLAND 
  IMPRINTS 
   
  OSR 
   
   
  HM2 
  Hawk & Moor Book 2 
   
   
   
  
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SOURCE: textdata/thevault/Tables & Charts/Encounters/Fantasy/In City & Town/CASTLE OLDSKULL - CSE1 - City State Encounters.pdf