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  URBAN DRESSING: 
  RAGING SWAN PRESS
  TRADE TOWN
  OSR
  
  	
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  URBAN DRESSING: TRADE TOWN 
  Tired of your towns and cities lacking verisimilitude? Want to add cool details to your creations but don't have the time? Want to make your 
  towns and cities feel more realistic? Then Urban Dressing is for you! Each instalment focuses on a different type of urban area. Within, ﬁnd 
  100 sights and sounds, 50 businesses, 50 NPCs and 20 adventure hooks ready for your campaign. 
  Designed for easy use during game prep or actual play. 
  C RE DI TS 
  Design: Josh Vogt 
  Development: Creighton Broadhurst 
  Art: William McAusland and Maciej Zagorski (The Forge Studios). 
  Some artwork copyright William McAusland, used with 
  permission. 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2021. 
  CONTENTS 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress 
  Credits 
  1 
  ....................................................................................................
  Contents 
  1 
  .................................................................................................
  Trade Town: Sights & Sounds 
  2 
  ..............................................................
  Trade Town: Businesses 
  4 
  ........................................................................
  Trade Town: Folk of Interest 
  6 
  .................................................................
  Trade Town: Adventure Hooks 
  8 
  ............................................................
  OGL V1.0A 
  9
  .............................................................................................
  
  T R A DE T OWN: SIG HTS & SOUNDS 
  Use this table, to generate the sights and sounds the characters 
  experience as they move about the town. 
  D%
  SIGHTS & SOUNDS
  01
  Guards shout to stop a careening wagon as the 
  maniacally driver whips his horses for greater speed.
  02
  A man in luxurious robes, his purse heavy with coin, 
  jingles as he walks.
  03
  Hawkers shout out deals for lesser wares, on practically 
  every street corner.
  04
  A chain line of slaves shufﬂes by under the watchful 
  eye of an obese taskmaster and his guards.
  05
  The line of wagons and people passing through the 
  town gates seems never-ending.
  06
  Competing food vendors ﬂing rotted wares across the 
  street at one another.
  07
  A mercenary band stands guard in front of a large 
  building’s imposing gates.
  08
  A slim man, ﬂanked by warriors, notes all passersby, 
  jotting observations on a parchment.
  09
  The last cart to roll by deﬁnitely had the aura of 
  something dead wafting from it.
  10
  Lamplighters collect their dues from business owners 
  to keep the streets lit at night.
  11
  A crate lies in the middle of the street, cracked open 
  and empty of anything but sawdust.
  12
  Workers chant in rhythm as they unload endless crates 
  from the latest caravan.
  13
  Someone has painted an obscene glyph on every 
  business door along this street.
  14
  Water splashes as labourers slop it across the street, 
  washing animal waste from the cobbles.
  15
  Two merchants wave daggers at each other, as they 
  argue over a shipment.
  16
  A whole guard troop accompanies a tax collector who 
  stops by every business on the street.
  17
  A profusion of signs indicate all business done in town 
  must be registered with the appropriate guild, on pain 
  of imprisonment.
  18
  The smell of smoke, redolent with foreign spices, wafts 
  through the market.
  19
  Two massive hounds ﬂank a merchant. They growl at 
  anyone who gets too close.
  20
  Lute and ﬂute players are among the many musicians 
  performing in the crowded market.
  21
  A lovely young woman chats up a merchant, who 
  appears unaware he’s standing outside a brothel.
  22
  A heavily muscled man rolls a massive, heavy barrel 
  along the street.
  23
  A vendor tries to sell off his candles before they melt in 
  the blazing sun. He appears desperate—perhaps 
  suspiciously so.
  24
  A man cries in denial as he’s shackled by guards for 
  doing business without guild registration.
  25
  Black smoke churns from a wagon as it burns in the 
  street, dangerously close to a shop.
  26
  A line of guild registrants shufﬂe in place as they wait 
  admittance by colourfully-garbed guards.
  27
  A courier pants as he darts passed, message bag 
  overﬂowing with letters.
  28
  The gates leading to a guild’s compound have been 
  smashed in by a massive force.
  29
  Drunk traders weave through the crowd, as they 
  celebrate a recent sale.
  30
  A trader weeps over a lost shipment, wailing his 
  tragedy to anyone who’ll listen.
  31
  A caged menagerie of exotically coloured (and noisy) 
  birds chatter loudly at passersby.
  32
  A sign advertises entrance to the mayor’s private zoo 
  for a hefty fee.
  33
  A door slams in a woman’s face, and she falls to her 
  knees on the stoop, sobbing.
  34
  A group of black-veiled foreigners carry a gilded litter 
  along the street.
  35
  The doors of this tavern are shut and chained.
  36
  A gaudy sign indicates fresh corpses are sold within 
  this establishment.
  37
  A guard leads several dogs around a wagon, as they 
  sniff it vigorously. A merchant looks on—nervously.
  38
  Wine glugs as it’s poured from a barrel for a merchant 
  to sample.
  39
  Guards guide a caravan off to one side for inspection.
  40
  A lovely voice ﬂoats over the crowd, the singing almost 
  unearthly in its beauty.
  41
  A worker opens a barrel only for a torrent of rats to 
  pour forth.
  42
  A merchant oversees the preparation of oil-soaked 
  bundles of new weapons.
  43
  A babble of voices ﬁlls the air of an open-air auction.
  44
  Horses, tied to posts for inspection by buyers, whinny.
  45
  Flyers proclaim a reward for the capture of a group of 
  bandits harrying caravans.
  46
  The central market is a dusty, chaotic affair, with foot 
  and hoof trafﬁc all about.
  47
  Outside town, an encampment of traders refused entry 
  (or who won’t pay the gate tax) has sprung up.
  48
  People mutter and glare at a trader caravan composed 
  of people wearing bronze masks.
  49
  Townsfolk scurry to cover their goods in tarps as 
  thunder rumbles in the distance.
  2
  
  50
  A mage casts an icy spell to keep a stall of ﬁsh brought 
  in from the coast fresh.
  51
  Two carts crash together, spilling wares on the road.
  52
  A quartermaster checks off crates and barrels with a 
  wedge of chalk.
  53
  A guild leader preaches the virtue of proper 
  registration and following regulations.
  54
  An angry crowd demonstrates in front of a guild hall; 
  too few guards to contain the crowd watch nervously.
  55
  A man loudly begs a grim-faced moneylender to 
  extend his debt “just once more”.
  56
  A group of traders swagger down the street, bare 
  chests covered in nautical tattoos.
  57
  This trader appears to buy and trade all matter of 
  tarred or shrunken heads.
  58
  The glint of jewelled rings on a merchant’s pudgy 
  ﬁngers catches the sun.
  59
  A ragged woman runs up to a newly arrived trader, 
  holding up a child as he tries to shove her away.
  60
  A caravan surrounded by soldiers blocks the street. A 
  growing crush of other merchants and passers-by are 
  growing increasingly angry at the delay.
  61
  This row of crates and pots has been marked in red, 
  saying “Do Not Open Under Pain of Death.”
  62
  This enormous clothing shop sells outﬁts for every 
  possible size and occasion.
  63
  A pair of traders guffaws as they stroll along, boasting 
  how much gold they cheated from their latest client.
  64
  A child calls to passers-by, saying they can get 
  anything at any price with his help.
  65
  A man ﬂips through a large tome, wondering out loud 
  why there aren’t any pictures.
  66
  This trader’s cart appears to be guarded by a massive, 
  horned demon.
  67
  Merchants still beyond the gates clamour to be let in 
  before nightfall.
  68
  A buyer challenges a trader to a duel for attempting to 
  swindle him.
  69
  A trader tosses a few coppers to a beggar sitting 
  against a wall. Immediately, the trader is swarmed by 
  other street denizens begging for money.
  70
  Bolts of silk and cloth, of all colours and patterns, are 
  leaned up against the wall.
  71
  This trader displays an array of tiny, manicured trees, 
  claiming they come from a distant land.
  72
  The smell of salted meats and pickled vegetables 
  reaches the party’s nostrils.
  73
  In a plume of dusty rubble, a warehouse collapses.
  74
  The heady scent of mint hangs over the whole street.
  75
  People in long white robes gaze at vials of white dust, 
  dabbing the substance on their tongues.
  76
  A screaming, squirming thief hangs by his thumbs in 
  the middle of the town square as a warning to others.
  77
  A seer wanders the street, calling out offers to sell 
  guaranteed accurate prophecies.
  78
  A guildmaster tacks up a scroll listing next week’s 
  projected tariffs.
  79
  A strange moan emanates from a nearby crate, which 
  shakes brieﬂy.
  80
  Donkeys bray as they haul bulging sacks laden with 
  grain and goods.
  81
  A bare-handed masked man asks people to make a 
  donation to the thieves’ guild.
  82
  Near the wall, the lowing of cattle can be heard in the 
  stockyard outside town.
  83
  Townsfolk line up to gawk at a recently unveiled statue 
  of the town leader.
  84
  A market stall selling odd citrus drinks appears to be 
  run entirely by children.
  85
  Something shatters nearby, followed by a bellow of 
  rage and screams.
  86
  A merchant stumbles, an arrow having just sprouted 
  from his broad back.
  87
  A vendor wanders the street, handing out free samples 
  of fruit sold at their stall.
  88
  This wall has the image of a black hog painted on it, 
  with an arrow pointing down a nearby alley.
  89
  The stink of sulphur wafts from a bathhouse offering 
  hot baths for weary travellers.
  90
  This temple appears to be dedicated to the god of 
  commerce and wealth.
  91
  A puppet show depicts the mayor as controlled by the 
  strings of the many guilds.
  92
  The crowd boos as a crier announces the latest tax rise 
  by the mayor.
  93
  This street is oddly empty and quiet for being in the 
  middle of the bustling town.
  94
  A carriage careens down the street, the driver trying to 
  get the horses back under control.
  95
  Pure white doves ﬂutter within a wooden cage, soft 
  coos barely heard over the crowd.
  96
  Coins chink as they strike the bottom of this temple’s 
  “non-voluntary offering” box.
  97
  The sound of hammering and sawing comes from a 
  building undergoing renovation.
  98
  A mage chants a spell to check for disease in a wagon 
  loaded with foodstuffs.
  99
  Every driver and worker on this caravan appears to be 
  the exact same person, down to the face and clothes.
  100
  This shop sign promises wishes fulﬁlled if you’ll simply 
  sell your soul to the proprietor.
  3
  
  T R A DE T OWN: BU SI NESSES 
  Use this table, to generate the basic details of businesses the 
  characters come across as they explore the town. 
  D%
  BUSINESS
  01-02
  Centerspire (guild hall) contains many chambers 
  where the various guild leaders can meet to discuss 
  town operations. A secure dungeon below the hall 
  holds taxes and particularly valuable items too 
  precious for normal storage. 
  03-04
  Puppetstrings (mayor’s ofﬁce) is the slang term for 
  the ofﬁce where the guild’s mayoral puppet works. 
  Guild ofﬁcials are always hanging around here to offer 
  the mayor “guidance”. 
  05-06
  Jangle’s (currency changer) can exchange virtually 
  any currency from all the known lands, as well as a few 
  unknown ones. They charge an 8% fee, but ask no 
  questions of their clients.
  07-08
  Lent, Saved, Owned (bank) offers plenty of loans so 
  long as the applicants accept a high interest rate and 
  offer decent collateral. The owner is not popular with 
  those who default on their loans and who shortly 
  thereafter “enjoy” a visit from the bank’s goons. 
  09-10
  Ward Den (guard quarters) is the meeting and 
  training quarters for the town guards. The building 
  comprises barracks, an armoury, drill square and more.
  11-12
  Dusty Thoroughfare (caravan processing) is a 
  bottleneck formed so caravans have to move through 
  one at a time for inspection. Its agents take bribes to 
  move caravans to the front (or back) of the queue.
  13-14
  Low Gutters (thieves’ guild) is the below-ground lair 
  of the town thieves. It is virtually impossible to 
  approach the building without being spotted by the 
  guild’s lookouts.
  15-16
  Silk Purse (merchant guild) is where every merchant 
  must be registered before they can do business in 
  town. Registration costs 10 gp, but the ﬁnes for not 
  registering are even higher!
  17-18
  The Vale (inn) is owned by a proprietor who loves to 
  haggle on daily room rates. Customers who don’t 
  haggle over their room rate get “special” pricing for 
  their food and drink.
  19-20
  Steaming Pond (brothel) is run by Madame Emerald 
  and offers all manner of pleasures for weary travellers 
  and traders. Madame Emerald looks after her 
  employees and is popular with them. It is easy for a 
  customer to be thrown out of the Steaming Pond.
  21-22
  Smoothside (open market) is where merchants go to 
  hold honest—or, at least, semi-honest—business. 
  Cutpurses and thieves abound here—as do apprentice 
  merchants armed with stout cudgels to see off the 
  town’s lowlife.
  23-24
  Steady Blades (mercenaries) is a well-known band 
  that has saved the lives of commoners and merchants 
  alike. They hire their members out in small groups to 
  merchants, and do no take on truly dangerous tasks—
  like accompanying a group of adventurers.
  25-26
  Malarky (alchemist) specialises in dangerous 
  concoctions that have only destroyed one caravan so 
  far. The buildings around Malarkys are all for sale, at 
  suspiciously low prices.
  27-28
  Muscleyard (day labour) hires out unskilled workers 
  to traders and merchants who need extra bodies for 
  large projects or busy days.
  29-30
  The Falcon (inspector) is overseen by an elderly half-
  elf who makes sure all imported goods undergo 
  proper scrutiny. He is incorruptible. 
  31-32
  The Barred Door (storage) is a secure vault used to 
  hold only the most priceless goods traders bring to 
  sell or trade. It is heavily guarded as a result. Thieves 
  daring to break into the Barred Door often disappear.
  33-34
  Redstall’s (spellcaster) provides arcane dealings of all 
  sorts, as well as the sale of magic scrolls and talismans. 
  Redstalls stands on a shunned street on the cusp of the 
  slum. Many rumours about its mysterious owner ﬂoat 
  about town.
  35-36
  Brindle’s Brushes (wagon painter) is the shop of an 
  elven artist who decorates wagons and carriages with 
  magniﬁcent murals. She is in high demand.
  37-38
  Palm to Palm (bank guild) is one of the more 
  powerful guilds in town, considering they oversee all 
  ﬁnancial transactions of note. This ostentatious 
  building reﬂects the guild’s prominent position. 
  39-40
  Puregrave’s (rotsniffer) is run by a kindly 
  necromancer who works to seek out disease or poison 
  hidden within wares. Some folk, believe his kindly 
  demeanour is a cover for shockingly vile acts, and 
  point to several disturbed graves as proof. 
  41-42
  Inkline (bookkeeper) monitors the traders and 
  merchants, tracking who’s visited town lately, how long 
  they stayed, and with whom they traded.
  43-44
  Metalwell (ironsmith) is run by a pair of burly twins 
  who handle most smelting and reﬁning in the town. 
  During the day, this is a noisy place. 
  45-46
  The Edge (lumber mill) produces worked wood to 
  fulﬁl the town’s constant demand for barrels, crates, 
  wagons and more.
  47-48
  Hallowgem (jeweller) is run by a reﬁned gnome who 
  refuses to trade in anything except jewels of the 
  highest grade.
  49-50
  Spackle’s (art gallery) is run by a fussy dwarf who 
  allows promising artists to display their work for 
  potential patrons and purchasers. Most of the art is 
  mundane, but a private locked room buried in the 
  cellar displays more macabre pieces.
  4
  
  51-52
  Steepmore (washer’s guild) endlessly cleans the 
  streets and gutters to avoid the town becoming a 
  stinking pile because of all the animal trafﬁc.
  53-54
  Loadbar (disease control) monitors any sick traders, 
  animals or goods to ensure no illness or plague 
  spreads throughout the town.
  55-56
  Cobbles to Sky (architect) thrills at the constant inﬂux 
  of wealth the town enjoys, allowing them to enjoy a 
  constant demand for new or improved buildings.
  57-58
  Ice Pack (preservatives) keeps goods from spoiling, 
  whether through freezing, salting or spellwork. 
  Extensive cold rooms beneath the shop hold ice either 
  brought forth from nearby mountains or created by 
  magic or the actions of certain captive beasts.
  59-60
  Waggle’s (translator) acts as a go-between for traders 
  who are separated by language or difﬁcult culture 
  gaps. Its staff speak many languages. 
  61-62
  Scrollden (library) is a large depository of books and 
  scrolls in every possible language, all for sale, of 
  course. Its owner is an old man, who is rumoured to 
  never set foot outside his shop during the day.
  63-64
  Arcanum (magicians guild) oversees all spell-dealing 
  in town; all mages must register here before casting 
  even the most minor cantrip.
  65-66
  The Fetchers (hunting guild) keeps the town well fed 
  with a steady stream of fresh meat. The guild 
  comprises not only hunters, but butchers, 
  leatherworkers and the like.
  67-68
  The Blind Eye (oracle) is the home of an oracle who 
  sells prophecies that can reveal upcoming market 
  shifts and trade route hazard.
  69-70
  The Keeps (warehouse) is where traders can rent out 
  guarded storage space for their goods. This gated and 
  walled compound has a good reputation. 
  71-72
  Ronner’s Repairs (forge) tends to all damaged metal, 
  be it armour or wagon wheel pins. The forge is always 
  busy—this rambling building has several smiths, 
  including a dwarf and two gnomes, on staff.
  73-74
  Yonder (foreign quarters) is a heavily patrolled 
  neighbourhood where traders from exotic or distant 
  lands can enjoy their privacy. 
  75-76
  The Brood (orphanage) is overseen by Master Simly, 
  who cares for children separated from their caravans. 
  Persistent whispers tell how many of these children 
  have disappeared over the years.
  77-78
  March’s End (slave block) hosts regular slave 
  auctions, which many townsfolk have decried—but 
  guildmasters overrule such opposition due to the 
  wealth the trade brings in.
  79-80
  Pig’s Bristles (black market) is marked by a black hog 
  painting, leading to dark corners where darker deals 
  are made. Much can be had here—contraband, illegal 
  goods or dubious services—for the right price.
  81-82
  Boltgrease (carter) is overseen by a human master 
  craftsman who acts as if every wagon made is one of 
  his own children. His wagons are lighter and better 
  built than almost any other in the kingdom.
  83-84
  Hoof and Paw (stables) is where all manner of 
  mounts or wagon teams can get a good rub-down and 
  feed. The owner also offers an animal training service 
  for horses, dogs and other working animals. Detached 
  stables are available for more exotic animals—such as 
  sometimes accompany adventurers.
  85-86
  Lastmourne (military post) is the main gate outpost 
  and the town’s ﬁrst line of defence against bandits or 
  beasts. It is heavily fortiﬁed, well guarded and serves 
  as a temporary prison for thieves and suchlike. 
  87-88
  Chainline (ﬁre detail) is a guard squad dedicated to 
  containing and stopping ﬁres before they damage 
  valuable goods. They have several wagons outﬁtted 
  for ﬁre ﬁghting, and several magic items capable of 
  creating large quantities of water quickly. They are only 
  interested in ﬁghting ﬁres, if they are paid.
  89-90
  Oversight (quartermaster) keeps extensive logs of all 
  goods trafﬁcking within the town. He is a deal maker 
  and specialising in putting clients in touch with those 
  selling rare or contraband material. He maintains 
  extensive records. 
  91-92
  Passersby (trafﬁc guide) is a band of halﬂings who 
  keep trafﬁc running smoothly by directing carts and 
  wagons down torturous routes to their destinations. 
  The have a side line helping those who pay 
  handsomely move about town undetected.
  93-94
  Skurven’s (mapper) sells maps of “safe and quick” 
  trade routes, safety and speed not actually 
  guaranteed. Many of his maps are either out of date or 
  just downright wrong. He also sells “genuine” treasure 
  maps to adventurers.
  95-96
  The Fine Brush (artists’ guild) constantly produces 
  masterful works that are sold across the country to 
  discerning clientele. Their services are much in 
  demand; some of their creations are so ﬁne, they 
  could be enchanted.
  97-98
  The Heaps (unwanted goods) is run by a 
  hunchbacked half-orc who knows even rubbish can be 
  sold to someone. Their staff knows the layout of the 
  local sewers intimately. The Heaps’s business premises 
  are malodorous and ﬁlled with junk and rubbish.
  99-100
  All Hallow (divine goods) sells items blessed by the 
  gods themselves, and commands an exclusive 
  clientele. (Some items—normally holy relics—are 
  manifestly fake but still sell to believers). Occasionally, 
  they have magic items for sale or special auction.
  5
  
  T R A DE T OWN: FOLK OF INTEREST 
  Use this table, to generate the basic details of folk the characters 
  encounter as they explore the town. 
  D%
  NPC
  01-02
  Sigel Ginherd (CG male halﬂing) can tell if a wagon is 
  riding too high or too low for its supposed cargo just 
  by eyeballing it. He is a perceptive fellow, feared by 
  smugglers. 
  03-04
  Shirlen Rimbell (LG female human) came to town as a 
  caravan driver but found safer and better-paying work 
  as a bartender. She loves her job. 
  05-06
  Hedra Grisben (LG female dwarf ﬁghter 3) works on 
  the town guard, and is one of the few to never accept a 
  bribe, no matter how big. When she is working at the 
  gate, smugglers and thieves stay away.
  07-08
  Khidili Vamir (CE female half-elf) is a surly whelp who 
  enjoys stealing any loose goods left unwatched or 
  unattended for more than a minute. She is a wild child, 
  and a known troublemaker.
  09-10
  Ubu Grumbu (NE male half-orc) has an appetite for 
  horseﬂesh, which leaves most traders and caravan 
  drivers wary of his presence. He is strong, burly and 
  wholly without any skills of value.
  11-12
  Khoul Belver (NG male dwarf ﬁghter 2) is a stout 
  guildmaster who handles the majority of his guild’s 
  taxes and accounting. He loves the detail of numbers, 
  and is a deadly-boring conversationalist.
  13-14
  Palmiera Bayla (LE female human ﬁghter 3) is a short, 
  thin woman whose rapier proves deadly for anyone 
  who threatens her latest master. She is a mercenary for 
  hire, and is always true to her word. 
  15-16
  Rowes Stour (LN female gnome) inspects incoming 
  goods for the artisans’ guild, seeking craftwork worth 
  investing in. Her favour is highly sought by such folk, 
  and she receives a constant stream of gifts and 
  invitations to dinner and the like.
  17-18
  Lestren Aerindel (CE male elf thief 2) is blond with 
  dagger-sharp ears, and often accused of trying to sell 
  contraband. These “baseless accusations” are wholly 
  accurate. Lestren will sell anything to anyone.
  19-20
  Delba Thonbult (N female halﬂing) is an elderly 
  mender who loves ﬁxing broken mechanical 
  contraption. His workshop is piled high with spare 
  parts and interesting projects. 
  21-22
  Nemeth Awluyin (N female half-elf ﬁghter 1) has 
  worked as a bodyguard for numerous merchants when 
  they visit town. She is respected but not loved.
  23-24
  Colbin Camawlings (CE male human ﬁghter 3) is an 
  obese man who loves wearing large rings when 
  smashing ﬁsts into the faces of his defeated mercantile 
  foes. He’s a nasty piece of work. 
  25-26
  Marcho Berilac (LN male gnome) helps manage the 
  town bank, where he ensures no copper is out of 
  place. He is incorruptible, and has an eye for detail and 
  the patience of a dragon.
  27-28
  Bergel Jermol (CN male half-elf ﬁghter 2) considers 
  himself a ﬁne product, always up for sale to the highest 
  bidder. He’s never lost a ﬁght, and is in danger of 
  becoming overwhelm by hubris.
  29-30
  Gidoua Miku (NG female dwarf ﬁghter 1) holds a 
  permanent frown around people, but can’t stop 
  smiling when at the stables with her beloved horses.
  31-32
  Yater Magrogran (LN male half-orc cleric 1) is a blind 
  oracle who is often hired to tell if a trade will turn a 
  proﬁt. His divinations can be brought with gold or 
  strong liquor.
  33-34
  Wogo Haffson (NE male halﬂing) is an informant for 
  the thieves’ guild, letting them know when a wealthy 
  merchant has arrived.
  35-36
  Quendig Soakes (CN male gnome) is a crippled 
  beggar who keeps trying to get hired by caravans, with 
  no success, as a watchman.
  37-38
  Olinda Goodbin (LE female halﬂing) loves writing up 
  trade contracts so confusing, no one notices there’s 
  always side proﬁt for her. Her embellishments and 
  handwriting are beautiful. 
  39-40
  Abbi Lumella (N female human) assists the head 
  quartermaster, double-checking goods coming in and 
  going out.
  41-42
  Barlun Nurasak (CE male dwarf) is a shaggy-bearded 
  cobble sweep who likes leaving loose stones to trip 
  others up. He often lingers near his latest trap, for a 
  laugh before repairing to a tavern to celebrate.
  43-44
  Kostra Menegilt (NG female gnome) has a tiny frame 
  that belies the power she wields as one of the town’s 
  tax collectors. She knows no fear, and will not be 
  dissuaded from collecting exactly the right amount of 
  tax. She is incorruptible.
  45-46
  Vindtra Dradis (CG female gnome) is constantly 
  covered in soot thanks to her tireless labour in the 
  ironworks. She is burly, strong and cheerful.
  47-48
  Almyra Minkeyls (CE female human) is a slim, fast 
  lady who has poisoned more than one food shipment 
  for the fun of it. She’s currently working as server in a 
  tavern, and can’t wait to serve a rude customers so she 
  can poison them.
  49-50
  Phaisie Tituvalen (LN female human wizard 3) 
  oversees the mage guild, gladly accepting spell duels 
  from would-be usurpers before thrashing them. She 
  loves being important and always wears her ofﬁcial 
  guild mistress regalia. 
  51-52
  Andwise Stedes (N male halﬂing cleric 2) always 
  wears white robes as she casts spells to detect 
  potential diseases in transported foodstuffs.
  6
  
  53-54
  Dolpho Fethel (CG male gnome) would make a ﬁne 
  drug merchant if he’d stop sampling his own wares.
  55-56
  Higig Adag (NG male half-orc ﬁghter 2) is missing a 
  leg, but that doesn’t stop him from acting as a town 
  lookout for bandits.
  57-58
  Jiaden Heilee (LE female human ﬁghter 1) is a scarred 
  slave trader who was once a slave before she fought 
  free. She sees no irony in her current position.
  59-60
  Airl Respin (LG male elf) is a master painter who 
  decorates wagons with unique vibrancy and ﬂair. His 
  paints resist the elements well and his services are 
  much in demand.
  61-62
  Lauder Britius (CE male gnome) loves eavesdropping 
  on guild dealings and reporting them to opposing 
  guild members. No one voluntarily trusts Lauder with a 
  secret, but many merchants engage his services. 
  63-64
  Otrath Doroul (LG male dwarf ﬁghter 2) is proud of his 
  reputation as a courier who has never failed to deliver 
  a message. True, he might be slower than others, but 
  he always gets through. 
  65-66
  Vielna Gyth (NE female human wizard 1) hires herself 
  out to scry on other traders, stealing business secrets 
  for clients, and sometimes using what she learns to 
  turn a tidy proﬁt for herself. 
  67-68
  Weldon Westkott (CE male human ﬁghter 3) enjoys 
  framing merchants for dirty business so he has an 
  excuse to kill them. For a muscle-bound thug, he is 
  surprisingly intelligent. Many people underestimate 
  Weldon; all regret it.
  69-70
  Timba Worrol (CE female halﬂing cleric 2) is missing 
  an eye, and so thinks it’s only right to hex wagons to 
  lose a wheel at random times. If she’s suffering, others 
  should suffer too.
  71-72
  Odi Wimbleston (CN male gnome thief 1) often goes 
  barefoot and enjoys making a game of dashing across 
  the tops of wagons and loaded carts. She is not 
  beloved by the town’s merchants. 
  73-74
  Gharza Druggem (CG female half-orc ﬁghter 3) is a 
  gate guard who nearly killed several other guards who 
  were caught taking bribes. She was lucky to escape 
  punishment—luckily, she could prove her claims. Her 
  anger could yet get her into serious trouble.
  75-76
  Deuarla Sileive (LE female half-elf) is the mayor’s 
  svelte assistant who many are certain is scheming to 
  take over his ofﬁce. She is charming, gracious and has 
  the mercy of a starving tiger.
  77-78
  Piriphil Hulvinyir (LE male half-elf ranger 1) oversees 
  the hunting guild and has a trophy room with more 
  than just animals in it. No one who sees his trophies is 
  allowed to tell of them. 
  79-80
  Tomkin Storkle (NG male human) is an easygoing day 
  labourer whose laugh inspires the others to work 
  harder. He is a popular man.
  81-82
  Foid Dumnim (CE male dwarf ﬁghter 1) is a caravan 
  guard for a band of devil-worshipping foreigners, but 
  they sure do pay well. He doesn’t worship the same 
  god—he’s consumed with greed and will work for 
  anyone for enough coin.
  83-84
  Zildirk Skash (NE female half-orc ﬁghter 2) uses her 
  massive tusks to scare off anyone who gets too close 
  to the warehouse she guards. In battle, she loves to 
  grapple and bite her foes.
  85-86
  Maelynn Trydstun (LG female dwarf ﬁghter 2) is a 
  warty fellow with a knack for building nigh-
  unbreakable crates and barrels. His wares are in much 
  demand, and merchants often sell them on once they 
  have no more need of them. They rarely lose any 
  money on the deal.
  87-88
  Fastrel Gamba (N male gnome cleric 2) uses his magic 
  to dry out muddy streets after rain so no wagons get 
  stuck. He accepts small payments, in thanks. 
  89-90
  Ralbic Norlook (LG male halﬂing ﬁghter 1) uses his 
  cherubic looks and quick wits to disarm many a rowdy 
  trader before things get out of hand. As a town guard, 
  he has never raised a weapon in anger—which is lucky 
  as he’s not particularly good at ﬁghting! 
  91-92
  Ruli Mebbleshew (LN young male dwarf) is a dwarven 
  youngling who loves pestering merchants about 
  business contract minutiae. Fascinated by all manner 
  of detail he is destined to become a rich and powerful 
  merchant prince.
  93-94
  Dathra Agragar (LN female dwarf ﬁghter 2) runs the 
  only inn in town where no humans are allowed to drink 
  or stay. It’s a quiet, safe haven, as a result, for visiting 
  demi-humans.
  95-96
  Arrol Feist (CE male human thief 1) loves snatching 
  items from one vendor and selling them to another 
  quickly before the original owner realises anything has 
  gone missing. Arrol is ﬂeet of foot, gifted with 
  considerable charisma and has contacts with all the 
  town’s fences and morally ﬂexible merchants. 
  97-98
  Ren Tarrol (LE male half-elf ﬁghter 3) oversees all 
  aspects of the slave trade in the town and its 
  surrounds, and keeps traders from getting out of line 
  and sourcing their wares too close to home. While he 
  is not a popular fellow, most of the townsfolk 
  acknowledge that things could be much worse if he 
  wasn’t in charge. 
  99-100
  Saria Rilissa (N female elf ﬁghter 3) possesses keen 
  green eyes and patrols the streets—but for no known 
  master. Some say, she has a bond with the spirit of the 
  town itself. 
  7
  
  T R A DE T OWN: ADVEN TU RE HOOKS 
  Canny adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. 
  D%
  ADVENTURE HOOK
  01-05
  Multiple traders have had shipments stolen without 
  any seeming rhyme or reason, and business is 
  suffering. The town mayor offers a reward for anyone 
  who helps recover the missing goods.
  06-10
  Merchants are in an uproar as counterfeit coins have 
  been passed around—and they want the heads of the 
  counterfeiters at all costs!
  11-15
  The slave traders are ﬁghting against a revolt by 
  escaped slaves. At this point, they’ll pay well for every 
  slave returned, dead or alive. If nothing is done, the 
  poorer sections of town quickly begin to resemble a 
  war zone.
  16-20
  A band of beggar-priests under a vow of poverty are 
  threatening to burn down the temple dedicated to the 
  god of commerce and wealth. They see it as an affront 
  to their beliefs. The two priesthoods are on the cusp of 
  all out war.
  21-25
  Laughing maniacally, a man randomly begins throwing 
  ﬁstfuls of gold into the air in the middle of a crowded 
  street. Chaos results as townsfolk scrabble about on 
  the ground in pursuit of free money. 
  26-30
  Every wagon along the street suddenly breaks down in 
  unison, wheels falling off and axles snapping.
  31-35
  Yet another tax hike by the mayor and guildmasters 
  has people muttering murderous threats. It’s said 
  anyone who convinces the town leaders to rescind the 
  hike will be considered heroes.
  36-40
  No matter how many times a visitor leaves or enters 
  town, the gate guards expect a hefty bribe. It’s just 
  business. Nothing personal.
  41-45
  A shadowy ﬁgure offers a heavy purse if the characters 
  will poison a recent food shipment and leave no 
  evidence or witnesses of their doings.
  46-50
  A caravan driver visited the stables to discover his 
  horse teams had been stolen in the night. A reward is 
  out for their return.
  51-55
  A major warehouse has caught ﬁre! The party are 
  begged to join the bucket brigade and stop it before 
  the blaze spreads through the neighbourhood.
  56-60
  One guild leader approaches the party and requests 
  they quietly assassinate an opposing guild leader in 
  retribution for a deal-gone-bad.
  61-65
  When a character tosses a copper to a beggar, they 
  lean in and whispers, “Want to know the path to the 
  black market, where the real lucrative business is 
  held?” Another coin secures the directions. 
  66-70
  One of the party’s friends has been kidnapped and 
  held for ransom—apparently a rapidly growing 
  business in a town full of wealthy merchants.
  71-75
  A representative of the thieves’ guild approaches the 
  party bearing a valuable item they’ve stolen from one 
  of the characters. The only way to get the item back is 
  to do the guild a “small favour”. 
  76-80
  With an ear-blasting roar, an unnatural gale sweeps 
  through the open market, knocking over stalls and 
  people alike. Goods are scattered about as the 
  townsfolk seek cover.
  81-85
  A new group of slaves are prodded up to the auction 
  block; they appear to be some form of undead 
  creature. It seems the trader commands them with a 
  strange, iron-wrought amulet of curious design.
  86-90
  The townsfolk aren’t happy with the latest taxes, so the 
  mayor asks the party to protect the collectors and 
  enforce the law.
  91-95
  In the middle of a busy day, several traders have 
  apparently gone mad and are smashing and burning 
  their own goods and equipment.
  96-100
  A perceptive character has to get closer to check, but 
  they’re pretty sure the town’s largest meat vendor is 
  selling human ﬂesh amidst their normal offering.
  8
  
  OGL V1.0A 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
   
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  15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc. 
   
  Open Game License v1.0a. Copyright 2000, Wizards of the Coast Inc. 
   
  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  Urban Dressing Trade Town. ©Raging Swan Press 2021; Author: Josh Vogt. 
  To learn more about the Open Game License, visit wizards.com/d20. 
  Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue, plots, storylines, language, incidents, locations, 
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  Open Content: Except material designated as Product Identity, the contents of Urban Dressing: Trade Town are Open Game Content as deﬁned in the Open Gaming License version 
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  9
  
  R A G I N G S W A N P R E S S . C O M  
   EVERYTHING  
       is Better with  
  Tentacles 
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
    
  
SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan GM's Miscellany Urban Dressing/Raging Swan Urban Dressing Trade Town 2.0 [print] (OSR).pdf