TEXT: 43
  Player's Handbook
  Frog God 
  Games
  Richard Pett’s Crooked City
  Richard Pett’s Crooked City
  Player’s Handbook
  Player’s Handbook
  
  Player’s Handbook
  Richard Pett’s Crooked City
  Richard Pett’s Crooked City
  Credits
  Author
  Richard Pett
  Additional Design
  Pete Pollard, Alistair Rigg, Jeffrey 
  Swank, and Greg A. Vaughan
  Lead Developer
  Greg A. Vaughan
  Developers
  Matthew J. Finch, Skeeter Green, 
  David Landry, John Ling, Alistair 
  Rigg, and Jeffrey Swank
  Producer
  Bill Webb
  Editors
  Skeeter Green, Jeff Harkness,  
  Jeffrey Swank, and Krista Webb
  Layout and Graphic Design
  Charles A. Wright
  Fifth Edition Adaptation/Conversion
   Matt Finch, Edwin Nagy,  
  Patrick N. Pilgrim, Michael G. Potter, 
  Anthony Pryor
  Front Cover Art
  Artem Shukaev
  Interior Art 
  Colin Chan, Mike Chaney, Carolus 
  Clusius, Steve Ellis, Peter Fairfax, 
  Felipe Gaona, R.P. Gauccius,  
  Brian LeBlanc, Eric Lofgren, Olaus 
  Magnus, Chris McFann,Terry Pavlet, 
  Richard Pett, Nate Pride, Richard 
  Thomas, Giovanni Andrea Vavassore, 
  Tyler Walpole, and Richard Yardly  
  and Peter Short
   
  Photography
  Richard Pett
  Cartography
  Robert Altbauer
  Special Thanks
  I’m indebted to the Paizo Community for their endless encouragement, feedback and suggestions over many 
  years. Their ideas, enthusiasm and involvement is more than just useful, it’s inspirational. I’m particularly grateful 
  to James Jacobs for adding his twisted spices to many of my adventures, to Erik Mona for laughing at the Devil 
  Box and being a fine fellow, to Wes, James, Jason and Rob and to Wolfgang Baur for being such a splendid man 
  to work for.
  This setting is dedicated to Geoff Tew, a damn fine thief whose spirit still graces our gaming table and whose 
  favourite character still walks these streets.
  “In order to know virtue, we must first acquaint ourselves with vice.”
  Quotations except as noted otherwise are from the Marquis de Sade (1740–1814)
  
  2
  The Blight: Richard Pett's Crooked City
  GENERAL RESOURCES 
  Swords & Wizardry Complete S&W 
  The Tome of Horrors Complete PF, S&W 
  Tome of Horrors 4 PF, S&W 
  Tome of Adventure Design
  Monstrosities S&W 
  Bill Webb’s Book of Dirty Tricks 
  Razor Coast: Fire as She Bears PF 
  Book of Lost Spells 5e, PF 
  Fifth Edition Foes 5e 
  The Tome of Blighted Horrors 5e, PF, S&W
  Book of Alchemy* 5e, PF, S&W 
  THE LOST LANDS 
  Rappan Athuk PF, S&W 
  Rappan Athuk Expansions Vol. I PF, S&W 
  The Slumbering Tsar Saga PF, S&W 
  The Black Monastery PF, S&W 
  Cyclopean Deeps Vol. I PF, S&W 
  Cyclopean Deeps Vol. II PF, S&W 
  Razor Coast PF, S&W 
  Razor Coast: Heart of the Razor PF, S&W 
  Razor Coast: Freebooter’s Guide to the Razor Coast PF, S&W 
  LL0: The Lost Lands Campaign Setting* 5e, PF, S&W
  LL1: Stoneheart Valley PF, S&W 
  LL2: The Lost City of Barakus PF, S&W 
  LL3: Sword of Air PF, S&W 
  LL4: Cults of the Sundered Kingdoms PF, S&W 
  LL5: Borderland Provinces 5e, PF, S&W
  LL6: The Northlands Saga Complete PF, S&W
  LL7: The Blight 5e, PF, S&W
  LL8: Bard’s Gate 5e, PF, S&W 
  LL9: Adventures in the Borderland Provinces 5e, PF, S&W
  QUESTS OF DOOM 
  Quests of Doom (Vol. 1) 5e 
  Quests of Doom (Vol. 2) 5e 
  Quests of Doom (includes the 5e Vol. 1 and 2, but for PF 
  and S&W only) PF, S&W 
  Quests of Doom 2 5e 
  Quests of Doom 3 5e, S&W
  Quests of Doom 4* 5e, PF, S&W
  PERILOUS VISTAS 
  Dead Man’s Chest PF 
  Dunes of Desolation PF 
  Fields of Blood PF 
  Mountains of Madness PF 
  Marshes of Malice PF
  Other Products from Frog God Games
  You can find these product lines and more at our website, froggodgames.com, and on the shelves of many retail game stores.  
  Superscripts indicate the available game systems: “PF” means the Pathfinder Roleplaying Game, “5e” means Fifth Edition,  
  and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.
  * (forthcoming from Frog God Games)
  CEO
  Bill Webb
  Creative Director:  
  Swords & Wizardry
  Matthew J. Finch
  Creative Director:  
  Pathfinder Roleplaying Game
  Greg A. Vaughan
  Frog V
  Patrick Pilgrim
  Art Director
  Charles A. Wright
  Developers
  John Ling and  
  Patrick N. Pilgrim
  Customer Service Manager
  Krista Webb
  Zach of All Trades
  Zach Glazar
  Espieglerie
  Skeeter Green
  FROG GOD GAMES IS
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  God 
  Games
  Adventures 
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  Winning
  ©2017 Frog God Games. All rights reserved. Reproduction without the written permission of the publisher is expressly 
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  items, art and text herein are copyrighted by Frog God Games, Inc. The mention of or reference to any company or product in 
  these pages is not a challenge to the trademark or copyright concerned.
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  identified as Product Identity. Previously released Open Game Content is excluded from the above list.
  
  3
  Player's Handbook
  Table of Contents
  The Blight Player’s Handbook ............................................................................................Pg. 4
   
  For the Players .............................................................................................................Pg. 5
   
  New Racial Traits .........................................................................................................Pg. 6
   
   
  Dwarves .............................................................................................................Pg. 6
   
   
  Elves ..................................................................................................................Pg. 6
   
   
  Gnomes ..............................................................................................................Pg. 7
   
   
  Half-Elves ..........................................................................................................Pg. 7
   
   
  Half-Orcs ...........................................................................................................Pg. 7
   
   
  Halflings .............................................................................................................Pg. 7
   
   
  Humans ..............................................................................................................Pg. 8
   
  New Racial Subtypes ...................................................................................................Pg. 8
   
   
  Dwarf, Street ......................................................................................................Pg. 8
   
   
  Elf, Primitive ......................................................................................................Pg. 9
   
   
  Gnome, Tradelord ............................................................................................Pg. 10
   
   
  Half-Orc, Shadowlamp ....................................................................................Pg. 11
   
   
  Halfling, Gypsy-Soul .......................................................................................Pg. 12
   
   
  Human, Blighted ..............................................................................................Pg. 13
   
  New Races  .................................................................................................................Pg. 14
   
   
  Briny ................................................................................................................Pg. 14
   
   
  Coprophagi (Roachfolk) ..................................................................................Pg. 15
   
   
  Night-Slug ........................................................................................................Pg. 16
   
   
  Swyne ..............................................................................................................Pg. 18
   
  Blight Backgrounds ....................................................................................................Pg. 18
   
  Optional Blight Character Quirks ..............................................................................Pg. 22
   
  New Equipment  ........................................................................................................Pg. 23
   
   
  Weapons of the Blight ......................................................................................Pg. 23
   
   
  Adventuring Gear ............................................................................................Pg. 26
   
   
  Tools and Skill Kits ..........................................................................................Pg. 26
   
   
  Animals, Mounts, and Related Gear ................................................................Pg. 27
   
   
  Transport ..........................................................................................................Pg. 27
   
   
  Clothing ...........................................................................................................Pg. 28
   
   
  Personal Grooming and Accessories................................................................Pg. 28
   
   
  Food and Drink ................................................................................................Pg. 29
   
   
  Drugs ................................................................................................................Pg. 29
   
   
  Insectum ...........................................................................................................Pg. 29
   
   
  Poisons .............................................................................................................Pg. 30
   
   
  Lifestyle Expenses ...........................................................................................Pg. 31
   
  Appendix: Pre-Generated Player Characters .............................................................Pg. 34
  Legal Appendix  .................................................................................................................Pg. 40
  
  4
  The Blight: Richard Pett's Crooked City
  The Blight 
  Player’s Handbook
  “… You’ve just entered the wrong side of town …”
  
  5
  Player's Handbook
  For the Players
  A stitched thing shambles through the night, the smog of the Canker 
  caressing it. Hooded and covered, the thing’s head is too large for its body, 
  and it has to lean frequently against the dirt-smeared brick embankments 
  of Sister Lyme and suck in air through broken lips. A stench like rotting 
  vegetables and sugar surrounds it. People move by in the smog, quietly and 
  nervously going about their business. Occasionally, a cockroach crunches 
  under their feet. Some travellers are rich enough to have linkboys, and a 
  ghastly yellow pallor surrounds the conspirators as they flit like will-o’-
  wisps through the poison air of the street.
  The silence is suddenly stabbed by the sound of a carriage clattering 
  along the cobbles — a child’s nightmare pulls the carriage yet no one 
  seems to notice; it gulps the air as it lurches by — a slick black thing 
  that hobbles spastically yet with great purpose. Unseen within, a naga 
  pulls at a hookah, her arcane limbs fidgeting nervous. She is reading an 
  ancient cabalistic work that details a ragefire elemental, a hateful thing 
  of such fury that it can consume cities. The naga smiles and blows out 
  a crimson smoke-ring as she puzzles this new weapon that has fallen, 
  or rather been dropped, into her presence. The naga bangs upon the 
  roof of the carriage for the driver to speed on, and within moments, the 
  streets are quiet again.
  The hooded thing staggers on, beneath towering walls and sloping gables 
  where great spiders crawl, the arachnids cowering from the spider-catchers 
  who ply their trade in the dark. Both avoid the rooftops where ancient 
  scrimshaw gargoyles call to each other in haunting song. No one climbs to 
  meet the scrimshaw; no one dares.
  The figure passes a burnt-out pawnshop and is ignored by a young 
  couple in a doorway; seeing only each other, one of the figures has two 
  mouths full of jutting yellow teeth. The other, possibly a man, is dead, 
  only alchemy keeps his wan body upright. He appears to be ignoring the 
  prostitute’s shortcomings, or perhaps is paying for them.
  At last the stitched thing reaches its destination, a crooked house lit 
  by the distant lights of the Great Fayre and the peculiar cutting beam of 
  Hobbington’s Lamp — the greatest of sea lanterns. Now hobbling down 
  the stairs, it gives a secret knock and is allowed into the alchymic opium 
  den. Entering, it sees something in the mirror opposite, but the thing it sees 
  is not its own reflection, and as it watches the shadow moves out of the 
  looking glass and into the room. The hooded figure bows, and hands over 
  a package to the mirror dweller, who smiles crookedly and moves into the 
  city night, drawing a shining meat-cleaver as it does so. Singing a nursery 
  rhyme under its breath, it breaks into a skip. 
  Outside, countless other stories are taking place; misery and joy, 
  and lust and sin abound here. This is their home; this is home to  
  many, many things …”
  
  6
  The Blight: Richard Pett's Crooked City
  The Blight is vast; it is mad and random and teeming with life. Each 
  doorway conceals a secret, every window a longing, every roof a hope and 
  fear. A million faces stare from its broken soul. Each face hides a story.
  In the appendices, you’ll find a printable player’s introduction to the 
  Blight, its characters, streets and horrors. In essence, the Blight is a dark 
  urban horror fantasy setting that can be used either on its own, or mingled 
  with other areas of your GM’s campaign world.
  Many different races can trace their lineage back centuries in the Blight, 
  and these Blight versions of standard races have developed their own 
  unique abilities, contacts, and skills. In such a vast city, no guide can ever 
  be considered entirely comprehensive, but here is a selection of new races 
  and racial subtypes of the more established races commonly encountered. 
  All the standard fantasy role-playing races may be met in the streets of 
  Castorhage, but their environment may change local characters, as a dwarf 
  living in the arctic or an elf living on a coral reef would change, but they 
  are still unmistakably elves and dwarves.
  Races presented hereafter represent Castorhage variations upon the 
  core races, as well as new potential character races — derro, briny, 
  coprophagi, night-slugs, and swyne. Racial subtypes of each of the core 
  races are also presented. These subtypes are those that exist in addition to 
  the standard core races; they have unique abilities due to their exposure 
  and background in relation to the Great City.
  Do not limit your choice to standard races; a party of ghoul characters 
  make an excellent change of pace. Skum and wererats also make interesting 
  variations upon character races and enable you to develop a whole new 
  skill set and viewpoint for your characters. Your GM will always point 
  you in the direction she wishes her campaign to go, but do not be afraid 
  to make suggestions. The Blight is, after all, a city of a million stories …
  New Racial Traits
  A curious aspect of life in the Blight is that it subtly, over generations, 
  moulds its inhabitants, exaggerating the effects on their physicalities and 
  mentalities of the ways in which they apply themselves within its confines. 
  For example, descendants of labourers are, on average, noticeably more 
  hulking and brutish than their forebears, and descendants of scholars have, 
  on average, wider eyes and larger craniums. 
  Frog God Games — as a champion of old-school games — has 
  taken for its cue on the use of racial subtypes the same approach as was 
  used in 3.0/3.5 and earlier iterations of the world’s most popular fantasy 
  roleplaying game with a more traditional method more akin to the concept 
  of “subraces” of old. This approach was held by Necromancer Games 
  during its years releasing 3.0/3.5 materials and has been carried through by 
  the Frogs as well, most recently with the release of LL8: Bard’s Gate and 
  its (re)introduction of the street dwarf racial subtypes. It appears again in 
  the shortly forthcoming Mountains of Madness with the mountain dwarf 
  racial subtype. The latest iteration of the world’s most popular fantasy 
  roleplaying game has returned to the more traditional use of “subrace”. 
  However, for consistency between past and future products, we have 
  opted to continue using racial subtype to represent a subrace. 
  Below you will find new, completely optional, racial traits and subtypes 
  that can be used to add flavour and a distinctly Blight-like feel to your 
  characters. Some of these are intended to replace existing racial traits 
  and others can be used independently of existing traits. And as with all 
  things Frog God Games provides, these rules are here for you to pick 
  and choose as you please and as best suit your game. If you prefer to use 
  the standard nomenclature regarding subraces, then drop the use of racial 
  subtypes and go with subraces. As always, make of it what you will.
  Dwarven Optional Racial Traits
  Dwarven characters that start in or near the Blight may not exhibit the same 
  traits that are traditionally associated with dwarves (as presented in the game 
  manual). Some of the new traits may list a specific trait that it is intended to 
  replace, while others do not. For those that do specify which trait it would 
  replace you should work with your GM to determine the best fit for the game.
  The following racial traits may be selected instead of the standard 
  dwarven racial traits:
  Blight Builder. Street dwarves in the Blight are especially talented 
  builders and crafters. You gain expertise with the artisan’s tools of your 
  choice. Pick one from: smith tool’s, brewer’s supplies, mason’s tools. This 
  replaces the Tool Proficiency trait.
  Blight Enmity. Street dwarves have redirected traditional dwarven 
  enmities against creatures that are specific to the Blight. Choose one type of 
  creature: Between creatures, constructs, lycanthropes, or undead (choose 
  a single type). When tracking this type of creature, you have advantage 
  on Wisdom (Survival) checks and on Intelligence checks to recall details 
  about the creature. If that creature speaks a specific language, you also 
  learn that language when declaring your enmity to the creature. 
  City Sharp. Some Blight dwarves have very strong ties to the city. You 
  have advantage on Blight-related Intelligence (History) checks and on 
  Charisma (Persuasion) checks to gather information within the Blight. 
  Trade Expert. Some Blight dwarves are descended from families 
  with a focus on a skilled trade. In matters of trade, you are considered an 
  expert, allowing you to add two times your proficiency bonus to Charisma 
  (Persuasion) checks when trading with others. 
  Elves
  Elven Optional Racial Traits
  Elven characters that start in or near the Blight may not exhibit the same 
  traits that are traditionally associated with elves (as presented in the game 
  manual). Some of the new traits may list a specific trait that it is intended 
  to replace, while others do not. For those that do specify which trait it 
  would replace you should work with your GM to determine the best fit 
  for the game.
  The following racial traits may be selected instead of the standard elven 
  racial traits:
  Artistic Devotion.  The Blight can transform elves of an artistic nature into 
  obsessive practitioners, forever seeking the perfect expression of their form. 
  You gain proficiency with one of the following: an instrument of your choice, 
  calligrapher’s supplies, cartographer’s tools, cook’s utensils, glassblower’s 
  tools, jeweller’s tools, painter’s supplies, or woodcarver’s tools. 
  Fey Talent. Some Blight elves find that a talent for music, song, 
  dance, or some other form of entertainment runs in their blood. You gain 
  proficiency in one of the following skills: Acrobatics, Performance, or 
  Sleight of Hand.
  Immersive Memory. Some Blight elves are easily immersed within the 
  memories of their ancient race and its history and experiences. You have 
  City Races
  The information given below could be useful in any urban 
  setting. Races in the game manual of the world’s most popular 
  roleplaying game are a good starting point for variations based 
  upon background, environment and attitude, and these are as 
  numerous as campaign worlds they live in. 
  Thinking about the environment that races come from can be a 
  fun addition to any gaming session — consider a race of dwarves 
  that has lived far below the city in an area of the Underneath that 
  has not been discovered until now. Perhaps greedy miners have 
  followed a vein of silver down into the vast caverns beneath 
  Castorhage, or maybe one of the pits has opened up somewhere in 
  the city and the dwarves see the sun for the first time. Do the blind 
  dwarves flee from the warmth or worship it? How do they react to 
  the noise of the city and how do the locals react to them? Are they 
  convenient monsters in the game of some local Streetclerk, or are 
  they taken as freaks to Festival to be displayed and mocked for the 
  delectation of the populace? Perhaps the dwarves are amazingly 
  skilled artisans who begin work in secret for some unprincipled 
  cad who kidnaps some of their number to ensure compliance. 
  Perhaps the characters come upon an escapee one night being 
  chased by constables who claim the blind dwarf is a killer …
  
  7
  Player's Handbook
  advantage on Intelligence (History) checks related to Castorhage and the Blight, 
  the history of your race and the major events that your ancestors experienced.
  Social Spirit. An inner radiance seems to shine bright in some Blight 
  elves, positively influencing those with whom they interact. You have 
  advantage on Charisma (Deception) checks for any lie you tell.
  Gnomes
  Blight Optional Racial Traits
  Gnomish characters that start in or near the Blight may not exhibit the same 
  traits that are traditionally associated with gnomes (as presented in the game 
  manual). Some of the new traits may list a specific trait that it is intended to 
  replace, while others do not. For those that do specify which trait it would 
  replace you should work with your GM to determine the best fit for the game.
  The following racial traits may be selected instead of the standard 
  gnome racial traits:
  Alchemy Fiend. The Blight elevates some gnomes’ obsession with 
  alchemy into incredible talent. You are proficient with alchemist’s 
  supplies. Crafting alchemical creations takes half the time and materials 
  cost 10% less than market value (crafting and downtime activities are 
  detailed in the game manual).
  Blight-Blooded. Some gnome families have formed strong ties to the 
  Blight through the latent action of their fey origins. This bond strengthens 
  your relations with other gnome families. You have advantage on 
  Charisma (Persuasion) and Wisdom (Insight) checks when dealing with 
  other gnomes from the Blight.
  Blight Enmity. Some Blight gnomes have redirected traditional 
  gnomish enmities. Choose one type of creature: Between creatures, 
  constructs, lycanthropes, or undead (choose a single type). When tracking 
  this type of creature, you have advantage on Wisdom (Survival) checks 
  and on Intelligence checks to recall details about the creature. If that 
  creature speaks a specific language, you also learn that language when 
  declaring your enmity to the creature.
  Uncanny Business Acumen. Some gnomes find that the Blight enhances 
  their naturally convoluted thought patterns into a talent for the abstract 
  intricacies of trade, finance, and law. Because of your reputation as a 
  businessperson, you receive a 10% discount on purchases within the Blight. 
  You also receive a 10% bonus when selling to merchants in the Blight.
  Truth Twister. A creative relationship with fact and fiction, especially 
  serving within the courts of the Blight, has led to some gnomes’ facilities 
  with deceit being enhanced.  You add twice your proficiency bonus 
  to Deception, Insight, and Persuasion checks when interacting with 
  authorities in the Blight.
  Urban Magic. The Blight has altered the inherently magical nature 
  of some gnomes. You know the thaumaturgy cantrip. Intelligence is the 
  spellcasting ability for this trait.
  Half-Elves
  There is magic in her eyes, and a slight fey look about her. Her 
  features are narrow, and her eyes purple. Her red hair is drawn into a 
  tight pigtail by a deep blue cheesecloth scarf. 
  Everyone loves Tamarind, her smile, her laugh, her singing — she 
  has broken a hundred hearts they say by refusing the advances of lesser 
  men, claiming she is looking for a wealthy fat lord to live with and spend 
  his money.
  Behind those eyes, however, works a brain of evil. A black heart beats 
  in her and Tamarind plots and weaves like a great, sick spider. She 
  knows she is beautiful and knows it well, using what the gods have given 
  her to bring her a better life.
  She kills those who come too close to her web.
  — Tamarind (Half-elf burglar)
  Blight Optional Racial Traits
  Half-elven characters that start in or near the Blight may not exhibit the 
  same traits that are traditionally associated with half-elves (as presented 
  in the game manual). Some of the new traits may list a specific trait that it 
  is intended to replace, while others do not. For those that do specify which 
  trait it would replace you should work with your GM to determine the best 
  fit for the game.
  The following racial traits may be selected instead of the standard half-
  elf racial traits:
  Emotionally Remote. Torn between two worlds, some Blight half-
  elves have grown emotionally distant to those around them. You have 
  advantage on saving throws against being compelled against your will 
  (such as the Command spell).
  Racial Ambiguity. The Blight suppresses the elven appearance of some 
  half-elves, allowing them to pass more easily as a different race while 
  emphasising a talent for assuming alternative identities. You are proficient 
  with a disguise kit and you have advantage on ability checks that would 
  expose your identity while you are disguised.
  Half-Orcs
  Blight Optional Racial Traits
  Half-orc characters that start in or near the Blight may not exhibit the 
  same traits that are traditionally associated with half-orcs (as presented in 
  the game manual). Some of the new traits may list a specific trait that it is 
  intended to replace, while others do not. For those that do specify which 
  trait it would replace you should work with your GM to determine the best 
  fit for the game.
  The following racial traits may be selected instead of the standard half-
  orc racial traits:
  Slum Survivor. Some Blight half-orcs are skilled at surviving in slums, 
  sewers, and underbellies. You have advantage on Dexterity (Stealth) and 
  Wisdom (Survival) checks within an urban environment. In addition, you 
  can use the Survival skill to find food and water in an urban environment. 
  A successful DC 10 Survival check results in enough sustenance for one 
  person for 1 day.
  Nightbred. The Blight moulds some half-orcs toward the darkness, 
  emphasising their subterranean heritage. Your eyes are attuned to dark 
  and dim conditions beyond that of others of your race granting you 
  superior darkvision but also shackling you with sunlight sensitivity. Your 
  darkvision has a radius of 120 feet. You have disadvantage on attack rolls 
  and Wisdom (Perception) checks that rely on sight when you or your 
  target are in direct sunlight.
  Halflings
  Blight Optional Racial Traits
  Halfling characters that start in or near the Blight may not exhibit the 
  same traits that are traditionally associated with halflings (as presented in 
  the game manual). Some of the new traits may list a specific trait that it is 
  intended to replace, while others do not. For those that do specify which 
  trait it would replace you should work with your GM to determine the best 
  fit for the game.
  The following racial traits may be selected instead of the standard 
  halfling racial traits:
  Deft Dancer. Some Blight halflings are infused with the rhythm 
  and beat of the city’s dark heart. Choose one of the following options: 
  a) proficiency in the Performance skill and with one type of musical instrument. 
  b) proficiency in the Acrobatics skill and advantage on Dexterity 
  (Acrobatics) checks when entertaining an audience.
  Rigging Rat. Some halflings have Blight-charged agility. You have 
  advantage on Strength (Athletics) checks when climbing. Climbing also 
  does not halve your speed.
  River Runner. Many Blight halflings are drawn to its waterways, 
  plying the Lyme with inborn expertise. You have advantage on Strength 
  (Athletics) checks when swimming. Furthermore, you are proficient with 
  Navigator’s tools and waterborne vehicles.
  
  8
  The Blight: Richard Pett's Crooked City
  Humans
  Blight Optional Racial Traits
  Human characters that start in or near the Blight may not exhibit the 
  same traits that are traditionally associated with humans (as presented in 
  the game manual). Some of the new traits may list a specific trait that it is 
  intended to replace, while others do not. For those that do specify which 
  trait it would replace you should work with your GM to determine the best 
  fit for the game.
  The following racial traits may be selected instead of the standard 
  human racial traits:
  Citysoul. Within the Blight, you add your proficiency bonus to Wisdom 
  (Perception), Wisdom (Insight), and Dexterity (Stealth) checks. In 
  addition, once per day, you can become lost in thought in a trance-like 
  state for 1 minute to subconsciously plumb their knowledge of the city. 
  At the end of the trance, you may make a Charisma (Persuasion) check 
  with advantage. You regain the ability to become lost in thought after a 
  long rest.
  Recall. You have advantage on Intelligence (History) checks in relation 
  to knowing the urban geography of the Blight, the fastest method to get 
  from one location to another, and for finding specific locations within the 
  city. In addition, you can spend at least 1 minute concentrating on your 
  surroundings to know which district you are in, even if you cannot see 
  your surroundings.
  Polluted. The city itself seems infected with choking gases and 
  corrosive chemicals, yet some humans seem to thrive in even the most 
  pollutant-rich environments. You have developed an innate resistance to 
  these conditions and have advantage on saving throws against inhaled 
  poisons and toxins.
  Twilight Sight. Touched by exotic blood or Between, some humans 
  can see better than their kin in dim light conditions. You have limited 
  darkvision in a radius of 30 feet.
  Water-Blooded. They say that blood is thicker than water, but for some 
  Blight humans, the waters of the Lyme seem to run through their veins. 
  You have the ability to hold your breath for twice as long as others (you 
  have advantage on Constitution saving throws when holding your breath 
  underwater) and have a base swim speed of 20 feet.
  New Racial Subtypes
  As mentioned above under Blight Racial Backgrounds, the use of racial 
  subtypes here is in the traditional “subrace” sense.
  The racial subtypes included here are all more or less unique to the 
  Blight (with the exception of gypsy-souls). Not that they can’t be found 
  anywhere else — though that is likely to be rare enough — but rather that 
  wherever they’re found, their existence can be traced back to their Blight 
  roots, proving that the Blight is so pervasive — so corrupting — that it 
  changes everything it touches and usually not for the better.
  Street Dwarf
  Street dwarves were originally of mountain dwarf stock, but all trace 
  their descent to a single band of exiles from the Great Mountain Clan 
  Targ in the Forlorn Mountains. Called Gilyo’s Brigade, the dwarves of 
  this band had been cast out of the Great Clan for any number of petty 
  crimes. The band relocated into the lowlands of the newly formed Domain 
  of Hawkmoon after leaving their mountain home and found solace in the 
  wild towns springing up across this new frontier. Their natural skills as 
  craftsmen soon made them wealthy and allowed them to establish shops, 
  inns, waystations, and merchant houses. In less than a century they had 
  largely abandoned their old dwarven culture and had begun to establish 
  their own rich traditions.
  Since their early days in Hawkmoon, street dwarves have spread far 
  and wide to many of the world’s major urban centres. Commerce is their 
  livelihood, and they simply follow the coin. They are savvy urbanites who 
  know the ins and outs of city life. Well aware of the dangers of the city 
  — pickpockets, footpads, thieves’ guilds, corrupt officials, and assorted 
  con artists — street dwarves have developed a characteristic wariness of 
  all strangers that borders on paranoia. They are shrewd and cunning and 
  are difficult to trick — especially when money is involved. It’s equally 
  difficult to intimidate or accost them because though they have distanced 
  themselves from their heritage as doughty giant and orc fighters, they still 
  remain a race of the stout folk and are notoriously hard of head and hard 
  of knuckle in any barroom brawl or alley robbery attempt.
  Physical Description. In appearance, street dwarves differ very little 
  from one city to the next, being all descended from a single clan. They have 
  the height of their mountain dwarf forebears, with most approaching 5 feet 
  in height, though they are thinner and less stocky of build. Consequently, 
  they tend to be more agile than their mountain cousins. Their beards are 
  the darker shades of the mountain dwarves with a smattering of silvery 
  white even among the younger folk, but they are usually kept trimmed 
  shorter and closer to the chin than is typical for a dwarf. Hair is likewise 
  usually kept at a shorter length, but hair and beards alike are always kept 
  well-groomed and fashionably styled. Some street dwarf women are 
  capable of growing beards as well, but they never do, preferring to go 
  clean shaven as is the norm of females of other races with whom they 
  interact. Street dwarf attire reflects the social caste and climate in which 
  they live, but often it is an expression of affluence that they have achieved 
  over the years.
  Society. The clan kinship so strongly felt among mountain dwarves and 
  even hill dwarves is largely absent among street dwarves. Though they 
  all descend from a single clan, upon their arrival in the lowlands they 
  spread out to settle and take on lowland ways. Now street dwarves relate 
  more closely to their immediate family groups, and though they feel a 
  
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  kinship with fellow street dwarves it is no more than a vague sense of 
  camaraderie, no more binding than any other acquaintances they make. 
  Though street dwarves are mostly known for success in business, by no 
  means are all street dwarves wealthy merchants and business owners. 
  Most make a comfortable living in some trade that they have undertaken 
  while some have amassed great wealth in trade or investments and others 
  live in the gutter as homeless beggars, their fortunes fallen on hard times 
  or from families that either lost or never made the great leap to affluence 
  that some of their kin have. In all regards, street dwarves tend to reflect the 
  majority of the society in which they live.
  Relations. As mentioned, street dwarves lack the extreme kin-bonding 
  found among mountain and hill dwarves. In fact, they often find mountain 
  and hill dwarves that they meet to be discomfiting and uncomfortably 
  intense, if not outright uncouth. For their part other dwarves typically 
  look at street dwarves askance as if poor souls who have lost their way 
  among the baubles and fancies of the soft lowlanders. In any case, the 
  groups can maintain friendly relations with one another but rarely seek 
  out any more social contact than is absolutely necessary. Street dwarves 
  do not maintain the same prejudices towards other races that their kin do 
  and therefore have no more animosity towards goblins or orcs than they 
  would towards any other brigand. Likewise, they have no experience in 
  fighting giants most having never even seen one. Instead they hold their 
  ire towards those they that see as oppressing them, whether it be criminals 
  or corrupt officials for a wealthy merchant or street bullies and corrupt 
  city guards for a beggar. It is towards these that street dwarves devote their 
  legendary dwarven grudges.
  Religion. Of all types of dwarves, street dwarves are the most likely 
  to be agnostic or outright atheists. They are pragmatic and practically 
  minded, putting more faith in sound investments and a solid plan than 
  divine protection or tradition. Those that are of a religious bent usually 
  venerate the major gods of wherever they happen to live, though they 
  tend to shy away from elven deities as flighty and strange and traditional 
  dwarven deities as somehow familiar yet uncomfortably alien. Some 
  street dwarves, especially those that dwell in the Domain of Hawkmoon, 
  still worship the Hawkmoon deity for whom their ancestors took their 
  name. Gilyo, God of Travel and Caprice. Outside Hawkmoon, though, 
  such worship is little seen.
  Adventurers. Adventure may not call so powerfully to street dwarves 
  as it does to members of other races, as these folks usually prefer the 
  known dangers of city life to the unknown dangers of the open wilderness. 
  Nevertheless, they can sometimes be found among adventuring bands if 
  for no other reason than the irresistible lure of treasure. 
  Male Names. Bariom, Caedimus, Cassius, Filo, Luciliun, Tiberonus
  Female Names. Andromeda, Caliopa, Gratica, Koryola, Veran, Vesta
  Street Dwarf Racial Traits
  Ability Score Increase. Your Intelligence score increases by 1.
  Age. Dwarves mature at roughly the same pace as humans. They are 
  considered young until the age of 50 and can live between three and 
  four centuries.
  Alignment. Street dwarves tend towards lawful alignments as the most 
  reliable course to success among civilized folk but have no real leaning 
  towards good, neutrality, or evil beyond their own individual moral compass.
  Size. Street dwarves are among the tallest of the dwarves, their height 
  averaging almost 5 feet but never shorter than 4 feet. They are stocky and 
  broad and often weigh 150 pounds, sometimes more. Your size is Medium.
  Speed. Your base walking speed is 25 feet.
  Darkvision. Under dim conditions, you can see up to 60 feet as if the 
  area were brightly lit, and in darkness as if it were dim light. You see 
  shades of gray instead of color under darkness conditions.
  Greed. You have advantage on Intelligence checks made to determine 
  the price of nonmagical goods regardless of what they’re made of. 
  Grudge. Someone or something crossed you at some point in your 
  life and you will never forgive or forget that slight. Little did they know, 
  dwarves hold grudges like no other. Pick a person (NPC or character) 
  or creature that represents an injustice or harmful treatment you have 
  endured. Regardless of whether they actually wronged you, they are the 
  object of your violent obsession. When you score a critical hit against 
  your hated foe, you can roll one additional damage dice (based on weapon 
  type) and add it to the extra damage of the critical hit. Because of your 
  hatred of this foe you have disadvantage on Charisma-based skill checks 
  against them. 
  Streetwise. You have advantage on Wisdom (Perception) checks to 
  potentially notice hidden watchers, ambushes, or traps while on the streets 
  of a city.
  Urbanite. You can add your proficiency bonus to Charisma (Deception), 
  Wisdom (Insight), and Charisma (Persuasion) checks when used in urban 
  surroundings.
  Weapon Familiarity. You have proficiency with short swords, rapiers, 
  and whips. This replaces Dwarven Combat Training.
  Languages. You can speak, read, and write Common and Dwarvish.
  Elf, Primitive
  Primitives are elves who have found themselves drawn to the strange, 
  almost otherworldly allure that seems to shine just beneath the surface 
  of the Blight for those with the sensitivity to see it. The result of their 
  long exposure to this strange, intangible presence ever tickling at their 
  minds has led them to devote their lives to its expression in art. They are 
  fey — almost elemental — creatures inspired and tortured by wildly vivid 
  dreams to the point of obsession over an act of creation to bring their 
  dream visions to life. They may stand for hours immersed in the light 
  play of sun on the gables, entranced by the reactions of an admixture of 
  venoms, or crafting the perfect expression in musical movements about 
  the unique potpourri of odours produced by a particular alleyway.  
  Physical Description. Primitives tend to stand taller and are more 
  willowy than the typical elf, rarely with an ounce of fat on their bodies as 
  they devote every waking moment and all their energy to the perfection 
  of their art. Some with an epicurean bent lie at the opposite end of the 
  spectrum, representing the shockingly phenomenon of a morbidly obese 
  elf. They share the same almond-shaped eyes of other elves, but their wide 
  irises are always completely black, blending seamlessly with their pupils, 
  and creating the impression of looking into a vast, bottomless well. Their 
  clothing tends toward minimalist ideals and ranges in quality from a few 
  diaphanous veils or scarves to little more than a rough loincloth. They 
  see their bodies as another form of expression of their art and wish to 
  reveal their canvas to as many as can see, regardless of physique, injury, 
  or deformity. Exotic and extravagant tattoos, often covering much of their 
  bodies, are not uncommon. In the cold winters of the Blight, they bundle 
  up in rough, primitive garments of hide and thick fur, channeling the inner 
  nature they sense within the walls of the city. The hygiene of these elves 
  varies wildly, with some taking great pride in their physical aesthetic and 
  others seeing such concerns as mundanely gauche, preferring to revel in 
  a natural state of filth.
  Society. Primitives take their name from the fact that they see themselves 
  entirely outside society. In fact, to them society is an unnatural aberration that 
  separates them from the enlightened beauty that they forever seek to capture 
  and emulate in their art. As such, primitives with any political leaning at all 
  tend toward the Anarchist camp. Some may even believe the true expression 
  of their inner eye’s beauty lies in watching the entire city burn.
  Relations. Primitives have poor relations with virtually every other 
  race, including other elves. Only other primitives and the most avant-
  garde of art patrons within the city who share their bohemian outlook 
  find themselves in the social circles of the primitives, and even then, these 
  relationships tend to be short, self-absorbed, and one-sided, the primitive 
  moving on to some new companion in their eternal quest to capture their 
  inner eye in art.
  Religion. Primitives have all of the emotional capriciousness of 
  other elves but tend to lack much value for kindness or any concept of 
  beauty that lies outside their own personal obsessions. Most primitives 
  are chaotic, but very few of them are good. Primitives are never lawful. 
  Many primitives gravitate toward agnostic or atheistic beliefs as all other 
  matters are subordinated to their personal obsessions. Some do, however, 
  venerate deities that represent certain types of art, freedoms, or simply 
  hedonism in general. Among the primitives who venerate a deity, some of 
  the more common divine patrons are Dame Torren, Moccavallo, Bacchus-
  Dionysus, the Queen of Spiders, Pan, Lurz-Urcia, Pelora, Eliphaz, 
  Arialee, Sriasha, Gilyo, Demogorgon, Bast, Tiamat, Shupnikkurat, the 
  Church of Marwan, The Poppy’s Chorus, and one of the largest chapters 
  
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  The Blight: Richard Pett's Crooked City
  of the Cult of the Unspeakable in the Lost Lands. A few even call upon 
  the blessings of The Ash Queen or The Horseman. Above all, they fear 
  the demon lord Mathrigaunt the Mad, knowing full well even in their 
  indolence that to fully succumb to madness is to lose their vision entirely. 
  There are rumours, however, of some primitives who have done that very 
  thing and now secretly seek to propagate the spread of the insidious cult 
  among their peers.
  In addition, it is not unusual to see a new cult spring up among a group 
  of primitives dedicated to some wholly or partially fabricated deity drawn 
  from an exotic land or a prehistoric past viewed as somehow purer or 
  more visceral. Without the backing of a true deity to provide any sort 
  of evidence of divine inspiration whatsoever, these small cults usually 
  dissolve in a matter of days or months at the most. While they exist, 
  though, some of them can become quite dangerous or vicious in their 
  ideals of physical excess at any cost.
  Adventurers. While the harrowing and strenuous life of an adventurer 
  holds little appeal for most languid primitives, for those whose imagination 
  it does capture, little can hold them back. For them, something of the vision 
  they seek to actualize lies in the chaotic freedom and risk of adventuring, 
  and they jump into the life with both feet. There are few rigors they won’t 
  endure, dangers they won’t face, and risks they won’t take for the sake of 
  their passion.
  Male Names. Primitives eschew the names of their elven heritage 
  and those of the surrounding human culture alike. They prefer to take 
  on monosyllabic mononyms that they feel portray the underlying truth of 
  their being or poetic descriptions that seek to do the same. To most others, 
  their names seem pretentious, nonsensical, or both. 
  Male Names include Chak, Durst, Flower-Fire, Pum, Quell-The-Stone, 
  Ran-The-Side-Fall, Son-Of-Nos, Slay-Made-Blue, Tak-tak, Thorn, Tutho, 
  Uch, Willow, and Whole-Wind.
  Female Names. Females use a similar naming convention as the males, 
  but their names tend more toward the more poetic phrasing or individual 
  words that they feel represent their moment. Such names include 
  Abundance, Encounter-Upon-Green-Radiance-Of-Night, Light-In-Ever-
  Noise, Perfect, Pain-For-Promise, Rain, Sash, Two-Sides-Through, 
  Under-Lives-Peace, and Willow.
  Primitive Racial Traits
  Ability Score Increase. Your Charisma score increases by 1.
  Age. As with other elves, primitives are considered adults around the 
  age of 100 and have a lifespan of up to 750 years.
  Alignment. Primitives have all of the emotional capriciousness of 
  other elves but tend to lack much value for kindness or any concept of 
  beauty that lies outside their own personal obsessions. Most primitives 
  are chaotic, but very few of them are good. Primitives are never lawful.
  Size. Primitives are taller and thinner than other elves, averaging 5 and 
  a half to well over 6 feet tall. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Under dim conditions, you can see up to 60 feet as if the 
  area were brightly lit, and in darkness as if it were dim light. You see 
  shades of gray instead of color under darkness conditions.
  City Knowledge. You have advantage on Intelligence (History) checks 
  related to a specific city district. You can add your proficiency bonus to 
  Intelligence (History) checks for one other city district of your choice.
  Artistic Devotion. Primitives are forever seeking the perfect expression 
  of their form. You gain proficiency with one of the following: an 
  instrument of your choice, calligrapher’s supplies, cartographer’s tools, 
  cook’s utensils, glassblower’s tools, jeweller’s tools, painter’s supplies, 
  or woodcarver’s tools.
  Fey Talent. Primitives quite often focus on their talent for music, song, 
  dance, or some other form of entertainment. You gain proficiency in one 
  of the following skills: Acrobatics, Performance, or Sleight of Hand.
  Dreamspeaker. Primitives have the ability to tap into the power of 
  sleep, dreams, and prescient reverie.  Once per day, you may cast the 
  dream spell. Charisma is your spellcasting ability for this spell. You regain 
  this ability after a long rest.
  Know Your Own. You have advantage on Charisma (Persuasion) and 
  Wisdom (Insight) checks involving your fellow primitives.
  Languages. You can speak, read, and write Common and Elvish.
  Gnome, Tradelord
  Tradelord gnomes are a common sight amongst the financial areas 
  of the city; they are cunning and astute, good judges of character and 
  risk, and their talents are in demand — by the legal, financial, and 
  speculative professions, as well as the less-legal arms of those groups. 
  In many ways, their reputation resembles that of the street dwarves in 
  other urban areas throughout Akados, but whereas the street dwarves are 
  known for being hard-working business owners and workers, tradelord 
  gnomes are specifically involved as financiers, bankers, commodity 
  speculators, investors, and trade factors at the highest echelons of local 
  and international trade. And while they are known for their business 
  acumen, they are not especially well-regarded for their scruples. A person 
  always feels more comfortable with a tradelord gnome on his side of a 
  negotiating table but much less comfortable with one on the opposite side. 
  Physical Description. Tradelord gnomes superficially resemble 
  ordinary gnomes in all ways, but all tradelord gnomes are descended from 
  a handful of Castorhage gnome families (no matter how distantly related), 
  and all tend to bear a certain family resemblance. Their hair tends toward 
  muted shades of brown, red, or sometimes green, though grey and silver 
  seem to predominate even at relatively young ages. In addition, there is 
  an unusually high incidence of balding among their numbers. Eyebrows 
  are almost always thick and bushy, with wide, hooked noses, and large, 
  protruding ears. Thick, brushy moustaches and sometimes sideburns are 
  extremely common, though beards are never worn. Their skin also tends 
  to be more pallid compared with their kin and is frequently extremely 
  thin, almost parchment-like, with a spider web of tiny veins visible on the 
  cheeks, chin, nose, and ears. Eyes tend to be bleary and slightly jaundiced, 
  and myopia is very common, with many tradelord gnomes wearing 
  spectacles before they reach adulthood.
  Society. Tradelord gnomes are extremely preoccupied with social class 
  and form. They are extremely proud of their Castorhage lineage from a few 
  well-placed families whose involvement in the politics and finances of the 
  city-state date back for centuries. With family names such as Bothelwaite, 
  
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  Curringham, Evendon, and Shipwright, they feel that they are the true 
  cream of the crop within the city-state, with a name that should open doors 
  and get immediate recognition even among the unwashed Lowfolk. The 
  fact that none of their family names is even remotely as well-known as the 
  upstart parlor magician Shortstones and their seemingly endless progeny 
  irks the families of the tradelords to no end, though they will never let on 
  to being disturbed by a notion so far beneath them.
  Relations. Tradelord gnomes tend to get on well with most other races, 
  if at a comfortable and coolly indifferent arm’s length. They hold ordinary 
  gnomes in utter contempt, however. The city’s Lowfolk recognize them 
  as true “movers” within the Blight’s social strata, and the Upper Class 
  see them as formidable and respectable professionals, if not particularly 
  friendly or suitable for socializing. The tradelord gnomes’ natural 
  standoffishness actually serves them well in their relations with others 
  because it makes them seem stuffy and competent while at the same time 
  masking their inclination toward pompousness biting condescension. The 
  few that manage to get close to a tradelord gnome almost always find 
  them rude and unpleasant but worthwhile companions nonetheless for 
  their astute judgment and considerable skills at the bargaining table.
  Religion. Favored religions are Sefagreth, Thyr, Dre’uain, Archeillus, 
  and Iskardar, and no doubt more than a few who secretly revere Lord 
  Mammon. Noticeably absent among the worship of the tradelord gnomes 
  is the worship of their chaotic racial deity Hammer Mittelschmerz.
  Adventurers. Tradelord gnomes seldom become adventurers, but some 
  find the thrill of the discovery of new trade markets and the victory over 
  opposing forces as a great draw and become sea captains, caravan leaders, 
  or even trade negotiators in the most hostile of environments.
  Male Names. Bates, Cumberlin, Huffingham, Jomas, Myles, Perrington, 
  Tomorj, Trevor, Willin
  Female Names. Agathra, Agned, Delorys, Gertrand, Myllicent, 
  Myrtle, Pennifor
  Tradelord Gnome Racial Traits
  Ability Score Increase. Your Charisma score increases by 1.
  Age. Much the same as their kin, tradelord gnomes mature at the same 
  pace as humans. They reach adulthood in their 40s and regularly live 
  between 350 and 500 years of age.
  Alignment. Tradelords have a tendency toward law and neutrality, 
  being much more concerned with reaching the means to their ends 
  through skilful manipulation of the existing rules rather than with whether 
  or not the ends themselves might be in any way worthy or moral. Lawful 
  neutral and neutral are their most commonly taken alignments, with 
  some exceptional individual skewing toward lawful good or lawful evil. 
  Neutral good and neutral evil are extremely rare, and chaotic alignments 
  are unheard of among them. 
  Size. Tradelord gnomes are commonly between 3 and 4 feet tall and 
  weigh around 40 pounds. Your size is Small.
  Speed. Your base walking speed is 25 feet.
  Darkvision. Under dim conditions, you can see up to 60 feet as if the 
  area were brightly lit, and in darkness as if it were dim light. You see 
  shades of gray instead of color under darkness conditions.
  City Knowledge. You have advantage on Intelligence (History) checks 
  related to a specific city district. You can add your proficiency bonus to 
  Intelligence (History) checks for one other city district of your choice.
  Keen Senses. You have proficiency with the Perception skill.
  Know Your Own. You have advantage on Charisma (Persuasion) and 
  Wisdom (Insight) checks involving your fellow tradelords.
  Truth Twister. Quick wits and and even quicker tongue are your 
  trademark. You are exceptionally talented at negotiation, lying, and 
  discerning lies. You have advantage on Charisma (Deception) checks 
  when attempting to lie and have advantage on Wisdom (Insight) checks 
  when determining if you are a being lied to.
  Urban Magic. Like many other gnomes, the Blight has altered the 
  inherently magical nature of tradelord gnomes. This ability allows you to 
  cast each of the following spells, without components, once per day: floating 
  disk, knock, message, and unseen servant. You can cast these spells again after 
  completing a long rest. The spellcasting ability for these spells is Charisma.
  Weapon Familiarity. You have proficiency with short swords, rapiers, 
  and whips. 
  Languages. You can read, write, and speak Common and Gnomish and 
  either Semuric or Xaon.
  Half-Orc, Shadowlamp
  Shadowlampers, as they are typically called, are half-orcs in the Blight 
  born pale and sickly looking. The light still hurts the enlarged eyes of these 
  half-orcs. Sometimes referred to as vampires, ghouls, or undead by other 
  city folk, they prefer to do their business by night. To many, however, the 
  Shadowlamper is a boon; someone who prefers to work at night can come 
  in very handy, not only for the criminal underclasses, but also amongst 
  more legitimate professions. The Queen’s 4th Shadowlampers are a 
  renowned part of the City Watch, with a waiting list of seven years to join 
  and the toughest entry tests in the whole Watch. The Illuminati have made 
  great use of Shadowlampers, and these half-orcs are also ranked amongst 
  some of the most famous spider-hunters in the city’s history. 
  Physical Description. Shadowlamp half-orcs are tall like their more 
  common kin, easily exceeding 6 feet in height for both genders, but lack 
  the sheer muscle mass of their cousins. Their bodies are thin and corded 
  with wiry muscle that makes them look more like scarecrows — or 
  cadavers — than a typical half-orc, and their skins tend to run paler than 
  the dusky or greenish hues more frequently found. They have wide eyes 
  with large pupils that are frequently bloodshot and teary in bright lights. 
  Though their lower canines are less prominent than is normal for half-
  orcs, they are nevertheless somewhat elongated, and the fact that their 
  upper canines are likewise hypertrophied only adds to the comparisons to 
  some sort of blood-drinking undead beast.
  Society. As products of a wholly urban environment, shadowlampers 
  do not suffer the persecution and ostracization seen by the societies of 
  both of a typical half-orc’s parents. This is partially because shadowlamp 
  half-orcs are the offspring of mated shadowlamp half-orcs, the initial 
  orc/human crossing having occurred generations in the past. This is also 
  because with so many underclasses in the Blight held with equal disdain 
  by the upper crust of society, it is too much trouble for a lone segment 
  to be singled out for specific prejudice. They receive the hardships and 
  privations of a second-class citizen, but then so do most folk of the Blight, 
  so it seems like no unique burden to shadowlampers.
  Relations. With no special prejudice levelled against them in the city of 
  their birth and a generations-long dissociation from the separate cultures 
  of their progenitors, shadowlamp half-orcs get along with the other 
  races that inhabit the city just as would any other. No special grudges 
  are harboured, and no great blood feuds recognized. A shadowlamper on 
  the streets of the city would have the same possibility to like or dislike 
  an elf he met on the street as he would an orc. Though some folk are put 
  off by their cadaverous appearance and exhibit a prejudice along those 
  lines, the respect they command for the work they do and the myriad of 
  other racial prejudices that swell within the disparate folk of the Blight 
  causes shadowlampers to not feel singled out as a target of vitriol by any 
  particular group.
  Religion.  As creatures naturally suited for the dark of night, those few 
  shadowlampers who do observe a formal religion tend to gravitate toward 
  those that favour the shadows such as Mirkeer and Sister Shadow or other 
  aspects of the night such as Narrah or even relating to their occupation 
  such as Vanitthu. A shadowlamper worshipping Grotaag is unheard of, but 
  most pay no attention to any religion in particular.
  Adventurers. As individuals, skilled for a certain line of work, in 
  particular guarding, watching, or hunting at night or in the dark places of 
  the city, shadowlampers make excellent adventurers, and many are drawn 
  to such a life.
  Male Names. Borkil, Daga, Hurk, Kultak, Merrik, Tarik, Yasg
  Female Names. Borlea, Dresa, Morfuda, Shevzu, Tulik, Yada
  Shadowlamp Half-Orc Racial Traits
  Ability Score Increase. Your Strength score increases by 1, and your 
  Dexterity score increases by 2.
  Age. Shadowlamp half-orcs mature slightly faster than humans and are 
  considered adults by the age of 14. They rarely live longer than 75 years.
  Alignment. Shadowlamp half-orcs have no great propensity toward 
  evil nor toward chaos. Likewise, they hold no special fondness for good 
  
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  The Blight: Richard Pett's Crooked City
  or law. They are just as likely to be chaotic evil as chaotic good, though 
  only a very few could be considered lawful good. The largest portion of 
  their population falls firmly within the boundaries of neutrality. Most 
  work hard, do their job, support their families, and at the end of the day 
  enjoy a pint and a cigar. They usually hold no great loyalty to the city or 
  its institutions, but take great pride in their own work ethic and expertise 
  in those areas in which they excel.
  Size. Shadowlamp half-orcs are tall and lean, easily exceeding 6 feet in 
  height for both genders. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Superior Darkvision. Your darkvision extends to a radius of 120 feet.
  Sunlight Sensitivity. You have disadvantage on attack rolls and sight-
  based Wisdom (Perception) checks that occur in direct sunlight.
  City Knowledge. You have advantage on Intelligence (History) checks 
  related to a specific city district. You can add your proficiency bonus to 
  Intelligence (History) checks for one other city district of your choice.
  Know Your Own. You have advantage on Charisma (Persuasion) and 
  Wisdom (Insight) checks involving your fellow shadowlamps.
  Keen Sight. You have advantage on sight-based Wisdom (Perception) 
  checks made in dim light or darker conditions.
  Weapon Familiarity. You have proficiency with the greataxe, 
  greatsword, and maul.
  Languages. You can speak, read, and write Common, Orc, and 
  Undercommon.
  Note. The shadowlamp half-orc is a variant of the half-orc described in 
  the game manual. It is not a subtype and will not possess the same traits 
  as non-variant half-orcs.
  Halfling, Gypsy-Soul
  Consummate traders and tricksters, gypsy-souls are halflings who feel a 
  deep and abiding kindred with the Viroeni gypsy-folk of Akados. Though 
  not related to these wandering tribes by blood, the gypsy-souls have 
  associated with them for so many generations that these halfling bloodlines 
  indeed seem more closely akin to the Viroeni than to their own kind. In fact, 
  the gypsy-souls speak the Rama language of the Viroeni and generally keep 
  to their own neighbourhoods, caravans, or encampments rather than mix 
  extensively with others. The exceptions to this are, of course, the Viroeni 
  themselves, who see the gypsy-souls as kindred little brothers and sisters 
  and the halfling boatfolk of Castorhage. Interaction in the city, however, 
  can draw some out of their insular natures, at least for a time. Gypsy-souls 
  support themselves as tinkers, traders, and in the performance of odd jobs 
  whenever possible. Some have small animal herds.
  Physical Description. Gypsy-souls in general conform to the physical 
  appearance of their halfling kin. They tend to be a little bit taller — some 
  reaching the outlandish height of 3 foot, 6 inches — and a bit leaner, rarely 
  having the paunch from a life of prosperity and good meals that tends to 
  find its way onto many halflings as they reach middle age. They almost 
  always go barefoot, which is not unusual for halflings in general, and their 
  ears are less pointed, in some cases being completely indistinguishable 
  from human ears in shape. Their thick curly hair tends toward dark brown 
  and black, with many wearing thick sideburns and even short beards, 
  though rarely moustaches, and they have a tendency to grey early, with 
  many having thick streaks of white running through their unruly mops 
  at even a relatively young age. Their eyes share dark shades similar to 
  their hair though occasionally a striking ice blue appears. Their skins are 
  a shade darker than the almond coloration of typical halflings, possibly 
  from greater exposure to the sun in their wandering lifestyle. They quickly 
  develop many fine lines and wrinkles from years in the sun and wind and 
  a tendency toward laughter, though this does not make them appear older 
  as much as it makes them seem jollier and more world wise.
  Society. Like the Viroeni wanderers that they have come to identify 
  with, gypsy-souls spend most of their life traveling upon the roads of 
  Akados in caravans of small wagons. These are frequently included as part 
  of a Viroeni caravan but not always so. When they are with Viroeni, they 
  are treated as one of their own and answer to the tribes reigning matriarch 
  just as do her human kinfolk. This arrangement is very egalitarian in that 
  on many occasions the Viroeni themselves answer to a halfling gypsy-soul 
  matriarch if she is the most senior member of the caravan. On the open 
  road or in an encampment, gypsy-souls are prone to music, dancing, and 
  the telling of elaborate jokes. They do not involve themselves in pranks 
  very frequently because they are accustomed to living on few resources 
  and among hostile peoples so that anything that might damage another’s 
  property or dignity is seen as detrimental to their survival. Rather, they 
  confine their internal rivalries to clever jests and barbs for the amusement 
  of all, and a gypsy-soul that knows he has been bested enjoys the roast as 
  much as any onlookers and begins planning his future rejoinder almost 
  immediately. Pranks upon non-gypsy-souls, however, is an entirely 
  different matter, and truly legendary members of their families are those 
  who can pull the most outlandish pranks upon other peoples.
  Relations. If folk look upon the Viroeni as roving skulks and thieves, 
  they look upon the gypsy-souls who associate with them as little better 
  than an infestation of vermin. Only in municipalities of established relation 
  with gypsy-souls do they find any real welcome. In Castorhage, there are 
  entire barrios occupied by gypsy-souls who have made a more permanent 
  abode for themselves, and here they have become enough of a fixture to 
  avoid constant persecution. It is true that the folk of the Blight look upon 
  all gypsy-souls as cutpurses and pickpockets, but then, most other groups 
  are suspected of the same, so the gypsy-souls find an easier acceptance 
  than in most other places. In places not as accustomed to the presence 
  of gypsy-souls, they are usually confined to isolated encampments away 
  from towns and cities, and allowed entry only on market days when their 
  wares and services might be of use. Gypsy-souls harbour some resentment 
  toward this inherent disregard for them, but their own habit of tricks and 
  pranks does not engender them to these communities.
  Religion. Their love of the freedom of the road and the irreverent ways 
  of halflings means a great many favour the halfling deity Mick O’Delving 
  with Pekko almost equal in popularity. Their inherent wanderlust and love 
  of the many hidden twists and turns of life leads many into reverence of 
  Belon the Wise, Moccavallo, Tykee, or Zors. Some of the older gypsy-
  souls are devoted to the traditional Viroeni deities of Mert, Vionir, or 
  Lurz-Urcia. Very rarely, an evil gypsy-soul might venerate Demogorgon 
  as the Lord of Fate.
  Adventurers. Their love of life on the road makes adventuring a natural 
  choice for gypsy-souls. Many would claim that adventuring is their only 
  occupation, whether they be an aged caravan matriarch, mischievous 
  street urchin, or established urban tinker. The draw of an adventurer’s life 
  is one of the reasons that many gypsy-souls who establish themselves in 
  cities such as Castorhage eventually abandon their sedentary life and take 
  to the roads once again.
  Male Names. Gypsy-souls have abandoned the typical naming 
  conventions among halflings in favour of those of the Viroeni. Common 
  male names include Alfonso, Andrej, Baldo, Hanzo, Luca, Marko, Stefan, 
  and Toman.
  Female Names. Esmara, Eva, Mirella, Nuri, Riva, Tabita, Violca
  Gypsy-Soul Racial Traits
  Ability Score Increase. Your Charisma score increases by 1.
  Age. Gypsy-soul halflings reach the age of majority at 20 and can often 
  live up to 150 years.
  Alignment. Gypsy-souls are chaotic by nature though rarely truly 
  evil. Many of them, in fact, have a heart of gold that is tempered by their 
  impish ways. Their love of freedom and disdain of rules and the shackles 
  of civilization means that they are never inclined toward lawfulness. Most 
  frequently, they are chaotic good or neutral with some neutral good and 
  chaotic neutral. Only on the rarest occasions are neutral evil or chaotic 
  evil gypsy-souls encountered.
  Size. Gypsy-souls in general conform to the physical appearance of 
  their halfling kin. They tend to be a little bit taller — some reaching the 
  outlandish height of 3 foot, 6 inches — and a bit leaner, rarely having the 
  paunch from a life of prosperity and good meals that tends to find its way 
  onto many halflings as they reach middle age. Your size is Small.
  Speed. Your base walking speed is 25 feet.
  City Knowledge. You have advantage on Intelligence (History) checks 
  related to a specific city district. You can add your proficiency bonus to 
  Intelligence (History) checks for one other city district of your choice.
  Keen Senses. You have proficiency with the Perception skill.
  Know Your Own. You have advantage on Charisma (Persuasion) and 
  Wisdom (Insight) checks involving your fellow gypsy-souls.
  
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  Player's Handbook
  Gypsy-Cant. You and your fellow gypsy-souls have a special cant 
  that allows you to pass secret messages in front of listeners who do not 
  speak Rama. Even those that speak Rama would find it near impossible to 
  decipher these exchanges.
  Shiftless. Gypsy-souls have a reputation for larceny and guile — and 
  sometimes it’s well deserved. You can add your proficiency bonus to 
  Charisma (Deception) and Dexterity (Sleight of Hand) checks.
  Weapon Familiarity. You have proficiency with short swords, rapiers, 
  and whips. 
  Languages. You can speak, read, and write Common, Halfling, Rama 
  and River Cant.
  Human, Blighted
  It is a peculiar facet of the Blight that those who dwell there notice 
  a subtle change over many generations, almost as though their deeds 
  truly become tattooed upon their bodies. This is true in general only for 
  those who have several generations of Castorhage in their kin; those who 
  manage to escape, who throw off the shackles even for a few years, or 
  who by good fortune are somehow immune to this effect are unaffected.
  Others are not so lucky, and this kinship manifests in subtle changes 
  within the bodies of those who come from such long lines of locals. 
  For example, those who use their bodies for brute force — the builders, 
  labourers and roofers — can be identified by their peculiarly large hands, 
  or shoulders, or backs. Miners develop wider eyes with larger pupils; 
  chimney sweeps, an unsettling ability to voluntarily dislocate their limbs; 
  nobility may be tainted by generations of envy or lust and have peculiarly 
  feral or angered expressions. In general, these changes are not monstrous 
  but are all the more unsettling for their subtlety.
  Physical Description. Blighted humans are typical of the human folk 
  of western Akados. Their skin tones are usually somewhat pale and range 
  from sallow to ivory to pinkish all the way to the almost pure white of 
  albinism. Whereas most of western Akados tends toward more aquiline 
  features, those of the blighted are usually coarser and somewhat broader. 
  Their hair runs to the same dark browns, auburns, and black of western 
  Akados, and their eyes are a range of blue, grey, blue-grey, bluish-black, 
  dark brown, and pale violet. As noted, their physical features do tend to 
  reflect the sort of occupation their family has held for many generations, 
  though these changes are subtle and fall well within the normal physical 
  morphology found within the population.
  Society. No single social stratum fits the blighted. They can be from 
  the lowest of the city’s gutters to the marbled galleries and halls of the 
  Capitol. In fact, a member of the blighted would not even identify himself 
  as such. Being one of the blighted is not a recognised classification; it 
  is simply a physical reality of those whose families have dwelt in the 
  city-state long enough for physical changes to occur. This is reflected in 
  that the one feature they all truly have in common is their ancestry’s long 
  residence within Castorhage.
  Relations. Like humans elsewhere, the relations of the blighted run 
  the gamut from open integration with other races and cultures to rampant 
  xenophobia and prejudice based on the individual’s upbringing and 
  circumstances.
  Religion. The blighted have a higher tendency to follow the religions 
  indigenous to the city of Castorhage as opposed to those of elsewhere 
  in Akados. There are many exceptions to this, however, as the folk of 
  Castorhage includes immigrants from across the world of Lloegyr who 
  have brought their native beliefs with them to their new homes. By far the 
  largest human congregation of any god in Castorhage is that of Mother 
  Grace, the city’s de facto patroness deity.
  Adventurers. The adventuring life among the blighted is more 
  dependent upon their occupation and circumstances than their race. An 
  indolent nobleman with money to burn and free time to spare might take 
  up adventuring as a pastime to relieve his boredom, whereas a Lowfolk 
  woman living in the gutter and begging or picking pockets to feed herself 
  might see it as an opportunity to increase her prosperity.
  Male Names. The blighted use the same styles and forms of names as 
  the rest of the citizenry of Castorhage. Their naming conventions do not 
  mark them in any way as different from anyone else.
  Female Names. Like the males, blighted females share the same 
  naming conventions as the folk of the city around them.
  
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  The Blight: Richard Pett's Crooked City
  Blighted Human Racial Traits 
  Ability Score Increase. Your ability scores each increase by 1.
  Age. Humans reach the age of majority in their late teens. Their lifespan 
  is usually less than a century.
  Alignment.  The full range of alignment options are commonly found 
  among the blighted.
  Size. Humans have a large degree of variation in their height and weight 
  and can range from 5 feet to 6 and a half feet. Your size is Medium despite 
  the large variance.
  Speed. Your base walking speed is 30 feet.
  City Knowledge. You have advantage on Intelligence (History) checks 
  related to a specific city district. You can add your proficiency bonus to 
  Intelligence (History) checks for one other city district of your choice.
  Citysoul. Within the Blight, you add your proficiency bonus to Wisdom 
  (Perception), Wisdom (Insight), and Dexterity (Stealth) checks. In 
  addition, once per day, you can become lost in thought in a trance-like 
  state for 1 minute to subconsciously plumb their knowledge of the city. 
  At the end of the trance, you may make a Charisma (Persuasion) check 
  with advantage. You regain the ability to become lost in thought after a 
  long rest.
  Know Your Own. You have advantage on Charisma (Persuasion) and 
  Wisdom (Insight) checks involving your fellow blighted.
  Recall. You have advantage on Intelligence (History) checks in relation 
  to knowing the urban geography of the Blight, the fastest method to get 
  from one location to another, and for finding specific locations within the 
  city. In addition, you can spend at least 1 minute concentrating on your 
  surroundings to know which district you are in, even if you cannot see 
  your surroundings.
  Languages. You can speak, read, and write Common and one additional 
  human language of your choice including Rama, River Cant, Thieves’ 
  Cant, and Xaon
  Note. The blighted human is a variant of the standard human described 
  in the game manual. It is not a subtype and will not possess the same traits 
  as non-variant humans.
  New Races
  The scourge of the Blight does more than simply twist the essence of 
  those unfortunate enough to live there for generation after generation 
  and create new traits and subtypes of existing races. The Blight also has 
  entirely new races … or has at least has attracted these otherwise rare 
  races in numbers unknown elsewhere.
  Briny (Half-Skum)
  Fishermen spit when they hear the name mentioned — briny, fish-
  bred — born of a forced union between skum and the wives of men. The 
  humans hate the children that flounder in the streets, children more at 
  home in the cold, dark waters than in the lands of the sun and air. They 
  are children that, they say, have some purpose in being on land; children 
  that remind them of the foul act that created them; children that hate the 
  day, hate the sun, yet are attracted to it, like moths to a flame, their eyes 
  watering painfully as they stare into the glow of the summer orb, praying 
  for someone to turn off the light.
  They come from the deep and cold places below, watching the warmth 
  of landmen’s wives with greedy eyes, eyes that want to steal. Skum lurk 
  everywhere in this city, and the local strain constantly seek a human mate 
  to take and impregnate. If a skum is not born, the union is cast out — 
  along with the mother — by the skum, who are bound by an ancient ritual 
  not to kill them (some have conjectured that the aboleth expressly forbid 
  such killings to allow their progeny to establish a foothold on land). The 
  women (called “brine mothers” by most folk) often come back — poor, 
  silent creatures that they are, no matter what they were like before. They 
  always bring back what they have been given, these poor taken wives, but 
  they never tell what they saw, or what happened to them. The given thing 
  is called a briny, and hated although it is, it is well-known amongst the 
  fishermen that to kill the child means to also kill the wife, for many have 
  tried. Many have killed the foul infant in the hope of freeing the wife, only 
  to find her hanged a few days later — always by her own hand. 
  Physical Description. Some are more human than others, but each is 
  deformed in some way, and about a quarter of them slowly change as 
  they age, eventually undergoing a terrible transformation, and becoming a 
  skum. However, for a character, this end can be a long way off, or perhaps 
  it never occurs. They always inherit some aquatic feature: bulging eyes, 
  shreds of wan, scaly skin between fingers or toes, or perhaps an unsettling 
  smell of brine and fish.
  Society. Briny tend to stick with other briny — it’s safer that way, 
  although the more human ones find it fairly easy to blend into society. 
  Some briny thrive on their appearance and make a living from it in the 
  freakshows and side-stalls of the city.
  Relations. Many locals are bigoted, and fishermen in particular despise 
  such creatures. This can harden the attitude of a briny, who may become 
  aggressive. They make excellent friends, however, since anyone who 
  overlooks their ancestry is unusual and to be prized. Some people pity the 
  briny, and show them acts of great kindness; many religions in the city happily 
  accept converts to their cause. Briny can procreate with another briny, and do 
  so willingly and regularly in the city, most notably on the Gyre. The resulting 
  offspring is always a briny who does not further transform as it ages and is 
  considered, perhaps, the most blest of the briny by their small society.
  Religion. Some briny are unaware of the eventual end fate has in store 
  for them, while others seek to stop the awful transformation with devotion 
  and prayer. Communities of briny develop their own religious practices 
  based upon nature or sea, or adopt those of other races to better blend into 
  the societies of which they are a small part. Amongst these, the worship of 
  Brine is by far the most common.
  
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  Player's Handbook
  Adventurers. Tough lives make rogues or fighters of many briny, whilst 
  others take to religion and rise to high ranks. Amongst their own societies, 
  religion tends to be more druidic than clerical. Be sure to check with your 
  Dungeon Master to see if you can play a briny character.
  Male Names. To blend in, briny often take human names, although 
  those with an inherent favouring of the Aquan language may take a darker 
  name more in keeping with their past.
  Female Names. Like the males, the less common females also tend to 
  take names from societies in which they find themselves.
  Briny Racial Traits
  Ability Score Increase. Your Constitution score increases by 2, and 
  your Charisma score decreases by 2.
  Destined Devolution. Briny’s age at the same rate as a half-orc. Of 
  those that die of old age, 1 in 4 spontaneously slough off their skin to 
  reveal a living adult skum within. This transformation functions as 
  the reincarnate spell, with the newly formed skum. Your Strength and 
  Constitution scores each increase by 4, your Dexterity score increases by 
  2, and your Charisma score decreases by 2.
  Alignment.  Although they can have any alignment, briny tend to be 
  neutral, their upbringing making them more self-reliant and less biased 
  toward one school of thought or another.
  Size. Briny exhibit the same range of variance in height and build as 
  humans. Your size is Medium.
  Speed. Your base walking and swimming speeds are both 30 feet.
  Type. You are of the monstrosity type.
  Darkvision. Under dim conditions, you can see up to 60 feet as if the 
  area were brightly lit, and in darkness as if it were dim light. You see 
  shades of gray instead of color under darkness conditions.
  Amphibious. You can breathe air and water.
  Sunlight Sensitivity. You have disadvantage on attack rolls and sight-
  based Wisdom (Perception) checks that occur in direct sunlight.
  Aquatic Mastery. Intelligence (History), Wisdom (Perception), 
  Dexterity (Stealth), and Wisdom (Survival) checks are made with your 
  proficiency bonus added while in an aquatic environment (regardless of 
  whether you are above or below the surface).   Wisdom (Perception) and 
  Dexterity (Stealth) checks are instead made with advantage when you are 
  below the surface of the water.
  Damage Resistance. You are resistant to cold damage.
  Languages. You can speak, read, and write Common.
  Coprophagi (Roachfolk)
  In a city of social dregs, the coprophagi (or roachfolk as they are more 
  commonly known) are truly the scrapings from the bottom of the barrel. 
  Reviled by all, the roachfolk live almost invisibly within the City-State of 
  Castorhage, restricting their movements and habitats to areas where others 
  wouldn’t care to look or to the sheltering darkness of night that hides them 
  from the eyes who might take umbrage at their very existence.
  It is thought that roachfolk originally must have hailed from Between 
  or some other vile plane because no records speak of their existence 
  before the rise of the city-state, and they are largely unknown elsewhere 
  on the continent. The fact that they bear a vague resemblance to dwarves, 
  however, speaks of a far closer and more tragic origin, though none 
  amongst the stout folk speaks of such a thing, and they would violently 
  oppose anyone who attempted to lay such a claim. For their part, the 
  coprophagi keep to themselves and avoid contact with others whenever 
  possible for fear or instigating pogroms against their very existence — a 
  circumstance that has occurred more than once in the past. The fact that 
  they continue to survive within the Blight — and in significant numbers 
  — is a testimony to their ruggedness and adaptability.
  Physical Description. The coprophagi in all ways resemble a humanoid 
  cockroach. They stand erect on two, thick insectile lower legs with two 
  more sets of limbs extending from their torso, a pair of long insect-like 
  arms extending from their flanks midway between waist and shoulder, 
  and a second pair of smaller insectile appendages that extend from their 
  shoulders. Their hide is brown or black and like a carapace in texture and 
  durability, and a larger, thicker carapace extends down their backs from 
  neck to thigh to provide their own natural armour. Their heads are like 
  those of a large roach, with long antennae extending from the front, but 
  they do have an oddly and unexpectedly humanoid shape to them. Some 
  even have feeble beards growing down from their mandibled jaws, giving 
  rise to the rumour of some mysterious dwarven heritage.
  Society. Roachfolk keep to themselves, their society largely opaque to 
  outsiders. What most do know of them is that they have formed a sort 
  of fraternal order called the Festering Brethren. Of all the roachfolk 
  encountered by other races, it is these who are typically seen and are some 
  of the few who will even go about in the daytime in the view of others. 
  The Festering Brethren largely cover their bodies in rags and winding 
  clothes like lepers, though it does not disguise their insectoid shapes, and 
  many even carry a curved staff with a small bell on the end that rings as 
  they use it to walk. Also like that of a leper, these staves are intended to 
  give the other folk of Castorhage warning that a member of the Festering 
  Brethren approaches so they can relocate elsewhere if they wish to avoid 
  being in the presence of the roachfolk. 
  Relations. Roachfolk are tolerated at best and are unwelcome in most 
  establishments within the city. They lack the stigma of true vermin borne 
  by the night-slugs but nevertheless are treated little better. Outside the 
  city, they are likely to be viewed as a monster and a threat. No law in 
  Castorhage requires the coprophagi to use the bell-staves — though 
  some insist that it is only a matter of time — and the rampant pacifism 
  that the Festering Brethren tend to display certainly helps that situation. 
  Despite their peacefulness, though, the coprophagi are willing to defend 
  themselves, and the Festering Brethren in particular have proven on 
  many occasions to be capable combatants, further discouraging outright 
  acts of violence against their race. Of all races, the mongrelfolk are 
  most sympathetic of the coprophagi, and might perhaps even be distant 
  relations to the roachfolk.
  Religion. Roachfolk are survivors and have little use for religion. 
  The Festering Brethren in particular are an order dedicated to Zors, the 
  Hanged Man, albeit in a much more lawful aspect than that with which 
  that demigod is usually associated. The majority of coprophagi within the 
  city worship either Mother Grace or Sister Shadows. There is a secretive 
  
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  The Blight: Richard Pett's Crooked City
  minority, however, who cling to the prophecies of The Horseman as they 
  time when their race will rise above all others.
  Adventurers. The hardscrabble existence among the coprophagi makes 
  techniques for day-to-day survival their first priority. A part of that is to 
  avoid getting caught when they’re scrounging about the gutters of the 
  city. Be sure to check with your Dungeon Master to see if you can play a 
  coprophagi character.
  Male or Female Names. The names of the coprophagi are 
  unpronounceable to most humanoid tongues. They, therefore, habitually 
  take simple names borrowed from the predominant cultures around 
  them irrespective of gender or meaning. However, they hold no special 
  connection to these names and frequently take a new name whenever they 
  next must deal with folk who are not of their own kind. Some common 
  names include Abe, Ban, Bell, Bob, Cane, Cob, Dock, Duke, Guv, Jud, 
  Lob, Lord, Mab, Nob, Pod, Prince, Queen, Rose, and Tune.
  Coprophagi Racial Traits
  Ability Score Increase. Your Dexterity score increases by 2, your 
  Constitution score increases by 2, and your Intelligence and Charisma 
  scores decrease by 2 points each.
  Alignment. Coprophagi tend toward neutrality, and their actions are 
  typically those necessary to get by each day. That said, few roachfolk are 
  chaotic because they have learned that to provoke the populace of the 
  Blight with their actions is to invite their own extermination. 
  Size. Roachfolk are between 3 and 4 and a half feet tall and weigh 
  between 70 and 100 pounds. Your size is Small.
  Type. You are of the monstrosity type.
  Speed. Your base walking speed is 40 feet.
  Darkvision. Under dim conditions, you can see up to 60 feet as if the 
  area were brightly lit, and in darkness as if it were dim light. You see 
  shades of gray instead of color under darkness conditions.
  Spider Climb. You can climb difficult surfaces without needing to make 
  an ability check.
  Four-Armed. Roachfolk possess two middle limbs and two smaller 
  upper limbs. As a bonus action, when you make a successful melee attack 
  against a target, you can attempt to grapple your foe (see the game manual 
  for more information on grappling).
  Winged. You have undersized wings tucked beneath your back carapace. 
  You gain a fly speed of 40 feet but are not able to hover. You must land 
  at the end of any round in which you fly or fall, taking 1d6 bludgeoning 
  damage for every 10 feet you fall.
  Sure-footed. You are able to use your extra limbs to assist with balance. 
  You have advantage on Strength and Dexterity saving throws made 
  against effects that would knock you prone.
  Natural Weapons. Your claws are natural weapons which can be used 
  to make unarmed strikes. If you successfully hit with your claws, you deal 
  1d4 + your Strength modifier slashing damage.
  Natural Armor. Your thick carapace grants you an AC of 12 + your 
  Dexterity Modifier.
  Extreme Resilience. You are immune to all non-magical diseases and 
  have advantage on saving throws against poisons. Additionally, you are 
  not subject to the exhaustion effects of temperature extremes (see the game 
  manual for more information on temperature extremes and their effects).
  Languages. You can speak, read, and write Common and Mongrotic.
  Lantern Folk
  The lantern-folk are an offshoot from the species known as the derro, 
  who are fey-descended creatures of the dark realms below the earth. The 
  derro themselves are evil, and insane by any normal, surface-dweller’s 
  standpoint. The lantern-folk are less inclined to evil than their deeper-
  dwelling cousins, and also somewhat less insane.
  At home in the Underneath, the lantern-folk have lived long enough 
  in the shadow of the great city-state above to have taken on some of its 
  characteristics, much like the blighted humans (see below). 
  Physical Description. The lantern folk have skin ranging from pale 
  blue to stark white, and wild, bushy hair ranging from stark white to pale 
  blue (hair and skin tone are rarely the same). They wear moustaches and 
  sideburns with regularity, though beards are fairly uncommon. They have 
  bulging, pupil-less eyes like their cousins, the derro, and only four fingers 
  on each hand, though their feet have five toes. They are small and slight of 
  build, but extremely light on their feet and quick. 
  Society. Lantern folk dwell among the dwarves of the Underneath 
  and elect delve-chiefs to govern their neighbourhoods in an orderly and 
  peaceful fashion. They typically work as miners, craftsmen, traders, 
  tunnel maintenance workers, or gatherers of resources available only in 
  the Underneath or lower subterranean areas. When encountered on the 
  surface in the night markets or well-shaded establishments during the 
  day they sell their rare gems or negotiate contracts with surface firms for 
  the kinds of specialised work that they can provide. The derros’ racial 
  propensity for sadistic experiments and poisoning only rarely emerges 
  among lantern folk individuals.
  Relations. The lantern folk have now lived in the Underneath for 
  centuries without causing any (significant) problems. They are distrusted, 
  but not generally feared or hated.
  Religion. For the most part, the lantern folk have embraced the religion 
  of the dwarves of the Underneath who sponsored them and hold Vergrimm 
  Earthsblood or Crugas in high regard. Some revere Dwerfater or even 
  Grox, but these are much fewer and farther between.
  Adventurers. For folk interested in plumbing the maze of tunnels that 
  exists beneath the Underneath, few are more suited to this lifestyle than 
  the lantern folk. Their natural ability to navigate these low passages and 
  survive in the great darkness makes them most suitable. They also do well 
  aboveground in the many cellars of the city or even out on its winding 
  streets at night. Be sure to check with your GM to see if you can play a 
  lantern folk character.
  Male Names. Bariom, Caedimus, Cassius, Filo, Luciliun, Tiberonus
  Female Names. Andromeda, Caliopa, Gratica, Koryola, Veran, Vesta
  Lantern Folk Racial Traits
  Ability Score Increase. Your Constitution score increases by 2, and 
  your Charisma score increases by 2.
  
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  Player's Handbook
  Age. Lantern folk, like other derro, mature very quickly and are 
  considered to be full grown by the age of 9 or 10 and have a lifespan 
  similar to humans.
  Alignment. The lantern folk no longer embrace the evil ways of 
  their derro forebears. They have also shed much of the chaos inherent 
  to the madness of others of their kind. Lantern folk prefer to live and 
  let live, preferring a neutral approach to other races and to society. It is 
  not unheard of for the chaotic madness of their ancestors to manifest in 
  individual lantern folk.
  Size. Derro stand between 3 and 4 feet tall and weigh between 35 and 
  45 pounds. Your size is small.
  Speed. Your base walking speed is 25 feet.
  City Knowledge. You have advantage on Intelligence (History) 
  checks related to the Underneath. You can add your proficiency bonus 
  to Intelligence (History) checks for one other city district of your choice.
  Derro Magic. You know the light and thaumaturgy cantrips. When you 
  reach 3rd level you can use the color spray spell once per day. When 
  you reach 5th level you can cast the darkness spell once per day. You do 
  not need material components for these spells but you are unable to cast 
  these spells while in direct sunlight. You can cast these spells again with 
  this trait after you have finished a long rest. Charisma is your spellcasting 
  ability for these spells. 
  Darkvision. You are accustomed to dark and very dim conditions from 
  having spent your life mostly underground. Under dim light conditions, 
  you can see up to 60 feet as if the area were brightly lit. You see shades of 
  gray instead of color under darkness conditions.
  Sunlight Sensitivity. You have disadvantage on attack rolls and sight-
  based Wisdom (Perception) checks that occur in direct sunlight.
  Know Your Own. You have advantage on Charisma (Persuasion) and 
  Wisdom (Insight) checks involving your fellow lantern folk.
  Shadow Stealth. While in dim light or darkness, you can take the hide 
  action as a bonus action.
  Languages. You can speak, read, and write Common, Dwarvish, and 
  Undercommon.
  Night-Slug
  None is as naturally capable of the fine art of breaking and entering as 
  the night-slug. Fortunately for society, few are also as cowardly. Night-
  slugs maintain their existence simply by avoiding notice. Sometimes 
  called the Tunnel People by the few folks of Castorhage that run across 
  them in the endless sewer channels beneath the city, these elusive creatures 
  often reside in small crawlspaces or even the hollows between the outer 
  masonry and inner plaster and lathe of a house. They can maneuver their 
  bodies through seemingly impossible spaces. Those among their number 
  who are not lucky enough to acquire such grand accommodations typically 
  live in places that allow them to avoid notice — the city dump, a gable 
  hanging over a small alleyway, and so forth.
  Physical Description. Night-slugs have a humanoid structure with 
  blotch-grey skin bearing randomly arranged tufts of muddy-brown hair. 
  Their arms are thin and elongated, hanging limply at their sides, and 
  they seem to possess little if any muscle tone in general. Their ligaments 
  and tendons are exceptionally elastic, allowing a night-slug to elongate 
  its arms and legs, in the process pulling what muscle it has closer to its 
  frame. In addition, night-slugs have a “collapsible” skeleton; its bones 
  are composed primarily of cartilage, allowing the creature to squeeze into 
  incredibly small areas.
  Society. Night-slugs are true scavengers living on the fringes of the 
  societies of others. They usually prefer densely populated urban areas for 
  the increased number of hiding places and resources from which to scrounge 
  their needs. Most night-slugs are loners because of the limited resources 
  available to them, mated couples rarely staying together beyond the birth 
  of a brood of whimps (as their young are called), and mothers generally 
  abandoning their young as soon as they reach maturity after 3 years.
  Relations. While most humanoids despise night-slugs and find their 
  presence loathsome, few actually fear the creatures. More than one urban 
  goodwife has walked into a room of her house at night to find a night-slug 
  crouched in the corner chewing on a lace table runner and staining the 
  rug with its noxious skin secretions. While the typical reaction certainly 
  includes a scream, rather than flight it just as often concludes with her 
  grabbing a broom and chasing the creature until it manages to squeeze 
  back through a crack in the baseboards to the safety of the inner walls. 
  In some cities plagued by these creatures, there is an entire industry for 
  exterminators hired to enter homes and buildings to clear out night-slug 
  infestations. The only race that could truly be said to hold empathy for the 
  night-slugs are the wretched mongrelfolk on the rare occasions when the 
  two peoples cross paths.
  Religion.  In general night-slugs are not religious and devote little time 
  or energy in contemplation of the gods. As such, there is no religion that 
  could be said to be typical of night-slugs, and most follow no religion at all.
  Adventurers. Unlike their skulk cousins who possess a more violent 
  bent, night-slugs are inherently cowardly and rarely a threat to even those 
  who would otherwise find themselves at their mercy. Be sure to check 
  with your Dungeon Master to see if you can play a night-slug character.
  Names. As loners and outcasts, most night-slugs don’t bother with 
  names at all. Their lack of interaction with most others prevents any sort 
  of need for one. A night-slug identifies everyone as either “self” or “other/
  danger.” Of the few that do take names, they are usually a single word — 
  bereft of context — borrowed from another language or a monosyllabic 
  name that sounds pleasing to a particular night-slug’s ear. They make 
  no distinction between male or female names. Examples include Bloo, 
  Fancy, Glugh, Plop, Spoon, and Tater.
  Night-Slug Racial Traits
  Ability Score Increase. Your Dexterity score increases by 4, but your 
  Intelligence is reduced by 2 and your Charisma is reduced by 4. No score 
  can be raised above 20 or reduced below 3.
  Age. Night-slugs are able to survive on their own by age 3. By age 5, 
  they are considered adults. Night-slugs seldom live more than 30 years.
  Alignment. Most night-slugs have no strong ethical convictions of any 
  kind. They survive by stealing, so they tend toward Chaos and Neutrality.
  Size.  Night-slugs are Small creatures. Because they’re so flexible and 
  able to squeeze themselves into their surroundings, they make Stealth 
  checks with advantage.
  Type. You are of the monstrosity type.
  Speed. Your base walking speed is 20 feet.
  Darkvision. Under dim conditions, you can see up to 60 feet as if the 
  area were brightly lit, and in darkness as if it were dim light. You see 
  shades of gray in darkness, not colors.
  Sly Crawler. While prone, a night-slug has a Crawl speed of 20 feet, 
  and crawling doesn’t slow it down even in difficult terrain. A crawling 
  night-slug doesn’t trigger opportunity attacks when it crawls out of an 
  enemy’s reach.
  
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  The Blight: Richard Pett's Crooked City
  Slime Coat. The skin of a night-slug secretes a thin fluid resembling 
  slimy perspiration that has a musty odor and leaves a stain on most fabrics. 
  This coating protects the night-slug against grappling; other creatures 
  have disadvantage when trying to grapple a night-slug, and a night-slug 
  has advantage on its attempts to escape from grappling. It also makes 
  night-slugs easy to track; Survival checks to follow a night-slug’s trail 
  across any type of terrain are made with advantage.
  Compression. Night-slugs can move through spaces one size category 
  smaller than themselves without squeezing, and they can squeeze through 
  openings two size categories smaller.
  Languages. You read, write, and speak Common.
  Swyne
  “Lord, why can’t I get a decent tailor these days? Adjust my cravat, 
  idiot; can’t you see it’s crooked? How can I go to the lodge dressed like 
  a human? I hope they have those succulent kidneys tonight, the ones 
  that they serve just lightly toasted with sugar. They have fine food at the 
  lodge — not that you’d know about the finer things in life. We’ll drink 
  the finest Crava from crystal and eat our fill before talking business 
  over cabb’e and hookahs filled with the finest tobacco and insectum 
  money can buy. We’ll trade millions tonight, you know? Millions! Can 
  you imagine a million? I thought not. That’s the trouble with humans — 
  no imagination, and little appreciation for the finer things in life — little 
  appreciation of anything, in fact.”
  Pleasure, pleasure, and pleasure: the three “P’s” of swyne philosophy. A 
  swyne lives to enjoy, to eat the finest food, to romance the most beautiful 
  people, to plunder the greatest treasures. A swyne is a voyeur, a pleasure-
  seeker, a lothario. They do anything and everything to ensure that they get 
  the most out of life.
  In essence a humanoid pig, the swyne is usually fat, sallow-eyed, and 
  hungover from excess. Dressed in the best he can buy, a swyne gets what 
  he can out of life — as often and as plentifully as possible. Roughly human 
  in size and shape — and with all the foibles and interests that accompanies 
  — the swyne are often mistaken for fat humans from a distance, until their 
  snouts and piggy eyes come closer into view. Swyne tend to stick together, 
  and refer to each other as brother or sister hog.
  Physical Description. Some swyne can pass for human; so subtle are 
  their porcine features. Others resemble humanoid pigs, with hoggish 
  features, clumsy hands, and squealing laughter. They all tend to be fat (a 
  result of enjoying as much fine food as they can, as often as they can), and 
  prone to being clumsy; their porcine ancestry runs deep, and occasionally 
  shows itself in their eating habits.
  Society. Swyne stick together. A swyne almost always helps another 
  swyne in trouble, often with the benefit of a considerable lecture on the 
  error of their ways and how the suffering swyne in question should follow 
  the path of his benefactor, whatever that path may be. Swyne live for 
  excess, and have developed many guilds of their own to band together to 
  ensure mutual benefit — providing, of course, that the benefit is primarily 
  their own. The swyne have developed thousands of clubs related to 
  excess and pleasure, the most famous of which are the Hedonists, a group 
  perpetually related to dark rumours of excess, torture, and cruelty over 
  enormously excessive luncheons.
  Relations. Everyone has his uses, and a swyne judges life by the number 
  of associates he has. Their selfish natures tend to make true friendships rare 
  but incredibly close; a swyne friend is one for life, but a swyne associate 
  cannot be trusted. Swyne deeply admire the banking gnomes of the city, 
  and many close associations have and do take place across the city. They 
  consider elves to be flighty and unpredictable, dwarves miserable, and 
  half-orcs repulsive. They like a halfling’s appetite and admire the human 
  capacity for vice. They take great offence at being likened to pigs, and 
  often refer to other humanoid races as monkeys as a riposte if so insulted.
  Religion. Swyne religions are based around acquisition: be it monetary, 
  rare objects, land, property, or any other such avarice. Porfask, the Swyne 
  God of Wine-cellars is one; Hork, Goddess of Musk, another. Of course, 
  Mammon has the greatest share of worshippers among the race and has 
  been adopted into the swyne pantheon — whether he is aware of it or not. 
  To many races, the swyne gods seem trivial in their focus; to a swyne, they 
  are divine in their singular greed.
  Adventurers. The restless greed of the swyne makes them useful allies, 
  which, coupled with their brotherliness, makes them useful contacts.  Be sure 
  to check with your Dungeon Master to see if you can play a swyne character.
  Male Names. Boarbrand, Bogslob, Grund, Grork, Hobb, Hogwell, 
  Hoglard, Pikskin
  Female Names. Asparagus, Cauliflower, Cupling, Ladywell, Lettuce, 
  Pigmella, Porcinia, Porflower, Sugary, Winscent, Winseed
  Swyne Racial Traits
  Ability Score Increase. Your Constitution and Charisma scores each 
  increase by 2, but your Dexterity is reduced by 2.
  Age. Swyne mature at roughly the same rate as humans and typically 
  have the same lifespan as their human counterparts.
  Alignment. Swyne can be of any alignment. Most often, their gluttony 
  and greed are their motivators pushing them to follow their whims and do 
  whatever they are able to get away with. They tend to be chaotic neutral 
  or neutral evil.
  Size.  Swyne are generally as tall as humans but are almost all very 
  plump to morbidly obese. Your size is Medium.
  Speed. You have a base walking speed of 30 feet.
  Darkvision. Under dim conditions, you can see up to 60 feet as if the 
  area were brightly lit, and in darkness as if it were dim light. You see 
  shades of gray in darkness, not colors.
  Gut Feeling. Swyne are naturally gifted at judging people or sniffing 
  out a bargain. You have proficiency in Insight.
  Healthy. Swyne can — and often do — eat almost anything, and their 
  powerful fortitude makes them highly resistant to toxins and sickness. 
  You have advantage on all saving throws against poison and disease.
  Keen Smell. You have advantage on Wisdom (Perception) checks that 
  rely on smell.
  Stubborn. You have advantage on saving throws against being charmed 
  or compelled.
  Languages. You read, write, and speak Common and one additional 
  modern language of your choice.
  Blight Backgrounds
  Where does your character’s story begin? Why does it begin there? 
  What experiences shaped your character and why? How did the 
  environment that your character has lived helped determine who he is 
  and why? These are some of the questions you might consider when you 
  create your character. Below you will find numerous Blight backgrounds 
  that can be used as a starting point when you are crafting your character 
  and their story.  
  As you read through the below backgrounds, you will notice that several 
  are tailored for specific races within the Blight. This was intentional and 
  provides additional, defining characteristics to those races. That doesn’t 
  
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  Player's Handbook
  mean that other races are not allowed to have these backgrounds. If a 
  specific background is good for your character then work with your GM 
  to customize it for your game. As always, these are optional suggestions 
  intended to immerse you and your character into the Blight.
  For characteristics, ideals, bonds, and flaws, consult the game manual 
  and choose those that work best for your character concept.
  Alchymyst
  Typically found surrounded by bubbling pipes and jars, frothing jugs 
  of vile-smelling ichor, and tubes connecting to tubes connecting to tubes, 
  you were once admired throughout the city for your nose for the task and 
  cunning skills with all manner of exotic substances. But you grew ob-
  sessed with perfecting your art and your reputation quickly became that 
  of dangerous and unpredictable, if not mad. You now ply your trade out 
  of the eye of the public, and only to customers that are looking for less 
  traditional means of enhancement.
  Skill Proficiencies: Arcana, Medicine
  Tool Proficiencies: Alchemist’s tools 
  Languages: One of your choice 
  Equipment: A quill, bottle of black ink, a small notebook with various 
  arcane formulae inscribed within, a set of common clothes, a pouch con-
  taining 15 gp
  Feature: Fleshwarp
  Fleshwarping is gruesome but all too common in the Blight. You have 
  developed a knack for the practice of altering a creature’s physical form 
  through the use of alchemy. Much as life is extended through the use of 
  elixir of life†, you are able to enhance life with your alchemical potions 
  and goo to make it bigger, better, stronger, and faster.
  Boatfolk
  The river barges where you were born, grew up, and have lived all your 
  life are all you know. You and your people are fiercely insular and come 
  from tightknit families. You celebrate your own holidays and have your 
  own festivals, manners, and cant. Tradition is very important to you and 
  yours, and no one, not even the Queen, will make you all change. You’ve 
  seen the looks outsiders give you when you speak in River Cant, and you 
  are sure their suspicious glares hide their disdain for you and your people.
  Skill Proficiencies: History, Insight
  Tool Proficiencies: Navigator’s tools, vehicles (water) 
  Languages: River Cant 
  Equipment: A family heirloom, a clan symbol carved from lyme walrus 
  ivory, a cudgel, and a pouch containing 5 gp
  Feature: Oral Tradition
  You are responsible for the lore and history of your clan. You were 
  chosen by your gran to carry the traditions and ways of your people. At 
  gatherings, children and adults alike seek you out to hear the stories, deeds 
  and folklore of the boatfolk. One day, you too will pick someone to carry 
  on the tradition.
  Crooked
  You have been touched by Between and are not like others. You cannot 
  stand to look in the mirror for fear of seeing things from your worst 
  nightmares reaching out to pull you down, into the dark, to slowly devour 
  your as you unleash a scream that no one hears. Your peculiarity and 
  random outbursts draw looks and whispers that make you uncomfortable 
  and misanthropic.
  Skill Proficiencies: Intimidation, Perception
  Tool Proficiencies: None
  Languages: Two of your choice 
  Equipment: A random trinket, a small ball of twine soaked in waters of 
  the Lyme, a sickle, and a pouch containing 7 gp
  Feature: Prescience
  You have a strange prescience that often warns you out of danger. 
  Your “gift” has you always looking over your shoulder, waiting for the 
  glimpses of events you see to happen. You’ve told very few about your 
  clairvoyance, fearing they will try to exploit you for their own gain.
  Capitoler
  The towering fist of the city, the Capitol, casts its intimidating shadow 
  across the numerous districts, ghettos, and squalid sewers of Castorhage. 
  Born in the heart of this immense city-in-a-building, your speech, dress, 
  and demeanour reflect your privileged birth, compared to most born in the 
  Blight, and you feel an air of superiority as you pass amongst the decrepit, 
  stinking, filthy rabble that is the bulk of the lower castes. The intrigue, the 
  betrayal and deceit, truth and lies - the daily drama enacted in the name of 
  politics is a driving force in your life.
  Skill Proficiencies: History, Persuasion 
  Tool Proficiencies: One type of gaming set 
  Languages: One of your choice 
  Equipment: A gaming set, one set of fine clothes, a pouch containing 20 
  gold, a set of credentials, and a random trinket
  Feature: Capitol Access
  You hail from the Capitol, where your parents mingled with minor 
  gentry, scholars, guards, or any number of other civil servants or people 
  of some importance. Because of this you can come and go among the 
  countless clerks, servants, butlers, and other necessary personnel within 
  the labyrinthine halls that lie behind the Great Door. You know the inner 
  workings of the extensive bureaucracy within the Capitol and can gain 
  access to records that you normally would never be privy to.  You can gain 
  audience with minor functionaries if needed. 
  Cultist
  The “Gods” of Castorhage are not divine but rather legends and myths 
  that have risen to god-like prominence and developed cult-like followings. 
  These “Gods” - Beltane, the Crooked Promethean, the Aspect of the Green 
  Man, and many others - wield immense authority, influence, and fear over 
  the people of the Blight. That influence extends to you. 
  You follow one of these “Gods” with slavish devotion, enacting 
  their will and spread their influence across the Blight. Work with your 
  gamemaster to determine which of the “Gods” fits with your character 
  and the campaign.
  Skill Proficiencies: Deception, Religion 
  Tool Proficiencies: Choose one: disguise kit, poisoner’s kit, or herbalism 
  kit 
  Languages: One of your choice 
  Equipment: A kit of your choosing, a book containing the testament and 
  teachings of your “God,” ritual accoutrements, and a pouch containing 
  5 gp
  Feature: Bolt Hole
  You lead a normal life, moving among the populace as any other resident 
  might. Your affiliation with one of the cults of the “Gods” is secret but you 
  have taken precautions just in case that is ever compromised. You have 
  established a safe house where you and a few close associates can retreat 
  to lay low for a time. Work with your GM to establish a location where 
  you can hide out that fits with your character and the campaign.
  
  20
  The Blight: Richard Pett's Crooked City
  Charmwell
  Your features and mannerisms reflect your elven parentage and 
  overshadow any human blood that runs through your veins. The fey blood 
  flows strong within you; you might even have the stuff of the Old Ones or 
  possibly the dark fey. You’ve taken advantage of your elven predominance 
  and relish the role of the entertainer, hearing the cheer of the crowd, being 
  at the centre of attention, with a commanding presence that holds rapt the 
  attention of all that watch you perform.  
  Skill Proficiencies: Performance, Sleight of Hand 
  Tool Proficiencies: One type of musical instrument 
  Equipment: A musical instrument, a set of traveller’s clothes, a set of 
  juggling balls, a pouch containing 10 gp
  Feature: Headliner
  You have a steady gig at a local tavern or theater. Your show, whether 
  comedy, drama, or tragedy, or simply riotous shenanigans of the bawdiest 
  caliber, is always sold out days in advance. You might even have a 
  paramour that is rather famous within the city!
  Forsaken
  You’ve come to the city to discover and learn, hoping that your lifetime of 
  memories and experiences will reveal some greater meaning, but memories 
  are fickle and what may have been your reality now seems like a dream. 
  Your bitterness that your long life is slowly coming to an end is apparent 
  and you have developed a grim reputation among the locals. You are one of 
  those that have come to Castorhage in the twilight of your years, searching 
  for meaning and understanding of what your life has truly meant. 
  Skill Proficiencies: History, Arcana 
  Tool Proficiencies: One type of musical instrument 
  Equipment: A musical instrument, a set of traveller’s clothes, a small 
  notebook containing memoirs, a pouch containing 10 gp
  Feature: Lifetime of Learning
  You have acquired a lifetime of knowledge and training, and life in 
  the Blight evokes past experiences with the new. You can call upon 
  your lifetime of learning and research and are considered a source of 
  knowledge and lore for your peers. You are considered an expert in an 
  obscure subject. Work with your GM to determine what subject and how 
  it fits with your character.
  Hooligan
  You are one of the Invisibles, the Lowfolk, or the Lowest of the Low. 
  You were born and raised in the cesspit that passes for slums within the 
  Blight. You know how dangerous the streets are but are able navigate them 
  with ease. These are your streets, your people, and you have a reputation 
  among the underclass of Castorhage as someone not to be trifled with. 
  Murder, blackmail, illegal insectum, extortion, racketeering - these are but 
  a few of the things you and your crew traffic in. When something happens, 
  you know about it thanks to your network of informants.
  Skill Proficiencies: Deception, Stealth 
  Tool Proficiencies: One type of gaming set, thieves’ tools 
  Equipment: A gaming set, thieves’ tools, a set of dark, a set of common 
  clothes, a concealed dagger and cosh, a satchel containing a random 
  type of insectum or other illicit good (work with your GM to determine 
  the type), a small notebook with a list of those that owe you money 
  (encrypted with a cipher of your creation).
  Feature: Friends in Low Places
  You have contacts in all parts of the underworld within Castorhage. 
  Some owe you favors or money, some simply fear you, others respect 
  you, but they all supply information that you can use to get ahead in this 
  Between-dog-eat-Between-dog world.
  Lyme-Blessed
  Ah Sister Lyme, she slithers — or perhaps more rightly oozes — 
  through the city, her veins reaching upstream to taint and choke. None can 
  escape her. She peculiarly affects humans; you’ve spent many generations 
  on her back or in her womb, and it has seeped into your pores. You wear 
  this patina, this infestation, and she has a strong hold on you. You’ve never 
  been able to venture far from her banks for long, always returning to her 
  bosom, relishing her caress, and drinking deeply from her waters.
  Skill Proficiencies: Nature, Perception 
  Tool Proficiencies: One set of artisan’s tools 
  Equipment: A set of artisan’s tools, traveller’s clothes, spectacles with 
  rose-coloured lenses, a flask filled with water from Sister Lyme, a pouch 
  containing 10 gp
  Feature: Clear Sight
  Your eyes have subtly evolved to see better through water distortions 
  and obstructions. You can see twice as far as others through fog, mist, and 
  murky water. Work with your GM to determine how this will fit with your 
  character and in the game.
  Revolutionary
  Vile politicians, twisted royalty, greedy thugs - the disease and decay 
  that rules Castorhage must be excised completely so that those that suffer 
  under the yoke of tyranny and oppression can be free. You’ve seen the 
  malignancy first hand, after all, you were born to it as a child of the 
  aristocracy. You grew to despise your station and those that perpetuate the 
  rot. But now, now you fight! 
  Skill Proficiencies: Deception, Stealth 
  Tool Proficiencies: Disguise kit, thieves’ tools 
  Equipment: A disguise kit, thieves’ tools, a set of traveling clothes, a 
  pouch containing 20 gold
  Feature: Inside Man
  Because you were born to the aristocracy, you are privy to the plots 
  and schemes of the ruling class within Castorhage. You use this to your 
  advantage and gather intelligence that can help the Shadow of Freedom 
  or another underground revolutionary movement strike at the heart of the 
  corruption and expose them for what they are.
  Salt-o’-the-Earth
  Coming from a respected family in the city, you can trace your local 
  ancestry back over several generations to the dwarven kingdom said 
  to have first carved the Underneath. You are extremely proud of your 
  heritage and will never let your clan name be besmirched. You are well 
  known within your home territory and have a reputation as forthright, 
  stern, and wise.  
  Skill Proficiencies: Athletics, Intimidation
  Tool Proficiencies: One type of gaming set, one type of artisan’s tools 
  Equipment: A gaming set, a set of artisan’s tools, a set of common 
  clothes, and a belt pouch containing 10 gp
  Feature: Family Feud
  You may choose an organization, a guild, a club, a cult, or a noted 
  individual from the Blight with whom they have a longstanding grudge. 
  You have a network of informants that reports on the activities of your 
  hated foe. Additionally, you take any opportunity available to act on this 
  family grudge. 
  Work with your GM to establish an acceptable grudge (and target for 
  the grudge) for your character.
  
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  Player's Handbook
  Savage
  Your parents came to the city to seek their fortune; half-orcs themselves, 
  they found life hard, and they joined a growing number of half-orcs who 
  live in dark, rusty ghettoes and hovels — grouped together for fear of 
  attack. You are tough, independent, and smart and have learnt to survive 
  alone in the city. You do what you must, the only way you know how – by 
  any means necessary.
  Skill Proficiencies: Intimidation, Survival
  Tool Proficiencies: None
  Languages: Two of your choice
  Equipment: An improvised weapon of some type, and a backpack 
  containing a bed roll, a healer’s kit, flint and tinder, a mess kit, 3 days of 
  rations, and water skin
  Feature: Exit Strategy
  People look upon you with disdain and suspicion. You know you must 
  be wary when you are out of your home territory. The first thing you do 
  when you enter a building is identify the different means of egress. You 
  can handle your own but you are a survivor, and sometimes that means 
  making a quick getaway.
   
  Sprawl Mason
  Some dwarves have a particularly strong background in all things 
  connected to building. You have an extremely keen eye for quality 
  craftsmanship and can identify who the craftsman was. Furthermore, you 
  are an extremely well-respected craftsman in your district and are often 
  sought after for your skill and innovation. 
  Skill Proficiencies: Insight, Perception
  Tool Proficiencies: One type of artisan’s tools
  Languages: One of your choice
  Equipment: A set of artisan’s tools, a set of well-made work clothes, a 
  small sketch pad and pen and ink, a pouch containing 15 gp
  Feature: Professional Reputation
  You have earned the respect and admiration of others both in and out 
  of your trade. You are the first person that others in your craft come to for 
  advice and for permission to take commissions within your district. You 
  have prospective apprentices begging for your tutelage.
  Toiler
  Myriad dwarf families came to Castorhage seeking work, and the 
  reputation of their spirit of toil gained many of employment. A trade 
  expert and successful merchant, you are always on the lookout for new 
  ventures and investment opportunities. A rare spice from far off Khemit? 
  Mustalbhin sundries? Jade figurines from an ancient and forgotten 
  civilization?  Not a problem, you can find it, which is why you are sought 
  after by the most discerning clientele.
  Skill Proficiencies: Insight, Persuasion
  Tool Proficiencies: One type of artisan’s tools
  Languages: One of your choice
  Equipment: A set of artisan’s tools, a set of traveller’s clothes, a small 
  notebook containing business ideas and possible investments, a pouch 
  containing 15 gp
  Feature: Trade Network
  You have a well-established network of merchants and traders that 
  come to you first when they arrive in Castorhage so that you can have first 
  pick of any of their goods. You can find hard to locate goods, contraband, 
  and other sundries, through legal and illegal means.
  Thanatologist
  Death is always present in Castorhage. The study of death, how bodies 
  decay, the changes they go through the post-mortem period has always 
  been fascinating to you. You spend all your spare time studying death 
  and its processes. You are not concerned with the meaning of life and 
  death, just the physiological and forensic aspects of death and how that 
  knowledge can benefit those still living.
  Skill Proficiencies: Investigation, Perception 
  Tool Proficiencies: Choose one: a mortician’s kit or a surgeon’s kit 
  Languages: One of your choice 
  Equipment: A kit of your choosing, a hefty tome containing your notes 
  and observations, a magnifying glass, a lantern, pen and ink, and a 
  satchel with 15 gold.
  Feature: Body Farm
  You have established a body farm of sorts within the districts in 
  Castorhage. You have been able to place bodies in various stages of decay 
  in areas where they will not be disturbed. These locations are secluded 
  enough that you can visit them and record your observations and findings 
  without fear of interruption. You also have established contacts with 
  several body snatchers who are always willing to take your coin for the 
  freshest specimens.
  Traveller
  You are a brilliant performer that can dazzle, amaze, and entertain 
  crowds. Not only are you blessed with talent and stage presence, but you 
  have dashing good looks and are keenly aware of the effect you have on 
  others. You have a silver tongue to match your charm and can often talk 
  your way out of (or into) any situation.
  Skill Proficiencies: Persuasion, Sleight of Hand
  Tool Proficiency: One type of musical instrument or a forgery kit
  Languages: One of your choice
  Equipment: A musical instrument, a bright set of traveller’s clothes, a 
  flask of strong liquor, a pouch containing 10 gp
  Feature: Grift
  You can run the short or the long con, can spot the best marks, and 
  have associates you can call on a moment’s notice to run a scam. There 
  are those that are still talking about your last con as if it were legendary.
  Vigilante
  Life in the Blight is brutal. Injustice, murder, slavery, and worse plague 
  the streets, subjecting the already hopeless residents to suffering unknown 
  in the majority of other cities. You cannot stand to see this continue. You 
  see the inequality, the abuse, and the rotten corruption at the heart of the 
  Blight as cancers that must be excised. If the law won’t protect them, you 
  will.
  Skill Proficiencies: Investigation, Stealth
  Tool Proficiency: Poisoner’s kit
  Languages: One of your choice
  Equipment: A poisoner’s kit, a set of dark clothes with a cowled cloak, 
  a mask, a weapon of your choice, a climber’s kit, and a pouch with 10 gp
  Feature: Judge, Jury, and Executioner
  What gives you the right to cast judgement and sentence on those that 
  prey on the weak? The fact that the law will not protect them gives you 
  the right. You feel no remorse when you hunt down, cast judgement, and 
  carry out the sentence on these vermin. You are the law.
  
  22
  The Blight: Richard Pett's Crooked City
  Optional Blight 
  Character Quirks
  Abandoned. Abandoned to live on the streets as a child, you grew up 
  tough. You have abandonment issues that hampers your ability to develop 
  close relationships. When alone, you find it uncomfortable and try to seek 
  out company if possible. (Optional: When alone, you begin to panic and 
  must succeed on a DC 10 Wisdom save or become frightened.)
  Alleychild. The narrow defiles and ginnels were your childhood 
  playground and home. Wide-open spaces are panic inducing and make 
  you extremely uncomfortable. (Optional: You must succeed on a DC 10 
  Wisdom saving throw or become frightened while in a wide-open space.)
  Almost Killed. You fell in the Lyme, were hit by a runaway broken or 
  undead horse, or fell from a tall building. You have odd nightmares about 
  the event that somehow manifest themselves in the dreams of others, who 
  find it impossible to save you. 
  Apprentice. Because you were raised by a tradesman, you have a keen 
  understanding of tools and crafting. Consult your GM to determine what 
  trade you might be adept at.
  Artists’ Quarter Born. You were raised or spent some considerable 
  time in the crazy and creative district of the Artists’ Quarter. You have 
  done everything you can to stay out of the way of the three major factions 
  and were once invited to join the Cult of the Self-Blinded Angel.
  Bastard Nobility. You bear the hallmarks of an aristocrat’s bastard. You 
  can mingle easier than others with different castes, and can call upon an 
  aristocrat that is known to you for a favour.
  Between Marked. Whilst very young, a nightmare from Between 
  somehow manifested itself and scarred you. You are deeply affected by 
  the experience and cannot abide being near mirrors. (Optional. If you 
  come within 20 feet of a mirror, you must succeed on a DC 10 Wisdom 
  save or become frightened.)
  Boatchild. You have grown up on the banks of Sister Lyme, and even 
  swum her depths for dares. You are more comfortable on the water than 
  on land.
  BookTown Born. You were raised or spent some considerable time 
  in BookTown. You are privy to secrets whispered among the stacks and 
  shelves of the cavernous libraries of BookTown.
  Body Harvest. You’re quite the entrepeneur and have established 
  yourself as the go to source for highest quality cuts of meat. Your 
  customers are Cadaver-Surgeons, Homoncule-Wives, Golem-Stitches, 
  and others who are in the market for body parts, cadavers, and sometimes 
  even something alive...
  Born in the Barn..acle. You were raised among nests and tunnels of the 
  Barnacle. You know the tunnels and tight, winding streets better than most 
  and can move through the Great Docks unhindered. There is a chance you 
  know some information about a shady deal or two.
  Born to Beer Slops. You were raised in the gin houses and taverns 
  of the city. You know the best dives in the Blight and just so happen to 
  have a legendary thirst that causes tavernkeepers to groan when you walk 
  through the door.
  Brine Touched. There is some briny in your family, a gift that your 
  mother and father tried to hide. Your fingers and toes are webbed and you 
  can hold your breath twice as long as average.
  Brothel Waif. The child of a harlot from the Crimson Lantern, you have 
  grown up hardened, independent, and tough. You have a soft spot for those 
  in the “trade” and seek to aid them whenever possible. If you witness a 
  prostitute being mistreated or abused, you will surely step in and aid them.
  Capitol Born. You were raised or spent some considerable time in 
  the Capitol. You have unique insight into the gossip and politics of this 
  dangerous quarter. You might even know a secret way into the Capitol. 
  Child of a Famous Beauty. Your mother or father was famous in the 
  city for their looks. However, you were often left alone when young and 
  suffered from nightmares. To this day, the night terrors persist. (Optional. 
  You must succeed on a DC 10 Wisdom check before attempting to sleep.)
  Chimney Sweep. When young, you were small and used for cleaning 
  chimneys of the wealthy or those of the Capitol. You can always find the 
  best hiding places but confined spaces are terrifying. (Optional. When you 
  are in a confined space, you must succeed at a DC 10 Wisdom save or 
  become frightened.)
  Choir Child. You have an incredible singing voice but the brutal 
  training regimen you endured at the hands of your cruel choir teacher 
  has left you scarred and traumatized. (Optional. Pick a specific tune that 
  reminds you of your time in the choir. You must make a DC 10 Wisdom 
  save or become frightened.)
  Circus Act. You ran away to join the circus. A colourful life of travelling 
  through Festival and the Artists’ Quarter followed, punctuated by trips to 
  other parts of the city. You still have contacts within the myriad troupes 
  that perform in the city. Interestingly, your closest contacts can be found 
  in the Great Fayre, possibly within the Family.
  Cruel Kin. Cruel parents or relatives raised you, and you left home 
  early. You are independent and misanthropic but have a cruel streak that 
  you try hard but often fail to control.
  Devotee of Mother Grace. Very religious parents who found great solace 
  in the order of things in the church of Mother Grace raised you. If someone 
  blasphemes against Mother Grace within your hearing, you feel compelled 
  to educate the blasphemer. (Optional. Succeed on a DC 12 Wisdom saving 
  throw or act in an overzealous manner against the blasphemer.)
  Distorted. Your anatomy has been altered by exposure to the toxins and 
  pollutants of the Blight. You have a distinguishing anatomical feature caused 
  by the environment of the Blight. This feature is something you could 
  have been born with or developed through years of exposure. (Optional. 
  Your distinguishing feature can have positive or negative effects on your 
  Charisma. Work with your GM to determine if this is the case).
  Educated. You attended one of the minor schools in the city. Schools 
  were vile, ordered places, and they have given you a healthy loathing for 
  order and authority.
  Festival Born. You were raised or spent some considerable time in 
  Festival, but were not tainted by the place. You can move freely among 
  the lyncanthropy-inflicted locals. At some point in your life, you caught 
  the attention of the Rat Queen. She still is interested in you.
  Foundling. You were abandoned as a baby, but found. There is 
  something distinctly odd about you. This can be a physical thing such as a 
  minor deformity (an extra finger, mismatched eye colour and so forth), or 
  simply an odd air about you.
  Freakshow Touched. You were raised in a freakshow and became 
  close to many acts. You have developed a very meaningful relationship, 
  possibly romantic, with the “star” of one of the shows.
  Gable Child. You spent your days up in the gables, where the air was 
  clearer and there was always more to see. You know the best perches to watch 
  the residents of the Blight and often see things not intended to be seen.
  Gablemaester’s Child. Your father was one of the brave gablemaesters 
  who kept the rooftops clean, safe, and free from spiders. You have utmost 
  familiarity with the rooftops of the city, and can often find the quickest and 
  easiest path through the city using the rooftops.
  Guild Child. You were raised as part of a guild and have a benefactor 
  looking out for you. At some point, when you are most in need, there is a 
  chance your benefactor will aid you. (Optional. Roll percentile dice. On 
  a roll of 96-100, your benefactor will come to your aid in some manner 
  determined by the GM.)
  Guild-Bound Family. Your family is blighted by an agreement they 
  made to a guild before you were born. Because of this, you are constantly 
  fearful of being held accountable for your family’s mistakes. (Optional. 
  Succeed on a DC 12 Wisdom check any time you encounter a member of 
  a guild. Failure results in an unpredictable outcome to be determined by 
  you and the GM.)
  Haunted by Between. Between seems somehow to follow you around. 
  Every so often, you hear noises no one else does, feel something move 
  behind you, or see a reflection in a corner of a mirror that cannot be there. 
  You are inherently Between touched. (Optional. Succeed on a DC 12 
  Wisdom save or become frightened when hearing noises that others do not.)
  Hideling. For reasons known only to you, you have chosen to mask 
  your mixed racial heritage. Forsaking one for the other, you emphasise the 
  ancestry that is most common, human, in the Blight and excel at hiding 
  in plain sight.
  Hollow Hills Born. You were raised or spent some considerable time 
  in the hallowed and holy places of the Hollow and Broken Hills. You can 
  
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  Player's Handbook
  move freely among the inhabitants of these areas and have explored every 
  inch of the Great Blight Cemetary.
  Jumble Born. You were raised or spent some considerable time in the 
  Jumble. Because of this you are paranoid and untrusting, always lamenting 
  that you are being watched. You are right.
  Kissed by Angels. Some people are born lucky, and you’re one of them. 
  Cats sit in your lap, children stop crying and laugh when you enter a room, 
  and frosty discussions thaw when you talk. Some petty people find such 
  lucky folk annoying, and become jealous of them, of course. 
  Link Child. When younger, you worked the dark streets of the city as a 
  link boy (or girl). Your night vision is excellent, and you have an almost 
  sixth sense when operating in darkness. You find daylight unpleasant, and 
  prefer to wear tinted lens when the sun is at its highest.
  Messenger. When younger, you were hired by one of the many 
  messenger guilds in the city to pass messages in haste. You know the 
  fastest routes through the city.
  Mill Child. You spent much of your childhood working in one of the 
  many mills in the city. Worker safety was not a priority of the overseers 
  in the mills. You bear the marks of having been involved in an industrial 
  accident of some kind. Consult with your GM on how to utilize this trait 
  in game.
  One of Many. There were 10+1d6 other children in your family. You 
  have a very high likelihood of encountering one of your siblings at any 
  given time within the Blight. These encounters can be cordial or hostile, 
  the choice is yours.
  Orphan. Raised by an overseer, your early life was incredibly tough. 
  You bear the physical and psychological scars of this experience. You 
  have vowed to save as many orphans as you can. How you do this is up 
  to you.
  Out from the Asylum. You don’t know how you escaped intact (mostly), 
  but you did. You’ve been to the City of Golems and lived to tell about 
  it, albeit with a noticeable alteration to your body. You’ve undergone a 
  transformation at the hands of a Cadaver-Surgeon, Homoncule-Wife, or a 
  Golem-Stitcher. Work with your GM to determine something noticeable 
  that has been altered about your character.
  Riverchild. You were raised in a boat town along the river; you speak 
  River-Cant as if it were your native language. You know the right folk to 
  talk to in the boat towns that ever-present within the city and always seem to 
  have the best information about the goings on in these “neighbourhoods.”
  Seminarian. You were born or raised (or created) in the Seminary. You 
  have seen the true horror of the ghastly experimentations that take place 
  in this academic bastion at the foot of the Capitol. You rarely make it 
  through the night without waking in a sweat, screaming at the horror you 
  cannot forget.
  Seventh Child of a Seventh Child. There is something decidedly odd 
  about you; odd things happen around you, and occasionally unpredictable 
  events occur — cats bristle and flee from you, plates fall on floors when 
  you enter the room, or a clock strikes thirteen. This does not have a 
  mechanical effect, and your GM should weave it into your character’s 
  story from time to time.
  Sewer Brat. You spent a lot of time in Underneath, either as a runner 
  for a guild, someone who ran away from home or the orphanage you were 
  raised in, or some other story you deem appropriate. You have a sixth sense 
  that allows you to navigate the sewers of the Blight better than most others.
  Sideshow Touched. You were raised in a carnival sideshow and became 
  close to many acts. You can move amongst the sideshow workers as if you 
  were still one of them. You have a special affinity with many of them and 
  are often given the best rumours and tales.
  Sinks Born. You were raised or spent some considerable time in the 
  Sinks. When you were younger, curiosity got the best of you causing you 
  to venture down to the Grey Lake. You’ve seen things. Terrifying things. 
  And you know the stories to be true.
  Sinister Theatrics. You were raise or spent considerable time in the 
  Theatres’ Sinister. You’ll never admit it, but you very well could have the 
  ear of Aris Macwell or one of his Liars.
  Sorrowful. You are of mixed heritage but struggle to understand why 
  you feel you are missing something crucial to your makeup. Your parent’s 
  differences were too much to overcome after the love and lust faded. You 
  favour the parent that raised you but are cursed with an unnaturally long 
  life or a fleetingly short life in comparison to your parent.
  Strange Relations. Somewhere in your family line is an anomaly. the 
  hint of an elf, the touch of a gnome, the flicker of a halfling. Exactly how 
  and where this came from is a mystery. Your character is slightly odd in 
  a hard-to-define way. This is not a mechanic, but a story option; perhaps 
  the PC has a luxuriant dwarvish beard, slightly pointed ears, or woolly 
  feet that indicate that somewhere, far back, something odd happened in 
  the family. 
  Streetwaif. You were raised on the hard streets of Castorhage and have 
  learned how to survive. You made an enemy, however, and that enemy 
  is looking for you. Work with your GM this develop this twist for you 
  accordingly, and weave it into your ongoing story.
  Thirteenth Child of a Thirteenth Child. There is something decidedly 
  odd about you, and not all of it good. Strange effects follow your character. 
  These are only minor but decidedly strange. horses keel over and die in 
  the street when you walk by; a pyre-beetle lamp goes out; you find two-
  headed silver coins; or a plummeting magpie crashes into a wall as you 
  walk past. Life, in short, continues to throw oddities about you. 
  Toiltown Born. You were raised or spent some considerable time in 
  Toiltown. You know who to go to when you need the illicit services offered 
  in Toiltown. Your fellow East Enders remain loyal and true to you, aiding 
  you when you need it. (Optional. Whenever you encounter a slaver, you 
  must succeed at a DC 12 Wisdom save or confront them, often violently.)
  Touched by the Unsea. When young, you were taken to the Unsea, and 
  it had a profound and unsettling effect upon you. The Unsea calls you, and 
  you find it oddly consoling to have objects from there or even odd things 
  from the mundane sea about your home or person. There is something 
  oddly clammy and brackish about you.
  Town Bridge Born. You were raised or spent some considerable time in 
  Town Bridge, and can consider yourself a Town Bridge local. You despise 
  Crown Prince Justice Cornlord and the ruthless landlords that act in his 
  stead in Town Bridge. You have vowed to bring them all down.
  Wicked Stepsisters. Wicked stepsisters who delighted in using you as 
  little more than a slave raised you. This made you resilient, if sad, when 
  young. That sad resilience has shaped your personality into one that is 
  hardened and serious. You have little tolerance of frivolity.
  Wild Child. You were feral as a child. Your feral nature remains with 
  you and impacts your relations with “civilized” Blighters.
  New Equipment
  Equipment and Things to  
  Part You From Your Lucre — 
  Castorhage Goods
  A short walk in the Blight avails one of the sheer volume of goods for 
  sale, from Aarckle, Budge & Sons Gentlemen’s Outfitters, to Zyn, Ripple 
  & Wade, Pipe Makers to the Aristocracy. The wares are advertised across 
  every available space; no wall is without a painted sign or hoarding, 
  sandwich boards are carried by down-at-their-heels men eager to earn a 
  tanner, and shop windows often show elaborate displays of wares. With so 
  many people in such a small space, competition is stiff, and beyond their 
  gaudy adverts, traders stop at nothing to be the best — and the richest — 
  in the city-state.   
  Weapons of the Blight
  Along with most other weapons, the following new weapons are used 
  by the denizens of Castorhage.
  Weapon Qualities
  Misfire: The increased power or configuration of some crossbows can 
  result in a misfire. If the natural result of your attack roll is equal to or 
  less than the weapon’s misfire value, that shot misses, even if you would 
  
  24
  The Blight: Richard Pett's Crooked City
  have otherwise hit the target, and the crossbow cannot be used again until 
  a person proficient in the use of the weapon spends a full-round action to 
  restore it to working order. Magical repeating crossbows will still misfire 
  on a natural 1. Magical, non-repeating crossbows will not misfire, even 
  on a natural 1.
  Weapon Descriptions
  Bell-staff, coprophagi. This is a simple walking staff usually 
  of hornbeam or some other hardwood capped with a curving arm 
  from which dangles a small bell. When the staff is carried, the bell 
  rings, resulting in disadvantage on Dexterity (Stealth) checks. The 
  coprophagi and sometimes lepers or other diseased individuals 
  typically use these staves to give warning of their approach to others 
  so they can be well away before they reach them. In the hands of a 
  coprophagi or other individual proficient in its use, though, the bell-
  staff becomes a potent weapon.
  The proficient user of a coprophagi bell-staff can flip the bell up and 
  against the arm it hangs from so that the clapper is held still, and the bell 
  no longer rings to cause disadvantage on Stealth checks. You can then 
  flip it down again as well so that it returns to ringing as normal. A non-
  proficient user can perform the same maneuvers (if he thinks of them) as 
  move actions that provoke attacks of opportunity.
  Broadsword. The broadsword has a heavier, shorter blade than the 
  longsword. It is 2-1/2 to 3 feet in length.
  Claymore. The claymore is a heavier, longer version of the greatsword. 
  It is 4-1/2 to 5 feet in length. The heavier weight of this devastating 
  weapon contributes to it doing additional damage. 
  Crop. A stout leather crop used to spur on a mount or punish a peasant.
  Crop, loaded. A loaded crop is a crop in which the shaft and head has 
  been weighted with lead to provide some heft.
  Cosh. This small, flexible club, also known as a blackjack, consists of 
  a leather-wrapped lead weight attached to the end of a wooden shaft via a 
  leather-wrapped coil spring.
  Cosh, folding. This smaller, lighter cosh folds to make it easily 
  concealable. It can be unfolded as a bonus action. The gentleman’s version 
  — a handy weapon for the discerning person of quality to have in a tight 
  spot, or on the rugged streets of the Blight — is usually rimmed with 
  metal, and is readily transportable in a handy leather holder.
  Crossbow, arbalest. Because of the size and weight of this heavy 
  crossbow, you attack at disadvantage with it if you are not wearing an 
  arbalist harness (see below). 
  The increased power of the arbalest crossbow tends to make it misfire. 
  If the result of your attack roll with an arbalest crossbow is a natural 
  1, the shot misses even if you would have otherwise hit the target, and 
  the crossbow cannot be used again until an action is used to restore it to 
  working order. A magical arbalest crossbow has no chance of misfiring.
  Crossbow, folding. This smaller, light crossbow can be folded down 
  to make it more easily concealable or disguisable. Unlike most other 
  weapons of its size, you may attempt to conceal a folding crossbow upon 
  your body. It can be assembled as a standard action. The gentleman’s 
  version — de rigueur at all fashionable or aristocratic shoots and hunts — 
  is always of masterwork quality, usually inlaid with precious metals, and 
  always comes collapsed in its own velvet-lined carry case.
  The configuration of the folding crossbow tends to make it misfire. 
  If the result of your attack roll with a folding crossbow is a natural 1, 
  the crossbow cannot be used again until an action is used to restore it to 
  working order. A magical folding crossbow has no chance of misfiring.
  A folding crossbow is treated as if it were a light crossbow.
  Crossbow, folding hand. This hand crossbow can be folded down to 
  make it even more easily concealable or disguisable. It can be assembled 
  as a standard action.
  The configuration of the folding hand crossbow tends to make it misfire. 
  If the result of your attack roll with a folding hand crossbow is a natural 
  2 or lower, the crossbow cannot be used again until an action is used 
  to restore it to working order. A magical folding hand crossbow has no 
  chance of misfiring.
  A folding hand crossbow is treated as if it were a hand crossbow.
  Crossbow, recurve. A recurve crossbow is a light crossbow modified 
  with the power of a heavy crossbow at a shorter range. You draw a recurve 
  
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  Player's Handbook
  crossbow back by pulling a lever called a cranequin. A recurve crossbow 
  fires crossbow bolts.
  The increased power of the recurve crossbow tends to make it misfire. 
  If the result of your attack roll with a recurve crossbow is a natural 1 or 
  lower, the shot misses even if you would have otherwise hit the target, and 
  the crossbow cannot be used again until an action is used to restore it to 
  working order. A magical recurve crossbow has no chance of misfiring.
  Crossbow, repeating arbalest.  This weapon functions identically to 
  an arbalest crossbow, except that it does not need to be reloaded after 
  firing a single bolt. It has a magazine capacity of 6 bolts and a rate of fire 
  of two bolts per round.You must be wearing an arbalist harness to use 
  the repeating arbalest crossbow.  The increased power of the repeating 
  arbalest crossbow tends to make it misfire. If the result of your attack 
  roll with a repeating arbalest crossbow is a natural 3 or lower, the shot 
  misses even if you would have otherwise hit the target, and the crossbow 
  cannot be used again until an action is used to restore it to working order. 
  A magical repeating arbalest crossbow only misfires on a natural 1.
  Crossbow, repeating heavy. This weapon functions identically to a 
  heavy crossbow, except it does not need to be reloaded after firing a single 
  bolt. It has a magazine capacity of 8 bolts and a rate of fire of two bolts 
  per round.
  You must be wearing an arbalist harness to use the repeating arbalest 
  crossbow.  The increased power of the repeating arbalest crossbow tends 
  to make it misfire. If the result of your attack roll with a repeating arbalest 
  crossbow is a natural 3 or lower, the shot misses even if you would have 
  otherwise hit the target, and the crossbow cannot be used again until an 
  action is used to restore it to working order. A magical repeating arbalest 
  crossbow only misfires on a natural 1.
  Crossbow, repeating recurve. This weapon functions identically to a 
  repeating heavy crossbow, except that its damage and range values are 
  equivalent to those of a recurve crossbow. It has a magazine capacity of 
  10 bolts and a rate of fire of two bolts per round.
  The increased power of the repeating recurve crossbow tends to make 
  it misfire. If the result of your attack roll with a recurve crossbow is a 
  natural 3 or lower, the shot misses even if you would have otherwise hit 
  the target, and the crossbow cannot be used again until an action is used 
  to restore it to working order. A magical repeating recurve crossbow only 
  misfires on a natural 1.
  Razor wheel, coprophagi. This weapon is made from a thin sheet of 
  scrap metal that has been fashioned into a circular shape and given a 
  serrated edge. A wooden handle is set in its centre at a perpendicular angle 
  so that it can be gripped with the blade parallel to the wielder’s arm and 
  used in battle as a slashing weapon.
  Simple Melee Weapons
  Name
  Cost
  Damage
  Weight
  Properties
  Crop
  10 gp
  1d2 bludgeoning
  1 lb
  nonlethal, bludgeoning
  Crop, loaded
  20 gp
  1d3 bludgeoning
  1 lb.
  nonlethal, bludgeoning
  Simple Ranged Weapons
  Name
  Cost
  Damage
  Misfire
  Capacity
  Rate/Fire
  Weight
  Properties
  Crossbow, folding
  50 gp
  1d6 piercing
  —
  —
  1
  3 lb.
  Ammunition (range 30/120), 
  loading, two-handed
  Crossbow, recurve
  100 gp
  1d10 piercing
  —
  —
  1
  7 lb.
  Ammunition (range 80/320), 
  loading, two-handed
  Martial Melee Weapons
  Name
  Cost
  Damage
  Weight
  Properties
  Bell-staff, coprophagi
  5 sp
  1d6 bludgeoning
  5 lb.
  Versatile (1d8), disadvantage (Stealth)
  Cosh
  5 gp
  1d4 bludgeoning
  3 lb.
  Nonlethal, light
  Cosh, folding
  10 gp
  1d4 bludgeoning
  2 lb. 
  Nonlethal, light
  Broadsword
  12 gp
  1d8 slashing
  5 lb.
  Versatile (1d10)
  Claymore
  50 gp
  2d8 slashing
  10 lb.
  Heavy, two-handed
  Razor wheel, coprophagi
  5 sp
  1d6 slashing
  1 lb.
  Finesse, light
  Scythe
  15 gp
  1d10 slashing
  8 lb.
  heavy, two-handed
  Martial Ranged Weapons
  Name
  Cost
  Damage
  Misfire
  Capacity
  Rate/Fire
  Weight
  Properties
  Crossbow, arbalest
  125 gp
  2d6 piercing
  1
  —
  1
  22 lb.
  Ammunition (range 100/400), 
  heavy, loading, two-handed
  Crossbow,  
  folding hand
  125 gp
  1d6 piercing
  1
  —
  1
  2 lb.
  Ammunition (range 30/120), 
  light, loading
  Crossbow,  
  repeating arbalest
  825 gp
  2d6 piercing
  3
  6
  2
  30 lb.
  Ammunition (range 100/400), 
  heavy, two-handed
  Crossbow,  
  repeating heavy
  300 gp
  1d10 piercing
  3
  8
  2
  24 lb.
  Ammunition (range 100/400), 
  heavy, two-handed
  Crossbow, 
   repeating recurve
  600 gp
  1d10 piercing
  3
  10
  2
  10 lb.
  Ammunition (range 80/320), 
  heavy, two-handed
  
  26
  The Blight: Richard Pett's Crooked City
  Blight Gear
  Adventuring Gear
  Item
  Cost
  Weight
  Alchemical solvent
  20 gp
  ½ lb.
  Alchemist’s Glue (bag)
  50gp
  1 lb.
  Cage, pyrebeetle
  5 gp
  5 lb.
  Everburning candle
  25 gp
  —
  Everburning lamp
  125 gp
  1 lb.
  Fishing tackle, basic
  5 sp
  —
  Fishing tackle, luxury  
  (Tugg, Wilmott & Son)
  8 gp
  2 lb.
  Gable bridge, clockwork
  200 gp
  15 lb.
  Harness, arbalist’s
  40 gp
  3 lb.
  Ladder, clockwork
  300 gp
  10 lb.
  Lantern, pyrebeetle
  20 gp
  3 lb.
  Pyrebeetle, live
  5 cp/pound
  —
  Pyrebeetle carcass
  1 cp/pound
  —
  Siklight cockroach
  8 cp
  —
  Siklight sconce
  5 sp
  1 lb.
  Siklight sconce, candelabra
  5–10 gp
  5–8 lb.
  Vermin repellent
  5 gp
  —
  Alchemical solvent. This bubbling gel eats through adhesives. Each 
  vial contains enough solvent to cover a single 5-foot by 5-foot square. It 
  destroys most normal adhesives such as glue, tar, sap).
  Alchemist’s Glue (bag). This bag of alchemical goo can be used to 
  restrain a target. The bag is small, about the size of a medium humanoid’s 
  hand, and triggers upon impact when thrown. On a successful ranged 
  attack roll, the target must make a DC 12 Dexterity saving throw or be 
  restrained for up to 1 minute as sticky glue foams out of the bag and 
  quickly adheres to the nearest surface. A successful saving throw results 
  in the target’s movement being halved until the end of their next turn. A 
  failed save results in the target being completely restrained. A creature 
  restrained by the alchemical glue can use its action to make a Strength 
  check (escape DC 12) to end the effect.  
  Flying creatures hit by alchemist’s glue must immediately land or take 
  falling damage on their next turn. 
  The glue does not work underwater. An application of universal 
  solvent to a stuck creature dissolves the alchemical goo immediately.
  Cage, Pyrebeetle. This is a small, portable cage capable of holding up 
  to 5 pounds of pyrebeetles. If properly cared for and fed, pyrebeetles can 
  survive in these cages for up to a week.
  Everburning candle. This otherwise normal candle has a continual 
  flame spell cast on its wick. Due to the small size of its wick, it sheds light 
  only as an ordinary candle, but it does not emit heat or deal fire damage. If 
  the candle is broken, its continual flame no longer functions.
  Everburning lamp. Everburning lamps are oil lamps bearing a 
  continual flame spell that function in all ways as an everburning torch. 
  However, an everburning lamp is partially made of glass and is, therefore, 
  more fragile than an everburning torch. If an everburning lamp is broken, 
  its continual flame no longer functions.
  Gable bridge, clockwork. Similar to a clockwork ladder, a gable bridge 
  extends to 20 feet in length at the pull of a lever, enabling it to be used as 
  a bridge, provided support is available at both ends. These objects, which 
  weigh 15 lbs and are structurally stronger than the ladder, are frequently used 
  by Gablemaesters on their hunt for spiders and other horrors in the rooftops.
  Harness, arbalist’s. This harness is worn over armour or normal 
  clothing and is used to provide support for the use of an arbalest crossbow 
  or repeating arbalest crossbow by allowing the stock to rest in a special 
  socket built into the harness. The wearer of an arbalist’s harness can 
  mount the crossbow in place or remove it from its mount as an action, and 
  can fire and reload the crossbow while it is mounted. 
  Ladder, clockwork. A collapsible ladder able to extend up to 20 feet in 
  length in a single round. Activating a clockwork ladder is equivalent to a 
  move action. A clockwork ladder collapses back to 4 feet in length and 
  weighs 10 lbs.
  Lantern, pyrebeetle. This sturdy lantern comes equipped with a 
  fireproof wire cage capable of holding a pound of pyrebeetles in its interior 
  as well as built-in reflectors to magnify its light to equal that of a torch.
  Pyrebeetle, live. These cockroach-like beetles have an extremely hardy 
  carapace and produce a natural slow-burning oil from glands within their 
  bodies. They are not especially incendiary, but burn readily if exposed to 
  fire. Typically, they are set alight after being held within small fireproof 
  cages or bags of tough fibres. A pound of burning pyrebeetles emits light 
  in a 10-foot radius, but reflectors mounted on street lamps or within 
  lanterns doubles this area of illumination to an area equal to that of a 
  torch. A pound of live pyrebeetles burns with a largely smokeless fire for 
  12 hours. A single live pyrebeetle is insufficient to provide a light source, 
  quickly burning out and crumbling. Burning pyrebeetles are not suitable 
  to serve as flaming weapons because they do not burn particularly hot and 
  readily crumble to ash if treated too roughly while burning.
  Pyrebeetle carcass. As live pyrebeetles, the carcasses of pyrebeetles 
  can be lit for use as a light source. They give off the same illumination as 
  live pyrebeetles, but the oil-producing glands of a pyrebeetle break down 
  soon after death. A pound of pyrebeetle carcasses burn for only 2 hours. A 
  single pyrebeetle carcass is insufficient to provide a light source, quickly 
  burning out and crumbling.
  Siklight cockroach. These small, pale-grey roaches give off a soft, 
  greyish light equal in illumination to candle when awake. They eat garbage 
  and if properly cared for, will live for a year or more. They also give off a 
  distinctive unpleasant odour so that anyone carrying one or more of these 
  insects has disadvantage to Stealth checks when within olfactory range. 
  Siklight cockroaches have a hard chitinous shell and 1 hit point. If their 
  shell is pierced, the cockroaches explode similar to alchemist’s fire, though 
  only dealing 1 point of fire damage in the square where the explosion occurs 
  and no splash damage to surrounding squares. However, they do burn for 
  1 round thereafter and deal 1 additional point of fire damage, so flammable 
  objects and structures can easily be set alight by such an explosion. The 
  cockroaches are also prone to rupturing their carapace under certain weather 
  conditions and are known to start many small fires in Toiltown and in the 
  hovels along the Great Lyme River (conditions for such a spontaneous 
  explosion are at the GM’s discretion). Fortunately, cumulative exploding 
  siklight cockroaches do not cause additional damage or duration of burning. 
  However, if many of them explode in a single square, they still only deal a 
  total of 1 point fire damage and another point fire damage on the following 
  round before they burn out. For this reason, they have found no practical 
  application as weapons, though they can make good detonators.
  Siklight sconce. This is a small candle sconce of tin, brass or some other 
  non-flammable substance. The candleholder portion has a wire covering 
  and allows space for a single siklight cockroach to be caged within. Beneath 
  this is a small, connected repository that can hold a small amount of organic 
  garbage upon with the caged cockroach can feed. As long as the food 
  repository is kept stocked with garbage and the sconce is shielded from 
  extremes in temperature or violent handling, a siklight cockroach can live 
  in the sconce for up to a year or more. A siklight sconce can be set on a table 
  or other surface as a candle stand or mounted to a wall.
  Siklight sconce, candelabra. This functions in all ways as a siklight 
  sconce but can have individual sconces for anywhere from 3 to 12 siklight 
  cockroaches.
  Vermin repellent. this vile-smelling paste can be spread on the skin 
  to keep vermin at bay. It will repel most normal vermin such as rats, 
  centipedes, beetles, spiders, snakes, and wasps. It is not as potent against 
  swarms (up to the discretion of the GM).
  Tools and Skill Kits
  Item
  Cost
  Weight
  Gablemaester’s kit
  200 gp
  8.5 lbs.
  Mortician’s kit
  100 gp
  10 lbs.
  Rat-catcher’s kit
  10 gp
  40 lbs.
  Second-story harness
  55 gp
  3 lbs.
  
  27
  Player's Handbook
  Gablemaester’s Kit. Specialized kits for the spider-hunting 
  gablemaesters that dare to venture across the spires and rooftops of 
  Castorhage, this kit includes the crampons, pitons, and other tools found in 
  a climber’s kit plus a second-story harness, alchemical solvent, antitoxin, 
  and vermin repellent.
  Mortician’s Kit. This kit contains the vials, instruments, tubing, tools 
  and chemicals necessary to drain a corpse of all fluids, embalm a corpse, 
  and prepare a corpse for presentation at a funeral. Proficiency with this 
  kit lets you add your proficiency bonus to any ability checks you make to 
  embalm or prepare a corpse.
  Rat-catcher’s Kit. For those brave enough to risk hunting dire rats and 
  wererats within the city, special gear is often required. Rat-catcher’s gear 
  comes in a hefty trunk and consists of bags of pepper (to mask scent), a 
  bag of silver dust, a hefty armoured leather shirt (equivalent of padded 
  armor), and an shortspear. 
  Second-story Harness. This series of straps, trusses and buckles can 
  be worn over clothing or armour and allows the wearer to secure herself 
  in place, using a move action, on a vertical surface so that both her hands 
  are free. The wearer can remain in this position without needing to make 
  additional Strength (Athletics) checks. While anchored in this way she 
  cannot move but does not need to make Strength (Athletics) checks to 
  avoid falling whenever she takes damage. The wearer can release herself 
  to start moving again using half of their total movement. 
  Surgeon’s Kit. This kit contains various sizes of scissors, needles, 
  forceps, clamps, scalpels, probes, and sutures necessary to perform most 
  common types of surgery. Proficiency with this kit lets you add your 
  proficiency bonus to any ability checks you when performing common 
  surgical procedures.
  Animals, Mounts, and Related Gear
  Item
  Cost
  Speed
  Carrying 
  Capacity
  Animal Sentinel  
  (canary)
  1 sp
  40 ft.
  —
  Broken animal
  varies*
  —
  —
  Broken creature,  
  intelligent*
  varies*
  —
  —
  Cage, canary
  2 gp
  5 lbs.
  —
  Camel
  50 gp
  50 ft. 
  480 lb.
  Camel  
  (combat trained)
  110 gp
  50 ft. 
  480 lb.
  Canary
  2 gp
  40 ft.
  —
  Dog, fighting  
  (blight-bull)
  40 gp
  40 ft. 
  150 lb.
  Dog, fighting ( 
  pit-mastiff)
  210 gp
  40 ft.
  195 lb.
  Dog, terrier
  2 gp
  40 ft.
  100 lb.
  Elephant
  450 gp
  40 ft.
  1,320 lb.
  Elephant  
  (combat-trained)
  530 gp
  40 ft.
  1,320 lb.
  Hyme
  6,500 gp
  —
  —
  Animal Sentinel (Canary). An animal sentinel is a normal animal 
  used (normally by humanoids) to detect hazards before they can affect 
  the animal’s owner. Many types of animal sentinels exist, but the type 
  most commonly encountered are the caged canaries used by miners. The 
  caged canaries are carried into new or deep tunnels to detect the presence 
  of carbon monoxide or coal gas or methane. The use of a canary animal 
  sentinel gives advantage to the Survival check to detect the presence 
  of the invisible, odorless gasses before larger creatures are affected or 
  before exposed flames can ignite volatile pockets. When a canary sentinel 
  is exposed to these types of bad air, the bird becomes poisoned for 1d4 
  rounds before its owner becomes affected. When the owner is exposed 
  to the levels of gas that would cause negative effects to him, the canary 
  becomes unconscious and dies in 1d4 rounds. After an exposure to such 
  a hazard, there is a 50% chance that the bird dies regardless of whether it 
  was removed from the hazard in time or not. 
  Broken Animal. These sell for 10 times their standard value, so a broken 
  heavy horse costs 2,000 gp. Animals come with a focus (a command word 
  or command item, such as a rod or badge or tabard). The most common 
  broken animals are performing monkeys (often dressed in human clothes 
  to entertain) that sell for 500 gp. Broken Creature, Intelligent. These sell 
  for 300 gp x Int x HD. A broken troll, therefore, would cost 10,800gp (300 
  x 6 x 6 gp). Camel. This camel is trained as a mount or pack animal. A 
  combat-trained camel can be ridden into combat without danger. Refer to 
  the game manual for details on mounted combat and for more information 
  on camels.
  Dog, Fighting. See Part 6: The Blight Bestiary
  Dog, Terrier. See The Tome of Blighted Horrors by Frog God Games
  Elephant. An elephant trained as a mount or pack animal. A combat-
  trained elephant can be ridden into combat without danger. Refer to the 
  game manual for details on mounted combat and for more information on 
  elephants.
  Hyme. A hyme is an unpleasant but loyal draft animal detailed further 
  in Part 6: The Blight Bestiary.
  Transport
  Item
  Cost
  Speed
  Boat, Bilges narrowboat
  1,000 gp
  2 mph
  Caravan, gypsy
  150 gp
  5 mph
  Carriage, fancy
  500 gp
  5 mph
  
  28
  The Blight: Richard Pett's Crooked City
  Item
  Cost
  Speed
  Fare, coarse cab
  1 gp/mile
  5 mph
  Fare, elephant-wallah
  2 sp/mile
  4 mph
  Fare, gable palanquin
  10 gp/mile
  4 mph
  Fare, sedan chair
  1 sp/mile
  2 mph
  Fare, treadmill ferry
  2 sp
  2 mph
  Bilges Narrowboat. A horse or other dray animal pulls this 30- to 
  100-foot-long ship. It is 10 feet wide and has a living space. Sometimes 
  the whole boat is given over to a living area, but costs are tripled for such 
  vessels. In general, they travel at 1 mph along the city’s lock-laden canal 
  ways and 2 mph on rivers.
  Caravan, Gypsy. A richly decorated and enclosed wagon used for living 
  and travel. A family of 4 can easily live in a gypsy caravan. They are 
  almost always drawn by a single horse.
  Carriage, Fancy. A four-wheeled luxurious transport able to carry as many 
  as four passengers in leather-clad luxury. Often, details are added to the carriage 
  such as potion stores, armoured doors, and magical accessories. Installing 
  these in the carriage costs one and a half times as much as a normal object. For 
  example, installing a chest into a carriage would cost 2 gp and 2 sp.
  Clothing
  Item
  Cost
  Weight
  Cummerbund, silk
  4 sp
  1/2 lb.
  Boots, farmer’s heavy duty
  1 sp
  3 lbs.
  Boots, gentleman’s luxurious, (Forbes 
  Winter; Grugg & Sons)
  3 gp
  2 lbs.
  Boots, ladies’ calfskin and crocodile 
  hide, luxurious
  8 gp
  1-1/2 lbs.
  Boots, ladies’ dire wolverine and er-
  mine, luxurious
  75 gp
  2 lbs.
  Boots, wading, leather
  5 sp
  5 lbs.
  Boots, workman’s heavy
  5 sp
  3 lbs.
  Fisherman’s coat, heavy waxed
  3 gp
  6 lbs.
  Gauntlets, black leather
  3 gp
  1 lb.
  Gauntlets, owlbear hide
  16 gp
  1 lb.
  Gloves, winter, gentleman’s luxury 
  (Forbes Winter; Grugg & Sons)
  2 gp
  —
  Hat, stovepipe
  15 sp
  1 lb.
  Hat, tophat, basic
  1 gp
  1/2 lb.
  Hat, tophat, fancy ermine-lined 
  (Forbes Winter; Grugg & Sons)
  25 gp
  2 lbs.
  Hatpin, basic
  1 sp
  —
  Hatpin, jewelled
  5+ gp
  —
  Jacket, insectum, luxurious (Aarkle, 
  Budge & Sons)
  14 gp
  3 lbs.
  Jacket, smoking, luxurious (Forbes 
  Winter; Grugg & Sons)
  10 gp
  4 lbs.
  Keff
  5 cp
  1/2 lb.
  Muff, basic
  5 sp
  1 lb.
  Muff, ermine or beaver
  1 lb.
  100 gp
  Overcoat, basic
  5 sp
  5 lbs.
  Overcoat, luxurious, fur and silk lined 
  (Maxim’s)
  40 gp
  6 lbs.
  Overcoat, waxed (Aarkle, Budge & 
  Sons)
  1 gp
  5 lbs.
  Item
  Cost
  Weight
  Tailcoat, luxurious (Forbes Winter; 
  Grugg & Sons)
  8 gp
  4 lbs.
  Veil, mourning
  2 sp
  —
  Veil, white
  3 sp
  —
  Wrap, ladies winter
  4 sp
  4 lbs.
  Fisherman’s Coat, Heavy Waxed. This heavy long coat is made of 
  canvas and carefully waxed to seal it against moisture. Because of its 
  excellent insulating qualities, it grants advantage on Constitution saves 
  against exposure to cold weather. It can be worn over light armour.
  Keff. This is a thin, black full-face scarf. It is light enough with a loose 
  enough weave to be worn in the summer months without being stifling or 
  limited vision, but provides some protection against biting flies.
  Personal Grooming and Accessories
  Item
  Cost
  Weight
  Dubbing (Mompeson’s Finest)
  3 cp
  1/2 lb.
  Flask, hunter’s, plain
  7 sp
  1-1/2 lbs.
  Flask, hunter’s, silver
  25 gp
  1-1/2 lbs.
  Grooming case, gentleman’s  
  (Watt, Simpin & Dodd)
  6 gp
  2 lbs.
  Hair oil, gentleman’s (Forbes & Son)
  1 sp
  —
  Hair oil, musked (Forbes & Son)
  3 sp
  —
  Hipflask, fancy
  15 gp
  1/2 lb.
  Hipflask, plain
  1 gp
  1/2 lb.
  Hookah, fancy
  15 gp
  10 lbs.
  Insectum container, fancy
  10 gp
  —
  Insectum container, armoured
  20 gp
  1/2 lb.
  Lucky rabbit’s foot
  1 gp
  —
  Monkey’s paw, mounted on silver 
  chain
  2 gp
  —
  Moustache oil, basic
  2 sp
  —
  Moustache wax, luxury (Hobb &  
  Darkler, Gentleman’s Groomers)
  7 sp
  —
  Muscle balm  
  (Colcott’s, “Eases stiffness”)
  2 sp
  —
  Pipe, smoking, briar
  2 sp
  —
  Pipe, smoking, clay
  1 cp
  —
  Pipe, luxury smoking, calabash
  5 gp
  1/2 lb.
  Polish, boot (Mompeson’s Finest Tan)
  5 cp
  1/2 lb.
  Razor, cut-throat (Hoppin & Sons)
  1 gp
  —
  Razor, cut-throat, superior  
  (Forbes & Son)
  4 gp
  —
  Scrip, luxury leather
  1 gp
  1/2 lb.
  Scrip, plain
  2 sp
  1/2 lb.
  Shaving stick, military
  2 cp
  —
  Shaving stick, perfumed
  1 sp
  —
  Snuffbox, gentleman’s
  3 gp
  —
  Tantalus lock, walnut; average
  50 gp
  1/2 lb.
  Travelbag, gentleman’s
  5 gp
  3 lbs.
  Travelbag, lady’s
  5 gp
  3 lbs.
  Umbrella, fancy
  1 gp
  1 lb.
  
  29
  Player's Handbook
  Item
  Cost
  Weight
  Umbrella, plain
  5 sp
  1 lb.
  Walking cane, fancy
  2 gp
  2 lbs.
  Insectum Container, Fancy. A richly decorated container in which to 
  keep live insectum.
  Insectum Container, Armoured. As above, but made of steel.
  Scrip, Luxury Leather. A small decorative pouch or wallet for carrying 
  small amounts of coinage and important papers or calling cards.
  Scrip, Plain. As above, but without decoration.
  Tantalus Lock, Walnut. A tantalus lock for a liquor bottle encased in 
  walnut. The lock can be picked by a creature proficient with thieves’ tools 
  with a successful DC 15 Dexterity check.
  Food and Drink
  Item
  Cost
  Weight
  Ale (Tolly’s Bottled Brown) 
  1 sp
  1 lb.
  Chocolate
  10 gp/1b.
  1 lb.
  Cabb’e (coffee) beans
  2 sp/lb.
  1 lb.
  Gin (pint)
  2 sp–5 gp
  1 lb.
  Tea & Accoutrements
        Tea, common, brick or loose leaf
  5 cp/lb.
  1 lb.
        Sieve, bland
  2 cp
  —
        Sieve, fancy
  1 sp
  —
        Sieve, silver
  2 gp
  —
        Tea, Arrath Green Leaf
  6 gp/lb.
  1 lb.
        Tea, Dazeel
  1 sp/lb.
  1 lb.
        Tea, East Dominion Between Leaf
  25 gp/ 
  1/4 lb.
  1 lb. 
        Tea, Mugreebb Finest Quality 
        (Gruss & Daughter)
  4 sp/lb.
  1 lb.
        Teapot, earthen
  1 sp
  2 lbs.
        Teapot, silver
  15 gp
  1 lb.
        Tea set, common
  5 sp
  5 lbs.
        Tea set, luxury silver 
        (Hobbington & Daughter)
  50 gp
  7 lbs.
  Tippling stock, luxury
  20 gp
  —
  Tonic  
  (Ad’s, “Guaranteed to lift your  
  spirits”)
  4 sp
  —
  Drugs
  Item
  Cost
  Weight
  Opium tincture
  25 gp
  —
  Snuff, tobacco (1 pinch)
  1 sp
  —
  Tobacco, rough shag
  5 sp/lb.
  1 lb.
  Tobacco, Turkad
  8 gp/lb.
  1 lb.
  Tobacco, personal mix  
  (Tott & Grimwell, Royal Tobacconists)
  2 gp/lb.
  1 lb.
  Opium Tincture. This small vial of liquid contains a single dose of 
  ingestible opium.
  Snuff, Tobacco. Typically carried in decorative silver boxes, snuff is 
  a form of tobacco that does not require chewing or smoking. Instead, 
  it is snorted into the nostrils with the effects experienced as swiftly as 
  inhalation.
  Boiling Death Lice (Injury). A failed experiment in insectum 
  development, the bites of these alchemically enhanced lice inject a potent 
  toxin that boils the victim’s blood. Typically, they are kept in a flask that 
  is thrown at the victim. If it hits, the flask breaks and the swarm of lice 
  emerges to bite the victim. A creature subjected to this poison must succeed 
  on a DC 13 Constitution saving throw or take 9 (2d8) poison damage and 
  is poisoned for up to 1 minute. The creature can repeat the saving throw 
  at the beginning of each of its turns. On each successive failed save, the 
  creature takes 4 (1d8) poison damage. After three consecutive successful 
  saves, the poison ends.
  Boiling Death Toxin (Ingested or Injury). Harvested from the 
  alchemically enhanced boiling death lice, this version of the toxin has 
  been concentrated into an ingestible or injury poison that can be applied to 
  weapons. A creature subjected to the boiling death lice toxin must succeed 
  on a DC 15 Constitution saving throw. On a failed save, it takes 18 (4d8) 
  poison damage and is poisoned for 24 hours. On a successful save, the 
  creature takes half damage and isn’t poisoned.
  Insectum
  Insects are everywhere in the Blight, a peculiarity even the wisest find 
  difficult to explain. In summer, the night air boils with them, and even 
  in the depths of winter, a hive of enormous elephant cockroaches may 
  be seen huddling behind a hearth, or a black batmoth fluttering around a 
  pyrelantern’s glow in the snow. The Blight, which is host to many unique 
  species, seems to nuture them, and many grow to uncommon, even giant, 
  sizes. They have an alarming habit of forming swarms that — if not dealt 
  with swiftly — may amass in quantities large enough to kill domestic 
  animals and even people.
  The preponderance of large and unique insects, as well as other types 
  of vermin, in the city has led to a unique industry that combines alchemy, 
  toxicology, and insect husbandry to produce a range of alchemically 
  enhanced drug-like insect venoms. The purpose-bred species that result 
  are known as insectum, and their use is tightly controlled by the corrupt 
  and ruthless Insectum Guild, which issues licenses to only a handful of 
  official dealers to collude on supply, and who respond swiftly to spikes 
  in demand with commensurate price rises. A host of illegal street dealers 
  fill out the market for insectum, but most are unpredictable in quality, 
  with many of these disreputable dealers selling inferior, sick, or even 
  dangerous insectum. While guild members are not spotless, the value of 
  their official status and a fixed address tends to ensure that the effects of 
  their products can be relied upon.
  An insectum is typically used by ingestion or injury: eating it, or 
  applying its bite or sting, sometimes to a particular body area, where it 
  may remain attached for the duration of its effects. Usually, the user must 
  willingly succumb to the effects of the toxin in order to also benefit from 
  the alchemical boon it contains. Insectum are sold live and sterile, and die 
  within a week of purchase. An insectum must be alive when used, and 
  unless otherwise detailed, dies once it has been used. The price reflects a 
  single dose of insectum.
  Insectum
  Type
  Price
  Angry weevil
  injury
  75 gp 
  Auceps scarabaeus 
  injury
  40 gp
  Bite spider 
  injury
  100 gp
  Blake’s sanguisuga 
  contact
  350 gp
  Bloatfly 
  ingested
  2 gp
  Callus fleas 
  injury
  50 gp
  Cockerel spider 
  ingested
  40 gp
  Darkwasp 
  injury
  175 gp
  Dolor crabrao 
  injury
  275 gp
  Eyeleech 
  contact
  125 gp
  Festerfew 
  ingested
  75 gp
  
  30
  The Blight: Richard Pett's Crooked City
  Insectum
  Type
  Price
  Fingerlice 
  injury
  35 gp
  Fire bite lice 
  injury
  40 gp
  Gadfly ambrosia 
  ingested
  3 gp
  Great snakefly
  injury
  40 gp
  Howling nightshade grub 
  ingested
  40 gp
  Hungering wasp grub
  ingested
  250 gp
  Joy scarab
   injury
  10 gp
  Jubb’s nasal lice
   injury
  140 gp
  Kothrington’s swan fleas 
  injury
  150 gp
  Libidinosus vermis 
  ingested
  40 gp
  Lobotomy hornet 
  injury
  950 gp
  Lucius spider
  injury
  40 gp
  Misery slug 
  ingested
  30 gp
  Ochre lice 
  ingested
  100 gp
  Porr’s scarab
  ingested
  275 gp
  Rictus gnats
  injury
  150 gp
  Screaming maggot 
  ingested
  125 gp
  Speed weevil 
  injury
  40 gp
  Thistle frenzy bug 
  injury
  40 gp
  Wart lice
  ingested
  175 gp
  Water crane
  ingested
  110 gp
   
   
  Angry Weevil. This black-and-red giant weevil injects a toxin that deals 
  1d4 points of damage and causes the user to fly into a uncontrollable 
  fury for 1 minute, increasing their damage by 1 points, but taking a –2 
  penalty to AC. This does not stack with barbarian rage effects. When 
  the user reduces a creature to 0 or fewer hit points, she must attempt a 
  DC 12 Wisdom saving throw or become confused. For the remainder of 
  the duration, she attacks the nearest creature other than herself. On the 
  following round, refer to the confusion spell to determine her actions. At 
  the end of this round, and each round thereafter, she can attempt a new 
  saving throw to end the confusion effect. The user cannot end her fury 
  voluntarily. 
  Auceps Scarabaeus. The bite of this golden scarab contains a poison 
  that causes 3 (1d6) points of poison damage plus disadvantage on any 
  Charisma-based checks (a DC 13 Constitution saving throw negates the 
  effects on Charisma checks). If affected by the poison, the user gains 
  advantage on initiative rolls and on Perception and Insight checks for 2 
  hours.
  Bite Spider. The bite of this spider injects a toxin that causes the user to 
  have disadvantage on Charisma-based checks and causes the user’s skin 
  to gradually harden over the course of 1 minute, at which point the user 
  cannot have an AC less than 14 for 1 hour. When the effect ends, angry 
  boils and warts cover the user’s skin for the following 1d6 days, imparting 
  disadvantage on Persuasion checks.
  Blake’s Sanguisuga. When this mottled brown leech is first attached, 
  the user must succeed on a DC 14 Constitution saving throw or be 
  incapacitated for 1 minute. The leech remains attached for 1d3 hours 
  in which time the user has improved resistance to the effects of certain 
  types of damage. The user gains resistance to bludgeoning, piercing, and 
  slashing damage for the duration but becomes vulnerable to acid, fire, and 
  poison during this time.
  Bloatfly. Consuming this 2-inch-long fly provides a Medium or smaller 
  creature sufficient nutrition for 1 day. The user must succeed on a DC 13 
  Constitution saving throw or be poisoned for 1 hour.
  Callus Fleas. The bites of these fleas cause the user’s skin to gradually 
  harden over the course of 1 minute. This effect deals 3 (1d6) points of 
  poison damage but provides a +2 bonus to AC for 1 hour.
  Cockerel Spider. Ingesting this spider causes the user’s voice to deepen 
  and become more threatening. The user has advantage on Intimidation 
  checks for 1 hour but must also succeed on a DC 13 Constitution saving 
  throw or be poisoned for 24 hours.
  Darkwasp. The sting of this wasp injects a venom that deals 4 (1d8) 
  points of poison damage and improves the user’s ability to resist the 
  effects of certain types of damage. If affected by the poison, the user 
  gains resistance to acid, fire, and poison for 1 hour. The user becomes 
  vulnerable to bludgeoning, piercing, and slashing damage while under the 
  effects of the wasp venom.
  Dolor Crabrao. The sting of this wasp injects a venom that deals 4 (1d8) 
  points of damage to the user and forces the user into an uncontrollable 
  fury for 1 minute. While in a rage, the user gains a +2 bonus to hit and 
  damage on melee and thrown weapon attack and damage rolls, and 
  advantage on Wisdom saving throws. In addition, she takes a –4 penalty 
  to AC. She also gains 2d6 temporary hit points. These temporary hit 
  points are lost when the effect ends. This does not stack with barbarian 
  rage effects. While under the effects of the venom, the user cannot use 
  any Charisma-, Dexterity-, or Intelligence-based skills or any ability that 
  requires concentration (such as spellcasting). The user cannot end her fury 
  voluntarily, and gains 1 level of exhaustion after the effect ends. If the user 
  falls unconscious, her fury immediately ends.
  Eyeleech. When this black leech is attached to the eyelid, it injects a 
  toxin that deals 3 (1d6) points of poison damage but the user’s night vision 
  is enhanced. The user gains darkvision 60 ft., and advantage on all sight-
  based Wisdom (Perception) checks, for 1d3 hours.
  Festerfew. A user who eats a handful of these live lice gains advantage 
  on all saves versus disease and poison for 1d4 hours but must also succeed 
  on a DC 15 Constitution save or be stunned for 1 hour.
  Fingerlice. A user whose hands are bitten by these lice gains exceptional 
  manual dexterity but tiny maggots writhe under their skin. The user gains 
  advantage on Dexterity (Sleight of Hand) checks for 2 hours, but has 
  disadvantage on Strength (Athletics) checks that require use of the hands 
  (climbing, swimming, and other similar activities).
  Firebite Lice. A user bitten by these lice gains exceptional agility but 
  the toxins cause the user to feel like they are on fire. The user takes 5 (2d4) 
  points of fire damage, but gains advantage on Dexterity (Acrobatics) checks.
  Gadfly Ambrosia. Consuming a paste made from the crushed remains 
  of this fly provides a Medium or smaller creature with sufficient water for 
  1 day. The user must succeed on a DC 15 Constitution saving throw or be 
  poisoned for 1 hour.
  Great Snakefly. The bite of this fly is applied behind the user’s ear, 
  whereupon she has advantage on Acrobatics checks for 2 hours. At the end 
  of the duration, the user is deafened for 2 hours unless they succeed on a 
  DC 16 Constitution saving throw .
  Howling Nightshade Grub. This sausage-sized grub tastes disgusting 
  and howls when eaten. For the following day, the user has advantage 
  on skill checks and Constitution saving throws made to resist nonlethal 
  damage from exhaustion, starvation, thirst, a forced march, or hot or cold 
  environments, but becomes sluggish and has disadvantage on initiative 
  rolls for the duration.
  Hungering Wasp Grub. When eaten, this orange-and-black-striped 
  grub provides the user with advantage on saves versus poison for 24 hours. 
  At the end of the duration, the user must succeed on a DC 16 Constitution 
  saving throw or fall unconscious for 24 hours.
  Joy Scarab. The bite of this green scarab beetle injects a toxin that 
  instils intense feelings of elation and joy. The user gains advantage on 
  Poisons
  Poison
  Type
  Save DC
  Onset
  Frequency
  Effect
  Cure
  Price
  Boiling death
  ingested/injury
  20
  —
  1/rd. for 6 rds.
  2d8 poison
  2 saves
  2,300 gp
  Boiling death lice
  injury
  18
  —
  1/rd. for 6 rds.
  4d8 poison
  2 saves
  900 gp
  
  31
  Player's Handbook
  saves versus emotion altering effects (calm emotions, mind blank, detect 
  thoughts, etc.) for 4 hours. However, for the duration, the user fights only 
  to defend herself. If the user is interacted with or questioned while under 
  the effects of this spell, she can only defend herself and may not attack, 
  though any advice or answers she gives may be disjointed due to her 
  euphoric state.
  Jubb’s Nasal Lice. These lice must be snorted into the nasal passage 
  where their bites grant the user advantage on Wisdom (Perception 
  checks) that involve smell for 4 hours. For the duration, the user also 
  has disadvantage on saves versus effects that would be inhaled, such as 
  inhaled poisons and stench effects.
  Kothrington’s Swan Fleas. The bites of these fleas inject a toxin that deals 
  3 (1d6) points of poison damage but the user gains advantage on Strength 
  checks and Strength saving throws for 1 minute. At the end of the duration, the 
  user must succeed on a DC 15 Constitution saving throw or have disadvantage 
  on Strength checks and saving throws for the following hour.
  Libidinosus Vermis. Ingesting this worm grants the user advantage on 
  Charisma (Deception, Intimidation, Performance, and Persuasion) checks 
  for 4 hours, but the user also has disadvantage on Wisdom checks and 
  Wisdom saving throws for the duration. 
  Lobotomy Hornet. The sting of this hornet injects a venom that grants 
  the user advantage on Strength checks and Strength saving throws for 
  4 hours, but the user also has disadvantage on Intelligence checks and 
  Intelligence saving throws for the duration.
  Lucius Spider. This fist-sized grey spider’s bite delivers a toxin that 
  deals 11 (3d6) points of poison damage, but a user so affected gains 
  advantage on Strength (Athletics) checks for the following 4 hours.
  Misery Slug. Eating this slimy, black finger-long slug cures 1d8 points 
  of damage at the beginning of the user’s turn and at the beginning of their 
  following turn. At the end of the duration, the user must succeed on a DC 
  12 Constitution saving throw or be blinded for 1 minute.
  Ochre Lice. Eating a handful of these fat lice grants advantage on 
  Dexterity (Stealth) checks for 2 hours, but the user has disadvantage on 
  Wisdom saving throws for the duration.
  Porr’s Scarab. Consuming this crunchy, bitter black beetle grants 
  advantage on Dexterity and Strength checks for 1 hour if the user succeeds 
  on a DC 15 Constitution saving throw . Failure results in the user vomiting 
  up the remains of the beetle and being poisoned for 10 minutes.
  Rictus Gnats. The bites of these gnats cause the muscle tone of the 
  user’s face to relax, making it hard to convey expressions or emotion. For 
  1 hour, the user, if reduced to 0 hit points, drops to 1 hit point instead. For 
  the duration and for 24 hours thereafter, the user’s face remains devoid of 
  expression, incurring disadvantage on Charisma (Persuasion, Deception, 
  Performance, and Intimidation) checks.
  Screaming Maggot. This writhing, bulbous maggot screams when 
  eaten, dealing 3 (1d6) points of thunder damage to the ingester, who must 
  also succeed on a DC 12 Constitution saving throw or be deafened for 10 
  minutes. The user gains advantage on Intelligence checks for 1 hour.
  Speed Weevil. The venomous bite of this white weevil is applied to the 
  chest near the heart, dealing 4 (1d8) points of poison damage and granting 
  the user an extra 10 feet of movement to her base walking speed for 2 
  hours.
  Thistle Frenzy Bug. If this insect is attached to the user’s neck, its 
  sharp claws inject toxins that deal 3 (1d6) points of poison damage but the 
  user adds 1 to their AC while the bug remains attached. The bug remains 
  attached for 3 hours before dropping off, but if it is forcibly removed 
  before this time, the user must succeed on a DC 15 Constitution saving 
  throw or take 11 (3d6) poison damage from a concentrated burst of venom.
  Wart Lice. Ingesting these lice causes the user’s skin to become 
  malleable and flexible, granting advantage on Charisma (Deception) 
  checks and checks involving a disguise kit for 4 hours. At the end of the 
  duration, the user’s skin forms ugly warts, imparting disadvantage on the 
  user’s Charisma (Persuasion) checks for 1d4 days before they disappear.
  Water Crane. Eating this long-legged water insect grants the ability 
  to breathe underwater (as the water breathing spell) for 1 hour. Once 
  the user has breathed underwater, though, she must succeed on a DC 15 
  Constitution saving throw to be able to breathe air again so long as the 
  water breathing duration is still in effect. If the user fails this saving throw, 
  she is able to only able to breathe underwater for 10 minutes or until the 
  water breathing effect ends, whichever is sooner. After this time, if the 
  water breathing duration is still effect, the user can attempt another saving 
  throw to be able to breathe air again.
  Lifestyle Expenses
  Live a life of luxury; eat well, drink the finest wines, and be seen in all 
  the right places. In the Blight, how well you eat and how well connected 
  you are can have a direct effect on the characters. Lifestyle expenses add 
  detail to life in a filthy, crowded city such as the Blight. If you don’t want 
  to add the minutiae of expenses, feel free not to employ this section. 
  Costs of living are associated with a specific standard of living: 
  destitute, poor, average, wealthy, extravagant, and decadent (detailed 
  below). Give your players a general sense of the options, and let them 
  decide how they’re going to spent their time and money. Generally, costs 
  of living are subtracted at the start of each month, along with the effects 
  as indicated. 
   
  Destitute (0 gp/month): Eating what you can beg.
  At the end of each month, make a base DC 10 Constitution saving 
  throw (add 1 to the DC for each consecutive month of destitute living) 
  or reduce your Constitution by 1 point. If your Constitution reaches 0, 
  you die. This reduction cannot be recovered except by magic healing 
  or by an improvement in living standards up to at least average for at 
  least 1 week, during which it can heal as normal. You must also make a 
  base DC 12 Constitution saving throw at the end of each month of living 
  destitute or contract the filth fever disease. If you contract filth fever, there 
  is a cumulative 1 in 10 chance* for each consecutive month of living in 
  destitution that you must make a Constitution saving throw or contract 
  one of the following additional diseases. Roll percentile dice to determine 
  which one. The cumulative chance stops and resets to 0 if you spend at 
  least 1 week at an average standard of living. Likewise, if one of these 
  comorbid diseases is contracted, there is no additional chance of catching 
  another unless you are cured of the first one.
   *Roll d10. At the the first month of destitute living, a roll of 1 indicates 
  that you have contracted a disease and should roll on the Additional 
  Diseases table. The second month, a roll of 1 or 2 o a d10 indicates that 
  you contracted a disease. Repeat this process for each month, so month 3 
  would be a result of 1, 2, or 3, and so on.
  Additional Diseases
   d%
  Disease
  Save DC
  01–03
  Black Rot
  19
  04–15
  Blinding Sickness
  15
  16–31
  Bloody Flux
  15
  32–39
  Devil Chills
  13
  40–42
  Festering Lung 
  16
  43–58
  Grey Ache
  13
  59–60
  Leprosy
  17
  61–64
  Mindfire
  13
  65–72
  Red Ache
  15
  73–80
  Seizure
  13
  81–84
  Slimy Doom
  13
  85–00
  Sewer Plague
  10
  Treat Disease effects as per contagion, with this addition: “Saving 
  throw can be repeated after each long rest. If the save is made, the creature 
  is cured and the effects end.”
  Black Rot. This highly infectious disease affects the skin and muscles 
  of the victim, creating an accelerated gangrenous process that turns the 
  affected tissue black and eats it away. If exposed to the disease, a creature 
  needs to make a DC 19 Constitution saving throw or contract the disease. 
  The effects of the disease take hold during the first 24 hours. For every 
  
  32
  The Blight: Richard Pett's Crooked City
  4 points of Constitution damage sustained by the victim, a random limb 
  is lost and can only be recovered by regeneration or similar magic. Once 
  contracted, the victim needs to make a new saving throw every 24 hours. 
  If two consecutive saves are made, the disease is cured and all effects 
  except for the loss of a limb are restored after a long rest. If the save fails, 
  the victim suffers 1d6 Constitution damage, 1d6 Dexterity damage and 
  1d3 Charisma damage. If Constitution is reduced to zero, the victim dies.
  Devil Chills. An infestation carried by various devils. It typically is 
  not fatal. Potential victims must make a DC 13 Constitution saving throw 
  or contract the disease. It weakens the victim over time, but generally is 
  not fatal. Once contracted, the victim gains one level of exhaustion and 
  cannot recover and exhaustion from non-magical means until the disease 
  is cured. Repeat the saving throw every 24 hours. If the save is successful, 
  the victim is cured and can recover exhaustion normally. If the save fails, 
  the victim gains an additional level of exhaustion but this disease cannot 
  increase exhaustion over 3 levels of exhaustion.
  Festering Lung. Creatures exposed to this disease must make a DC 16 
  Constitution saving throw or become infected.  This infection gets into 
  the lungs of the affected creature and begins to break down the respiratory 
  system, producing choking and copious amounts of bloody phlegm. It 
  saps the strength from the victim due to poor oxygenation and renders 
  him unable to speak or make any vocal noises two days after contraction. 
  Creatures that do not breathe are immune to festering lung. While under 
  the effects of this disease, the victim cannot cast any spells requiring a 
  vocal component. In addition, the creature has disadvantage on Strength 
  checks, Strength saving throws, and attack rolls that use Strength. The 
  saving throw can be repeated after every long rest and if successful, the 
  creature is cured and the effects of the disease end.
  Grey Ache.  Upon exposure to this disease, creatures must make a 
  DC 13 Constitution saving throw or become infected. Once infected, the 
  creature’s bones begin to ache, and shortly following the onset of the ache, 
  round or oval-shaped lesions begin to appear on the skin. The lesions are 
  grey and scaly and within 1d12 hours begin to crack and ooze blood 
  and pus. While infected, the creature has disadvantage on Dexterity and 
  Charisma checks, saving throws, and any attacks that use Dexterity. This 
  disease can only be cured through magical remedies, such as the lesser 
  restoration or heal spells.
  Leprosy. This disease slowly rots the flesh and numbs and stiffens limbs. 
  Creatures exposed to this disease must make a DC 17 Constitution saving 
  throw or become diseased. While diseased, creature has disadvantage on 
  Dexterity and Charisma checks, Dexterity and Charisma saving throws, 
  and attack rolls that use Dexterity. This disease cannot be cured except 
  for by magic.
  Red Ache. Living creatures must make a DC 15 Constitution saving 
  throw or become infected. Their skin will become red and bloated and 
  warm to the touch. While infected, the creature has disadvantage on 
  Strength checks, Strength saving throws, and attack rolls that use Strength. 
  The saving throw can be repeated after every long rest and if successful 
  in 2 consecutive tries (two long rests in a row), the creature is cured and 
  the effects of the disease end. A greater restoration spell will also cure 
  the disease.
  Poor (3 gp/month): Eating frugally, with little or no meat.
  At the end of each month, make a base DC 5 Constitution saving throw 
  (add 1 to the DC for each consecutive month of poor living) or take 1 
  point of Constitution damage. This damage cannot be recovered except 
  by magic healing or by an improvement in living standards for at least 1 
  week, during which it will heal normally.
  You must also succeed on a DC 13 Constitution saving throw at the end 
  of each full month of average living to avoid contracting filth fever.
  Average (10 gp/month): You have meat and ale occasionally, the odd 
  night in a tavern, and generally your dress is fair.
  You heal attribute damage at the normal rate (fully recover after a long 
  rest) after maintaining an average standard of living for at least 1 week.
  There is a 1 in 4 chance* that you must also succeed on a DC 13 
  Constitution saving throw at the end of each full month of average living 
  to avoid contracting filth fever.
   *Roll d4. A result of 1 indicates the DC 13 Constitution saving throw 
  is required.
  Wealthy (100 gp/month): You visit taverns regularly, eat meat most 
  days, and drink wine.
  After 3 consecutive months of this standard of living, you gain 
  a temporary +1 bonus to your Constitution. If the temporary bonus to 
  Constitution changes your Constitution modifier, your hit point maximum 
  will also change, and would be as though you had the new modifier from 
  1st level. This bonus is lost if your lifestyle drops below the wealthy tier 
  for at least 1 month.
  Because you are well connected, you are considered proficient in social 
  interaction skills (Deception, Persuasion and Intimidation) in your home 
  district. This bonus stacks with any other you have gained through feats 
  or traits. This bonus is lost if your lifestyle drops below the wealthy tier 
  for at least 1 month.
  Extravagant (1,000 gp/month): Only the finest things in life for you. 
  You drink expensive wine as often as you wish, go out to expensive clubs 
  and the theatre, and are seen and known by many.
  After 3 consecutive months of this standard of living, you gain 
  a temporary +2 bonus to your Constitution. If the temporary bonus to 
  Constitution changes your Constitution modifier, your hit point maximum 
  will also change, and would be as though you had the new modifier from 
  1st level. This bonus is lost if your lifestyle drops below the extravagant 
  tier for at least 1 month.
  Because you are well connected, you have advantage on social 
  interaction skill checks (Deception, Persuasion and Intimidation) in 
  your home district. This bonus stacks with any other you have gained 
  through feats or traits. This bonus is lost if your lifestyle drops below the 
  extravagant tier for at least 1 month.
  Decadent (5,000 gp/month): You deny yourself nothing. You eat and 
  drink and partake in whatever catches your fancy as often and as much as 
  you like. You rarely go to clubs or the theatres because private showings 
  and debauches are prepared for you. Your hedonism is known to all, 
  and you have acquired a sizable entourage or sycophants, devotees, and 
  hangers-on who emulate your every move.
  After 3 consecutive months of this standard of living, you gain a 
  temporary +3 bonus to your Constitution. If the temporary bonus changes 
  your Constitution modifier, your hit point maximum will also change, and 
  would be as though you had the new modifier from 1st level.  This bonus 
  is lost if your lifestyle drops below the decadent tier for at least 1 month. 
  While maintaining your lascivious lifestyle, there is a non-cumulative 
  5% chance that you contract one of the diseases on the Additional 
  Diseases table at the start of this section. Roll a d20. If the result is 1, roll 
  on the table above.
  Sustaining a lifestyle of insectum abuse, alchemical enhancements, 
  and hard living takes its toll on your body and immune system. After an 
  entire year of decadent living, you lose the temporary Constitution bonus 
  and begin taking 1 point of Constitution damage for every 6 months that 
  you continue to maintain your hedonistic lifestyle. If your standard of 
  living drops below decadent for at least 1 year, you can then recover the 
  Constitution damage after a long rest.
  You have a reputation of largesse and are very well connected. Because 
  of this, you have advantage on social interaction skill checks (Deception, 
  Persuasion and Intimidation) in any district within the city. This bonus 
  stacks with any other you have gained through feats or traits. In addition, 
  your reputation precedes you, allowing you once per day to add double your 
  proficiency bonus to an interaction skill check in a non-hostile situation. 
  If your standard of living drops below decadent for at least 1 week 
  these bonuses are lost completely, and your entourage and the crowds turn 
  on you, casting you as the object of their derision.
  
  33
  Player's Handbook
  Common Names of 
  The Blight
  These are examples of typical human names found within the Blight. 
  There are many more names to found within the city, but these can serve 
  as a guide for capturing the feel of the average names spoken on the streets 
  and in the gin houses of the city.
  Male Names
  Female Names
  Surnames
  Barbel
  Bathsedomil
  Bedomile
  Borage
  Breck
  Carbuncle
  Carder
  Cleg
  Cole
  Crig
  Droll
  Ekrin
  Flax
  Gideon
  Grund
  Henbit
  Jacob
  Joshua
  Kale
  Kotlin
  Loam 
  Longhorn
  Luther
  Natter
  Mab
  Mox
  Oscar
  Padge
  Pleasant
  Quarrel
  Qogg
  Rudge
  Seth
  Silas
  Sorrel
  Spurge
  Sturgeon
  Tanner
  Toadflax
  Tog
  Tomlin
  Turnip
  Turnstone
  Tussock
  Uriah 
  Weald
  Weld
  Welt
  Woad
  Wrack
  Wryneck
  Ancona
  Bernice
  Blackberry
  Briney
  Broom
  Brudella
  Bunting
  Buttercup
  Catkin
  Celeress
  Chastity
  Chen
  Constance
  Curlew
  Dandelion
  Dulse
  Ella
  Elisa
  Elisabeth
  Ettie
  Fogou
  Grace
  Happiness
  Hazel
  Hemp
  Hempy
  Hope
  Hornet
  Humrineller
  Ivy
  Juniper
  Katkin
  Lettuce
  Mallow
  Mercy
  Murnifell
  Nan
  Nightscent
  Poppy
  Primrose
  Rull
  Shanny
  Shanny
  Sheepsbit
  Tansy
  Teasel
  Thenna
  Uneria
  Vellia
  Weft
  Zydora
  Alderfly
  Bedstraw
  Blackfly
  Blackhemp
  Bladderwort
  Botfly
  Brompton
  Butterly
  Catchpenny
  Cornuwell
  Cotter
  Crump
  Crush
  Dogerell
  Flixton
  Frim
  Grindalythe
  Grindylow
  Gutter
  Hartwill
  Hogweed
  Humpless
  Kumblecramps
  Kumblekumble
  Linton
  Lucksikard
  Mine
  Mowthorpe
  Mumblechump
  Mumpsy
  Pedimine
  Podge
  Pollard
  Porter
  Pumple
  Rake
  Rast
  Rowgate
  Sedge
  Slyne
  Sough
  Stoat
  Stotter
  Tangle
  Thornholme
  Tredge
  Troff
  Turnkey
  Wodge
  Wold
  Zander
  
  34
  The Blight: Richard Pett's Crooked City
  The following player characters represent several Wicken villagers about 
  to be hanged in the Redemption prison hulk. As such, they have no gear other 
  than ragged peasant’s clothing. Each of these curiously gifted villagers was 
  created using standard character creation rules for the Fifth Edition of the 
  world’s most popular role-playing game and has a background that ties them 
  into the events of the The Levee. Although they are designed specifically for 
  use with The Levee, they can be used — with appropriate gear added — in 
  any other campaign or as sample Blight NPCs.
  One thing you will notice about these particular characters is that they do 
  not have a background selected. This presents the perfect opportunity for you 
  and your players to explore the new backgrounds specific to the Blight in 
  The Blight Player’s Guide. Encourage your players to select a background, 
  either from among the new Blight backgrounds or from the game manual, that 
  best fits their style of play and while providing opportunities for interesting 
  roleplay and interactions with the other characters and NPCs encountered 
  while traveling or adventuring through the Blight.
  References
  When the adventure references something that’s described more fully 
  in The Cyclopaedia Infestarum, we use the † symbol to indicate that 
  more detail is available (this is done in the city districts as well, so you’re 
  probably already aware of the method by now). In general, this indicates a 
  new NPC type or a new monster. When there are cross-references to city 
  districts, these will usually be specifically cited. To avoid pages filled with 
  distracting notations, the † symbol is not used on every outside reference 
  within an adventure — only the first few times it occurs.
  Agnes Scroggs, Farmer
  Female Human Druid 1, Neutral
  Armor Class 10Hit Points 9 (1d8 + 1)
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  11 (+0)
  15 (+2)
  13 (+1)
  12 (+1)
  16 (+3)
  11 (+0)
   
  Skills Animal Handling +5, Athletics +2, Nature +3, Survival + 5
  Senses passive Perception 13
  Languages Common, Druidic, Goblin
  Challenge 1/4 (50 XP)
  PROFICIENCIES
  Proficiency Bonus: +2
  Armor: Light armor, medium armor, shields (armor and 
  shields cannot be made of metal)
  Weapon: Clubs, daggers, darts, javelins, maces, 
  quarterstaffs, scimitars, sickles, slings, spears
  Tools: Herbalism kit
  Saving Throws: Intelligence +3, Wisdom +5
  CLASS FEATURES
  Druidic. You know Druidic, the secret language of the druids. 
  You can speak the language and use it to leave hidden 
  messages. You can automatically spot hidden messages 
  left by others who know Druidic. These hidden messages 
  can be spotted by non-Druidic speakers with a successful 
  DC 15 Wisdom (Perception) check but cannot decipher it 
  without magic.
  Ritual Casting. You can cast a druid spell as a ritual if that 
  spell has the ritual tag and you have that spell prepared.
  Spellcasting Focus. You can use a druidic focus as a spell-
  casting focus for your druid spells.
  Spellcasting. You can cast divine spells.
   Spell Save DC: 13
   Spell Attack Modifier: +5
   Spells Known:
  Cantrips (at will): druidcraftt, produce flame
  1st level (2 slots): cure wounds, charm person, faerie 
  fire, fog cloud
  ACTIONS
   Attack. You can attack when you take this action, using the following: 
  Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 1 (1 + 0) bludgeoning damage.
  EQUIPMENT
  Peasant’s outfit
  Appendix: Blight
  Pre-Generated Characters
  
  35
  Player's Handbook
  You were born and raised at your family’s farm on the outskirts 
  of Wicken, a village that lies several miles outside the great city of 
  Castorhage. Your parents were much older than most others when they 
  conceived, and your arrival was both a blessing and a surprise for they had 
  all but given up the hope of having a family.
  From an early age, you found you had a way with the animals of the 
  farm, instinctively understanding them and being able to convince them to 
  be calm or comply where others seemed to find their behavior confusing, 
  aggressive, or stubborn. Your skill helped the farm to thrive and, by your 
  late twenties, you had taken over from your aging parents.
  When your mother died two years later, you met your Aunt Sorcha for 
  the first time at the funeral. Aunt Sorcha stayed at the farm afterward — 
  ostensibly to cook, clean, and help your father grieve — but primarily, 
  having discovered your way with animals, to secretly pass on her 
  knowledge of nature to you. With Sorcha’s help, you learned how to speak 
  with animals, and how to use your subtle influences on people too, many 
  of whom began to seek you out to mediate disputes.
  When your father died less than a year later, Aunt Sorcha had almost 
  finished her teachings. When the soldiers came, she had been gone for less 
  than a week. You do not know why you have been arrested, but you hope 
  Aunt Sorcha’s teachings help you and others to survive the experience. 
  You are 5 ft. 6 in. tall and weigh 150 lbs. You have long, wavy brown hair, 
  green eyes, and white skin tanned from long hours working outdoors. You 
  are 31 years old, and The Green Father is your patron deity.
  Eliza Crabapple, Trapper
  Female Human Rogue 1, Neutral
  Armor Class 13
  Hit Points 9 (1d8 + 1)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  12 (+1)
  17 (+3)
  13 (+1)
  12 (+1)
  12 (+1)
  14 (+2)
   
  Skills Athletics +3, Perception +3, Sleight of Hand +5, Stealth +5 
  Senses passive Perception 14
  Languages Common, Elvish
  Challenge 1/4 (50 XP)
  PROFICIENCIES
  Proficiency Bonus: +2
  Armor: Light armor
  Weapon: Simple weapons, hand crossbows, longswords, ra-
  piers, shortswords
  Tools: Thieves’ tools
  Saving Throws: Dexterity +5, Intelligence +3
  CLASS FEATURES
  Expertise. You are exceptionally proficient at Sleight of Hand 
  and Stealth. You double your proficiency bonus for any 
  ability check you make with either of these abilities.
  Sneak Attack. You know how to strike subtly and exploit a 
  foe’s distraction. Once per turn, you can deal an extra 
  1d6 damage to one creature she hits with an attack while 
  you have advantage on the attack roll, or if another 
  enemy of the target is within 5 feet of it. You must be using 
  a finesse or ranged weapon.
  Thieves’ Cant. You know thieves’ cant, a secret mix of 
  dialect, jargon, and code that allows you to hide 
  messages in seemingly normal conversation. You also 
  understand a set of secret signs and symbols used to 
  convey short, simple messages.
  ACTIONS
   Attack. You can attack when you take this action, using the following:
  Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 1 (1 + 0) bludgeoning damage.
  EQUIPMENT
  Peasant’s outfit
  You were born and raised at your father’s home in Wicken, a village that 
  lies several miles outside the great city of Castorhage. You were named 
  after your mother who died giving birth to you, weakened by a disease that 
  she picked up from the markets in the city. Your father is a skilled artisan, 
  adept in repairing clocks, locks, and simpler, mechanical devices. From a 
  young age, you were taught the mysteries of cogs, gears, triggers, and trips 
  as you helped him in his work, sometimes traveling with him to various 
  parts of the city to make deliveries and pickups.
  As you progressed into your teenage years, you grew tall and athletic. 
  You loved running, jumping, and climbing all around the village and local 
  area until you met Silas, a strong and handsome local shepherd’s boy. 
  Silas introduced you to Wild Grog, the local poacher, who taught you both 
  how to trap game. You excelled in setting snares and making traps, a skill 
  that your father’s teachings had set a solid foundation for, and you were 
  proud to contribute to the kitchen table. But Wild Grog, an old adventurer, 
  also taught you both how to fight. You learnt to use your agility and speed 
  to outmanoeuvre your opponent and find weak spots in their defenses.
  When the soldiers came, though, your skill was outmatched by their 
  armor and weaponry, and you were bludgeoned into unconscious for 
  deigning to resist. You do not know why you and other villagers have 
  been arrested, but you hope Wild Grog’s teachings help you and the others 
  to survive the experience.
  You are 5 ft. 9 in. tall and athletically built, weighing 155 lbs. You have 
  short, curly strawberry-blonde hair, green eyes, and freckled white skin. 
  You are 19 years old, and The Green Father is your patron deity.
  
  36
  The Blight: Richard Pett's Crooked City
  Gideon Redmane, Cidermaker
  Male Gnome Bard 1, Neutral Good
  Armor Class 12
  Hit Points 11 (1d8 + 3)
  Speed 25 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  10 (+0)
  15 (+2)
  16 (+3)
  8 (-1)
  11 (+0)
  17 (+3)
   
  Skills Acrobatics +4, Intimidation +5, Performance +5 
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Gnome, Sylvan
  Challenge 1/4 (50 XP)
   
  PROFICIENCIES
  Proficiency Bonus: +2
  Armor: Light armor
  Weapon: Simple weapons, hand crossbows, longswords, 
  rapiers, shortswords
  Tools: Bagpipes, lyre, pan flute
  Saving Throws: Dexterity +4, Charisma +5
  CLASS FEATURES
  = As a bonus action, ad
  Ritual Casting. You can cast a bard spell as a ritual if that 
  spell has the ritual tag and you have that spell prepared.
  Spellcasting Focus. You can use a musical instrument as a 
  spellcasting focus for your druid spells.
  RACIAL TRAITS
  Gnome Cunning. You have advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  ACTIONS
   Attack. You can attack when you take this action, using the following:
  Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 1 (1 + 0) bludgeoning damage.]
  EQUIPMENT
  Peasant’s outfit
  You were born and raised at your parents’ tavern in Wicken, a village 
  that lies several miles outside the great city of Castorhage. Your father, 
  Tully, is a master cider maker, and your mother is a cook and hostess to 
  all who visit The Smiling Pig. As a gregarious and fun-loving youngster, 
  you relished living in a home that attracted frequent visitors, even those 
  from the city, and you loved helping your father and older sisters out in 
  the orchards.
  Due to your longevity and the centrality of your family’s tavern and 
  brewery to village life, you have grown to know all of the families of 
  Wicken and can count several of the parents of your current close friends 
  as former playmates. While some of the longer-lived races find such 
  change to be sad, you have always had a talent for seeing the funny sides, 
  the silver linings, and for making people laugh. The fact that you have 
  learnt how to make people drunk as well just works in your favour. You 
  also enjoy telling tall tales to the officious or the ill-humored, and you 
  have developed the skill to cut them down to your size with a few choice, 
  mocking words.
  You had been back at Wicken for only six years when the soldiers came, 
  having left for a decade to study music, comedy, and magic with talented 
  members of your extended family who cleave even closer to their fey 
  roots in the deep, wild forests even farther from the city. But your attempts 
  to charm and distract the armored invaders fell on compassionless hearts, 
  and you were bludgeoned into unconscious for making light of their 
  serious, unknown business. You do not know why you and other villagers 
  have been arrested, but you hope that your optimism and influence help 
  you and the others to survive the experience.
  Tall for a gnome, you stand 3 ft. 8 in. tall and weigh 43 lbs. You have 
  spiky red hair, golden eyes, and nut-brown skin. You are 46 years old, and 
  Hammer Mittelschmerz is your patron deity.
  Meriwether Chubb, Preacher
  Male Human Cleric of Mother Grace (The Beatific Quest) 1, 
  Lawful Good
  Life Domain
  Armor Class 10
  Hit Points 10 (1d8 + 2)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  15 (+2)
  10 (+0)
  14 (+2)
  10 (+0)
  16 (+3)
  13 (+1)
   
  Skills Insight +5, Religion +5Senses passive Perception 13
  Languages Common
  Challenge 1/4 (50 XP)
   
  PROFICIENCIES
  Proficiency Bonus: +2
  Armor: All, shields
  Weapon: Simple weapons
  Tools: None
  Saving Throws: Wisdom + 5, Charisma +3
  CLASS FEATURES
  Disciple of Life. Starting at 1st level, your healing spells are 
  more effective. Whenever you cast a healing spell that 
  restores hit points to a creature, the creature regains 
  
  37
  Player's Handbook
  additional hit points equal to 2 + the spell’s level.
  Life Domain Spells. 1st level: bless, cure wounds
  Ritual Casting. You can cast a cleric spell as a ritual if 
  that spell has the ritual tag and you have that spell 
  prepared.
  Spellcasting Focus. You can use a holy symbol as a 
  spellcasting focus for your cleric spells.
  Spellcasting. You can cast divine spells.
   Spell Save DC: 13
   Spell Attack Modifier: +5
   Spells Known:
  Cantrips (at will): guidance, light, sacred flame
  Spells Prepared:
  1st level (2 slots): bless, cure wounds, healing word, 
  sanctuary
  ACTIONS
   Attack. You can attack when you take this action, using the following:
  Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 1 (1 + 0) bludgeoning damage.]
  EQUIPMENT
  Peasant’s outfit
  You were born and raised at your family’s home in Wicken, a village 
  that lies several miles outside the great city of Castorhage. Your father 
  is the village blacksmith and your mother is a housewife. While your 
  older brother followed your father into the family trade, your destiny was 
  different from birth for you were born with the distinct rose-colored mark 
  of the Mother and Child over your heart.
  Father Gromwell, the priest of the parish’s Church of Saint Alman, took 
  you under his wing as an acolyte from a young age and, along with your 
  friend Sept, filled your head with dreams of Heaven and Paradise with his 
  stories of angels and the afterlife.
  Your faith in Mother Grace grew deep and, as you emerged from your teenage 
  years, she blessed you with the power to heal, to inspire, and to protect those around 
  you. When Father Gromwell confirmed you into the clergy, it was as much to his 
  delight and pride as it was to your parents. In keeping with the teachings of the 
  Beatific Quest, you began to lead religious and instructional sermons on the value 
  of community, service, sacrifice, and the study of history working alongside your 
  superior, Father Nettle, to build and lead the parish whenever Father Gromwell 
  became immersed in his wonderful paintings of angels.
  A short time later, when Father Gromwell announced that he was retiring 
  and passing the torch to Father Nettle, the news was met with surprise and 
  sadness, but also with understanding for you and the community knew 
  that he had left the parish in good hands. It was only a few months after he 
  had left, though — time in which you had hardly had the time to properly 
  discuss the implications of Father Nettle’s modernising ideas — when 
  the soldiers came. You do not know why you and the other villagers have 
  been arrested, but you hope that your faith and inspiration help you and 
  the others to survive the experience.
  You are 5 ft. 11 in. tall and, with the heavy, naturally strong build of 
  your blacksmith father, weigh 185 lbs. Your short brown hair is cut in a 
  tonsure, your eyes are blue, and your fair skin is pale from spending long 
  periods indoors. You are 27 years old, and Mother Grace, as the Beatific 
  Quest, is your patron deity.
  Sept Alman, Painter
  Male Half-elf Sorceror 1, Lawful Good
  Wild Magic Bloodline
  Armor Class 10
  Hit Points 10 (1d8 + 2)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  8 (-1)
  14 (+2)
  16 (+3)
  10 (+0)
  12 (+1)
  16 (+3)
   
  Skills Deception +5, Insight +3, Perception +3, Persuasion +5
  Senses darkvision 60 ft., passive Perception 13
  Languages Celestial, Common, Elvish
  Challenge 1/4 (50 XP)
   
  PROFICIENCIES
  Proficiency Bonus: +2
  Armor: None
  Weapon: Daggers, darts, slings, quarterstaffs, light crossbows
  Tools: None
  Saving Throws: Constitution + 5, Charisma +5
  CLASS FEATURES
  Wild Magic Surge. Starting at 1st level, your spellcasting can 
  unleash unpredictable surges of magic. After casting a 
  sorcerer spell of 1st level or higher, roll a d20. If you roll a 1, 
  a random magical effect is created. Consult with your GM 
  for the results. 
  Tides of Chaos. Beginning at 1st level, you can manipulate 
  chance and chaos to gain advantage on one attack roll, 
  ability check, or saving throw. This can only be used once 
  per long rest.
  Spellcasting Focus. You can use an arcane focus as a spell-
  casting focus for your sorcerer spells.
  Spellcasting. You can cast sorcerer spells.
   Spell Save DC: 13
   Spell Attack Modifier: +5
   Spells Known:
  Cantrips (at will): blade ward, mage hand, ray of frost, 
  true strike
  1st level (2 slots): magic missile, shield
  RACIAL TRAITS
  Fey Ancestry. You have advantage on saving throws 
  
  38
  The Blight: Richard Pett's Crooked City
  against being charmed, and magic can’t put you to 
  sleep.
  ACTIONS
   Attack. You can attack when you take this action, using the following:
  Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 1 (1 + 0) bludgeoning damage.]
  EQUIPMENT
  Peasant’s outfit
  You do not know where you were born or who your parents are, for you 
  were found at the door of the Church of Saint Alman as a baby, laid in a 
  basket woven of twigs and leaves, and bearing a red birthmark shaped like 
  a seven-pointed star near your left eye. Father Gromwell, who found you, 
  named you accordingly, and pronounced you a blessed child of Wicken 
  and the son of all.
  Many of the families of Wicken contributed to your upbringing, sharing 
  the burdens and the pleasures of your company, and so you got to know 
  almost everyone. Try as you might, though, you have never been quite 
  able to overcome the lack of direct connection to the people who raised 
  you, and you have remained emotionally remote, suffused at times with 
  a deep sense of melancholy. You became good friends with Meriwether, 
  however, the church’s acolyte who was only a year older than you, and 
  you spent many days with him in the church, learning the teachings of 
  Mother Grace. You also spent time helping Father Gromwell paint his 
  grand visions of angels — a skill that you became quite proficient in — 
  and you also loved to listen to his stories of the realms of the afterlife. 
  Your magic came as you left your teenage years, a gift from an ancestor 
  that causes the star high on your left cheekbone to burn with an inner 
  fire and enables you to heal with a touch or with divine flame, and to 
  dazzle with starlight. But when the soldiers came, there were too many for 
  you to subdue, and you were bludgeoned into unconsciousness for daring 
  to resist. You do not know why you and the other villagers have been 
  arrested, but you hope that the magic that suffuses your blood helps you 
  and the others survive the experience.
  You are 6 ft. 2 in. tall and slender, weighing only 170 lbs. You have 
  shoulder-length blonde hair, violet eyes, and pale white skin. You are 26 
  years old, and Mother Grace, as the Beatific Quest, is your patron deity.
  Silas Hodd, Poacher
  Male Human Fighter 1, Neutral
  Wild Magic Bloodline
  Armor Class 12
  Hit Points 12 (1d10 + 2)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  15 (+2)
  15 (+2)
  14 (+2)
  13 (+1)
  10 (+0)
  12 (+1)
   
  Skills Athletics +4, Survival +2
  Senses passive Perception 10
  Languages Common, Elven
  Challenge 1/4 (50 XP)
   
  PROFICIENCIES
  Proficiency Bonus: +2
  Armor: All armor, shields
  Weapon: Simple weapons, martial weapons
  Tools: None
  Saving Throws: Strength +4, Constitution +4
  CLASS FEATURES
  Fighting Style: Two-Weapon Fighting. When you engage in 
  
  39
  Player's Handbook
  two-weapon fighting, you can add your ability modifier to 
  the damage of the second attack
  Second Wind. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. You 
  recover the use of this ability after completing a short or 
  long rest.
  ACTIONS
   Attack. You can attack when you take this action, using the following:
  Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 1 (1 + 0) bludgeoning damage.]
  EQUIPMENT
  Peasant’s outfit
  You were born and raised at your family’s home on a hill overlooking 
  Wicken, a village that lies several miles outside the great city of 
  Castorhage. Your father is a shepherd, and your mother and younger 
  sister are seamstresses. You spent much of your youth helping your father, 
  guiding the flock in the hills and dales, shearing and lambing in the spring, 
  and protecting them from wolves and other predators. You grew strong 
  and quick as a result, with proficient knife skills and a sharp eye.
  Your family was poor, however, and so as you got older, you also began 
  joining Wild Grog, an old friend of your father’s, as he poached game. 
  You proved a proficient survivalist, with a particular talent for spotting 
  game trails and burrows, knife-hunting, and skinning for meat and fur, 
  but you had little patience for the finer points of trapmaking. When Grog 
  mentioned you could both do with another pair of hands, you invited Eliza, 
  a local girl who you’d had your eye on for a while, to join you. She proved 
  to be an excellent trapmaker, and the three of you enjoyed great success. 
  You loved Grog’s stories of his old adventuring days, which he used as 
  inspiration to teach you and Eliza how to fight. You learned how to use 
  two daggers at once, as well as some handling tricks to warn opponents of 
  your intimidating proficiency. But when the soldiers came, your skill was 
  outmatched by their armor and weaponry, and you were bludgeoned into 
  unconscious for deigning to resist. You do not know why you and other 
  villagers have been arrested, but you hope Wild Grog’s teachings help you 
  and the others survive the experience.
  You are 6 ft. tall and muscular, weighing 190 lbs. You have long brown 
  hair, brown eyes, and tanned skin. You are 21 years old, and The Green 
  Father is your patron deity. 
  
  40
  The Blight: Richard Pett's Crooked City
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document 5.1. Copyright 2016, Wizards of the Coast, Inc.; Authors Mike 
  Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert 
  J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material 
  by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Taverns © 2002, Necromancer Games, Inc; Author Chris Jones.
  Chaos Rising, © 2003, Necromancer Games, Inc; Author James Collura.
  Elemental Moon © 2007, Necromancer Games, Inc.; Author: Lance Hawvermale.
  Glades of Death © 2004 Necromancer Games, Inc.; Authors: Patrick Lawinger, Jeff Hark-
  ness, and Gary Schotter.
  Shades of Gray © 2006, Necromancer Games, Inc.; Author: Michael R. Proteau.
  The Diamond Fortress © 2005 Necromancer Games, Inc.; Author: Phillip Larwood.
  Trouble at Durbenford © 2004 Necromancer Games, Inc.; Author: Robert J Schwalb.
  Dead Man’s Chest © 2013, Frog God Games LLC; Authors: Lance Hawvermale, Rob 
  Mason, Robert Hunter, Patrick Goulah, Greg Ragland, Matt McGee, Chris Bernhardt, Casey 
  W. Christofferson, Chad Coulter, Skeeter Green, and Travis Hawvermale, with additional 
  contributions by Erica Balsley, Lindsey Barrentine, Jay Decker, Rachel Mason, and Nadine 
  Oatmeyer.
  Dunes of Desolation © 2014, Frog God Games LLC; Author: Tom Knauss.
  Mountains of Madness © 2017, Frog God Games LLC; Author: Tom Knauss.
  Marshes of Malice © 2017, Frog God Games LLC; Author: Tom Knauss.
  The Slumbering Tsar Saga © 2012, Frog God Game: Author: Greg A. Vaughan.
  Razor Coast © 2013, Frog God Games, LLC; Authors: Lou Agresta, Tim Hitchcock, John 
  Ling, and Nicolas Logue.
  Freebooter’s Guide © 2013 Frog God Games, LLC; Authors: Lou Agresta, Tim Hitchcock, 
  Tom Knauss, John Ling, RA McReynolds, and Greg Vaughan.
  The Lost Lands: The Lost City of Barakus, © 2003 2014 Frog God Games & Necromancer 
  Games.; Authors W.D.B. Kenower, Bill Webb.
  Sword of Air, © 2014, Frog God Games, LLC; Authors: Bill Webb, Casey Christofferson, Greg 
  Ragland, and Vicki Potter.
  The Lost Lands: Cults of the Sundered Kingdoms © 2015, Frog God Games LLC: Authors: 
  David Brohman, Casey W. Christofferson, Patrick Lawinger, and Greg A. Vaughan.
  Borderland Provinces © 2015, Frog God Games, LLC: Matthew J. Finch, Greg A. Vaughan, 
  and Bill Webb.
  The Lost Lands: The Northlands Saga Complete © 2015, Frog God Games, LLC; Authors: 
  Kenneth Spencer, Greg A. Vaughan, and Kevin Wright.
  The Lost Lands: Bard’s Gate © 2016, Frog God Games, LLC; Authors: Casey W. Christ-
  offerson, Matt Finch, Skeeter Green, and Greg A. Vaughan with additional new material by 
  James M. Spahn; Based on original content from Necromancer Games.
  The Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Green.
  Tome of Horrors 4, Copyright 2013, Frog God Games, LLC; Authors: Erica Balsley, Casey 
  Christofferson, Jim Collura, Lance Hawvermale, Patrick Lawinger, Phillip Larwood, Greg 
  A. Vaughan, and Bill Webb, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Fifth Edition Foes, ©2015, Frog God Games
  The Tome of Blighted Horrors, © 2016, Frog God Games, LLC; Authors John Ling, Authors 
  Richard Pett, Pete Pollard, Alistair Rigg, Jeffrey Swank, and Greg A. Vaughan.
  TB1: The Crooked Nail, © 2017, Frog God Games, LLC; Author: Brandon Hodge.
  TB2: Horror in the Sinks, © 2016, Frog God Games, LLC; Author: Alistair Rigg.
  TB3: Bloody Jack, © 2016, Frog God Games, LLC; Author: Greg A. Vaughan.
  TB4: The Crucible, © 2016, Frog God Games, LLC; Author: Richard Pett.
  TB5: The Children of the Harvest, © 2017, Frog God Games, LLC; Author: Bill Webb.
  The Blight: Richard Pett’s Crooked City, © 2016, Frog God Games, LLC; Authors Richard 
  Pett, Pete Pollard, Alistair Rigg, and Greg A. Vaughan. 
  The Blight Player’s Handbook, © 2017, Frog God Games, LLC; Authors Richard Pett, Pete 
  Pollard, Alistair Rigg, Jeff Swank, and Greg A. Vaughan.
  
  42
  The Blight: Richard Pett's Crooked City
  From new races, racial subtypes, and racial traits to new feats, equipment,  
  and prestige classes, The Blight Player’s Handbook has all the information you need as 
  a player to roll up a character and jump into adventure in the Blight. In addition to new 
  player character races like the Briny and racial subtypes like Tradelord Gnomes and  
  Shadowlamp Half-Orcs, you’ll also find rules on costs of living in the Blight at its  
  various caste levels, the Craft (tattoo) skill, supplemental rules on building relationships 
  and connections within the city’s urban sprawl, as well as, six sample pre-generated 
   characters specifically designed from the rules and options presented herein.
  So grab your dice and a blank character sheet,  
  because you’ve such entered the wrong side of town . . .
  Richard Pett’s Crooked City
  Richard Pett’s Crooked City
  Frog God 
  Games
  Player’s Handbook
  Player’s Handbook
  ISBN 978-1-62283-397-9
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Necromancer Games/The Blight/5E - Lost Lands - The Blight - Players Handbook.pdf