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  Not much introduction’s needed here, other than to mention that the city portrayed here is strongly slanted toward a swords 
  & sorcery feel, and it’s designed to provide adventure possibilities rather than accurate demographics or historical reality.  
  The presentation of the encounters isn’t standardized – the encounters read like a quick notation.  This is done deliberately, 
  so the game master can assimilate the encounter quickly at the gaming table.  If you’re generating three or four encounters 
  per street on a large table, you’ll need to be working fast, so a sparse description works better than a dissertation.  Many of 
  the entries refer to light, heavy, and elite guards; the armor and weapons of these guard categories are described in the 
  Notes, below.  Also, spell capabilities of non-player characters don’t necessarily match the player-character capabilities of a 
  particular class, which is also deliberate – these are not player-characters.  Presumably, very few readers insist that the 
  monsters and NPCs of a game must follow precise formulae without deviation.  Take these tables, make them your own, and 
  “imagine the hell out of it!” 
   
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  o 
  Roll encounters with whatever frequency makes sense for the way you’re game mastering the city.  Three to four 
  encounters per street, rolled all at once, provides a colorful set of options for the characters to interact with.  
  Alternatively, you might decide that these encounters occur once per street or area, with all other encounters being 
  basically standard city people. 
   
  o 
  Armor class is noted for descending AC and also for ascending AC, which is in [brackets].  
   
  o 
  Every encounter has a 25% chance that there are 1d4 beggars nearby as well. 
   
  o 
  Light guards have ring mail and shield (AC 5[14]), with a spear or a short bow (1d6 hp). 
   
  o 
  Heavy guards have chain mail and shield (AC 4[15]) with sword or longbow (1d6+1 hp). 
   
  o 
  Elite guards have plate mail and shield (AC 2[17]) with sword or longbow (1d6+2 hp). 
   
   
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  Daytime Encounters 
  …...3 
  City Guard Subtable 
  ….22 
  Night Encounters  
  ….23 
  Non-Player Characters 
  ….24 
  Attitude  
   
  ….24 
  Personality Quirks  
  ….24 
  Spell-casters 
   
  ….25 
  Clerics 
   
   
  ….25 
  Level 1-5  
  ….25 
  Level 6  
  ….26 
  Level 7  
  ….27 
  Level 8  
  ….28 
  Level 9  
  ….29 
   
  Magic-Users 
   
  ….30 
  Level 1-3  
  ….30 
  Level 4-5  
  ….31 
  Level 6  
  ….32 
  Level 7  
  ….33 
  Level 8  
  ….34 
  Level 9  
  ….35 
  Level 10  
  ….36 
  Level 11  
  ….37 
   
  Male Names 
   
  ….38 
   
  Female Names 
   
  ….39 
  Male Titles & Nicknames 
  ….40 
  Female Titles & Nicknames ….40 
  Legal 
   
   
  ….41
  
   
  3
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  Roll a d6 for the hundreds, and a d10 for the tens and ones columns.
   
   
   
   
  Die 
  Roll 
  Encounter 
  (d6, d10, d10) 
  100 
  Abbot Herivew, with 5 novices and 2 light guards, 
  1d100+50gp. Spells: cure light wounds, sticks to 
  snakes, hold person. (40% chance they ask for alms 
  and try to convert characters). 
  101 
  Abbot Yscourt, with 4 elite guards, 1d20+10gp and 
  a 100gp gem (30% chance to be mounted).  Spells: 
  First Level: Cure Light Wounds x2; Second Level: 
  Hold Person, Silence (15ft radius); Third Level: 
  Prayer.  He bears a relict of his deity, very valuable 
  to certain buyers. 
  102 
  Actor Randall the Imitator, does amusing 
  impressions of passers-by in the expectation of 
  payment from his victims or the amused crowd. 
  2d6gp. 
  103 
  Actor Thomas Kimball performing on wooden stage 
  with 4 other actors with small crowd watching. (20% 
  chance they are attacked by religious fanatics 
  offended by play). 
  104 
  Adventuring Party (mounted).  Chen Wa the 
  Samurai (FT3), Ki’ir the Wanderer (FT3), Joziri the 
  Kenku (MU3), and Takai the Priest (CL3), with 3 
  light guards. 
  Chen Wa the Samurai: HD3, HP 18, AC 2[17], Atk 
  +1 longsword (1d8+1), Save 14, Move 6. 300gp and 
  equipment (including +1 sword). 
  Ki’ir the Wanderer: HD3, HP 18, AC 2[17], Atk 1 
  longsword (1d8), Save 14, Move 6.  300gp and 
  equipment. 
  Joziri the Kenku: HD3, HP 8, AC 9[10], Atk staff 
  (1d6), Save 14, Move 12. Spells: Charm Person, 
  Sleep, and Mirror Image. 300gp and equipment. 
  Takai the Priest: HD3, HP 12, AC 4[15], Atk 1 mace 
  (1d6), Save 14, Move 9.  Spells: Cure Light Wounds 
  x3.  300gp and equipment. 
  105 
  Adventuring Party (mounted).  Za’ar the War-Ghoul 
  (FT4), Za’ar’s Brother (FT4), Ispensuu the 
  Spellcrafter (MU4), and Brother Yar the Spiritual 
  Advisor (CL4), with 3 light guards. 
  Za’ar the War-Ghoul: HD4, HP 30, AC 2[17], Atk 1 
  longsword (1d8), Save 13, Move 6. 300gp and 
  equipment. 
  Za’ar’s Brother: HD4, HP 25, AC 2[17], Atk 1 
  longsword (1d8), Save 13, Move 6.  300gp and 
  equipment.  Potion of cure light wounds. 
  Ispensuu the Spellcrafter: HD4, HP 10, AC 9[10], 
  Atk staff (1d6), Save 13, Move 12. Spells: Charm 
  Person x2, Sleep, Mirror Image, Web. 300gp and 
  equipment.  Scroll of Hold Person. 
  Brother Yar the Spiritual Advisor: HD4, HP 12, AC 
  4[15], Atk 1 mace (1d6), Save 13, Move 9.  Spells: 
  Cure Light Wounds x3, Hold Person.  300gp and 
  equipment. 
  106 
  Adventuring party (not mounted). Margaret the 
  Fighting-woman (FT 3), Keowyn the Serpent (FT3), 
  Pasquar the Priest (CL3), and Tran the Erudite (MU 
  3). 
  Margaret the Fighting-woman: HD3, HP 21, AC 
  2[17] 
  Keowyn the Serpent: HD3 
  Pasquar the Priest: HD3 
  Tran the Erudite: HD3 
  107 
  Adventuring Party, Zankor the Fierce (FT5), 
  Ghormond Pak (FT2), Kindred of Klar (CL 5) and 
  Widdershins the Oor (MU 3). 
  Zankor the Fierce: HD 5, HP 26, AC 2[17] Atk 
  magic +1 sword (1d8), 250gp. 
  Ghormond: HD 2, HP 10, AC 4[15], Atk sword 
  (1d8), 200gp. 
  Kindred of Klar: HD 5, HP 22, AC 2[17], Atk mace 
  (1d6), 400gp.  Spells: First Level: Cure Light 
  Wounds x2; Second Level: Bless, Hold Person; 
  Third Level: Locate Object 
  Widdershins the Oor: HD 3, HP 7, AC 9[10], Atk 
  staff (1d6), 300gp.  Spells: Level One: Charm 
  Person, Sleep; Second Level: Mirror Image 
  108 
  Adventuring Party.  Halek the Warrior (FT3), Gazal 
  Headbreaker (FT3), Omnal the Mysterious (MU2), 
  and Momnikon the Oracle (CL3), with 3 light 
  guards. 
  Halek the Warrior: HD3, HP 18, AC 1[18], Atk 1 
  longsword (1d8), Save 14, Move 6. 300gp and 
  equipment (including +1 shield). 
  Gazal Headbreaker: HD3, HP 18, AC 2[17], Atk 1 
  longsword (1d8), Save 14, Move 6.  300gp and 
  equipment. 
  Omnal the Mysterious: HD2, HP 5, AC 9[10], Atk 
  staff (1d6), Save 14, Move 12. Spells: Charm 
  Person, Sleep. 300gp and equipment. 
  Momnikon the Oracle: HD3, HP 12, AC 4[15], Atk 
  1 mace (1d6), Save 14, Move 9.  Spells: Cure Light 
  Wounds x3.  300gp and equipment. 
  109 
  Adventuring Party: Kylor the Bull (FT4), Mulgor 
  Brawn (FT4), Toltak Skullsmasher (FT4), Dusar the 
  Reverent (CL6), Lishanna the Enchantress (MU4). 
  Kylor the Bull: HD 4, HP 32, AC 2[17], +1 shield. 
  Mulgor Brawn: HD 4, HP 20, AC 4[15], 100gp. 
  Toltak Skullsmasher: HD 4, HP 20, AC 4[15], 
  200gp. 
  Dusar the Reverent: HD 6, HP 26, AC 3[16], Atk +1 
  Mace (1d6+1), Spells: First Level: Cure Light 
  Wounds x2; Second Level: Bless, Silence (15ft 
  radius); Third Level: Prayer; Fourth Level: Cure 
  Serious Wounds, Magic Item Scroll of Cure Serious 
  Wounds, +1 mace 
  Lishanna the Enchantress: HD 4, HP 10, AC 9[10], 
  Spells: Level One: Charm Person, Read Magic, 
  Sleep; Second Level: Invisibility, Web.  Magic 
  Item: Potion of Mirror Image, Wand of Magic 
  Detection. 
  
   
  4
  110 
  Agent Leomon, seeking adventurers to undertake a 
  mission for his noble patron, with 1 elite guard, 25% 
  mounted, 2d12gp. (95% chance to offer employment 
  to characters). 
  111 
  Alchemist Master Quar, with 3 heavy guards, 
  carrying 3 random potions, 30gp.  (50% chance to be 
  guarded by 1d6 demons of 3HD that materialize 
  when he is attacked). 
  112 
  Alchemist Shopney Sivver, poor and alone, 2d8gp, 
  potion (half quality). 
  113 
  Alchemist Smedman Fane, rich, accompanied by 
  1d6 light guards, 5d6+10gp. (25% chance carries 
  poison potion). 
  114 
  Alchemist Vander Alabastus, with 3 random 
  potions, drunk on horseback, 10gp.  (25% chance his 
  5 heavy guards are just catching up with him after 
  being ditched). 
  115 
  Alchemist Zeodolphus Kark, rich, 1d6 light guards, 
  1d100+ 50gp.  Sleep spell, mounted 50% 
  116 
  Animal trainer Bidley Barker, accompanied by 
  1d4+1 dogs, 1d100gp (10% chance dogs attack 
  him). 
  117 
  Animal trainer Zack Medore, accompanied by bear, 
  2d10gp. (10% chance of bear attack). 
  118 
  Antique Dealer Menzo Meek, 1d6 laborers, 1d6 light 
  guards, 1 heavy guard, antique worth 1d6x100gp, 
  1d100gp in cash, mounted (10% chance to witness 
  robbery). 
  119 
  Antique Dealer Prezerus Hawk, with 1d6 porters and 
  an antique worth 3d6+10gp.  (10% chance to be 
  attacked by the ghostly ancestors who owned the 
  antique heirloom during life). 
  120 
  Antique Dealers 1d3+3, each with 1 light guard, 
  haggling over antique worth 1d100+10gp (10% 
  chance for violence to break out). 
  121 
  Ants, giant, 1d100, attacking fruit merchants (bounty 
  of 10gp per giant ant is in force throughout city – 
  this is a business opportunity). 
  122 
  Apothecary Gaunt Malabos (2HD, sword and leather 
  armor, sleep spell, mirror image), with 1d6 light 
  guards.  1d6 potions, 1d100gp (10% chance wants to 
  hire adventurers for vengeance on rival). 
  123 
  Apothecary Holbore Mixer, with 1 light guard, 
  1d100gp. (10% chance one gold piece is coated with 
  material that allows dogs to find it if stolen). 
  124 
  Apothecary Yas Lean, with student (1d6gp each), 
  30% chance of Sleep spell. 
  125 
  Apple-seller Mindy the Lark, sells normal, blue and 
  purple apples for 1sp to 1gp each (10% chance to 
  cause sleep for 3d6 days). 
  126 
  Architect Miliban Mostikos, 1d6 students, 1 
  bodyguard (2HD, AC 3[16]), 1d100+10gp, 10% 
  mounted. 
  127 
  Architect Wando the Builder, unemployed and poor 
  (10% chance collapses from hunger). 
  128 
  Armor-cleaner Timmo Bandylegs, will clean armor 
  and swords for 1gp, 1d6gp. 
  129 
  Armorer Alabaster the Armormaker, (2HD, AC 
  5[14]),with 1 porter, delivering suit of chain or plate 
  mail (50%), 1d100gp. (5% chance that a nearby 
  magic-user or cleric animates the armor for some 
  purpose). 
  130 
  Armorer Gordo Smith (2HD, AC 5[14]), with 1d3 
  tough customers (knights 25%, captains 75%) 3HD, 
  AC 3[16].  1d100gp each. 
  131 
  Armorer Zorbo the Hammer, alone (2HD, AC 
  5[14]), 1d100gp. (25% chance to carry +1 hammer). 
  132 
  Arsonist Fire Fisk with 3 cronies, discussing next 
  job, 1d6gp each (25% chance for characters to 
  overhear). 
  133 
  Artificer Mool the Mirror, 1d6gp and 1 mirror worth 
  25gp.  (5% chance that the mirror opens a gateway 
  into another realm, sucking one or two passers-by 
  into it). 
  134 
  Artificer Taurius Mechanim, delivering a wagon 
  with a complicated alchemical arrangement of glass 
  and tubing (worth 600gp) to an alchemist, with 2 
  elite guards and 3 laborers, 1d100gp. 
  135 
  Artist Uliwiss the Artistic and 1d3 other artists, 
  1d6gp each, all very snooty. 
  136 
  Artist Yang the Unpredictable, selling paintings for 
  50gp, worth 1d100-10gp each.  5 paintings.  (25% 
  chance that painting resembles a character or an 
  enemy of the party). 
  137 
  Assassin Carp the Competent (3HD), freelance killer 
  seeking employment (10% chance under observation 
  by assassins’ guild or by city guard), 2d10gp. 
  138 
  Assassin Iago the Silent (4HD), casing next target 
  (75% chance of acting furtively when observed by 
  characters). 
  139 
  Astrologer Doctor Kanthakarus the Insightful, 
  mounted 25%, 2HD, light spell, 1d6 light guards 
  (mounted 5%). 
  140 
  Astrologer Master Obadian Omphalos, poor, telling 
  fortunes for 1gp (accurate 20%), 2d12gp.  (10% 
  chance he is attacked by disappointed patron). 
  141 
  Attorney Uther Luther, handing out shingles with his 
  name branded onto them.  (100% chance he will 
  approach the party as people who look like they’ll 
  need a lawyer in the near future). 
  142 
  Baker Abbakuk Ovenman selling bread for 1sp per 
  loaf (10% chance of food poisoning, 10% chance he 
  is arrested for food poisoning, 10% chance party is 
  arrested for conspiring with him) 1d4gp. 
  143 
  Baker Harbo Bunn, fighting with another baker 
  (10% chance to be arrested for public disturbance, 
  party may be questioned) 1d6gp each. 
  144 
  Baker Randolph Loafer, selling fine cakes 1/2 gp 
  each, 1d10gp. 
  145 
  Baker Wandle Cookman selling hot cross buns for 
  1sp each. 
  146 
  Band leader Tharvas the Fiddler, leading marching 
  troupe of entertainers through street, advertising 
  nearby circus. 
  147 
  Bandit Ghalaver the Village-killer (6HD) with 15 
  associates (heavy guard) recruiting for his troop of 
  100 bandits camped in forests beyond city (95% 
  chance to offer employment as bandit). 
  148 
  Barbarian King Theodoric (5HD), with 1d10+20 
  barbarian warriors (60% chance to shove aside 
  anyone in their way). 
  149 
  Barbarian Ongor the Wildman, seeking employment 
  (4HD), 1d10gp (10% chance to become frustrated 
  and attack). 
  
   
  5
  150 
  Barbarian Ulgaric the Uncivilized (2HD), 4d10gp 
  (10% chance to be drunk, 10% chance to be under 
  attack). 
  151 
  Barbarian warrior Tlaga Pasunu (4HD) seeking an 
  old friend of his dead father’s, to receive a secret.  
  The friend is a magic-user with a birthmark. 
  152 
  Barbarians (1d2, 2HD each) mounted on mammoth 
  with 1d10 light barbarian guards on foot, 
  1d10x10gp. (10% chance mammoth goes on 
  rampage when it spots giant rat). 
  153 
  Barbarians, 1d6, each has 6hp, 1d6gp each, plus 
  10gp worth of jewelry each (10% chance to have 
  just been arrested). 
  154 
  Barber Lanky Lane, insane, on rampage with razor 
  (10% chance city guards show up and arrest 
  everyone in sight).  2HD and AC 3[16] from 
  insanity, 1d6gp. 
  155 
  Barber Shane Beard, offering haircuts of bleedings 
  for 1gp, 40% chance that bleeding restores 1d4 hp, 
  10% chance to lose 1d2. 1d6gp. 
  156 
  Bard Griffon O’Glenn, with audience of 1d6, 
  reciting heroic poetry, 1d10gp.  (10% chance that he 
  describes a nearby adventure possibility in his 
  poem). 
  157 
  Bard William the Harp, with audience of 2d8, 
  reciting satirical poetry, 1d6 each (20% chance that 
  city guard arrives and rounds up all in the vicinity, 
  including the party). 
  158 
  Baron Jas of Thander Castle (3HD) with 2 knights 
  (4HD) and 5 heavy guards. 
  159 
  Baroness Leela of Tair, fleeing from pursuit by 
  ruffians of a rival noble house (5 ruffians of 2HD 
  each).  Rescuing her will gain a nice reward. 
  160 
  Barrel maker Hargo Cooper, on his way to a brothel.  
  He has a furtive appearance (10% chance he is being 
  followed by his wife Marguerite). 
  161 
  Basketmaker Wicker the Weaver, selling nice 
  baskets for 1sp, 10 baskets for sale, 1d8gp (10% 
  chance that a “reserved” basket bears a curse 
  intended for a specific buyer). 
  162 
  Bath-man Carsi Cader, with hot tub of water and 
  two slave-girls in side alleyway, selling baths for 
  1gp.  (10% chance that his legitimate operation has 
  been taken over by the thieves guild and he’s being 
  forced to cooperate). 
  163 
  Bath-man Harold Hotwater, with a large bronze tub 
  in the middle of the street where people can bathe 
  for half a gold piece. 
  164 
  Beadmaker Nellie Stringer, selling necklaces for 
  2sp. 
  165 
  Beer vendor Gospian Garword, selling beer by the 
  tankard, 5 tankards for 1gp.  The beer is 
  unbelievably potent, with a 25% chance that the 
  drinker will become very, very, drunk from a single 
  tankard-full. 
  166 
  Beer-seller Gennick Tarver, with barrel and mugs on 
  a table in the street, one silver piece to quaff a mug 
  of beer. 
  167 
  Beggar Carrian the Low, begs for alms.  5sp (10% 
  chance he is actually a nobleman hiding out from 
  enemies by disguising himself as a beggar). 
  168 
  Beggar Harkin Zax, contagious. 
  169 
  Beggar Poxy Wark, with his 1d6+3 hidden robber 
  associates, 1d6gp each. 
  170 
  Beggar S’Safar the Doppelganger, begs for alms but 
  duplicates player’s appearance and commits crimes. 
  171 
  Beggar Yam the Lame, begs for silver.  5sp. (he is 
  haunted by a shadow that steals half his money, and 
  asks adventurers to kill it). 
  172 
  Beggar-leader Drog One-leg, assigning 10 beggars 
  to their daily territories (100% chance characters are 
  swarmed with beggars). 
  173 
  Bellfounder Hadro Felgarnian, with large bell 
  (200gp) on cart, with 2 carters and 1 light guard 
  (1d100gp). 
  174 
  Belt-seller Savaron Girdler, selling expensive 
  dragon-hide belts (30gp ea).  (90% chance the belt is 
  only snakeskin). 
  175 
  Berserkers 1d6, cannot speak common tongue (20% 
  chance to become irritated and attack someone). 
  176 
  Blacksmith Hagan the Hirsute, 2HD with 1d4 forge 
  workers (6hp each), all drunk and looking for a fight 
  (1d10+5gp each). 
  177 
  Blacksmith Orseph Ironshaper, 2HD, shoeing horse 
  in street for nearby noble customer (10% chance 
  shoeing rear hooves of a hippogriff). 
  178 
  Blacksmith Uther Smith, 2HD (10% chance that he 
  has constantly been hearing voices telling him to kill 
  a particular citizen – an informant for the city’s 
  overlord). 
  179 
  Bookbinder Harold Glue-fingers with 1d3 
  apprentices and 1 poet, Jasper Korsi, all talking 
  merrily (50gp on Harold, others have 1d6 each). 
  180 
  Bottle-seller Oswin Reedy with hand-cart (20% 
  chance won’t leave until party buys a bottle for 1sp) 
  (1% chance for djinn bottle). 
  181 
  Bounty Hunter Bortho Grim (2HD) 1d10gp (40% 
  chance character matches description of some 
  ruffian). 
  182 
  Bounty Hunter Everis Omlow, carrying head on pike 
  to get his reward (10% chance the head will let out a 
  piercing shriek for some reason). 
  183 
  Bounty Hunter Ghal the Mask, 1HD with 2 dogs 
  2d6+10gp (40% chance character matches 
  description of some ruffian). 
  184 
  Bounty Hunter Hasdrubal, 3HD 2d6+10gp (40% 
  chance character matches description of some 
  ruffian) (80% mounted). 
  185 
  Bowyer Fritz Bowmaker, with 1 apprentice, making 
  delivery of 5 longbows, 1d6gp. 
  186 
  Bowyer Thass Pirkle, offers to make hand-tailored 
  bow to characters (5% chance of +1) at triple normal 
  price, 2d10gp. 
  187 
  Boxmaker Eorgo Woodworker, selling boxes for 1-
  10gp, 1d6gp (5% chance for box of holding). 
  188 
  Boxmaker Thomas Deer, with 1d6 guildsmen, 
  1d6+5gp each. (25% chance they are discussing a 
  recent theft which took place at their guildhall). 
  189 
  Brassworker Kendle Brazier, selling holy symbols 
  and lamps for 1gp. 1d8gp. 
  190 
  Brassworkers, 1d7, 1d6+1hp (10% chance drunk). 
  191 
  Brewer Raddle Twis, buying grain from grain dealer 
  Barrow Jain, 1 heavy guard, 1d100+100gp.  (10% 
  chance for beggars to swarm the wagon, stealing 
  cups of grain). 
  192 
  Brewer Simon Brewmaster, delivering barrels of 
  beer on horse-drawn cart with 3 carters and 1 light 
  guard, 1d6gp, 10 barrels of beer. 
  
   
  6
  193 
  Brickmakers, 2d12, on break.  1d6gp each. 
  194 
  Brigand Chief Locan O’Tain (3HD) with 2d6+5 
  thugs (light guards), 100gp.  (95% chance to try and 
  rob characters). 
  195 
  Brigand Cosper the Mad (3HD, AC 4[15]) and 4 
  brigands (heavy guards), with a coffle of 3 glum 
  slaves.  Phrases his thefts as a request for alms, puts 
  anyone who refuses to pay into the slave coffle.  He 
  is related to the city’s Overlord, so the guard does 
  not stop him, but they quietly buy slaves back and 
  free them after Cosper sells them. 
  196 
  Brigand Evanis Coldeye (2HD) and 3d6 brigands 
  (light guards), 250gp. 
  197 
  Brigand Farley the Notorious (2HD) with 1d6 thugs 
  (light guards), 50gp (95% chance to try and rob 
  characters, 10% chance of intervention by city 
  guards, 10% chance of hue and cry causing riot). 
  198 
  Brigand Ganjagor the Portly (2HD), 2d6 brigands 
  (heavy guard), and a tiger (4HD).  3,000gp. 
  199 
  Brigand Haldar the Highwayman (3HD) and 2d6 
  brigands (light guards), 300gp. 
  200 
  Brigand Horgum Horvis and his band of 1d6 
  brigands, robbing as many people as they can before 
  the city guardsmen arrive.  They plan to split up and 
  escape to their secret hideout in the slums.  200gp. 
  201 
  Brigand Kangvar the Bloody (5HD, AC 2[17]) and 
  20 brigands (heavy guards), all mounted.  They are 
  on a specific mission in the city before returning to 
  the countryside, and the city guard has been well 
  paid not to notice them.  There is a 3,000gp bounty 
  on Kangvar’s head. (10% chance Kangvar is in the 
  city by invitation of the city’s Overlord, and has 
  agreed to help him with some particular task). 
  202 
  Brigand Killimar the Crooked (2HD, AC 4[15]) with 
  4d6 brigands, 1,000gp.  This is a large, roving gang 
  that stages raids in areas where they have paid the 
  city guard to “forget” to patrol. 
  203 
  Brigand Kind Matthew (3HD) and 1d6+3 brigands 
  (light guards), very polite but still take your money, 
  250gp plus 500gp bounty. 
  204 
  Brigand leader Borko (1HD) and 1d6+3 brigands 
  equivalent to light guards, 1d10gp each. 
  205 
  Brigand Masbur the Axe (2HD) with 2d6 thugs 
  (light guards), 100gp (95% chance to accost 
  characters). 
  206 
  Brigand Nanjar the Archer (2HD) and 2d6 brigands 
  (light guards), 300gp. 
  207 
  Brigand Parson Greep (2HD) and 1d6 brigands (per 
  light guards), 50gp.  (10% chance that the city guard 
  are following the brigands very close behind). 
  208 
  Brigand Poy Lang Shu with 1d6 brigands (light 
  guards), 200gp. 
  209 
  Brigand Santolo the Axe (4HD, AC 3[16]), 400gp.  
  Santolo is cheerful and fat, but obviously very 
  competent.  (95% chance that his escape-driver, 
  Merhew, is nearby with a light chariot in case of 
  problems). 
  210 
  Brigand Tantu the One-Handed and 2d6 brigands 
  (light guards), 200gp plus 300gp bounty. 
  211 
  Brigand Two-tooth Jack, the oldest brigand in the 
  city, with his 3 loyal brigand followers, also quite 
  old.  Each of the 4 brigands is a level 3 fighter, AC 
  4[15], and has 100gp. 
  212 
  Brigand Tymeric the Rider and 2d6 brigands (light 
  guards), 300gp. 
  213 
  Brigand Wargu Longbraid (1HD) and 1d6 brigands 
  (light guard) trying to keep their quota with the 
  thieves guild by robbing people and reminding them 
  that paying off the Guild prevents such incidents. 
  214 
  Brigand Xaul the Shadow (2HD) and 2d6 brigands 
  (light guards), 200gp. 
  215 
  Brigand Yilgana Bronze-helm (6HD) and 2d6 
  brigands (light guards), 3,000gp. 
  216 
  Brigand Zar Blackbeard (1HD, AC 4[15]) and 2d6 
  brigands (light guards), 250gp. 
  217 
  Brothel Bouncer Grook, ogre, on chain leash with 
  Janeen the Courtesan, 1d100+200gp. 
  218 
  Bucket of green slime pitched from rooftop, 50% 
  chance to land on or near characters. 
  219 
  Bucket of guts (50% chicken, 50% fish) lands (50% 
  chance) on or near characters, thrown from second-
  story window. 
  220 
  Bucket of pig dung flung from alleyway onto or very 
  near characters. 
  221 
  Burning building collapses into street in 3d6 minutes 
  (20% chance child is nearby, watching fire, 10% 
  chance for city guard to suspect characters of arson). 
  222 
  Burning man Krake the Irritating, running down 
  street on fire. 
  223 
  Butcher Leander Thane, fallen from noble status, 
  uses +1 short sword to cut meat, 2HD. 
  224 
  Butcher Massko Meatcutter, stalking likely prey 
  2HD, 1d6gp. 
  225 
  Butcher Sammis Garbel, selling sautéed horsemeat, 
  1d8+3gp. 
  226 
  Cabinetmaker Corbin Joiner with 2 apprentices, 
  1d6gp each. 
  227 
  Candlemaker Teniver Tallow, selling candles for 1sp 
  up to 1gp depending upon quality, 1d12gp. 
  228 
  Candlemaker Yvor the Suspice, stalking sources of 
  tallow with his 3 goblin thugs, 10gp. 
  229 
  Caravan led by Ardari the Venturer (4HD), with 20 
  wagons, 1d6+3 merchants, and 20 heavy guards.  
  The cargo is worth 1d1000gp per wagon. 
  230 
  Caravan of 1d6+1 rich merchants, each with 1d6 
  wagons and 1d6 heavy guards per wagon, with 
  caravan master Okir Kazoon (5HD).  Caravan cargo 
  roll 1d4.  1: slaves, 2: furs, 3: grain, 4: slaves, furs, 
  and grain. 
  231 
  Carnivorous gorilla (4HD) in chains with 4 light 
  guards, headed for a zoo or collection (10% chance 
  to break the chains and escape). 
  232 
  Carpenter Whiskin Thin, with 1d6 other carpenters, 
  drunk.  (10% chance that they will throw stones very 
  inaccurately at the party).  The guild of carpenters 
  will respond legally or illegally in response to any 
  serious violence against them. 
  233 
  Carpenters, 1d6, working on building, 1d6gp each.  
  (10% chance for structural collapse). 
  234 
  Carpet-seller Abbas Atarian, selling 3 carpets for 
  100gp each, worth 1d100+50gp each.  2 heavy 
  guards.  (10% chance a carpet is stolen goods). 
  235 
  Carpet-seller Harzel Dram, weaving carpet on loom 
  in street with 1 slave helping, 2d10gp. 
  236 
  Carter Baldabul Fidden (2HD), delivering chickens 
  in coops with 3 laborers to help.  1d6gp each. (10% 
  chance cart loses a wheel and blocks street). 
  
   
  7
  237 
  Carter Haley the Heartless, with cloth-covered 
  wagon containing 5 city guardsmen (4 light and 1 
  heavy).  1d6gp each, cargo is a famous bandit who 
  will reward rescuers liberally. 
  238 
  Carter Mapanu Baskin, delivering stolen goods 
  (1,000gp) to the thieves’ guild.  (20% chance of 
  escorts shadowing the delivery). 
  239 
  Carter Nespius, with wagon of dung and 2 slave 
  laborers, 1d6gp. 
  240 
  Carter Tam Carter, delivering hay with 2 laborers to 
  help, 1d6gp each. (10% chance prisoner tied up in 
  hay calls for rescue). 
  241 
  Carter Tharmo, with wagon of chicken coops and 1 
  slave laborer, 1d6gp. 
  242 
  Carter Twan Carter, with cart of animal fodder and 1 
  laborer, 1d6gp each.  (10% chance of spilling cargo 
  on or near characters). 
  243 
  Cattle drive of unusual beasts (d6) 1: giant pheasants 
  or quail, 2: alligators, 3: dinosaurs or huge saurians, 
  4: giant wild boar. 
  244 
  Cattle-drive fills the street with 1d100+25 cows and 
  bulls – may (25%) be aurochs that stand 12ft at the 
  shoulder (50% chance for a bull to go rogue). 
  245 
  Centipede, ten feet long, emerges from sewer 
  entrance (7HD, AC 3[16], Atk 1 bite (3d6 + poison), 
  save 9, Move 9, Special: lethal poison in bite. 
  246 
  Charcoal seller Odell the Dusty, selling charcoal to 
  1d6 customers, 1d6gp each.  (5% chance one 
  customer is a salamander buying food). 
  247 
  Charioteers Yam and Gharzo, racing on behalf of 
  their owners (nobles).  1d2 characters may be 
  accidentally hit (roll vs. d6 monster, 1d6+1 hit 
  points damage).  Their noble owners will become 
  involved if there is a difficulty, refusing to accept 
  responsibility for the injury of a mere adventurer. 
  248 
  Charms peddler Tacit Ark, selling scraps of paper 
  upon which “magic” prayers are written.  These are 
  burned so that the message will go to the appropriate 
  deity, 1gp each.  2d10gp. 
  249 
  Charms peddler Wyvorio the Newt, selling holy 
  symbols and charms of all description, 1d6gp.  None 
  of his inventory is worth much.  (10% chance that 
  some of his spy-newts will get into a character’s 
  clothes, allowing Wyvorio to see what the characters 
  are doing and report it to the city guards for a 
  reward). 
  250 
  Cheesemaker Bostable Whey, selling wheels of 
  many kinds of cheese (10 wheels worth 5gp each).  
  1d6gp.  (10% chance of noble customer who insists 
  on purchasing cheese wedges for party to 
  demonstrate its quality). 
  251 
  Cheese-merchant Seefer the Wolf, with 40gp of 
  cheese on cart with 1 light guard, 1d100gp, 10% 
  mounted on palfrey. (10% chance of attack by rival 
  cheese-merchant and 1d6 thugs). 
  252 
  City guard captains, 1d3 (3HD) off duty, per heavy 
  guards. 
  253 
  City guards (2d6) per light guards with no officer, 
  looking for a party of adventures who attacked a 
  moneylender.  The party is said to include a 
  fighting-man and a magic-user. 
  254 
  City guards (2d6), per heavy guards (25% chance to 
  shake down any non-citizens they encounter). 
  255 
  City guards (3d6) led by a sergeant with 2HD, 
  searching for a dwarf accused of thievery. 
  256 
  City guards (3d6), per light guards with no officer, 
  returning from searching a residence for spies and 
  dissenters. 
  257 
  City guards (3d6), per light guards, with no officer, 
  on a general sweep for lawbreakers and miscreants. 
  258 
  City Guards Commander Sir Caribaas the Hangman 
  (HD5, AC 2[17]). 
  10 light guards 
  10 heavy guards 
  5 elite guard (mounted) 
  3 sergeants-at-arms, 1HD 
  2 runners 
  259 
  City Guards patrol 
  3 light guards 
  2 attack dogs (1d6hp) 
  260 
  City Guards patrol led by corporal Talar, 2 light 
  guards with shortbow. 
  261 
  City Guards patrol led by Lieutenant Briarpipe 
  (2HD, AC 4[15]): 
  5 light guards with shortbow 
  5 light guards with spear 
  5 heavy guards 
  2 heavy guard sergeants (1HD) 
  (75% chance to question the party about their 
  activities) 
  262 
  City Guards patrol led by Lieutenant Chel Tammis 
  (2HD, AC 4[15]), mounted: 
  10 light guards 
  1 light guard sergeant-at-arms (1HD) 
  (75% chance to try to shake down the party for 
  “taxes”). 
  263 
  City Guards patrol led by Lieutenant Zao Quarquil 
  (2HD, AC 4[15]), mounted: 
  10 light guards 
  1 light guard sergeant-at-arms (1HD) 
  (75% chance to follow the party for a while, out of 
  vague suspicions). 
  264 
  City Guards patrol led by Sergeant-at-Arms Alveric 
  Yellowhair (1HD, AC 4[15]): 
  4 light guards 
  1 heavy guard 
  4 attack dogs 
  (75% chance one of the dogs takes an interest in the 
  party). 
  265 
  City Guards patrol led by Sergeant-at-Arms Bellac 
  (1HD, AC 4[15]): 
  6 light guards 
  3 heavy guards with shortbows 
  (10% chance the guards are suddenly ambushed over 
  a dispute with criminals). 
  266 
  City Guards patrol led by Sergeant-at-Arms Bracken 
  Parth (1HD, AC 4[15]): 
  4 light guards 
  1 heavy guard 
  (75% chance the guards try to shake down the party 
  for “contributions” to the guardsmens’ guild). 
  
   
  8
  267 
  City Guards patrol led by Sergeant-at-Arms Carcal 
  Des (1HD, AC 4[15]): 
  6 light guards 
  3 heavy guards with shortbows 
  1 runner/courier 
  (25% chance that they are in the process of an 
  arrest). 
  268 
  City Guards patrol led by Sergeant-at-Arms Daykin 
  Firth (1HD, AC 4[15]): 
  4 light guards 
  1 heavy guard 
  (25% chance they are “questioning” a beggar by 
  rather aggressive methods). 
  269 
  City Guards patrol led by Sergeant-at-Arms Drake 
  Viper (1HD, AC 4[15]): 
  4 light guards 
  1 heavy guard 
  4 attack dogs 
  (10% chance to harass and question adventurers). 
  270 
  City Guards patrol led by Sergeant-at-Arms 
  Eukleides (1HD, AC 4[15]): 
  4 light guards 
  1 heavy guard 
  (10% chance to harass and question adventurers). 
  271 
  City Guards patrol led by Sergeant-at-Arms Immer 
  Quail (1HD, AC 4[15]): 
  4 light guards 
  1 heavy guard 
  (10% chance to harass and question adventurers). 
  272 
  City Guards patrol led by Sergeant-at-Arms Jerwil 
  Ganzer (1HD, AC 4[15]): 
  3 light guards 
  1 heavy guard 
  1 attack dog 
  (10% chance to harass and question adventurers). 
  273 
  City Guards patrol led by Sergeant-at-Arms Kal 
  Borzio (1HD, AC 4[15]): 
  3 light guards 
  1 heavy guard 
  (10% chance to all be stumbling drunk). 
  274 
  City Guards patrol led by Sergeant-at-Arms 
  Knothead Borley (1HD, AC 4[15]): 
  4 light guards 
  1 heavy guard 
  (10% chance to harass and question adventurers) 
  275 
  City Guards patrol led by Sergeant-at-Arms Marcus 
  Ignatius (1HD, AC 4[15]): 
  4 light guards 
  1 heavy guard 
  (10% chance to be searching passers-by). 
  276 
  City Guards patrol led by Sergeant-at-Arms Meek 
  Jaskis (1HD, AC 4[15]): 
  4 light guards 
  1 heavy guard 
  (10% chance to be searching passers-by). 
  277 
  City Guards patrol led by Sergeant-at-Arms 
  Morrowick (1HD, AC 4[15]): 
  6 light guards 
  3 heavy guards with shortbows 
  (10% chance to be searching passers-by). 
  278 
  City Guards patrol led by Sergeant-at-Arms Olovar 
  Warderman (1HD, AC 4[15]): 
  6 light guards 
  3 heavy guards with shortbows 
  (10% chance to be searching passers-by). 
  279 
  City Guards patrol led by Sergeant-at-Arms Otor the 
  Hardbitten (1HD, AC 4[15]): 
  4 light guards 
  1 heavy guard 
  (10% chance to be searching passers-by). 
  280 
  City Guards patrol led by Sergeant-at-Arms Plewan 
  (1HD, AC 4[15]): 
  4 light guards 
  1 heavy guard 
  (10% chance they’ve been bribed to guard a building 
  while thieves loot it). 
  281 
  City Guards patrol led by Sergeant-at-Arms Queng 
  Daro (1HD, AC 4[15]): 
  6 light guards 
  3 heavy guards with shortbows 
  (10% chance they’re actually disguised members of 
  thieves’ guild on secret business – and looking a bit 
  suspicious). 
  282 
  City Guards patrol led by Sergeant-at-Arms 
  Thorvald Ragnar (1HD, AC 4[15]): 
  4 light guards 
  1 heavy guard 
  283 
  City Guards patrol led by Sergeant-at-Arms Walder 
  Kain (1HD, AC 4[15]): 
  4 light guards 
  1 heavy guard 
  (10% chance to be shaking down a fruit vendor). 
  284 
  City Guards patrol led by Sergeant-at-Arms Willem 
  DeGhent (1HD, AC 4[15]): 
  6 light guards 
  3 heavy guards with shortbows 
  1 runner/courier 
  (10% chance to be escorting a just-captured 
  prisoner). 
  285 
  City Guards patrol led by Sergeant-at-Arms Yargis 
  (1HD, AC 4[15]): 
  3 light guards 
  1 heavy guard 
  (10% chance to be escorting a prisoner to the 
  headsman’s axe). 
  286 
  City Guards patrol led by Sergeant-at-Arms Yat 
  Yandow (1HD, AC 4[15]): 
  6 light guards 
  3 heavy guards with shortbows 
  (10% chance to be blocking the street in a “dragnet” 
  operation). 
  287 
  City Guards patrol led by Sergeant-at-Arms Yokki 
  the Vulture (1HD, AC 4[15]): 
  4 light guards 
  1 heavy guard 
  (10% chance to be running from a miscreant who 
  turned into a troll). 
  288 
  City Guards patrol with 5 light guards, 2 heavy 
  guards, Sergeant-at-Arms Ren Palar, tiger handler, 
  and tiger (4HD). (10% for tiger to attack handler or a 
  passer-by). 
  289 
  City guardsmen (2d6) returning from duty in a very 
  bad mood (25% chance to hassle a street merchant 
  or even the party). 
  
   
  9
  290 
  City informer Julian Jiss, will follow suspicious 
  people to see if they commit a crime (45% chance to 
  follow the party until someone more interesting 
  comes along). 
  291 
  City watchman Kurl Watchman, per light guard, 
  with a horn to call the city guard if he spots trouble. 
  292 
  City watchman Kurl Watchman, per light guard, 
  with a horn to call the city guard if he spots trouble. 
  (10% chance that he will try to extort a small 
  amount of money from the party, threatening to call 
  the guard on them for theft). 
  293 
  City watchman Smatter Kain, per light guard, with a 
  horn to call the city guard if he spots trouble. (10% 
  chance that if the party stops and talks to anyone on 
  the street, he will decide they are threatening citizens 
  – the party can talk their way out of this, because 
  he’s known for sounding false alarms). 
  294 
  City watchman Zoon Big-lungs, per light guard, 
  with a horn to call the city guard if he spots trouble. 
  (10% chance that he will have a sudden heart 
  attack). 
  295 
  Cleric Bars Navaar (2HD) AC 4[15], priest of 
  Arioch the Demon, 40gp.  Spells: Cure Light 
  Wounds.  (10% chance to meet with 4 cultists). 
  296 
  Cleric Ossmair the Healer (level 2, AC 4[15]). 
  Spells: Cure Light Wounds, 100gp. 
  297 
  Cleric S’daal (2HD) AC 4[15], priest of the city’s 
  patron deity, 50gp Spells: Cure Light Wounds (95% 
  chance to ask party for donation for repair of 
  dilapidated statues). 
  298 
  Cleric Va’ar the Vision-seer (level 4, AC 2[17]).  
  Spells: Cure Light Wounds x2, Hold Person. 300gp 
  and 2 IOU’s for 250gp each. 
  299 
  Clothier Marcus Candlemass, about to be lynched in 
  street by dissatisfied knight customer (4HD) and 3 
  men at arms (heavy guards). 
  300 
  Clown, furtive, hiding in shadows and slinking along 
  walls.  If touched, he disappears, but will appear 
  again by night, standing beside the bed of whoever 
  laid hands upon him.  When the character wakes, the 
  clown tosses a single white rose onto the bed, and 
  then disappears again for good. 
  301 
  Clown, hanged and dead, swinging from noose.  The 
  clown capered and japed at Lord Tirnan Man Og 
  when he passed by about thirty minutes ago, and the 
  lord had his men hang the jester from the nearest 
  beam.  There he swings, to and fro. 
  302 
  Clown, in mask with sad expression upon it, dances 
  through the crowd.  He meets one of the characters’ 
  eyes, nods solemnly, and then moves on 
  purposefully in another direction. 
  303 
  Coach drawn by 4 horses (50% chance of to-hit roll 
  against a character if it passes too closely, 1d6 points 
  of damage). 
  304 
  Coach of Halaraspus the magic-user (8HD), drawn 
  by two large saurian beasts such as giant lizards or 
  small dinosaurs, 1d100x100gp, 4 elite guards.  
  Spells: sleep x2, charm person x2, phantasmal force, 
  detect invisibility, web, fireball, fly, protection from 
  normal missiles, dimension door, fear. 
  305 
  Coach under attack by 1d100 hungry laborers and 
  beggars with clubs and pitchforks. 
  306 
  Cobbler Boccis Shoemaker, offering repairs to boots 
  and shoes for 1sp, 1d6gp. 
  307 
  Cockatrice is on the rampage, leaving trail of 
  petrified bodies (reward of 300gp for a dead 
  cockatrice is in force throughout city, but magic-
  users will pay up to 500gp). 
  308 
  Coffin on cart, accompanied by 3 laborers taking it 
  for burial (10% chance that it contains stolen goods 
  being buried for digging up later). 
  309 
  Coffin on cart, accompanied by 3 laborers taking it 
  for burial (10% chance that the coffin contains a 
  kidnap victim who will start thumping and yelling 
  from the inside – if this is the case, the kidnappers 
  may also be nearby to supervise the operation). 
  310 
  Coffin on cart, accompanied by 3 laborers taking it 
  for burial (10% chance that coffin contains a 
  vampire moving from one place to another). 
  311 
  Coffin on cart, accompanied by 3 laborers taking it 
  for burial (10% chance that the coffin contains a 
  ghoul being moved from place to place by a 
  necromancer who is accumulating undead in his 
  fortified house). 
  312 
  Coffin on cart, accompanied by 3 laborers taking it 
  for burial (10% chance that this is the way a press 
  gang moves unconscious victims to their ship). 
  313 
  Coffin-maker Gorlius Grime, 1d6gp (50% chance to 
  measure a particular character for coffin). 
  314 
  Coffin-maker Herip the Black Carpenter of the 
  Seven Eels, delivering coffin on cart with 2 laborers, 
  2d12gp (40% chance to offer job as assistant tomb-
  robbers). 
  315 
  Coffin-maker William the Cheerful, delivering 
  coffin on cart with 2 laborers, 1d10gp (10% chance 
  to offer quick job as funeral mourners). 
  316 
  Collapsed person, Bandriot Fean, has fallen to the 
  ground, having suffered a heart attack or other 
  sudden ailment (50% chance that this is a 
  performance intended to create a distraction or a 
  crowd for pickpockets to fleece). 
  317 
  Convict laborers (1d6+3), carrying firewood to 
  prison under supervision of Quentin Jalact, light 
  guard (10% chance for organized prison break 
  assisted by outsiders). 
  318 
  Cook Evarella, fat, being thrown out of household 
  for food poisoning in the sautéed frogs 1d6gp (25% 
  chance to offer free food in exchange for 
  vengeance). 
  319 
  Cooper Tillman Cooper, delivering 10 barrels on 
  cart with 3 laborers (10% chance that barrels contain 
  robbers). 
  320 
  Coppersmith Andrios Raktarius, out to get a meal, 
  3d12gp. 
  321 
  Cosmetics seller Eileen the Lovely, selling men’s 
  and women’s cosmetics, 1d100gp worth of 
  cosmetics (10% chance to become offended and 
  summon a succubus demon). 
  322 
  Cosmetics seller Horton the Handsome, selling 
  beard oil, hair dyes, and mustachio wax, 1d10gp. 
  323 
  Costumer Thaddeus the Fabulous, meeting with 
  troupe of 10 actors about latest play, 1d6gp each 
  (20% chance to insult characters as uncouth 
  barbarians unappreciative of the theater arts, 10% 
  chance to offer job as actors). 
  324 
  Counterfeiter Yilmar Quen, selling fake silver pieces 
  in exchange for gold pieces at half price. (10% 
  chance for the city guard to be watching him). 
  
   
  10
  325 
  Courier Parker Trustworthy, in service to knight, 
  delivering love letter, 1d10gp, 75% mounted. 
  326 
  Courier Telwyn the Messenger, in service to the 
  city’s Overlord, delivering gem worth 5,000gp, 
  100% mounted. (10% chance shadowed by secret 
  police, 10% chance shadowed by thieves). 
  327 
  Courtier Kevis Carfour (HD 2), haughty, with 5 
  heavy guards, all mounted, proceeding along street 
  (10% chance to witness pickpocket, 10% to be 
  looked down upon verbally). 
  328 
  Crocodile, giant, escaped from noble household: 
  returning it alive gains reward of 500gp; killing it 
  may invite reprisals. 
  329 
  Crone Tizinia, with cauldron of simmering stew, 
  delicious smell requires saving throw to avoid 
  immediately buying and eating a bowlful, anyone 
  who eats needs no further nourishment for 1d6 days. 
  330 
  Crows are picking at something unusual and 
  possibly horrid in the mud of the gutters. 
  331 
  Cultists (2d6) wearing robes with skull insignia or 
  similar badges, are scattered throughout the street, 
  watchful and waiting for something. 
  332 
  Cutler Gideon Garth selling knives, forks, and 
  daggers, 20gp (10% chance of cursed dagger, 5% 
  chance of +1 dagger) 
  333 
  Dairymaids, 1d3, delivering milk, 1d4 gp each (50% 
  chance they are being harassed by ruffians). 
  334 
  Dairymaids, 1d6, delivering milk pails to customers, 
  1d4gp each (10% chance slavers attempt to kidnap 
  them). 
  335 
  Dancing girl slave Patrizia, escaped and hiding (10% 
  chance to ask characters to help her escape the city), 
  0gp. 
  336 
  Dealer in Curiosities Whisper Leech, selling stuffed 
  basilisk and shrunken heads, 1d100gp (10% chance 
  characters recognize one of the shrunken heads). 
  337 
  Dealer in religious items Robert the Pious, holy 
  symbols of 100 religions (1gp ea), 5 prayer wheels, 
  15 written prayers for burnt offerings, 1 light guard 
  (10% chance he is attacked by demon). 
  338 
  Dealer in religious relics Wandiger the Devout, 
  selling bones of saints, hair of a god, holy symbols 
  (5% chance for sudden divine retribution). 
  339 
  Demon in hooded cloak (5HD) looking for those 
  who might sell their souls for 500gp (no raise dead 
  after selling soul). 
  340 
  Dentist Staunch Toothpuller, pulls teeth and sells 
  them to private collector, 1d10gp. 
  341 
  Distiller of brandies Waspy the Distiller, making 
  delivery to noble household with 1d6 light guards 
  and 1 elite guard, 10 barrels of fine brandy worth 
  200gp each (10% chance to witness attempted theft). 
  342 
  Dockworkers Malbar the Dark and 1d20 others, 
  drunk and looking for trouble (10% chance they are 
  under the influence of a spell or other curse released 
  while unloading cargo). 
  343 
  Drug dealer Emerald Rose, selling black lotus 
  blossoms for 25gp each (10 blossoms).  She is not 
  guarded, but pays dues to the Thieves Guild. 
  344 
  Drug dealer Ivanov Rashaad, selling black lotus 
  (100gp per blossom, 60 blossoms packed in wooden 
  boxes), with protector berserker (7HD) disguised as 
  nearby washerwoman hanging out clothes.  (10% 
  chance for agent of a highly placed customer to 
  make a purchase while characters are watching). 
  345 
  Drug dealer Krechon Abdar, selling blue lotus (50gp 
  per blossom, 50 blossoms), member of thieves guild, 
  protected by 5 heavy guards with 5 attack dogs at a 
  small distance. (10% chance for “enforcement” 
  action taken by the shadowy Dream Guild’s 
  enforcers). 
  346 
  Drug dealer Lillian the Seamstress, selling hashish 
  and pipes for 50gp (10 sets), 100gp, 3 heavy guards 
  with ogre keeping watch from the shadows to 
  protect her. (10% chance of thieves’ guild taking 
  enforcement measures as party watches). 
  347 
  Drug dealer Ozar the Lotus, selling black lotus and 
  hashish (4,000gp in inventory), with 5 trained 
  monkeys that can turn into huge carnivorous 
  gorillas. (40% chance that city informer is watching 
  transactions with curiosity). 
  348 
  Drug dealer Samaar the Maimed, selling black lotus 
  blossoms in wooden boxes, 100gp per blossom, 15 
  boxes.  Samaar has one hand and many criminal 
  brands and tattoos.  (50% being shadowed by 
  thieves’ guild as freelancer, 50% being shadowed by 
  secret police, 50% being shadowed by his protectors 
  – 1d6 light guards, 50% being shadowed by 10 
  ruffians – light guard equivalents). 
  349 
  Drug dealer Shahaan the Shadow (5HD), selling 
  opium paste (1,000gp in inventory), watched by 
  crows controlled by his guild, the mysterious Dream 
  Guild.  (25% chance to ask characters to help him 
  rob an incoming cargo of lotus blossoms – owned by 
  the thieves’ guild). 
  350 
  Duel: two citizens, Tharimos and Fiffinek, are about 
  to fight a duel. 
  351 
  Dwarf Luar Tunneltromper (1HD), per light guard, 
  had his money and weapons stolen by thieves (if 
  there is a dwarf in the party, 75% chance to 
  approach party for help). 
  352 
  Dwarf, Stumpy the Rock, HD2, AC 4[15], 20gp. 
  353 
  Elephant driver Harmool and 1d6x3 laborers drive 
  elephant with building stone on sled. 
  354 
  Elephant handler Yaga Dar with elephant and 
  howdah, for hire 100gp per hour. (10% chance per 
  hour for elephant to become enraged and go on 
  rampage). 
  355 
  Elf (or other pre-human race) noblewoman traveling 
  in palanquin (6 human slaves) with 2d10 elite guards 
  (elven), 1d1000gp. (10% chance that she becomes 
  enamored of character when she sees him). 
  356 
  Elf (or prehuman race) noble Tshaanac, observing 
  city with 5 heavy guards (elven), all mounted, 
  1d100x10gp. (10% chance to observe attack by 1d6 
  ruffians based on racial hatred). 
  357 
  Elves or elf-like members of some pre-human race 
  (3), hooded, on secret and mysterious business, 
  2d10gp each. 
  
   
  11
  358 
  Embroiderer Lasethel Seamer, offers to embroider 
  party symbol on their cloaks, which takes 2 days for 
  10gp per cloak, 1d6gp (10% chance to be 
  mysteriously kidnapped while working on the 
  cloaks). 
  359 
  Engineer Kaulo the Mathematician, working on 
  bridge to cross over street (10% chance of falling 
  masonry). 
  360 
  Entertainer (sword-swallower) Galabor the Grand, 
  swallowing swords for thrown coins.  (10% chance 
  of terrible accident). 
  361 
  Entertainer Cardis Blanch, fire-swallower, 
  performing for a crowd of 1d20+5.  (25% chance for 
  pickpocket to target party member). 
  362 
  Entertainer Vanga Thas, dancing zombie-handler, 
  performing with dancing zombie (10% chance of 
  zombie’s family member attacking Vanga, 10% 
  chance adventurers recognize zombie). 
  363 
  Entertainers (1d10 jugglers and tumblers).  (10% 
  chance for a fireworks display as well, that goes 
  wrong and starts several fires). 
  364 
  Entertainers (1d10 mimes and clowns) 1gp each.  
  (10% chance for brawl with a rival troupe of 
  mimes). 
  365 
  Entertainers (1d10 musicians) of excellent quality, 
  2d6gp each.  (5% chance for one of them to be taken 
  by the gods as a personal minstrel, leading to the 
  formation of a new cult). 
  366 
  Entertainers (1d10 musicians) of terrible quality, 
  1d6gp each (60% chance to follow characters until 
  paid to go away). 
  367 
  Executioner Grim the Headsman, 3HD, talking to 
  his fans about this evening’s execution of a 
  prominent thieves’ guild leader, 1d20gp. 
  368 
  Exterminator Rufus Ratkiller, working on clearing a 
  house with rat problem, 1d6gp. (25% chance for 
  giant rats, and Rufus may need help). 
  369 
  Fake gem-merchant selling paste gems for normal 
  price (10 10gp gems and 10 50gp gems).  They are 
  useless if tested by a real gem dealer, and only 50% 
  likely for a normal merchant to accept. 
  370 
  Falconer Herman Falcon, riding through city in 
  employ of visiting nobleman, 1d10gp. (10% chance 
  he is being shadowed by secret police as suspected 
  spy). 
  371 
  Farmers market, small, 2d6 farmers with carts 
  selling vegetables and eggs (10% chance for thieves 
  guild enforcers to arrive, 2d6 as light guards, to 
  demand a tax of 10%.  10% chance for city guard to 
  arrive and demand a 10% tax). 
  372 
  Fence Quentin the Fencer, meeting with 1d4 thieves 
  from guild (90% chance they become very 
  suspicious that the characters are agents of the law). 
  373 
  Fence Wik Shifty, with 1d6 light guards, 150gp and 
  1d100 in stolen items. 
  374 
  Fighter Brewer Brokenchin (2HD, AC 4[15]).  Just 
  fired from city guard for accepting bribes. 
  375 
  Fighter Yantoro Blue-helm (4HD, AC 2[17]) and his 
  +1 sword.  Yantoro has very long moustaches and a 
  cheerful disposition. (10% chance that he was just 
  approached by a patron about a mission). 
  376 
  Fighting-man Jared Olkery (3HD, AC 6[13]), riding 
  the ugliest horse anyone has ever seen. 
  377 
  Fighting-man Wardog Warne (3HD, AC 4[15]) 
  riding trained giant lizard (4HD). 
  378 
  Fighting-man Xan Thaarnu (3HD) materializes in 
  the street after stepping onto a metal platform during 
  a dungeon adventure.  He carries a 10ft pole and a lit 
  torch. 
  379 
  Figurine maker Brian Kallistes, who makes clay 
  models of major buildings in the city, such as the 
  city Overlord’s palace, 2d6gp.  (25% probability that 
  such a model may show the location of a secret entry 
  upon close inspection). 
  380 
  Figurine maker Fandofius Goor, who makes ceramic 
  figures of cats and dogs with silly smiles for 1gp 
  each.  These are a popular item among those with no 
  taste. 
  381 
  Figurine maker Wendigon Waterside, selling three 
  delicate porcelain figurines that appear to be of the 
  city’s Overlord, for 200gp each, actually a sort of 
  voodoo doll that allows the user to spy upon the 
  Overlord, 1d100gp.  (25% probability that he is 
  being watched by the secret police, 100% chance 
  that if the party purchases a figure and doesn’t kill 
  Wendigon, they will be pursued by all kinds of 
  people who want the figurine). 
  382 
  Firewood seller Newin, selling wood from handcart 
  (10% chance of being arrested for cutting wood in 
  the City Overlord’s parks). 
  383 
  Firewood seller Otho Bodwick, selling wood from a 
  handcart, 1d6gp.  (10% chance of giant ant stowed 
  away in the handcart). 
  384 
  Fireworks-maker Akhmar Sheng, selling fireworks. 
  385 
  Fishermen (2d6) from the boat Salt-Jumper, angry 
  about a bad day’s catch. 
  386 
  Fishermen (2d6) from the boat Sea-Sweeper, 
  celebrating a good day’s fishing. 
  387 
  Fishermen (3d6) from various local fishing boats, 
  gathered together for a party.  (10% chance one of 
  them saw something very strange beneath the waters 
  yesterday). 
  388 
  Fishmonger Coltor the Catfish, selling fresh fish 
  (5% chance a fish contains a 100gp gem). 
  389 
  Fishmonger Thaskis Fishman, selling fresh fish 
  (25% being accosted by moneylender’s thugs to 
  whom he owes money). 
  390 
  Fishmonger Wilbry Monger, selling fresh fish, 
  1d6gp.  (10% chance of poison). 
  391 
  Fletcher Herman Fletcher, selling “arrows of certain 
  death” for 10gp each.  (5% chance that one is +1 or 
  that one curves back to hit the archer). 
  392 
  Flock of chickens loose in street, 2d6+3 loose 
  chickens. 
  393 
  Flock of ducks follows Merrilinda Perrin, kept 
  together by her small dog Yarky. 
  394 
  Flower-girl Gwenyth Pauper, selling flowers (10% 
  chance being beaten by her employer). 
  395 
  Flower-girl Harmony Helder, selling flowers (10% 
  chance to be accosted by 1d6 ruffians). 
  396 
  Flower-girl Winifred Fair, selling flowers (10% 
  chance that flowers cause a Charm Person effect on 
  buyer and put buyer under Winifred’s control if save 
  is failed). 
  397 
  Flying carpet of the Wizard known only as the 
  Tattered Man (10HD) drifts overhead. 
  
   
  12
  398 
  Food vendor Ardulf, selling rat on a stick, 10 for 
  1gp, 1d6gp. 
  399 
  Food vendor Ethel, selling blue apples 10 for 1gp, 
  1d6gp. 
  400 
  Food vendor Goswyn Loudvoice, selling river trout 
  steamed in grape leaves, 10 for 1gp, 1d6gp. (10% 
  chance his stall is in the process of being 
  repossessed by a moneylender). 
  401 
  Food vendor Istemo, selling fried green-bat fritters, 
  10 bats for 1gp. (25% chance flock of crows try to 
  steal food from party if a purchase is made). 
  402 
  Food vendor Miriam Cobble, selling roast cat parts 
  on a stick, 10 for 1gp, 1d6gp.  (10% chance to be 
  attacked by 1d6+1 wild dogs in view of 
  adventurers). 
  403 
  Food vendor Omar Tabooli, selling fried chickpea 
  paste on flatbread, 10 for 1gp, 1d6gp, has 1 attack 
  dog (1HD).  (50% chance for him to mistake a 
  character in a helmet for someone who ran away 
  without paying – and to call the city guard). 
  404 
  Food vendor Quon Tam, selling roast parrot, 10 for 
  1gp, 1d6gp.  (10% chance of intelligent parrot in 
  cage squawking to be set free before being cooked). 
  405 
  Food vendor Simon Gaunt, selling grilled venison, 
  10 servings for 1gp, 1d6gp. (15% chance one of the 
  steaks contains a piece of leather with plea for help 
  written on it by kidnap victim forced to work in 
  butcher shop). 
  406 
  Food vendor Smark, selling steamed eels, 10 for 
  1gp, 1d6gp. 
  407 
  Food vendor Thnin, selling monkey stew, 10 bowls 
  for 1gp, 1d6gp. (10% chance of food poisoning). 
  408 
  Food vendor Uldric, selling lamprey sausage, 10 for 
  1gp, 1d6gp. (40% chance of 2d6 urchins asking 
  party to buy sausages for them). 
  409 
  Food vendor Wallis Barker, selling roasted chicken 
  legs, 10 for 1gp, 1d6gp. 
  410 
  Foreclosure: the sheriff’s men are beating down the 
  door of a house to reposess its contents, 4 sheriff’s 
  men (light guards) and Gesrin the Under sheriff 
  (1HD), with 5 slave laborers and a wagon.  
  411 
  Forger Haspian Cape, selling fake pardons for 
  various crimes (murder, assault, theft, and forgery) 
  for 20gp each. (25% chance for the forgery to be 
  good enough for use). 
  412 
  Forger Maa-Rel, selling forged IOUs from various 
  merchants at 75% chance of face value.  The IOUs 
  generally expire in a week, although some are old 
  and expire in a day or two.  The IOUs are only 10% 
  likely to stand up to inspection by the city’s law 
  enforcers. 
  413 
  Fortune-Teller Endara the Mysterious, telling 
  fortunes on street for 1gp (50% accurate), 20gp.  
  (10% chance of arrest by guards for being a thieves’ 
  guild scout). 
  414 
  Fortune-Teller Xen Shio, telling fortunes on street 
  for 2gp (60% accurate).  Xen is a scout and fence for 
  the thieves’ guild and purchases stolen goods on the 
  side.  300gp hidden on person. (10% chance thieves 
  guild representative arrives to exchange goods). 
  415 
  Fruit-seller Lawlion Redder, selling bizarre fruits 
  from distant countries for 5gp each, 10% chance to 
  increase strength by +1 for 1 day. 
  416 
  Fruit-seller Tambalon Yas, selling sacks of apples 
  from cart, 10% are worm-eaten.  2d12gp.  (10% 
  chance of person dropping dead nearby with apple in 
  hand). 
  417 
  Funeral procession for Garvus the Moneylender, 
  with 3d6 professional mourners, 2 relatives, 4 
  prayer-windmill bearers, 1 dove-releaser, 3 bell-
  ringers, and a priest (4HD) of Cerberus with 5 attack 
  dogs.  
  418 
  Funeral procession for Lily Wetherin, famous thief 
  and actress, with 1d100 mourners, 1d10 city 
  guardsmen, 1 priest of Hades (2HD), 1 priest of 
  Zeus (3HD), a marching band of 5 minstrels, a 
  troupe of 5 mimes, 1 Horn-of-Remembrance player, 
  and a dancing bear (50% chance of pickpocket 
  attempt). 
  419 
  Fur dealer Barbain Qwar, selling ten wolf-skin 
  cloaks for 25gp each. (10% chance to be arrested by 
  city guard for stealing cloaks from high-level 
  adventuring party). 
  420 
  Fur dealer Panthamar Pantho, selling bearskin cloak 
  for 50gp.  (10% chance of attack by werebear). 
  421 
  Fur dealer Zar Ghal, selling squirrel and rabbit furs 
  for 1gp each, 1d6gp.  Snakeskin boots for 10gp per 
  pair. 
  422 
  Gemcutter Barziban the Brilliant, with 6 light guards 
  and 1 heavy guard (mounted) traveling to noble’s 
  household for consultation on cutting gems, 200gp.  
  (10% being shadowed by famous thief). 
  423 
  Gemcutter Harolo Diamond, desperate and broke 
  after being robbed (60% chance to offer adventurers 
  half his gems if they can be recovered from the 
  thieves). 
  424 
  Gem-dealer Bartholomew Emerald, exchanging 
  gems for gold at 90% of assessed value.  He has 3 
  guards, each with 3HD.  Carries gems worth 500gp, 
  but has more at his well-guarded shop. 
  425 
  Ghoul, hides in a small alleyway, waiting for 
  someone to pass by and be snatched in for killing. 
  426 
  Giant hornets (1d6) descend on street and attack 
  passers-by.  (10% chance they are ridden by pixie-
  like creatures with evil, contorted faces, summoned 
  by angry magic-user with grudge). 
  427 
  Giant, dehydrated, is splashed with water and grows 
  to full size. 
  428 
  Gladiator Marcus Carpalli (4HD), armed as elite 
  guards, with 2d6 fans and followers. (10% chance 
  that a mod of 1d100 admirers forms). 
  429 
  Gladiator Tempus Farus (2HD) with 1d6 other 
  gladiators (1HD), carousing, armed as heavy guards. 
  430 
  Glassblower Xar Largelungs, with 1d6 light guards, 
  delivering huge and elaborate glass structure of 
  many tubes and flanges to a powerful magic-user. 
  431 
  Glazier Jarra Panther, offering to install windows, 
  1d6gp. 
  432 
  Glue-maker Paragon Vestment, selling pots of very, 
  very adhesive glue for 10gp each, has 10gp, doing 
  demonstrations to a crowd of 2d6 peasants and 
  laborers, 1d6gp each.  Has 10 pots of glue. 
  433 
  Goat herder Ojiwaat and his 10 goats, blocking 
  traffic and getting into everyone’s way. 
  434 
  Goblins (20) wearing hooded cloaks, making their 
  way into the city as infiltrators to rob and raid by 
  night. 
  
   
  13
  435 
  Goldsmith Denzol Wargeno, selling gold trinkets 
  1gp each (100 for sale).  (90% chance that they 
  creep back to him through the streets after 
  midnight). 
  436 
  Goldsmith Tarth Goldensmolder, selling gold crown 
  (100gp) and gold vase (200gp), 1d6 heavy guards. 
  437 
  Golem, stone, crashes into street (10% chance it is 
  trying to kill a particular rich merchant standing near 
  party, in revenge for an insult to a powerful magic-
  user). 
  438 
  Griffon from the household of a city noble breaks its 
  training and goes on a rampage, flying into the street 
  to kill horses and people. 
  439 
  Grocer Markony Greengrocer, selling turnips, 
  parsnips, and leeks from his hand-cart, all at 
  reasonable prices.  He has two sacks of rotten 
  potatoes for 1sp if anyone needs rotten potatoes 
  before he gives them to beggars.  (65% chance an 
  obnoxious person begins shouting insults at the 
  characters from a second story window). 
  440 
  Groom Georg Matakri, exercising 2 very nice riding 
  horses (100gp each), 1d6gp. 
  441 
  Groom Parthius Horserider, barbarian (2HD) 
  grooms horses for passing riders, at a cost of 1gp.  
  He does an excellent job. (40% chance of 2 noble 
  customers waiting nearby as horses are groomed). 
  442 
  Groomer Tospius Parkanopolis, with chair in street, 
  turns filthy peasant into coiffed, perfumed, 
  powdered thing of beauty in 10 minutes for 10gp.  
  (10% chance that recipient has charm person effect 
  on opposite sex for 24 hours, 10% chance that scent 
  attracts rats for 24 hours). 
  443 
  Guide Garth Guider, guides anyone to places in the 
  city for 10gp per day (10% chance of getting lost). 
  444 
  Guide Lesper Towman, can guide anyone anywhere 
  in the city for 1gp. 
  445 
  Guide Mensar Walker, guides tourists for 1gp, but 
  works with a group of ruffians to waylay clients, 
  2d10gp. 
  446 
  Guide Seth Streetsman, can guide anyone anywhere 
  in city (5% chance that this is his evil 
  doppelganger). 
  447 
  Guildmaster Jhomas Par, of the Guild of Guardsmen 
  (HD 7), with 20 elite guards, he is mounted, they are 
  not.  5000gp in gems. 
  448 
  Gypsy wagons parked in street.  Gypsy Leader is 
  Gennavny the Knife. 
  449 
  Harness maker Kyan Maruk, delivering harness 
  (20gp) with 1 apprentice, 1d6gp.  (10% chance of 
  violent dispute when the workmanship is rejected). 
  450 
  Hatmaker Jaramass Ladoon, selling flamboyant hats 
  for 10gp each, 2d10gp. 
  451 
  Hedge-witch Jasmine the Enchantress (1HD) selling 
  10 luck charms for 1gp each.  One of the ten actually 
  gives +5 to the owner’s first attack, then becomes 
  non-magical.  All of the charms are magical, but the 
  other 9 are simply flawed and do nothing. 
  452 
  Hedge-witch Pandiax telling fortunes for 1gp.  The 
  fortunes are interesting, but she makes them up. 
  453 
  Herbalist Dagna Torune, returning from wilds with 
  sacks of herbs, 1d6 light guards, 1d10gp (10% 
  chance all were inflicted with lycanthropy while 
  away). 
  454 
  Herbalist Samilia the Hag, organizing expedition 
  into the wilds to find lotus blossoms, 2d6 light 
  guards and wagon (90% chance to offer job to 
  party). 
  455 
  Herbalist Uspicio Yar, selling pots of unguent (10% 
  chance to be oil of ethereality), 3 pots for sale at 5gp 
  each, 1d20gp. 
  456 
  Horse.  A loose horse bolts down the street, running 
  from something that has frightened it badly. (10% 
  chance its saddlebags contain a treasure map, 10% 
  chance saddlebags contain the signet ring of a 
  missing nobleman). 
  457 
  Household slave Kieran Zailo, well dressed but with 
  slave collar, walking his master’s attack dog (2HD), 
  1d6gp. 
  458 
  Huge shambling mound (twice normal size) slogs its 
  way through the street, apparently completely 
  unnoticed by any but the characters.  It makes its 
  way to the palace, and attempts to kill the city’s 
  Overlord. 
  459 
  Hunter Misk the Hunter, carrying a deer into the city 
  (10% chance the deer is poached, and he will be 
  stopped by a city guardsman). 
  460 
  Illuminator of manuscripts Wonomir Wardaj 
  purchasing parchment and quills, 1d6gp, currently 
  working for powerful high priest, has suspicions 
  about corruption within the temple. 
  461 
  Importer Lalanu Ezshar, organizing wagons of 
  goods for delivery to warehouse, 2d6 light guards, 3 
  heavy guards, 1 elite guard.  Goods are worth 350gp. 
  462 
  Importer Mazan Mazuun, seeking guards to protect 
  caravan on a journey, 100gp, 1 light guard. 
  463 
  Importer Vaan Quarzan, seeking guards for ship 
  voyage, 100gp, 1 heavy guard (10% chance to 
  shanghai employees as galley slaves). 
  464 
  Inkmaker Lewn Ghar, selling normal and special 
  inks, 1d10gp, from stall.  (10% chance for customer 
  to be 6th level magic-user Haru Benobius). 
  465 
  Innkeeper Borth, negotiating with butcher for 
  delivery of meat, 2d20gp. (25% chance party notices 
  a human or goblin finger in the meat). 
  466 
  Ironmonger Iram Jar, with ton of iron on wagon, 1d6 
  light guards, 2d6gp. 
  467 
  Jamno Keer, selling “magic” sword for 100gp.  The 
  sword radiates magic, but has no other enchantment. 
  468 
  Jester, with small crowd of 3d6 onlookers, prepares 
  to leap from a tall building holding a sparrow in 
  each hand. 
  469 
  Jeweler Amanad Parooth, mounted, with 5 elite 
  guards, mounted. 2,000gp in jewelry, guarded by 
  circling crow that is actually a magically disguised 
  manticore.  (10% chance that he needs guards to 
  protect workshop from the thieves’ guild since he 
  hasn’t paid protection money). 
  470 
  Jeweler Racknia Vanderin, calling out to attract 
  people to his nearby store, 1d100gp. 
  471 
  Judge/Justiciar Romnoon the Fat, extremely high 
  placed official of the city, with 10 elite guards and a 
  bodyguard (5HD), all mounted.  5,000gp worth of 
  jewelry.  (10% chance that guards have been hired to 
  kidnap him and spirit him away for ransom). 
  
   
  14
  472 
  Knight Uderzo the Hawk (4HD, AC 2[17]), 
  mounted, angry that commoners are wearing plate 
  mail, which he feels should be reserved for the 
  nobility (90% likely to insult anyone wearing plate 
  mail and try to provoke a fight). 
  473 
  Lamp oil merchant Ospidius the Oily, with slave 
  laborer rolling barrel of lamp oil down street to 
  make delivery to customer, 20gp. (10% chance slave 
  attempts to escape while characters are watching). 
  474 
  Lantern-seller Tokney Gabar, selling lanterns and 
  oil, 1d6gp.  He has 2 pots of highly explosive gel for 
  20gp each.  (10% chance of a pot exploding for 
  damage in vicinity, and resulting panic and riot). 
  475 
  Lawyer Tabard the Glib, making inquiries about a 
  recent murder on behalf of his accused client, 50gp, 
  1 light guard.  (60% chance to offer characters a 
  reward for information about the true culprit). 
  476 
  Leatherworker Baroon Gaba, selling leather armor 
  new and used, 6gp on person, 10 suits armor. 
  477 
  Leatherworker Ervandi Makouri, selling collars, 
  whips, and corsets, 15gp. 
  478 
  Leatherworker Wixomin Thas, selling elaborately 
  tooled troll-skin doublets of noble quality for 75gp 
  each (he has 3).  Inattentive light guardsman.   
  479 
  Lens-maker Grafton Gilsbury, delivering telescope 
  to a magic-user with 5 light guards and one heavy 
  guard.  Telescope is worth 400gp.  (10% chance to 
  be watched in his customer’s crystal ball). 
  480 
  Lens-maker Tallion Marupian, purchasing a parrot 
  from a sailor in exchange for a kaleidoscope. (10% 
  chance for a rival ship’s company to spot and attack 
  the sailor). 
  481 
  Leper procession, 3d6 lepers begging alms, ringing 
  bells, contagious. 2gp each. 
  482 
  Leper Zul the Beggar is wandering through the 
  street, people shrinking away before him (saving 
  throw if touched or catch disease and die in 1d6 
  days). 
  483 
  Livestock dealer Draspoc the Bull (4HD), selling 
  food-zebras, 50gp.  (10% chance of zebras 
  stampeding when magic-user blows up the adjacent 
  house in an act of revenge for being jilted by a 
  beautiful prostitute). 
  484 
  Locksmith Reddlebar the Rancid, works with thieves 
  guild to case houses or assist in thefts, offering his 
  services by calling out loudly to all and sundry, 
  20gp.  (25% chance being watched by secret police). 
  485 
  Locksmith Tilbair Picklock, selling padlocks of 
  varying quality, 25gp on person.  Can be hired to 
  assist with burglary. (10% chance under observation 
  by thieves’ guild). 
  486 
  Locksmith Ysward Shindo (9HD), opens locks by 
  the powers of his mind, floating in crosslegged 
  position three feet from the cobblestones, 25gp.  No 
  other powers.  (10% chance to achieve 
  enlightenment and disappear with a scent of 
  blossoms, causing nearby crowd to acclaim him as a 
  god). 
  487 
  Lynching.  The hue and cry has captured a 
  pickpocket, and the hanging is about to commence. 
  488 
  Mad dog: a dog with rabies (contagious bite) is 
  attacking people. 
  489 
  Mad executioner, wanted by the city guard, is 
  walking through the street in his black plate mail, 
  looking for people to kill indiscriminately (4HD). 
  490 
  Madman Cole the Mongrel throws shingles at 
  passers-by from a rooftop (1 hp damage if hit by 
  shingle). 
  491 
  Magic item and charms dealer Knar of the Mystic 
  Beyond (4HD), sells charms (25% of which have 
  some effect), and occasionally (25% chance) has a 
  true magic item for sale (60% chance that it works, 
  20% chance that it works at half effectiveness, 20% 
  chance that it is cursed). 
  492 
  Magic-user Quarmab (HD 1), spells: Charm Person.  
  He is a senior apprentice of a powerful wizard, 
  B’Tharma Gal. 
  493 
  Magic-User Tarbius the Twitching (3HD) and his 
  imp familiar (2HD), strolling through the streets. 
  Spells: Level One: Charm Person, Sleep; Second 
  Level: Mirror Image.  (10% chance that he will ask 
  the characters to guard him for a fee, because he 
  thinks he has seen ruffians following him). 
  494 
  Magic-user Tharmultius (HD2), spells: Charm 
  Person, Sleep.  Looking for employment with a 
  noble household (10% chance he is a spy for a guild, 
  noble household, or another city or kingdom). 
  495 
  Magic-user Valzar (HD 3), spells: Charm Person x2, 
  Invisibility.  He is in the employ of one of the noble 
  households of the city. (25% chance he is looking to 
  hire adventurers for a mission on behalf of his patron 
  noble). 
  496 
  Magic-User Yua Chi (6HD), shopping for potion 
  ingredients.  Spells: Level One: Charm Person x2, 
  Sleep x2; Second Level: Mirror Image, 
  Pyrotechnics; Third Level: Dispel Magic, Fireball.  
  4,000gp, Wand of Detecting Traps.  Accompanied 
  by 6 light guards. 
  497 
  Map seller Jalcus Cartog, selling maps.  Most of 
  these are highly questionable.  1d6gp. 
  498 
  Mercenaries (1d10) per light guards, looking for 
  work. 
  499 
  Mercenaries (1d4) per elite guards, looking for 
  work. 
  500 
  Mercenaries (1d4) per heavy guards, looking for 
  work. 
  501 
  Mercenaries (1d6) per elite guards, looking for 
  work. 
  502 
  Mercenaries (1d6) per heavy guards, looking for 
  work. 
  503 
  Mercenaries (1d6) per light guards, looking for 
  work. 
  504 
  Mercenaries (1d6) per light guards, who have just 
  lost one of their number to a street assassin or 
  ruffian gang. 
  505 
  Mercenaries (2d6) per light guards, still under 
  contract but bored and looking for more excitement. 
  (10% chance that hiring these mercenaries away 
  from their contract will cause their current employer 
  to become angry). 
  506 
  Mercenaries (2d6), per light guards, just released 
  from their contract for cowardice. 
  507 
  Mercenaries (2d6), per light guards, looking for 
  work. 
  
   
  15
  508 
  Mercenary Soldiers (1d10) as per light guards, led 
  by Forof Slivven, looking for employment (90% 
  chance to discuss employment with the characters if 
  they look powerful, or rob them if they look weak). 
  509 
  Messenger Hasper the Chanter, delivers singing 
  messages for 1gp (10% chance he is attacked by 
  ruffians hired by the Minstrels’ Guild). 
  510 
  Messenger Marcus the Quick, available to deliver 
  messages for 1gp, mounted, 1d6gp. 
  511 
  Miller Daffyd Kendlin, bringing new millstone on 
  wagon to his mill with 6 laborers, 50gp, 1d6gp per 
  laborer.  (10% chance for wagon to be blocked by 
  his ex-wife so that she can berate him, claiming that 
  his mistress is a succubus demon – 25% chance this 
  is true, as opposed to a figure of speech). 
  512 
  Miller Tammany Miller, delivering sacks of flour to 
  a baker on wagon with 1d6 laborers, 2d20gp, 
  laborers have 1d6gp each.  (10% chance for wagon 
  to lose a wheel). 
  513 
  Money changer Harkus the Wealthy, changing small 
  amounts of coin for shopkeepers, 1 heavy guard, 
  30gp in silver and copper, 10gp. 
  514 
  Money changer Paan the Unforgiving, protected by 
  the thieves guild, changing coin and making small 
  loans from a fabulous throne-like chair set down on 
  the street.  He has 4 elite guards and 3 trained attack 
  dogs.  2,000gp.  (10% chance to be harassed by the 
  city guard while the party is watching). 
  515 
  Moneylender Sarkar Mandibles, lending money to a 
  shopkeeper, actually a 6HD were-crab who can 
  change into massive crab, 400gp. 
  516 
  Musical instrument maker Malachai Sorian, selling 
  harps and drums with 3 apprentices, 30gp.  (10% 
  chance that someone tests an instrument and uses it 
  to put nearby people to sleep). 
  517 
  Mysterious hooded figure reading aloud from “The 
  Book of Crimes.”  Most people do not seem to 
  notice its presence. 
  518 
  Naked man Ghar Thaspar, dancing wearing nothing 
  but flowers to celebrate an obscure druidic holiday.  
  Nearby people are trying to ignore him. (10% 
  chance that the dancing summons a powerful nature 
  spirit, 10% chance that ruffians take notice of him 
  and decide to cause some trouble). 
  519 
  Naked man Werthy Marksman (2HD), lying in the 
  street, badly beaten.  He ran afoul of the thieves 
  guild and got punished.  No one wants to interfere. 
  (25% chance that a thief is observing anyone who 
  helps him, and the guild may respond). 
  520 
  Naked man Yosspian Paremath, lying in street, 
  badly beaten.  He has just been thoroughly robbed 
  by ruffians.  People nearby are ignoring the 
  situation, because Yosspian is a very annoying 
  person. 
  521 
  Naked woman Belinda Zeer, standing in street 
  looking confused.  She has no memory of anything 
  but her name. 
  522 
  Net-maker Mando Shen, selling fishing nets and 
  butterfly nets, insane, tells of visions of giant moth 
  attacking city from lair in graveyard, 1d6gp. 
  523 
  Net-maker Pars Nas, selling fishing nets, tells of 
  small sea monster in harbor, 1d6 gp. 
  524 
  Noble Baron Jandarthu of House Grey (4HD), in 
  palanquin with 6 mounted elite guards and 10 light 
  guards, 3,000gp in gems and jewelry. 
  525 
  Nobleman Gol Rigour (1HD, AC 7[12]) mounted on 
  trained giant lizard with 10 elite mounted guards, 
  3,000gp in gold and jewelry. 
  526 
  Nobleman Verrix of House Blackharp (4HD, AC 
  2[17]), mounted with 6 elite mounted guards, 
  accompanied by his “wizard” Sulathoor the Skull 
  (level 4 magic user).  Verrix carries 400gp and 
  jewelry worth 4,000gp. 
  527 
  Noblewoman Tashana Yar (2HD) mounted with 4 
  elite guards (also mounted), 2,000gp.  (25% chance 
  she is being watched through crystal ball by magic-
  user admirer or guardian). 
  528 
  Nomads visiting from beyond city walls (tribe of 
  3d6 milling around with goats and horses), 1gp each. 
  529 
  Notary Jiandu Harmarian, witnesses contracts and 
  seals them to make them official for 1gp, 3d6gp. 
  (50% chance to be in conference with 1d6 attorneys 
  about a legal matter). 
  530 
  Ogre-mage Sathuwara Han, with his 2 attack dogs 
  Qwaan and Ting. (10% chance one of the dogs will 
  take an interest in the party and not leave them 
  alone). 
  531 
  Olive oil merchant Euphemius, with 20 barrels of 
  olive oil on wagon with 1 light guard and 3 slave 
  laborers, 50gp.  (20% chance to fly into a rage and 
  begin beating a slave). 
  532 
  Overseer Welsey Strange, leading goblin work-gang 
  of 10 goblins to work in the nearby mines.  Goblins 
  are chained together for security, 1d6gp.  (10% 
  chance that goblins make a break for it, assisted by 
  other hidden goblins who attack everyone in the 
  street). 
  533 
  Paper-maker Azimar Lone with 1 light guard and 1 
  slave laborer, purchasing wood from a wood-seller, 
  20gp (10% chance for giant beetles to swarm from 
  the woodcart and attack him). 
  534 
  Parade of Heads: the city guard (1d6+20) carry pikes 
  bearing the heads of all criminals executed in the last 
  year.  The city’s executioners and torturers are 
  carried on shoulders, cheered and booed by the 
  crowd.  Agents of the secret police circulate through 
  the crowd, inconspicuously taking the names of 
  those who ignore or boo the parade. 
  535 
  Parade of the Bakers’ Guild, 1d100 bakers in their 
  best clothes, handing out alms to beggars, 1d6gp 
  each. 
  536 
  Parade of the followers of the Blue Faction, 
  1d100+10 citizens in blue togas, waving blue 
  pennants, backing the Blue Faction.  They will beat 
  anyone wearing too much green, the color of their 
  rival faction.  Their champion gladiators and 
  charioteers are held on their shoulders, tossing 
  bluebonnets to the crowd. 
  
   
  16
  537 
  Parade of the Green faction, 1d100+20 followers of 
  the Green Faction, bearing on their shoulders a 
  charioteer (Kharatis) and a slave gladiator 
  (Emeraldine Thanatos) who have both just defeated 
  the champions of the Blue Faction.  The crowd may 
  attack and beat anyone wearing too much blue, or at 
  least throw beer on them.  A cask of blue-colored 
  beer trundles on a handcart in the midst of the 
  parade. (10% chance that Thanatos may die of his 
  wounds during the parade). 
  538 
  Parchment salesman Udorus Mong, selling 
  parchment at 2 pages per gold piece, 1d6gp, 40 
  sheets of parchment.  Also has quills and ink for 
  sale.  (10% chance attempts to connect a character 
  with a prostitute, for he moonlights as a pimp). 
  539 
  Pawnbroker Bartholomew the Cheerful, taking a 
  stroll with 1d6 heavy guards, 200gp.  (10% chance 
  to be stopped by the city guard for fencing stolen 
  items, 10% chance to be shadowed by 2 protectors, 
  ruffians hired by the thieves guild with 2HD each). 
  540 
  Pawnbroker Lysius Lavendar, inspecting a stall 
  selling general merchandise where his slave sells 
  repossessed items, 50gp.  (10% chance stall is 
  attacked by a swarm of 1d6x10 beggars trying to 
  steal the merchandise). 
  541 
  Peasant girl Tarla of Lakeside, selling ducks 2 for 
  1gp, 10 ducks available. 
  542 
  Peasant girls, Cylinda Farmer and 1d6 others, with 
  20 geese, going to market, 1gp each. (20% chance 
  they are subjected to catcalls from a band of 
  ruffians). 
  543 
  Peasant Ponder Thicket, with ox and 10 chickens in 
  wicker basket, going to market, 1gp. 
  544 
  Peasants Gordo Freeman and 1d6 others, with 
  wagon full of vegetables, going to market, 2gp each. 
  545 
  Peasants Grey Gander and 1d6 others, with sacks of 
  potatoes, going to market, 1gp each. (10% chance to 
  see the last one in line yanked into an alley by 
  thieves). 
  546 
  Peasants Hamish Headbreaker and 1d10 others, 
  drunk as lords (20% chance to insult characters as 
  “city-folk”). 
  547 
  Peasants Larkin Foxfield and 1d6 others, with pots 
  of fresh eels, going to market, 1gp each. 
  548 
  Peasants Tom Wheat and 1d6 others, with cart of 
  cheese, going to market, 1d6gp each. 
  549 
  Peddler of Soap Lalamu Overond, selling cakes of 
  scented soap as well as chunks of normal lye soap, 
  1d6gp.  (10% chance for blue parrot to land on 
  character’s shoulder and repeat, “take a bath, take a 
  bath”). 
  550 
  Penitents (2d10), lashing themselves as they march 
  down street, chanting prayers. 
  551 
  Perfume vendor Lilac Wintertree, selling perfumes 
  in small glass vials for 2gp each (100 vials), 1d6gp.  
  (5% chance that a customer opens a vial to release 
  and angry djinni). 
  552 
  Pet seller Diruks Dane, selling 2 guard dogs for 
  50gp each (they have 1HD and are well trained), 
  1d6gp. 
  553 
  Pet seller Garwan Timney, selling songbirds in 
  cages for 2gp each, 1d6gp. (10% chance that flock 
  of crows tries to carry off one cage and rescue the 
  songbird). 
  554 
  Pet seller Valaria the Comely, selling cats and ferrets 
  for 1gp each, 1d6gp. (10% chance for black cat to 
  cross a character’s path). 
  555 
  Pet-seller Iuma White-hair, selling pet ferrets for 
  1gp.  They are trained to stay close to their owner. 
  556 
  Pickle-maker Cleris Vinegar, selling pickles from 3 
  barrels: herrings, walnuts, and pork, 1 pound for 
  1gp. 
  557 
  Pie-seller Ellen Jast, selling pies two for a gold 
  piece.  The pies are excellent. (10% chance that a pie 
  contains a stolen jewel the city guards and secret 
  police are trying to trace). 
  558 
  Pie-seller Viria the Baker, selling pies three for a 
  gold piece.  (10% chance for food poisoning). 
  559 
  Pilgrim Histen Gorm, became separated from his 
  group and is asking directions, 10gp.  (10% chance 
  that ruffians are leading him into an alleyway). 
  560 
  Pilgrim Namno Baratni, leading a group of 1d6 other 
  pilgrims, 1d6gp each.  They are berating those they 
  pass for being irreligious. 
  561 
  Pilgrims visiting a holy site in the city (2d6), 
  gawking wide-eyed at the sights, 1d6gp each. 
  562 
  Pimp Abban with 5 slave girls, claims to be priest of 
  the purple goddess of carnality (in her 17th 
  manifestation), 400gp.  Nightly rates: 10gp. 
  563 
  Pimp Azabdal of the Mustaches (3HD) with 5 slave 
  girls.  Nightly rates 10gp.  Azabdal is very wary 
  because his crime-lord investors are planning to 
  repossess the slave girls and cut off Azabdal’s 
  extremities before sinking him in the river. 
  564 
  Pimp Boaran the Jeweled (5HD) with 10 slave girls.  
  Nightly rates 10gp.  Boaran is protected by an 
  efreeti.  2,000gp. (20% chance of disease). 
  565 
  Pimp Goar the Glittering, with 10 slave girls and 3 
  elite guards.  Nightly rates: 10gp. 
  566 
  Pimp Hadrak the Cruel, with 5 slave girls.  Hadrak is 
  a spell caster (3HD) and can summon 1d6 flying 
  monkeys with iron claws.  He has 500gp. Nightly 
  rates: 10gp. 
  567 
  Pimp Tai Ren with 5 slave girls, actually an ogre 
  mage.  Nightly rates: 10gp. (50% chance of theft, 
  10% chance of disease). 
  568 
  Pimp Thasquar the Uninquisitive, with 5 slave girls 
  and 1 elite guard.  Nightly rates: 10gp. (25% chance 
  of disease, 25% chance of theft). 
  569 
  Pirate captain Shang Fiang (8HD) of the Jade Rat 
  leads his crew on a triumphant march to celebrate a 
  successful voyage.  2d6x10 pirates are carousing 
  down the street, 2d6gp each. (100% chance that the 
  city guard will arrive, but not necessarily right away, 
  and not necessarily with the numbers required to 
  deal with the riot). 
  570 
  Pirates (2d6) per light guards, from the ship Dark 
  Sailor.  Recruiting, “pressing” volunteers, drinking, 
  and gambling, 2d6gp each. 
  571 
  Pirates (3d6), per light guards, from the ship 
  Crimson Tiger, recruiting volunteers (without 
  mentioning that the ship is a pirate), 2d6gp each. 
  572 
  Pirates (3d6), per light guards, from the ship Tide-
  Tamer, with a leader of 2HD.  They are skulking 
  around on their way to sell 1,000gp worth of loot 
  from their victims. 
  
   
  17
  573 
  Plague wagon and driver Drum, collecting bodies of 
  those stricken by disease. (10% chance a fugitive is 
  hidden in the wagon with the bodies). 
  574 
  Plasterer Ecrith Whiteskin, covered in plaster dust, 
  taking break, 1d6gp.  (15% chance he knows 
  location of secret panel in building where he just 
  worked, seeks adventurers to help steal the 
  contents). 
  575 
  Pornographer Sillbar Strenn, selling sketches 2 for 
  1gp, has 1d6gp. 
  576 
  Pornographer Task Tash, selling 3 huge erotic 
  paintings for 50gp each. 
  577 
  Portrait and tavern-sign painter Dracos Pasheen 
  offers to paint a device upon the characters’ shields 
  for 10gp each.  1d10gp. 
  578 
  Portrait painter Gavos Gavarian is on the run from 
  an angry patron after his portrait came to life in the 
  night and tried to strangle him. (60% chance to 
  approach characters about hiding him and/or seeking 
  the sorcerer who cursed him). 
  579 
  Potion dealer Maerig Harad (MU3) selling potions, 
  most of which have no effect, for 100gp each.  He 
  has 10 potions for sale. 
  Potion 1: Cure light wounds 
  Potion 2: Cures 1d3 hp 
  Potion 3-8 No effect 
  Potion 9: Cures 1 hp 
  Potion 10: Potion of flying. 
  Maerig has 2 hulking guards, each the equivalent of 
  an ogre. 
  580 
  Potter Manteous Clay, selling earthenware pots and 
  jars, with 1 apprentice, 1d6gp. (20% chance he 
  knows of a powerful spell caster working on a golem 
  of clay, to be used for nefarious purposes). 
  581 
  Pottery seller Latricia Mimnos, selling earthenware 
  pots and amphorae of all sizes and shapes, at 
  reasonable prices. 
  582 
  Poultry-seller Myrtle Mainblossom, selling chickens 
  from coops, 1d6gp. (10% chance a mysterious 
  cloaked figure abandons a baby near Myrtle, then 
  runs). 
  583 
  Poultry-seller Phineous Partridge, selling chickens, 
  pheasants, and quail, 1d6gp. 
  584 
  Press gang leader Boroft the Bald (2HD) with 4d6 
  professional “recruiters,” per light guard.  They are 
  currently working for the captain of the Burgundar, a 
  merchant vessel that needs sailors. 
  585 
  Press gang leader Javis Randor (2HD) with 2d6 
  sailors from the Swift Eagle, looking for “recruits.”  
  Javis has 20gp, sailors have 1d6gp each. (25% 
  chance they already have three unconscious recruits 
  and are on their way back to the ship). 
  586 
  Press gang leader Kar Severix (2HD) with 1d6 
  thugs, drafting people into employment to work on 
  repairing the city wall. (10% chance he already has 
  his “recruits,” but one of them is making trouble and 
  struggling). 
  587 
  Press gang leader Kron the Heartless (2HD) with 
  1d20 heavy guards, subduing and “drafting” 
  undesirables to serve in the city’s grave-digging 
  force, 100gp. 
  588 
  Press gang leader Tabik Longhair (3HD) with 3d6 
  light guards, “recruiting” galley rowers for the 
  merchant vessel “Green Willow,” departing on the 
  morrow, 200gp. 
  589 
  Priest Ourzan (3HD) of the Seventh Dynasty of 
  Lesser Gods, soliciting funds for temple. 
  590 
  Prophet Bogbearden, foretelling that the city will 
  perish by fire and divine vengeance if the old 
  traditions are not revived, 1d6gp (10% chance that a 
  crowd begins to gather – 3d6 people or so – and they 
  decide to either kill the prophet or put his advice into 
  action immediately). 
  591 
  Prophet Uphor the Strident, foretelling that there 
  will be a plague of locusts within the next four days 
  unless a particular prisoner is not released from the 
  dungeons of the city’s Overlord. 
  592 
  Prophet Xeu Hass, claiming that the dead are rising 
  from their graves and that more will do so unless the 
  city’s Overlord restricts ostentatious fashions. 
  593 
  Prostitute Lialee of the Lakes (20% chance to be 
  working with 1d6 thieves or ruffians), protected by 
  thieves’ guild.  Nightly rates: 10gp. 
  594 
  Prostitute Radalia the Red, works with slavers to 
  kidnap customers.  Nightly rates: 10gp. 25gp. 
  595 
  Prostitutes Gailia Goldenhair and 1d4 others, 
  protected by big ruffian Tiny Dornu (2HD), 1d10gp 
  each.  Nightly rates: 10gp. 
  596 
  Prostitutes Xai Maila and 1d6 others, protected by 
  ogre bodyguard, 200gp total.  Nightly rates: 10gp. 
  597 
  Rabble-rouser Sarvius Rain, speaking to 3d6 
  laborers about how the working people of the city 
  should have a voice in deciding how taxes are spent. 
  (60% chance to be observed by secret police and/or 
  informers). 
  598 
  Recruiter Gonfalon Goric, for the city guard, with 
  1d3 recruits, offers pardons for crimes in exchange 
  for 3 year tour of duty with the guards, has pay-chest 
  with 20gp (90% chance to offer employment for 
  1gp/week). 
  599 
  Recruiter Lovas Guire, for the bandit troop of 
  Karfail the Forlorn, with 3d6 recruits (per light 
  guards) and 1 sergeant (heavy guard with 1HD).  
  Lovas is mounted and has a pay-chest with 100gp. 
  (90% chance to offer employment to the characters). 
  600 
  Recruiter Tempus Kasraal, for the pirate galley 
  Redbones, with 1d6 recruits (light guard), 40gp 
  (90% chance to offer employment as pirates for a 
  pirate’s fair share). 
  601 
  Religious procession for Odin, with 1d6x10 Norse 
  warriors (1HD), 4 priests with pine branches, and 
  High Priest Leif Skurnson (9HD).  Spells: First 
  Level: Cure Light Wounds x3; Second Level: 
  Bless, Hold Person x2; Third Level: Locate Object, 
  Prayer, Remove Curse; Fourth Level: Cure Serious 
  Wounds, Sticks to Snakes; Fifth Level: Finger of 
  Death, Quest.  The high priest wears jewels worth 
  10,000gp, and there is a chest of 5,000gp carried 
  with the procession. 
  
   
  18
  602 
  Religious procession for the Leper God, with 
  2d12+10 lepers marching with the high priest 
  (Ashamarg, 8HD) and 5 other priests (1HD).  All are 
  waving wax human limbs, ringing bells, and 
  dragging a chain behind them.  They are demanding 
  alms from all they pass, and will attack to infect 
  anyone failing to pay dues to the god.  Ashamarg’s 
  spells: First Level: Cure Light Wounds x2; Second 
  Level: Hold Person x2; Third Level: Cure Disease, 
  Prayer; Fourth Level: Cure Serious Wounds x2; 
  Fifth Level: Finger of Death x2. 
  603 
  Religious procession for the Rat God, led by High 
  Priest Shassa-Iss (9HD).  1d100 followers led by 10 
  priests wearing elaborate lacquered wooden rat 
  heads with a white giant rat on each shoulder.  The 
  high priest is borne upon a platform where he sits 
  surrounded by 20 giant rats.  Spells of Shassa-Iss: 
  First Level: Cure Light Wounds x3; Second Level: 
  Find Traps, Hold Person x2; Third Level: Continual 
  Light, Prayer, Speak with the Dead; Fourth Level: 
  Speak with Plants, Sticks to Snakes; Fifth Level: 
  Finger of Death, Insect Plague.  Shassa-Iss wears 
  jewelry worth 20,000gp, but it is cursed to anyone 
  not a high priest of the rat god. 
  604 
  Religious procession of Set, evil god of the dead, led 
  by Hasumet, High Priest of Set (9HD).  5d6 
  followers are in the procession carrying snakes, 10 
  slaves bear Hasumet upon a gold-plated throne, and 
  3 priests walk before the procession chanting words 
  dating back to the beginning of the world.  
  Hasumet’s spells: First Level: Cure Light Wounds 
  x3; Second Level: Bless, Hold Person, Snake 
  Charm; Third Level: Cure Disease, Locate Object, 
  Prayer; Fourth Level: Cure Serious Wounds x2; 
  Fifth Level: Finger of Death, Quest.  The throne is 
  worth 20,000gp, but no one would buy it.  Hasumet 
  wears jewelry worth 25,000gp. 
  605 
  Rich merchant Vandir the Trader, 50gp, walking 
  alone. (10% chance that he drops dead from a 
  stroke). 
  606 
  Rioters (1d100) pour into the street, angry about 
  grain prices. 
  607 
  Ropemaker Deegan Twist, selling coils of rope of 
  varying sizes and prices, 1d6gp. (10% chance that 
  city hangman is consulting with him about an 
  upcoming execution). 
  608 
  Ruffian gang: 
  Leader Hengist the Red (3HD, AC 4[15]) 
  3d6 thugs (1d6hp, AC 7[12]), 1d6gp each 
  1d4 attack dogs 
  300gp 
  609 
  Ruffian gang: 
  Leader King Lars of the Streets (2HD, AC 4[15]) 
  3d6 thugs (1d6hp, AC 7[12]), 1d6gp each 
  1d4 attack dogs 
  200gp 
  Very friendly to adventurers, Lars is a charismatic 
  new power in the politics of street crime. (20% 
  chance to offer to split proceeds from some gang-
  related enterprise). 
  610 
  Ruffian gang: 
  Leader Jenquil the Thug (1HD, AC 4[15]) 
  3d6 thugs (1d6hp, AC 7[12]), 1d6gp each 
  1d4 attack dogs 
  100gp. 
  611 
  Ruffian gang: 
  Leader Quan Rashaan (3HD, AC 4[15]) 
  3d6 thugs (1d6hp, AC 7[12]), 1d6gp each 
  300gp. 
  612 
  Ruffian gang: 
  Leader Black Hashurap (2HD, AC 4[15]) 
  3d6 thugs (1d6hp, AC 7[12]), 1d6gp each 
  200gp. 
  613 
  Ruffian gang: 
  Leader Medolo the Alleyhawk (3HD, AC 4[15]) 
  3d6 thugs (1d6hp, AC 7[12]), 1d6gp each 
  300gp. 
  614 
  Ruffian gang: 
  Leader Zam the Baker (2HD, AC 4[15]) 
  3d6 thugs (1d6hp, AC 7[12]), 1d6gp each 
  200gp. 
  615 
  Ruffian gang: 
  Leader Plaice Parson (1HD, AC 4[15]) 
  3d6 thugs (1d6hp, AC 7[12]), 1d6gp each 
  100gp. 
  616 
  Ruffian gang: 
  Leader Mad Weffer (3HD, AC 4[15]) 
  3d6 thugs (1d6hp, AC 7[12]), 1d6gp each 
  300gp. 
  617 
  Ruffian gang: 
  Leader Yarci the Bold (3HD, AC 4[15]) 
  3d6 thugs (1d6hp, AC 7[12]), 1d6gp each 
  300gp. 
  618 
  Ruffian gang: 
  Leader Haja the Green Gem (3HD, AC 4[15]) 
  3d6 thugs (1d6hp, AC 7[12]), 1d6gp each 
  300gp. 
  619 
  Ruffian gang: 
  Leader Jack One-Eye (3HD, AC 4[15]) 
  3d6 thugs (1d6hp, AC 7[12]), 1d6gp each 
  300gp. 
  620 
  Ruffian gang: 
  Leader Long Rik Riderman (3HD, AC 4[15]), 
  mounted 
  3d6 thugs (1d6hp, AC 7[12]), 1d6gp each 
  300gp. 
  621 
  Running thief Mawn the Footpad, member of 
  thieves guild, dashes down street and drops a bag of 
  20 50gp rubies.  He does not stop to pick up the bag, 
  having more loot.  He is being pursued by several 
  city guardsmen, who may question other people on 
  the street about what they saw. 
  622 
  Saddle-maker Raftin Rake, delivering war-saddle to 
  city barracks on pack horse with 1 apprentice, 20gp. 
  (10% chance for pack horse to shy at a rat and bolt 
  away). 
  623 
  Sage Initiatus Ba, expert in philosophical 
  understanding of history, botany, and subjects in 
  between, taking contemplative stroll with his 2 
  bodyguards (3HD), 300gp.  (10% chance that a 
  courier meets him to deliver payment for his last 
  researches on behalf of a powerful magic-user – a 
  chest with 4,000gp). 
  
   
  19
  624 
  Sailmaker Periander Polcroyn, supervising 3d6 
  apprentices loading sails onto a wagon.  These are 
  sails bound for delivery to the Dancing Dolphin, a 
  ship preparing for a voyage. (10% chance the party 
  sees a stowaway slip into the wagon with the sails). 
  625 
  Sailors (1d6) from the sailing ship Devil May Care, 
  on shore leave. 
  626 
  Sailors (2d10) from the Cathayan junk Golden 
  Lucky Fortune, on a mission to kidnap the daughter 
  of a particular merchant. 
  627 
  Sailors (2d10) from the merchant galley Sea-Lion, 
  looking for work since the Sea-Lion suffered so 
  much damage on its last voyage.  They have tales of 
  a jungle island where there is much treasure in a lost 
  temple (or city). 
  628 
  Sailors (2d10) from the merchant galley Slut of 
  Poseidon, hunting sailors from their rival ship the 
  Green Squid.  They are armed for a fight and fairly 
  drunk.  All are per light guards. 
  629 
  Sailors (2d10) from the ship Sea-Gorgon, on shore 
  leave.  The Sea-Gorgon is widely believed to be a 
  pirate vessel. 
  630 
  Sailors (2d10) from the war galley Tanis Thar, 
  carousing.  They are led by an officer, Reldoss 
  (2HD).  All are per light guards. 
  631 
  Sailors (2d10) with parrots and monkeys, just 
  returned from a tropical port known as Daarunos. 
  632 
  Sailors (2d6) from the Arabian Dhow Wind of the 
  Fifty Blessings, looking for women and wine. 
  633 
  Sailors (2d6) from the slave-trading galley Grey 
  Wind, on shore leave.  They know that a particular 
  captive is being held secretly aboard their ship. 
  634 
  Sailors (3) from the merchant galley Stygos Dar, 
  following up on a rumor that a chest of gold is 
  buried beneath a particular crossroads in the city. 
  635 
  Scribe Jamno Taizer, writing letters in the street for 
  1d6 peasants, 1d6gp. 
  636 
  Scribe Kalakris the Illigrapher, offers to make copies 
  of documents, 2d20gp. (25% chance to mention that 
  he recently copied a treasure map and remembers 
  some details). 
  637 
  Shepherd Fanawok, with 10 sheep, going to market.  
  2 dogs Spot and Shep, 1d6gp. 
  638 
  Shepherd Peldar, with 30 sheep, blocking street on 
  the way to market.  2 attack dogs Jake and Brak, 
  1d6gp. 
  639 
  Shepherd Tas with 20 ewes and one bad-tempered 
  ram, going to market.  3 dogs, Rover and Reaver, 
  1d6gp. 
  640 
  Shipwright Master Vilaair with 1d3 master 
  carpenters, checking on progress of various 
  craftsmen who are working on parts of a ship, 
  200gp. (10% chance for messenger to arrive with the 
  dire news that the ship’s frame has been set afire by 
  arsonists at the dock). 
  641 
  Silversmith Bangal the Journeyman, selling various 
  items of silver (200gp in inventory), 20gp.  (10% 
  chance that 3d6 prostitutes are crowding around 
  purchasing trinkets). 
  642 
  Slatterns solicit the characters for dalliance in 
  alleyway (70% chance of disease if accepted). 
  643 
  Slave coffle (3d6 slave laborers) led by Tashi the 
  Whip-handed (2HD), chained and carrying sacks of 
  grain to the prison. 
  644 
  Slave laborers (2d10) washing statues.  Guarded by 
  Pothwin Meed, light guard, 1d6gp. 
  645 
  Slave laborers, 3d6, working on street, with overseer 
  Mepteh the Unforgiving (2HD) (10% chance a slave 
  tries to escape). 
  646 
  Slaver Suhar the Merciless, in palanquin, with 4 
  mounted elite guards (3HD) and 10 slaves, 400gp. 
  647 
  Slaver Tanang Kang (3HD) with 3d6 thugs AC 
  8[12], kidnapping people and selling them into 
  slavery. 
  648 
  Slaver Taurok the Slavetaker, with 1d6 toughs (per 
  light guards) and 2 recaptured slaves in chains. 
  649 
  Slaver Yagarok the Capturer, with 10 light guards 
  and 2 elite guards, leading chained line of 6 slaves to 
  the slave market, 100gp. 
  650 
  Snake charmer Uluk Udawar, charming a cobra with 
  pipes (10% chance that the cobra escapes from the 
  charm). 
  651 
  Snake seller Hathoo Tanawan, with snakes for sale 
  kept in large earthenware pot.  20 snakes, each has a 
  5% chance to be venomous. 
  652 
  Sorcerer Himanar (4HD) leading two cloaked and 
  hooded trolls through the city to his secret hideout.  
  Spells: Level One: Charm Person, Magic Missile, 
  Light; Second Level: Mirror Image, Web.  Himanar 
  has a potion of healing and a potion of flying.  There 
  is a reward of 5,000gp for his head. 
  653 
  Sorcerer Ultima Chiang, floating through the crowd 
  in his Emerald Globe of Perfect Contemplation (the 
  generator is in a laquered wood box strapped to his 
  forehead).  His long fingernails are poisonous and 
  his eyes can deliver twin death spells.  Spells: Level 
  One: Charm Person, Magic Missile x2, Sleep; 
  Second Level: Darkness (15ft radius), ESP, Mirror 
  Image, Web; Third Level: Dispel Magic, Fly, 
  Lightning Bolt x2; Fourth Level: Charm Monster, 
  Dimension Door, Ice Storm; Fifth Level:  Teleport, 
  Transmute Rock to Mud, Wall of Stone.  He wears 
  jewelry worth 75,000gp. 
  654 
  Souvenir seller Lawkin Landros, selling tin plates 
  with the city’s name stamped upon them, 1d6gp. 
  655 
  Souvenir seller Oskos Bankerman, selling figurines 
  of a city guardsman with the city’s name on the 
  base, and rings with the city’s name on them. 
  656 
  Souvenir seller Patran Lipp, selling figurines of the 
  city’s overlord, a plaster model of his palace, and 
  medallions with the city’s name carved upon them, 
  1d6gp.  
  657 
  Souvenir seller Wat the Weaver, selling cloaks with 
  the city’s name embroidered on them. (10% chance 
  that thieves wearing such cloaks are wanted by the 
  city guard). 
  658 
  Souvenir seller Yappny Nassko, selling bronze coins 
  with the face of the city’s overlord on each side. 
  659 
  Souvenir seller Zammi Overnos, selling earthenware 
  mugs with the city’s name on them, 1d6gp. 
  660 
  Spice Dealer Cardamom Salah, selling spices from 3 
  small wooden cabinets, with 4 heavy guards (2HD).  
  Total inventory is 2,000gp worth of spices.  (10% 
  chance for thieves guild to attempt complex theft 
  involving misdirection and several thieves working 
  together). 
  
   
  20
  661 
  Sporgo Frogface, carrying the Pennant of the city’s 
  overlord, exhorting all to courage in the face of 
  adversity, and loyalty to the city’s government, 
  1d6gp. 
  662 
  Sting operation, agent selling stolen goods cheaply, 
  2d6 city guardsmen watching to see who purchases. 
  663 
  Stonemason Brand Barbican (2HD), working with 
  1d10 laborers on the façade of a stone house or wall, 
  3d6gp.  (10% chance that the work frees an 
  imprisoned gargoyle). 
  664 
  Stonemason Farley Horgel (2HD), working with 
  1d10 laborers on the façade of a stone house or wall, 
  3d6gp.  (10% chance that the work uncovers a 
  hidden corpse of an important person that has been 
  missing for days). 
  665 
  Stonemason Kouros Kos (2HD), taking a break with 
  1d6 apprentice stonemasons, 1d60gp, 1d6gp per 
  apprentice.  (10% chance to know where a hidden 
  magic ring has been hidden in the masonry of a wall, 
  10% chance to be attacked by ruffians hired by the 
  ring’s owner, to silence this knowledge). 
  666 
  Street choir, led by Vospus the God-chanter.  10 
  robed singers chanting praises to various gods of the 
  Greek pantheon: Zeus, Poseidon, Artemis, and Ares, 
  predominantly. 1d6 gp each. (10% chance that a 
  rival pantheon’s followers may make a disturbance). 
  667 
  Street circus: 1d10 jugglers and tumblers, 1 
  magician, 1d10 musicians, 1d10 mimes and clowns.  
  (10% chance of attack by rival street entertainers, 
  10% chance shakedown by city guard, 10% 
  shakedown by ruffians). 
  668 
  Street Gambling run by Miscovar the Hawk (4HD, 
  AC 6[13]), 1,000gp, priest of the Luck-goddess 
  (fighter, not cleric). 
  Craps: The “shooter” makes a bet, then rolls 2d6.  A 
  result of 2, 3, or 12 is an instant loss.  A roll of 7 or 
  11 is an instant win.  Otherwise, the shooter keeps 
  rolling until he gets the same number he originally 
  rolled (thus winning) or rolls a 7 (thus losing). 
  Miscovar owns two intelligent hawks, “Gain” and 
  “Loss,” granted to him by the goddess, and they help 
  keep the games clean.  Proceeds of the game go to 
  the goddess’ temple. 
  669 
  Street gambling, run by Acqwal the Dicemaster  
  (3HD, AC 5[14]), 500gp. 
  Craps: The “shooter” makes a bet, then rolls 2d6.  A 
  result of 2, 3, or 12 is an instant loss.  A roll of 7 or 
  11 is an instant win.  Otherwise, the shooter keeps 
  rolling until he gets the same number he originally 
  rolled (thus winning) or rolls a 7 (thus losing). 
  Acqwal has a bouncer, Thangu the Mountain, 
  standing by with clubs to make sure everyone stays 
  honest.  Thangu should be treated as an ogre, even 
  though he is human. 
  670 
  Street gambling, run by Quick Jack Bignose (3HD, 
  AC 5[14]), 500gp. 
  Craps: The “shooter” makes a bet, then rolls 2d6.  A 
  result of 2, 3, or 12 is an instant loss.  A roll of 7 or 
  11 is an instant win.  Otherwise, the shooter keeps 
  rolling until he gets the same number he originally 
  rolled (thus winning) or rolls a 7 (thus losing). 
  Quick Jack has 3 toughs (8hp) standing by with 
  clubs to make sure everyone stays honest.  He pays 
  dues to the Thieves Guild, so this game is a 
  dangerous one to rob or cheat. 
  671 
  Street performers, 1d6+3 dancing girls on 
  improvised stage, guarded by 2 off-duty city 
  guardsmen. There will be a crowd of 3d6 onlookers 
  (10% chance that some sort of fight breaks out 
  between the guards and the audience). 
  672 
  Street theater: Molmox the Magnificent, his 3 
  trained parrots and 2 actors are performing “The 
  Donkey and the Overlord,” which is a banned and 
  also very bad play written in rhyming couplets.  The 
  area around the performance is empty of people … 
  except one. 
  673 
  Street theater: Yasmine the Beautiful and her troupe 
  of 6 actors are performing the morally-uplifting 
  tragedy of “The Theft of the Temple Ravens,” which 
  is very popular due to the three nude scenes. (60% 
  chance of pickpocket attempt, 10% chance for 
  solicitation by prostitutes). 
  674 
  Tattoo artist Lasker the Limner, offering tattoos for 
  10gp each, 1d10gp. 
  675 
  Tattoo artist Wu Shen Wu, offering tattoos for 1gp 
  each, 1d6gp. 
  676 
  The City’s Overlord is passing through in 
  procession, flanked by mounted knights with a 
  column of infantry.  Trumpets are blaring, and some 
  of the knights are tossing coins into the crowd along 
  with loaves of bread. 
  677 
  Thief Quentir Palatar, following a merchant with the 
  intention of robbing him.  The party may observe 
  how he hides and lurks as he follows his quarry. 
  678 
  Thief-taker Kendall Haut tries to place pouch with 
  distinctive bracelet into a character’s possession 
  (50% chance of success without being detected) then 
  raise a hue and cry so he can collect a bounty for 
  catching a thief. 
  679 
  Thieves guild observer Randall Kar, keeping lookout 
  as his associates rob a nearby dwelling.  The party 
  will observe how alert he is, looking for something 
  (approaching city guards).  The thieves guild will 
  not appreciate interference. 
  680 
  Thieves guild observer Yacti Massto, who will 
  follow any mounted group or a group in which 
  people are wearing plate mail, reporting their 
  sleeping-place to the thieves.  (25% chance to “tip” 
  the players they might get robbed, hoping for 
  payment in return – he obviously won’t mention that 
  he’s the informer). 
  681 
  Thieves guild operative, trading fake gold pieces for 
  true – he will approach adventurers with the scheme 
  and explain how it works.  He sells them 100 fake 
  gp for 25 real ones.  The fake gold pieces are fairly 
  good, with a 25% chance to be accepted by a 
  merchant. (10% chance that he is being observed by 
  the city guard or secret police). 
  
   
  21
  682 
  Thieves guild recruiter Sly Simon, needs adventurers 
  to threaten/punish a merchant who has a fortified 
  house, guards, and dogs.  The pay is good, and 
  bribes for prison release are guaranteed by the guild.  
  2d10gp. 
  683 
  Three high priests of major gods, Zeus, Poseidon, 
  and Hades, are riding together to the convocation of 
  an ecclesiastical trial.  They are surrounded by 
  various lesser priests, and their guards are ranging 
  ahead of the procession to block off crowds as the 
  priests pass by. 
  684 
  Toolmaker Lerence Makree, selling hammers, pliers, 
  etc., at cheap prices.  1d6gp.  (10% chance of 
  epileptic fit). 
  685 
  Town crier announcing an immediate tax upon 
  anyone wearing plate mail, 5gp. 
  686 
  Town crier Blando Tang, crying out the bounty on a 
  thief with black hair, wearing a red hood, with a 
  long mustache (75% chance, of course, that the 
  characters will spot such a person). 
  687 
  Town crier Hadrian Halbert, crying out that there is 
  a new law forbidding the wearing of plate mail on 
  the city streets (the law will be revoked in two days 
  by those who oppose it). 
  688 
  Town crier Pieter VanDeer, announcing times of 
  slave auctions, tournaments, gladiatorial battles, and 
  executions. 
  689 
  Town crier Tanth Tirian, announcing that there will 
  be a tournament outside the city grounds tomorrow. 
  690 
  Tribal Chief Obote M’zar (3HD) with 2d6 warriors 
  (1HD), visiting city. 
  691 
  Twin peasants Anga and Tara, who move in tandem 
  and have spooky eyes. 
  692 
  Unexplained vision: a mist-shrouded lady walks 
  through the street, apparently not real. 
  693 
  Washerwoman Leileen Laundrier and 1d10 other 
  washerwomen hanging out laundry on clotheslines 
  across street. 
  694 
  Washerwoman Patsy Ashendell and 1d6 other 
  washerwomen, doing laundry in wooden tubs at the 
  side of the street.  (25% chance that various ruffians 
  have gathered to catcall and flirt). 
  695 
  Werewolf Gan Matterby, pretending to be a servant 
  for hire at low prices. 
  696 
  Winged men T’Saasha and 1d6 others from their far 
  aeries, visiting the city to sell 3 hippogriff eggs. 
  697 
  Witch-doctor Kaarmuun, selling shrunken heads for 
  5gp each. 
  698 
  Witch-doctor Waggu, selling “charmed” rat skulls 
  that aren’t magical for 1gp each.  He claims they 
  bring good luck. 
  699 
  Wrestling match: two peasants, Mathec and Bother, 
  are preparing to wrestle on a bet. 
   
   
   
  
   
  22
   
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  Die 
  Roll 
  Day 
  (d20) 
  Die 
  Roll 
  Night 
  (d20) 
  1-4 
  Single Guardsman 
  1 light guard 
  1-4 
  Small Patrol: 
  3 light guards 
  1 heavy guard 
  5-9 
  Small Patrol: 
  3 light guards 
  1 heavy guard 
  5-10 
  Patrol: 
  5 light guards 
  1 heavy guard 
  1 runner 
  1 sergeant-at-arms, 1HD 
  10-
  16 
  Patrol: 
  5 light guards 
  1 heavy guard 
  1 runner 
  1 sergeant-at-arms, 1HD 
  11-
  18 
  Heavy Patrol: 
  10 light guards 
  3 heavy guards 
  1 elite guard 
  3 sergeants-at-arms, 1HD 
  2 runners 
  *At night, heavy patrols may not be responding to particular 
  threats; nighttime patrols are simply composed of larger groups 
  to ensure safety in the face of the higher risks involved in night 
  patrols. 
  17-
  19 
  Heavy Patrol: 
  10 light guards 
  3 heavy guards 
  1 elite guard 
  3 sergeants-at-arms, 1HD 
  2 runners 
  *Heavy Patrols will be involved in a 
  particular task, such as blocking a road to 
  search passers-by, searching houses, or 
  responding to major disturbances of the 
  peace. 
  19 
  Battered Patrol: 
  Roll again with a –2 on the die roll to determine what sort of 
  patrol has been battered in combat.  Each member of the patrol 
  has lost one hit point in a previous combat. 
  20 
  Battalion: 
  40 light guards 
  10 heavy guards 
  10 elite guards 
  6 sergeants-at-arms, 1HD 
  3 lieutenants, 2HD 
  1 captain, 4HD 
  *Battalions will only be found involved in a 
  particular task, and it will only be a task that 
  involves a fairly major problem. 
  20 
  Defeated Patrol 
  Roll again with a –2 on the die roll to determine what sort of 
  patrol has been battered in combat.  Subtract one quarter of the 
  patrol as dead (they may be carried by the survivors), and the 
  remainder of the patrol have all lost two hit points in the 
  previous combat. 
   
  
   
  23
   
   
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  Die Roll 
  Encounter 
  (1d100) 
  01-02 
  Assassins (50% lone 
  assassin, 50% 1d4) 
  03-08 
  Bandits, roll on d6.  1: 1d6 as 
  per light guards, 2: 2d6 as per 
  light guards, with 1 heavy 
  guard, 3: 3d6 with 1 heavy 
  guard and one elite guard, 4: 
  4d6 with one leader (4HD, 
  AC 3[16]) 5: 4d6 with one 
  leader (4HD, AC 3[16] and 
  spell-caster (3HD, AC 9[10] 
  spells: magic missile, sleep, 
  mirror image), 6: 2d10 
  bandits, all as heavy guards. 
  09-14 
  Beggars, roll on d6.  1-3: 1 
  beggar, 4-5: 1d6 beggars, 6: 
  swarm of 4d6 beggars, 
  possibly turning violent if not 
  paid. 
  15-20 
  Brigands, roll on d6.  1: 1d6 
  as per light guards, 2: 2d6 as 
  per light guards, with 1 heavy 
  guard, 3: 3d6 with 1 heavy 
  guard and one elite guard, 4: 
  4d6 with one leader (4HD, 
  AC 3[16]) 5: 4d6 with one 
  leader (4HD, AC 3[16] and 
  spell-caster (3HD, AC 9[10] 
  spells: magic missile, sleep, 
  mirror image), 6: 2d10 
  bandits, all as heavy guards. 
  21-26 
  City Guards, see subtable 
  27 
  Watchman 
  28 
  Cleric 
  29 
  Demon 
  30 
  Doppelganger 
  31-36 
  Drunks, 1d10 
  37 
  Lone fighter 
  38-39 
  Ghouls, roll 1d6.  1: 1 ghoul, 
  2-4: 1d6 ghouls, 5: 2d6 
  ghouls, 6: 3d6 ghouls. 
  40 
  Ghost 
  41-42 
  Giant rats, roll d6.  1: single, 
  diseased giant rat, 2-4: 2d6 
  giant rats, 5: 3d6 rats, 6: 
  1d100 giant rats. 
  43-48 
  Harlots, 1d4. 
  49-50 
  Laborers or peddlers 
  51 
  Magic user, roll d6.  1: lone 
  magic user level 1-4, 2: lone 
  magic user level 5-8, 3: 
  magic user level 1d4 with 
  1d6 light guards, 4: magic 
  user level 5-8 with 1d6 heavy 
  guards, 5: magic user level 1-
  8 with 1d10 light guards and 
  1d6 heavy guards, 6: magic 
  user level 8-11 with 1d6 elite 
  guards. 
  52-53 
  Mercenaries, roll on d6.  1: 
  1d6 as per light guards, 2: 
  2d6 as per light guards, with 
  1 heavy guard, 3: 3d6 with 1 
  heavy guard and one elite 
  guard, 4: 4d6 with one leader 
  (4HD, AC 3[16]) 5: 4d6 with 
  one leader (4HD, AC 3[16] 
  and spell-caster (3HD, AC 
  9[10] spells: magic missile, 
  sleep, mirror image), 6: 2d10 
  mercenaries, all as heavy 
  guards. 
  54 
  Merchant, roll 1d6.  1: 
  solitary rich merchant, lost, 
  2-5: rich merchant with 1d10 
  light guards and 1 elite guard, 
  6: rich merchant with 1d10 
  heavy guards and 1d6 elite 
  guards. 
  55 
  Noble, mounted, with retinue 
  and 2d10 guards. 
  56-61 
  Press gang, roll on d6.  1: 
  1d6 as per light guards, 2: 
  2d6 as per light guards, with 
  1 heavy guard, 3: 3d6 with 1 
  heavy guard and one elite 
  guard, 4: 4d6 with one leader 
  (4HD, AC 3[16]) 5: 4d6 with 
  one leader (4HD, AC 3[16] 
  and spell-caster (3HD, AC 
  9[10] spells: magic missile, 
  sleep, mirror image), 6: 2d10 
  press gang, all as heavy 
  guards. 
  62 
  Rakshasa 
  63-68 
  Ruffians, roll 1d6.  1-3: 1d6 
  ruffians with shields and 
  clubs, 4-5: 2d6 ruffians with 
  swords, leather armor, and 
  shields, 6: 3d6 ruffians with 
  swords, leather armor, and 
  shields, plus leader (3HD) 
  69 
  Shadows, roll 1d6.  1-2: 1 
  shadow, 3-4: 1d4 shadows, 5: 
  1d6 shadows, 6: 1d8 
  shadows. 
  
   
  24
  70 
  Specter 
  71-74 
  Thieves, 1d6. 
  75-76 
  Wererat, 1 (50%) or wererats 
  1d6 (50%). 
  77 
  Werewolf 
  78-79 
  Outlaw, 1d6HD. 
  80-85 
  Evil religious procession 
  with 1d20+5 cultists and 
  spell-casting leader (5HD). 
  86-87 
  Oozes or slimes 
  88 
  Madman 
  89 
  Vampire 
  90 
  Sewer crocodile 
  91 
  Sewer-dwellers on nightly 
  raid/scavenging expedition 
  (4d10). 
  92 
  Goblins 
  93 
  Moon-worshippers 
  94-95 
  Stirges 
  96-97 
  Giant spiders 
  98 
  Zombies (3d10). 
  99 
  Wight 
  00 
  Wraith 
   
   
   
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  Note that you can get some interesting results if you use this table for monsters from time to time.  “Friendly” zombies might 
  actually form up and escort the party.  “Distracted” stirges might be found already feeding: a grisly discovery.  One might 
  definitely hope for a “Tolerant” vampire! 
   
  These tables are much shorter than they could be, but short tables make for quick resolution at the gaming table. 
   
   
   
   
   
   
   
   
   
   
  Personality Quirks 
  Die Roll 
  Basic Personality Quirks 
  (d20) 
  1 
  Cowardly 
  2 
  Generous 
  3 
  Hasty in judgment 
  4 
  Heavy drinker 
  5 
  Merry or jovial 
  6 
  Miserly 
  7 
  Moralist or teetotaler 
  8 
  Naïve or innocent 
  9 
  Optimistic 
  10 
  Peaceful 
  11 
  Pessimistic 
  12 
  Poorly educated 
  13 
  Raving lunatic 
  14 
  Somewhat insane 
  15 
  Superstitious 
  16 
  Suspicious or paranoid 
  17 
  Unreliable 
  18 
  Very efficient 
  19 
  Violent 
  20 
  Wastes money on junk 
   
  Attitude 
  Die Roll 
  Initial Attitude 
  (d6) 
  1 
  Amused 
  2 
  Angry and hostile 
  3 
  Annoyed or grumpy 
  4 
  Distracted 
  5 
  Friendly 
  6 
  Tolerant 
   
  
   
  25
   
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  Clerics 
   
  Level 2 Cleric (1/0) 
  Die Roll 
  Spell 
  (d10) 
  Magic Items 
  (d10) 
  1-7 
  First Level: Cure Light Wounds 
  None 
  8 
  First Level: Detect Magic 
  None 
  9 
  First Level: Protection from Evil 
  None 
  10 
  First Level: Light 
  25% chance for +1 mace 
   
  Level 3 Cleric (2/0) 
  Die Roll 
  Spell 
  (d10) 
  Magic Items 
  (d10) 
  1-7 
  First Level: Cure Light Wounds x2 
  None 
  8 
  First Level: Cure Light Wounds, 
  Detect Magic 
  25% chance for +1 mace 
  9 
  First Level: Cure Light Wounds, 
  Protection from Evil 
  25% chance for 1 potion of healing 
  10 
  First Level: Cure Light Wounds, Light 
  25% chance for +1 mace 
   
  Level 4 Cleric (2/1) 
  Die Roll 
  Spell 
  (d10) 
  Magic Items 
  (d10) 
  1-2 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person 
  None 
  3-4 
  First Level: Cure Light Wounds x2; 
  Second Level: Silence (15ft radius) 
  None 
  5-6 
  First Level: Cure Light Wounds x2; 
  Second Level: Bless 
  40% chance for +1 mace 
  7-8 
  First Level: Cure Light Wounds, 
  Light; Second Level: Hold Person 
  50% chance of 1 healing potion 
  9-10 
  First Level: Cure Light Wounds, 
  Protection from Evil; Second Level: 
  Hold Person 
  50% chance of scroll with 3 cure 
  Light Wounds spells 
   
  Level 5 Cleric (2/2/1) 
  Die Roll 
  Spells 
  (d10) 
  Magic Items 
  (d10) 
  1 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person x2; Third 
  Level: Prayer 
  40% chance of +1 mace 
  2 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person x2; Third 
  Level: Prayer 
  40% chance of +1 shield 
  3 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person x2; Third 
  Level: Prayer 
  40% chance of +1 armor 
  4 
  First Level: Cure Light Wounds x2; 
  Second Level: Bless, Hold Person; 
  Third Level: Locate Object 
  40% chance of +1 mace 
  5 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person, Silence 
  (15ft radius) ; Third Level: Prayer 
  40% chance of +1 shield 
  6 
  First Level: Cure Light Wounds x2; 
  Second Level: Bless, Silence (15ft 
  radius) ; Third Level: Prayer 
  40% chance of +1 armor 
  
   
  26
  7 
  First Level: Cure Light Wounds x2; 
  Second Level: Silence (15ft radius), 
  Speak with Animals; Third Level: 
  Cure Disease 
  Scroll with 1 Cure Light Wounds 
  spell 
  8 
  First Level: Cure Light Wounds x2; 
  Second Level: Bless, Silence (15ft 
  radius) ; Third Level: Prayer 
  Scroll with 1 Cure Light Wounds 
  spell and 1 Bless spell 
  9 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person, Speak 
  with Animals; Third Level: Prayer 
  1 Potion of Cure Light Wounds 
  10 
  First Level: Cure Light Wounds x2; 
  Second Level: Silence (15ft radius), 
  Snake Charm; Third Level: Remove 
  Curse 
  1 Potion of Levitation 
   
   
   
   
  Level 6 Cleric (2/2/1/1) 
  Die Roll 
  Spells 
  (d10) 
  Magic Items 
  (d10) 
  1 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person x2; Third 
  Level: Prayer; Fourth Level: Animate 
  Object 
  60% chance of +1 mace 
  2 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person x2; Third 
  Level: Prayer; Fourth Level: Cure 
  Serious Wounds 
  60% chance of +1 shield 
  3 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person x2; Third 
  Level: Prayer; Fourth Level: Sticks to 
  Snakes 
  60% chance of +1 armor 
  4 
  First Level: Cure Light Wounds x2; 
  Second Level: Bless, Hold Person; 
  Third Level: Prayer; Fourth Level: 
  Cure Serious Wounds 
  60% chance of +1 mace 
  5 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person, Silence 
  (15ft radius); Third Level: Prayer; 
  Fourth Level: Cure Serious Wounds 
  60% chance of +1 shield 
  6 
  First Level: Cure Light Wounds x2; 
  Second Level: Bless, Silence (15ft 
  radius); Third Level: Prayer; Fourth 
  Level: Cure Serious Wounds 
  60% chance of +1 armor 
  7 
  First Level: Cure Light Wounds x2; 
  Second Level: Silence (15ft radius), 
  Speak with Animals; Third Level: 
  Prayer; Fourth Level: Protection from 
  Evil 10ft Radius 
  Scroll with 2 Cure Light Wounds spells 
  8 
  First Level: Cure Light Wounds x2; 
  Second Level: Bless, Silence (15ft 
  radius); Third Level: Prayer; Fourth 
  Level: Cure Serious Wounds 
  Scroll with 2 Cure Light Wounds spell 
  and 1 Bless spell 
  9 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person, Speak 
  with Animals; Third Level: Prayer; 
  Fourth Level: Cure Serious Wounds 
  2 Potions of Cure Light Wounds 
  10 
  First Level: Cure Light Wounds x2; 
  Second Level: Silence (15ft radius), 
  Snake Charm; Third Level: Prayer; 
  Fourth Level: Cure Serious Wounds 
  1 Potion of Levitation, 1 potion of 
  Animal Control 
   
  
   
  27
  Level 7 Cleric (2/2/2/1/1) 
  Die Roll 
  Spells 
  (d10) 
  Magic Items 
  (d10) 
  1 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person x2; Third 
  Level: Prayer, Remove Curse; Fourth 
  Level: Animate Object; Fifth Level: 
  Finger of Death 
  70% chance of +1 mace 
  2 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person x2; Third 
  Level: Cure Disease, Prayer; Fourth 
  Level: Cure Serious Wounds; Fifth 
  Level: Finger of Death 
  70% chance of +1 shield 
  3 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person x2; Third 
  Level: Continual Light, Prayer; Fourth 
  Level: Sticks to Snakes; Fifth Level: 
  Finger of Death 
  70% chance of +1 armor 
  4 
  First Level: Cure Light Wounds x2; 
  Second Level: Bless, Hold Person; 
  Third Level: Locate Object, Prayer; 
  Fourth Level: Cure Serious Wounds; 
  Fifth Level: Finger of Death 
  70% chance of +1 mace 
  5 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person, Silence 
  (15ft radius); Third Level: Prayer, 
  Remove Curse; Fourth Level: Cure 
  Serious Wounds; Fifth Level: Insect 
  Plague 
  70% chance of +1 shield 
  6 
  First Level: Cure Light Wounds x2; 
  Second Level: Bless, Silence (15ft 
  radius); Third Level: Prayer, Remove 
  Curse; Fourth Level: Cure Serious 
  Wounds; Fifth Level: Insect Plague 
  70% chance of +1 armor 
  7 
  First Level: Cure Light Wounds x2; 
  Second Level: Silence (15ft radius), 
  Speak with Animals; Third Level: 
  Continual Light, Prayer; Fourth Level: 
  Protection from Evil 10ft Radius; Fifth 
  Level: Dispel Evil 
  Scroll with 2 Cure Light Wounds spells 
  8 
  First Level: Cure Light Wounds x2; 
  Second Level: Bless, Silence (15ft 
  radius); Third Level: Continual Light, 
  Prayer; Fourth Level: Cure Serious 
  Wounds; Fifth Level: Quest 
  Scroll with 2 Cure Light Wounds spell 
  and 1 Bless spell 
  9 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person, Speak 
  with Animals; Third Level: Continual 
  Light, Prayer; Fourth Level: Cure 
  Serious Wounds; Fifth Level: Quest 
  2 Potions of Cure Light Wounds 
  10 
  First Level: Cure Light Wounds x2; 
  Second Level: Silence (15ft radius), 
  Snake Charm; Third Level: Cure 
  Disease, Prayer; Fourth Level: Cure 
  Serious Wounds; Fifth Level: Quest 
  50% chance of Ring of Protection +2 
   
   
   
   
   
   
   
   
   
  
   
  28
  Level 8 Cleric (2/2/2/2/2) 
  Die Roll 
  Spells 
  (d10) 
  Magic Items 
  (d10) 
  1 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person x2; Third 
  Level: Prayer, Remove Curse; Fourth 
  Level: Cure Serious Wounds, Sticks to 
  Snakes; Fifth Level: Finger of Death, 
  Quest 
  90% chance of +1 mace 
  2 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person x2; Third 
  Level: Cure Disease, Prayer; Fourth 
  Level: Cure Serious Wounds x2; Fifth 
  Level: Finger of Death x2 
  90% chance of +1 shield 
  3 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person x2; Third 
  Level: Continual Light, Prayer; Fourth 
  Level: Speak with Plants, Sticks to 
  Snakes; Fifth Level: Finger of Death, 
  Insect Plague 
  70% chance of +1 armor, 20% chance 
  of +2 armor 
  4 
  First Level: Cure Light Wounds x2; 
  Second Level: Bless, Hold Person; 
  Third Level: Locate Object, Prayer; 
  Fourth Level: Cure Serious Wounds 
  x2; Fifth Level: Finger of Death, Quest 
  70% chance of +1 mace, 20% chance of 
  +2 mace 
  5 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person, Silence 
  (15ft radius); Third Level: Prayer, 
  Remove Curse; Fourth Level: Cure 
  Serious Wounds, Speak with Plants; 
  Fifth Level: Finger of Death, Insect 
  Plague 
  90% chance of +1 shield 
  6 
  First Level: Cure Light Wounds x2; 
  Second Level: Bless, Silence (15ft 
  radius); Third Level: Prayer, Remove 
  Curse; Fourth Level: Cure Serious 
  Wounds x2; Fifth Level: Insect Plague 
  x2 
  70% chance of +1 armor, and 100% 
  chance of scroll of Cure Serious 
  Wounds 
  7 
  First Level: Cure Light Wounds x2; 
  Second Level: Silence (15ft radius), 
  Speak with Animals; Third Level: 
  Continual Light, Prayer; Fourth Level: 
  Cure Serious Wounds, Protection from 
  Evil 10ft Radius; Fifth Level: Dispel 
  Evil, Finger of Death 
  60% chance of Ring of Fire Resistance, 
  100% chance of Scroll with 2 Cure 
  Light Wounds spells and 1 Hold Person 
  Spell 
  8 
  First Level: Cure Light Wounds x2; 
  Second Level: Bless, Silence (15ft 
  radius); Third Level: Continual Light, 
  Prayer; Fourth Level: Cure Serious 
  Wounds x2; Fifth Level: Insect Plague, 
  Quest 
  60% chance of Bag of Holding, and 
  100% chance of Scroll with 2 Cure 
  Light Wounds spell and 1 Bless spell 
  9 
  First Level: Cure Light Wounds x2; 
  Second Level: Hold Person, Speak 
  with Animals; Third Level: Continual 
  Light, Prayer; Fourth Level: Cure 
  Serious Wounds x2; Fifth Level: 
  Finger of Death, Quest 
  60% chance of Cloak of Protection +1, 
  and 100% chance of 2 Potions of Cure 
  Light Wounds and a scroll of Sticks to 
  Snakes 
  10 
  First Level: Cure Light Wounds x2; 
  Second Level: Silence (15ft radius), 
  Snake Charm; Third Level: Continual 
  Light, Prayer; Fourth Level: Cure 
  Serious Wounds x2; Fifth Level: Quest 
  x2 
  50% chance of Ring of Protection +2, 
  100% chance of a potion of Human 
  Control. 
   
  
   
  29
  Level 9 Clerics (3/3/3/2/2) 
  Die Roll 
  Spells 
  (d10) 
  Magic Items 
  (d10) 
  1 
  First Level: Cure Light Wounds x3; 
  Second Level: Bless, Hold Person x2; 
  Third Level: Locate Object, Prayer, 
  Remove Curse; Fourth Level: Cure 
  Serious Wounds, Sticks to Snakes; 
  Fifth Level: Finger of Death, Quest 
  Magic mace: 80% chance of +1 shield, 
  20% chance of +2 mace 
  2 
  First Level: Cure Light Wounds x2, 
  Detect Magic; Second Level: Hold 
  Person x2, Silence 15ft Radius; Third 
  Level: Cure Disease, Prayer, Remove 
  Curse; Fourth Level: Cure Serious 
  Wounds x2; Fifth Level: Finger of 
  Death x2 
  Magic mace: 80% chance of +1 shield, 
  20% chance of +2 mace 
  3 
  First Level: Cure Light Wounds x3; 
  Second Level: Find Traps, Hold Person 
  x2; Third Level: Continual Light, 
  Prayer, Speak with the Dead; Fourth 
  Level: Speak with Plants, Sticks to 
  Snakes; Fifth Level: Finger of Death, 
  Insect Plague 
  Magic armor: 60% chance of +1 armor, 
  40% chance of +2 armor 
  4 
  First Level: Cure Light Wounds x2, 
  Protection from Evil; Second Level: 
  Bless, Hold Person, Snake Charm; 
  Third Level: Cure Disease, Locate 
  Object, Prayer; Fourth Level: Cure 
  Serious Wounds x2; Fifth Level: 
  Finger of Death, Quest 
  90% chance of Horn of Valhalla 
  (silver), 100% chance of scroll with 6 
  Cure Light Wounds spells. 
  5 
  First Level: Cure Light Wounds x2, 
  Detect Magic; Second Level: Hold 
  Person x2, Silence (15ft radius); Third 
  Level: Locate Object, Prayer, Remove 
  Curse; Fourth Level: Cure Serious 
  Wounds, Speak with Plants; Fifth 
  Level: Finger of Death, Insect Plague 
  90% chance of +1 shield 
  6 
  First Level: Cure Light Wounds x2, 
  Detect Magic; Second Level: Bless, 
  Hold Person, Silence (15ft radius); 
  Third Level: Prayer, Remove Curse; 
  Fourth Level: Cure Serious Wounds 
  x2; Fifth Level: Insect Plague x2 
  80% chance of +1 armor, and 100% 
  chance of scroll of Cure Serious 
  Wounds 
  7 
  First Level: Cure Light Wounds x3; 
  Second Level: Hold Person, Silence 
  (15ft radius), Speak with Animals; 
  Third Level: Continual Light, Prayer, 
  Speak with the Dead; Fourth Level: 
  Cure Serious Wounds, Protection from 
  Evil 10ft Radius; Fifth Level: Dispel 
  Evil, Finger of Death 
  70% chance of Ring of Fire Resistance, 
  100% chance of Scroll with 2 Cure 
  Light Wounds spells and 1 Hold Person 
  Spell 
  8 
  First Level: Cure Light Wounds x3; 
  Second Level: Bless, Hold Person, 
  Silence (15ft radius); Third Level: 
  Continual Light, Cure Disease, Prayer; 
  Fourth Level: Cure Serious Wounds 
  x2; Fifth Level: Insect Plague, Quest 
  70% chance of Bag of Holding, and 
  100% chance of Scroll with 2 Cure 
  Light Wounds spell and 1 Bless spell 
  9 
  First Level: Bless, Cure Light Wounds 
  x2; Second Level: Hold Person x2, 
  Speak with Animals; Third Level: 
  Continual Light, Prayer, Remove 
  Curse; Fourth Level: Cure Serious 
  Wounds x2, Sticks to Snakes; Fifth 
  Level: Finger of Death, Quest 
  70% chance of Cloak of Protection +1, 
  and 100% chance of 2 Potions of Cure 
  Light Wounds and a scroll of Sticks to 
  Snakes 
  
   
  30
  10 
  First Level: Cure Light Wounds x3; 
  Second Level: Hold Person, Silence 
  (15ft radius), Snake Charm; Third 
  Level: Cure Disease, Locate Object, 
  Prayer; Fourth Level: Cure Serious 
  Wounds x2; Fifth Level: Quest x2 
  50% chance of Ring of Protection +2, 
  100% chance of a potion of Human 
  Control. 
   
   
  Magic-Users 
   
   
  Level 1 Magic-User Spells (1/0) 
  Die Roll 
  Spell 
  (d10) 
  Magic Items 
  (d10) 
  1-2 
  Charm Person 
  None 
  3-4 
  Magic Missile 
  None 
  5-6 
  Protection from Evil 
  10% chance of 1 healing potion 
  7-8 
  Shield 
  10% chance of scroll with Charm 
  Person 
  9-10 
  Sleep 
  10% chance of +1 dagger or +1 
  staff 
   
  Level 2 Magic-Users (2/0) 
  Die Roll 
  Spells 
  (d10) 
  Magic Items 
  (d10) 
  1-2 
  Level One: Charm Person, Shield 
  None 
  3 
  Level One: Charm Person, Sleep 
  None 
  4 
  Level One: Magic Missile, Sleep 
  10% chance of scroll with Magic 
  Missile and Sleep 
  5 
  Level One: Charm Person, Detect 
  Magic 
  10% chance of 1 healing potion 
  6 
  Level One: Hold Portal, Sleep 
  10% chance of a scroll with Charm 
  Person 
  7 
  Level One: Read Languages, Sleep 
  10% chance of a +1 dagger 
  8 
  Level One: Charm Person, Light 
  10% chance of a +1 staff 
  9 
  Level One: Charm Person, Magic 
  Missile 
  10% chance of a potion of flying 
  10 
  Level One: Read Magic, Sleep 
  10% chance of a scroll with Sleep 
   
  Level 3 Magic-Users (2/1) 
  Die Roll 
  Spells 
  (d10) 
  Magic Items 
  (d10) 
  1 
  Level One: Charm Person, Shield; 
  Second Level: ESP 
  20% chance of scroll with Magic 
  Missile and Sleep 
  2 
  Level One: Charm Person, Sleep; 
  Second Level: Levitate 
  20% chance of 1 healing potion 
  3 
  Level One: Charm Person, Sleep; 
  Second Level: Mirror Image 
  20% chance of a scroll with Charm 
  Person 
  4 
  Level One: Magic Missile, Sleep; 
  Second Level: Web 
  20% chance of a +1 dagger 
  5 
  Level One: Charm Person, Detect 
  Magic; Second Level: Pyrotechnics 
  20% chance of a +1 staff 
  6 
  Level One: Hold Portal, Sleep; Second 
  Level: Invisibility 
  20% chance of a potion of flying 
  7 
  Level One: Read Languages, Sleep; 
  Second Level: Invisibility 
  20% chance of a scroll with Sleep 
  8 
  Level One: Charm Person, Light; 
  Second Level: Mirror Image 
  10% chance of Boots of Speed 
  9 
  Level One: Charm Person, Magic 
  Missile; Second Level: Mirror Image 
  10% chance of a Wand of Fireballs 
  with 1d6 charges remaining 
  10 
  Level One: Read Magic, Sleep; Second 
  Level: Web 
  10% chance of a potion of Fire 
  Resistance 
  
   
  31
   
  Level 4 Magic-Users (3/2) 
  Die Roll 
  Spells 
  (d10) 
  Magic Items 
  (d10) 
  1 
  Level One: Charm Person x2, Shield; 
  Second Level: ESP, Mirror Image 
  30% chance of scroll with Magic 
  Missile and Sleep 
  2 
  Level One: Charm Person x2, Sleep; 
  Second Level: Invisibility, Levitate 
  30% chance of 1 healing potion 
  3 
  Level One: Charm Person x2, Sleep; 
  Second Level: Mirror Image, 
  Pyrotechnics 
  30% chance of a scroll with Charm 
  Person 
  4 
  Level One: Magic Missile x2, Sleep; 
  Second Level: Mirror Image, Web 
  30% chance of a +1 dagger 
  5 
  Level One: Charm Person x2, Detect 
  Magic; Second Level: Pyrotechnics, 
  Web 
  30% chance of a +1 staff 
  6 
  Level One: Charm Person, Hold Portal, 
  Sleep; Second Level: Invisibility, Web 
  30% chance of a potion of flying 
  7 
  Level One: Magic Missile, Read 
  Languages, Sleep; Second Level: 
  Invisibility, Web 
  30% chance of a scroll with Sleep 
  8 
  Level One: Charm Person, Magic 
  Missile, Light; Second Level: Mirror 
  Image, Web 
  20% chance of Boots of Speed 
  9 
  Level One: Charm Person, Magic 
  Missile x2; Second Level: Mirror 
  Image, Web 
  20% chance of a Wand of Fireballs 
  with 1d6 charges remaining 
  10 
  Level One: Charm Person, Read 
  Magic, Sleep; Second Level: 
  Invisibility, Web 
  20% chance of a potion of Fire 
  Resistance 
   
  Level 5 Magic-Users (4/2/1) 
  Die Roll 
  Spells 
  (d10) 
  Magic Items 
  (d10) 
  1 
  Level One: Charm Person x2, 
  Protection from Evil, Shield; Second 
  Level: ESP, Mirror Image; Third 
  Level: Fireball 
  50% chance of scroll with Magic 
  Missile and Sleep 
  2 
  Level One: Charm Person x2, 
  Protection from Evil, Sleep; Second 
  Level: Invisibility, Levitate; Third 
  Level: Fly 
  50% chance of 1 healing potion 
  3 
  Level One: Charm Person x2, Sleep x2; 
  Second Level: Mirror Image, 
  Pyrotechnics; Third Level: Fireball 
  50% chance of a scroll with 
  Charm Person 
  4 
  Level One: Charm Person, Magic 
  Missile x2, Sleep; Second Level: 
  Mirror Image, Web; Third Level: Fly 
  50% chance of a +1 dagger 
  5 
  Level One: Charm Person x2, Detect 
  Magic, Sleep; Second Level: 
  Pyrotechnics, Web; Third Level: 
  Dispel Magic 
  50% chance of a +1 staff 
  6 
  Level One: Charm Person, Hold Portal, 
  Shield, Sleep; Second Level: 
  Invisibility, Web; Third Level: 
  Clairaudience 
  50% chance of a potion of flying 
  7 
  Level One: Charm Person, Magic 
  Missile, Read Languages, Sleep; 
  Second Level: Invisibility, Web; Third 
  Level: Fireball 
  50% chance of a scroll with Sleep 
  
   
  32
  8 
  Level One: Charm Person, Magic 
  Missile, Light, Sleep; Second Level: 
  Mirror Image, Web; Third Level: 
  Fireball 
  40% chance of Boots of Speed 
  9 
  Level One: Charm Person, Magic 
  Missile x2, Sleep; Second Level: 
  Mirror Image, Web; Third Level: 
  Lightning Bolt 
  40% chance of a Wand of 
  Fireballs with 1d6 charges 
  remaining 
  10 
  Level One: Charm Person x2, Read 
  Magic, Sleep; Second Level: 
  Invisibility, Web; Third Level: 
  Lightning Bolt 
  40% chance of a potion of Fire 
  Resistance 
   
   
   
  Level 6 Magic-Users (4/2/2) 
  Die Roll 
  Spells 
  (d10) 
  Magic Items 
  (d10) 
  1 
  Level One: Charm Person x2, 
  Protection from Evil, Shield; Second 
  Level: ESP, Mirror Image; Third 
  Level: Fireball, Dispel Magic 
  Scroll with Magic Missile and 
  Sleep 
  2 
  Level One: Charm Person x2, 
  Protection from Evil, Sleep; Second 
  Level: Invisibility, Levitate; Third 
  Level: Dispel Magic, Fly 
  1 Healing Potion 
  3 
  Level One: Charm Person x2, Sleep x2; 
  Second Level: Mirror Image, 
  Pyrotechnics; Third Level: Dispel 
  Magic, Fireball 
  Scroll with Charm Person 
  4 
  Level One: Charm Person, Magic 
  Missile x2, Sleep; Second Level: Mirror 
  Image, Web; Third Level: Fly, 
  Lightning Bolt 
  +1 Dagger 
  5 
  Level One: Charm Person x2, Detect 
  Magic, Sleep; Second Level: 
  Pyrotechnics, Web; Third Level: 
  Fireball, Lightning Bolt 
  +1 Staff 
  6 
  Level One: Charm Person, Hold Portal, 
  Shield, Sleep; Second Level: 
  Invisibility, Web; Third Level: 
  Clairaudience, Hold Person 
  1 Potion of Flying 
  7 
  Level One: Charm Person, Magic 
  Missile, Read Languages, Sleep; 
  Second Level: Invisibility, Web; Third 
  Level: Fireball, Haste 
  Scroll with Sleep 
  8 
  Level One: Charm Person, Magic 
  Missile, Light, Sleep; Second Level: 
  Mirror Image, Web; Third Level: 
  Fireball, Rope Trick 
  Boots of Speed 
  9 
  Level One: Charm Person, Magic 
  Missile x2, Sleep; Second Level: Mirror 
  Image, Web; Third Level: Lightning 
  Bolt, Slow 
  Wand of Fireballs with 1d6 
  charges remaining 
  10 
  Level One: Charm Person x2, Read 
  Magic, Sleep; Second Level: 
  Invisibility, Web; Third Level: 
  Lightning Bolt, Suggestion 
  1 Potion of Fire Resistance 
   
   
   
   
   
  
   
  33
  Level 7 Magic-Users (4/3/2/1) 
  Die Roll 
  Spells 
  (d10) 
  Magic Items 
  (d10) 
  1 
  Level One: Charm Person x2, 
  Protection from Evil, Shield; Second 
  Level: ESP, Mirror Image, Stinking 
  Cloud; Third Level: Fireball, Dispel 
  Magic; Fourth Level: Confusion 
  Scroll with Magic Missile and 
  Sleep and 25% chance for 2 
  additional spells (Web and 
  Fireball) 
  2 
  Level One: Charm Person x2, 
  Protection from Evil, Sleep; Second 
  Level: Invisibility, Levitate, Web; 
  Third Level: Dispel Magic, Fly; 
  Fourth Level: Polymorph Self 
  1 Healing Potion and 1 potion of 
  Levitation 
  3 
  Level One: Charm Person x2, Sleep x2; 
  Second Level: Mirror Image, 
  Pyrotechnics, Web; Third Level: 
  Dispel Magic, Fireball; Fourth Level: 
  Fear 
  Scroll with Charm Person, 
  Continual Light, Clairaudience, 
  and Extension I. 
  4 
  Level One: Charm Person, Magic 
  Missile x2, Sleep; Second Level: 
  Darkness (15ft radius), Mirror Image, 
  Web; Third Level: Fly, Lightning Bolt; 
  Fourth Level: Charm Monster 
  +1 Dagger (25% chance for +2) 
  5 
  Level One: Charm Person x2, Detect 
  Magic, Sleep; Second Level: 
  Invisibility, Pyrotechnics, Web; Third 
  Level: Fireball, Lightning Bolt; Fourth 
  Level: Polymorph Other 
  +1 Staff (25% chance for +2) 
  6 
  Level One: Charm Person, Hold Portal, 
  Shield, Sleep; Second Level: ESP, 
  Invisibility, Web; Third Level: 
  Clairaudience, Hold Person; Fourth 
  Level: Monster Summoning II 
  1 Potion of Flying, 1 potion of 
  gaseous form, 1 potion of plant 
  control 
  7 
  Level One: Charm Person, Magic 
  Missile, Read Languages, Sleep; 
  Second Level: Detect Invisibility, 
  Invisibility, Web; Third Level: 
  Fireball, Haste; Fourth Level: Charm 
  Monster 
  Scroll with Sleep, Invisibility, and 
  ESP. 
  8 
  Level One: Charm Person, Magic 
  Missile, Light, Sleep; Second Level: 
  Invisibility, Mirror Image, Web; Third 
  Level: Fireball, Rope Trick; Fourth 
  Level: Confusion 
  Wand of Cold (50%) or Wand of 
  Fear (50%) 
  9 
  Level One: Charm Person, Magic 
  Missile x2, Sleep; Second Level: 
  Levitate, Mirror Image, Web; Third 
  Level: Lightning Bolt, Slow; Fourth 
  Level: Confusion 
  Wand of Fireballs (50%) or Wand 
  of Secret Door and Trap Detection 
  (50%) 
  10 
  Level One: Charm Person x2, Read 
  Magic, Sleep; Second Level: Levitate, 
  Invisibility, Web; Third Level: 
  Lightning Bolt, Suggestion; Fourth 
  Level: Confusion 
  1 Potion of Fire Resistance, 1 
  Potion of Growth, 1 Potion of 
  Slipperiness 
   
   
   
   
   
   
   
   
   
   
  
   
  34
  Level 8 Magic-Users (4/3/3/2) 
  Die Roll 
  Spells 
  (d10) 
  Magic Items 
  (d10) 
  1 
  Level One: Charm Person x2, Protection 
  from Evil, Shield; Second Level: ESP, 
  Mirror Image, Stinking Cloud; Third 
  Level: Fireball, Dispel Magic, Invisibility 
  (10ft radius); Fourth Level: Confusion, 
  Wall of Fire 
  Scroll with Magic Missile, Sleep, 
  Invisibility, Web, and Fireball 
  2 
  Level One: Charm Person x2, Protection 
  from Evil, Sleep; Second Level: 
  Invisibility, Levitate, Web; Third Level: 
  Dispel Magic, Fireball, Fly; Fourth Level: 
  Confusion, Polymorph Self 
  60% chance for Bracers of Defense 
  AC 3[16], 100% chance of 1 Healing 
  Potion and 1 Potion of Levitation 
  3 
  Level One: Charm Person x2, Sleep x2; 
  Second Level: Mirror Image, 
  Pyrotechnics, Web; Third Level: Dispel 
  Magic, Fireball x2; Fourth Level: Fear, 
  Dimension Door 
  90% chance for Cloak of Protection 
  +1, 100% chance for scroll with 
  Fireball x2, Invisibility, and 
  Dimension Door 
  4 
  Level One: Charm Person, Magic Missile 
  x2, Sleep; Second Level: Darkness (15ft 
  radius), Mirror Image, Web; Third Level: 
  Fly, Lightning Bolt x2; Fourth Level: 
  Charm Monster, Dimension Door 
  +1 Dagger (25% chance for +2), and 
  50% chance for crystal ball 
  5 
  Level One: Charm Person x2, Detect 
  Magic, Sleep; Second Level: Invisibility, 
  Pyrotechnics, Web; Third Level: Dispel 
  Magic, Fireball, Lightning Bolt; Fourth 
  Level: Fear, Polymorph Other 
  Staff of Polymorph (50%) or Fear 
  (50%) 
  6 
  Level One: Charm Person, Hold Portal, 
  Shield, Sleep; Second Level: ESP, 
  Invisibility, Web; Third Level: 
  Clairaudience, Fireball, Hold Person; 
  Fourth Level: Dimension Door, Monster 
  Summoning II 
  90% chance for Ring of Fire 
  Resistance, 100% chance for 1 Potion 
  of Flying, 1 potion of gaseous form, 1 
  potion of plant control 
  7 
  Level One: Charm Person, Magic Missile, 
  Read Languages, Sleep; Second Level: 
  Detect Invisibility, Invisibility, Web; 
  Third Level: Fireball, Fly, Haste; Fourth 
  Level: Charm Monster x2 
  Scroll with Dispel Magic x2, Charm 
  Person, Sleep, Invisibility, ESP, 
  Fireball x2. 
  8 
  Level One: Charm Person, Magic Missile, 
  Light, Sleep; Second Level: Invisibility, 
  Mirror Image, Web; Third Level: Fireball 
  x2, Rope Trick; Fourth Level: Charm 
  Monster, Confusion 
  Wand of Cold (50%) or Wand of Fear 
  (50%) 
  9 
  Level One: Charm Person, Magic Missile 
  x2, Sleep; Second Level: Levitate, Mirror 
  Image, Web; Third Level: Haste, 
  Lightning Bolt, Slow; Fourth Level: 
  Confusion, Dimension Door 
  Wand of Fireballs (50%) or Wand of 
  Secret Door and Trap Detection 
  (50%) 
  10 
  Level One: Charm Person x2, Read 
  Magic, Sleep; Second Level: Levitate, 
  Invisibility, Web; Third Level: Lightning 
  Bolt x2, Suggestion; Fourth Level: Charm 
  Monster, Confusion 
  +1 staff, 1 Potion of Fire Resistance, 1 
  Potion of Growth, 1 Potion of 
  Slipperiness 
   
   
   
   
   
   
   
   
   
  
   
  35
  Level 9 Magic-Users (4/3/3/2/1) 
  Die 
  Roll 
  Spells 
  (d10) 
  Magic Items 
  (d10) 
  1 
  Level One: Charm Person x2, Protection from Evil, Shield; Second 
  Level: ESP, Mirror Image, Stinking Cloud; Third Level: Fireball, 
  Dispel Magic, Invisibility (10ft radius); Fourth Level: Confusion, 
  Wall of Fire Fifth Level: Feeblemind 
  Scroll with Magic Missile, Sleep, Invisibility, 
  Web, and Fireball x2 
  2 
  Level One: Charm Person x2, Protection from Evil, Sleep; Second 
  Level: Invisibility, Levitate, Web; Third Level: Dispel Magic, 
  Fireball, Fly; Fourth Level: Confusion, Polymorph Self; Fifth Level: 
  Wall of Iron 
  80% chance for Bracers of Defense AC 3[16], 
  100% chance of 1 Healing Potion and 1 Potion 
  of Levitation 
  3 
  Level One: Charm Person x2, Sleep x2; Second Level: Mirror 
  Image, Pyrotechnics, Web; Third Level: Dispel Magic, Fireball x2; 
  Fourth Level: Fear, Dimension Door; Fifth Level: Teleport 
  90% chance for Cloak of Protection +2, 100% 
  chance for scroll with Fireball x2, Invisibility, 
  and Dimension Door 
  4 
  Level One: Charm Person, Magic Missile x2, Sleep; Second Level: 
  Darkness (15ft radius), Mirror Image, Web; Third Level: Fly, 
  Lightning Bolt x2; Fourth Level: Charm Monster, Dimension Door; 
  Fifth Level:  Transmute Rock to Mud 
  +1 Dagger (60% chance for +2), and 90% 
  chance for crystal ball 
  5 
  Level One: Charm Person x2, Detect Magic, Sleep; Second Level: 
  Invisibility, Pyrotechnics, Web; Third Level: Dispel Magic, Fireball, 
  Lightning Bolt; Fourth Level: Fear, Polymorph Other; Fifth Level: 
  Cloudkill 
  Wand of Polymorph (50%) or Fear (50%) 
  6 
  Level One: Charm Person, Hold Portal, Shield, Sleep; Second Level: 
  ESP, Invisibility, Web; Third Level: Clairaudience, Fireball, Hold 
  Person; Fourth Level: Dimension Door, Monster Summoning II; 
  Fifth Level: Wall of Stone 
  100% chance for Ring of Fire Resistance, 
  100% chance for 1 Potion of Flying, 1 potion of 
  gaseous form, 1 potion of plant control, scroll 
  of Dispel Magic x2. 
  7 
  Level One: Charm Person, Magic Missile, Read Languages, Sleep; 
  Second Level: Detect Invisibility, Invisibility, Web; Third Level: 
  Fireball, Fly, Haste; Fourth Level: Charm Monster x2; Fifth Level: 
  Cloudkill 
  100% chance of Bracers of Defense AC 4[15], 
  Scroll with Dispel Magic x2, Charm Person x2, 
  Sleep, Invisibility, ESP, Fireball x2. 
  8 
  Level One: Charm Person, Magic Missile, Light, Sleep; Second 
  Level: Invisibility, Mirror Image, Web; Third Level: Fireball x2, 
  Rope Trick; Fourth Level: Charm Monster, Confusion; Fifth Level: 
  Cloudkill 
  Wand of Cold (50%) or Wand of Fear (50%) 
  9 
  Level One: Charm Person, Magic Missile x2, Sleep; Second Level: 
  Levitate, Mirror Image, Web; Third Level: Haste, Lightning Bolt, 
  Slow; Fourth Level: Confusion, Dimension Door; Fifth Level: 
  Monster Summoning III 
  Wand of Fireballs (50%) or Wand of Secret 
  Door and Trap Detection (50%) 
  10 
  Level One: Charm Person x2, Read Magic, Sleep; Second Level: 
  Levitate, Invisibility, Web; Third Level: Lightning Bolt x2, 
  Suggestion; Fourth Level: Charm Monster, Confusion; Fifth Level: 
  Wall of Iron 
  25% chance for Staff of Wizardry, 100% 
  chance of +1 dagger, 1 Potion of Fire 
  Resistance, 1 Potion of Growth, 1 Potion of 
  Slipperiness 
   
  
   
  36
   
  Level 10 Magic-User Spells (4/4/3/2/2) 
  Die Roll 
  Spells 
  (d10) 
  Magic Items 
  (d10) 
  1 
  Level One: Charm Person x2, Protection 
  from Evil, Shield; Second Level: ESP, 
  Mirror Image, Stinking Cloud x2; Third 
  Level: Fireball, Dispel Magic, Invisibility 
  (10ft radius); Fourth Level: Confusion, 
  Wall of Fire; Fifth Level: Feeblemind, 
  Wall of Iron 
  Wand of Secret Door Detection, 
  Scroll with Magic Missile, Sleep, 
  Invisibility, Web, and Fireball x2 
  2 
  Level One: Charm Person x2, Protection 
  from Evil, Sleep; Second Level: 
  Invisibility, Levitate, Mirror Image, Web; 
  Third Level: Dispel Magic, Fireball, Fly; 
  Fourth Level: Confusion, Polymorph 
  Self; Fifth Level: Feeblemind, Wall of 
  Iron 
  100% chance for Bracers of Defense 
  AC 3[16], 100% chance of 1 Healing 
  Potion and 1 Potion of Levitation, 
  100% chance of Scroll of Cloudkill. 
  3 
  Level One: Charm Person x2, Sleep x2; 
  Second Level: Mirror Image, 
  Pyrotechnics, Web x2; Third Level: 
  Dispel Magic, Fireball x2; Fourth Level: 
  Fear, Dimension Door; Fifth Level: 
  Teleport, Wall of Stone 
  100% chance for Cloak of Protection 
  +2, 100% chance for scroll with 
  Fireball x2, Invisibility, and 
  Dimension Door 
  4 
  Level One: Charm Person, Magic Missile 
  x2, Sleep; Second Level: Darkness (15ft 
  radius), ESP, Mirror Image, Web; Third 
  Level: Fly, Lightning Bolt x2; Fourth 
  Level: Charm Monster, Dimension Door; 
  Fifth Level:  Transmute Rock to Mud, 
  Wall of Stone 
  +2 Dagger (60% chance for +3), and 
  crystal ball 
  5 
  Level One: Charm Person x2, Detect 
  Magic, Sleep; Second Level: Invisibility, 
  Mirror Image, Pyrotechnics, Web; Third 
  Level: Dispel Magic, Fireball, Lightning 
  Bolt; Fourth Level: Fear, Polymorph 
  Other; Fifth Level: Cloudkill, Wall of 
  Stone 
  Wand of Polymorph (50%) or Fear 
  (50%) 
  6 
  Level One: Charm Person, Hold Portal, 
  Shield, Sleep; Second Level: ESP, 
  Invisibility, Mirror Image, Web; Third 
  Level: Clairaudience, Fireball, Hold 
  Person; Fourth Level: Dimension Door, 
  Monster Summoning II; Fifth Level: 
  Teleport, Wall of Stone 
  100% chance for Ring of Fire 
  Resistance, 100% chance for 1 Potion 
  of Flying, 1 potion of gaseous form, 1 
  potion of plant control, scroll of 
  Dispel Magic x2. 
  7 
  Level One: Charm Person, Magic Missile, 
  Read Languages, Sleep; Second Level: 
  Detect Invisibility, Invisibility, Stinking 
  Cloud, Web; Third Level: Fireball, Fly, 
  Haste; Fourth Level: Charm Monster x2; 
  Fifth Level: Cloudkill, Wall of Iron 
  100% chance of Bracers of Defense 
  AC 4[15], Scroll with Dispel Magic 
  x2, Charm Person x2, Sleep, 
  Invisibility, ESP, Fireball x2. 
  8 
  Level One: Charm Person, Magic Missile, 
  Light, Sleep; Second Level: Darkness 15ft 
  Radius, Invisibility, Mirror Image, Web; 
  Third Level: Fireball x2, Rope Trick; 
  Fourth Level: Charm Monster, 
  Confusion; Fifth Level: Cloudkill, 
  Teleport 
  Wand of Cold (50%) or Wand of Fear 
  (50%) 
  
   
  37
  9 
  Level One: Charm Person, Magic Missile 
  x2, Sleep; Second Level: Levitate, Mirror 
  Image, Pyrotechnics, Web; Third Level: 
  Haste, Lightning Bolt, Slow; Fourth 
  Level: Confusion, Dimension Door; Fifth 
  Level: Monster Summoning III, Wall of 
  Stone 
  Wand of Fireballs (50%) or Wand of 
  Secret Door and Trap Detection 
  (50%) 
  10 
  Level One: Charm Person x2, Read 
  Magic, Sleep; Second Level: Levitate, 
  Invisibility, Web x2; Third Level: 
  Lightning Bolt x2, Suggestion; Fourth 
  Level: Charm Monster, Confusion; Fifth 
  Level: Teleport, Wall of Iron 
  50% chance for Staff of Wizardry, 
  100% chance of +1 dagger, 1 Potion 
  of Fire Resistance, 1 Potion of 
  Growth, 1 Potion of Slipperiness 
   
   
   
   
   
   
  Level 11 Magic-User Spells (4/4/4/3/3) 
  Die Roll 
  Spells 
  (d10) 
  Magic Items 
  (d10) 
  1 
  Level One: Charm Person x2, Protection 
  from Evil, Shield; Second Level: ESP, 
  Mirror Image, Stinking Cloud x2; Third 
  Level: Fireball x2, Dispel Magic, 
  Invisibility (10ft radius); Fourth Level: 
  Confusion, Dimension Door, Wall of Fire; 
  Fifth Level: Animal Growth, Feeblemind, 
  Wall of Iron 
  Wand of Secret Door Detection, 
  Bracers of Defense AC 4[15], Scroll 
  with Magic Missile, Sleep, 
  Invisibility, Web, and Fireball x2 
  2 
  Level One: Charm Person x2, Protection 
  from Evil, Sleep; Second Level: 
  Invisibility, Levitate, Mirror Image, Web; 
  Third Level: Dispel Magic x2, Fireball, 
  Fly; Fourth Level: Confusion, Fear, 
  Polymorph Self; Fifth Level: Cloudkill, 
  Feeblemind, Wall of Iron 
  100% chance for Bracers of Defense 
  AC 2[17], 100% chance of 1 Healing 
  Potion and 1 Potion of Levitation, 
  100% chance of Scroll of Cloudkill. 
  3 
  Level One: Charm Person x2, Sleep x2; 
  Second Level: Mirror Image, 
  Pyrotechnics, Web x2; Third Level: 
  Dispel Magic, Invisibility 10ft Radius, 
  Fireball x2; Fourth Level: Fear, 
  Dimension Door, Polymorph Other; Fifth 
  Level: Telekinesis, Teleport, Wall of 
  Stone 
  100% chance for Cloak of Protection 
  +2, 100% chance for scroll with 
  Fireball x2, Invisibility, and 
  Dimension Door 
  4 
  Level One: Charm Person, Magic Missile 
  x2, Sleep; Second Level: Darkness (15ft 
  radius), ESP, Mirror Image, Web; Third 
  Level: Dispel Magic, Fly, Lightning Bolt 
  x2; Fourth Level: Charm Monster, 
  Dimension Door, Ice Storm; Fifth Level:  
  Teleport, Transmute Rock to Mud, Wall of 
  Stone 
  +2 Dagger (60% chance for +3), and 
  crystal ball 
  5 
  Level One: Charm Person x2, Detect 
  Magic, Sleep; Second Level: Invisibility, 
  Mirror Image, Pyrotechnics, Web; Third 
  Level: Dispel Magic, Fireball, Haste, 
  Lightning Bolt; Fourth Level: Fear, 
  Polymorph Other, Polymorph Self; Fifth 
  Level: Cloudkill, Conjure Elemental, Wall 
  of Stone 
  Wand of Polymorph (50%) or Fear 
  (50%), and Scroll of Charm Person 
  and Dispel Magic. 
  
   
  38
  6 
  Level One: Charm Person, Hold Portal, 
  Shield, Sleep; Second Level: ESP, 
  Invisibility, Mirror Image, Web; Third 
  Level: Clairaudience, Dispel Magic, 
  Fireball, Hold Person; Fourth Level: 
  Dimension Door, Monster Summoning II 
  x2; Fifth Level: Cloudkill, Teleport, Wall 
  of Stone 
  100% chance for Ring of Fire 
  Resistance, 100% chance for 1 Potion 
  of Flying, 1 potion of gaseous form, 1 
  potion of plant control, scroll of 
  Dispel Magic x2. 
  7 
  Level One: Charm Person, Magic Missile, 
  Read Languages, Sleep; Second Level: 
  Detect Invisibility, Invisibility, Stinking 
  Cloud, Web; Third Level: Dispel Magic, 
  Fireball, Fly, Haste; Fourth Level: Charm 
  Monster x2, Confusion; Fifth Level: 
  Cloudkill, Conjure Elemental, Wall of Iron 
  100% chance of Bracers of Defense 
  AC 3[16], Scroll with Dispel Magic 
  x2, Charm Person x2, Sleep, 
  Invisibility, ESP, Fireball x2. 
  8 
  Level One: Charm Person, Magic Missile, 
  Light, Sleep; Second Level: Darkness 15ft 
  Radius, Invisibility, Mirror Image, Web; 
  Third Level: Dispel Magic, Fireball x2, 
  Rope Trick; Fourth Level: Charm 
  Monster, Confusion, Fear; Fifth Level: 
  Cloudkill, Telekinesis, Teleport 
  Wand of Cold (50%) or Wand of Fear 
  (50%) 
  9 
  Level One: Charm Person, Magic Missile 
  x2, Sleep; Second Level: Levitate, Mirror 
  Image, Pyrotechnics, Web; Third Level: 
  Dispel Magic, Haste, Lightning Bolt, 
  Slow; Fourth Level: Charm Monster, 
  Confusion, Dimension Door; Fifth Level: 
  Monster Summoning III x2, Wall of Stone 
  Wand of Fireballs (50%) or Wand of 
  Secret Door and Trap Detection 
  (50%) 
  10 
  Level One: Charm Person x2, Read 
  Magic, Sleep; Second Level: Levitate, 
  Invisibility, Web x2; Third Level: Dispel 
  Magic, Lightning Bolt x2, Suggestion; 
  Fourth Level: Charm Monster x2, 
  Confusion; Fifth Level: Telekinesis, 
  Teleport, Wall of Iron 
  50% chance for Staff of Wizardry, 
  100% chance of +1 dagger, 1 Potion 
  of Fire Resistance, 1 Potion of 
  Growth, 1 Potion of Slipperiness 
   
   
  ������
   
  Male Sword & Sorcery Names 
   
  Male Sword & Sorcery 
  Names 
  Die Roll 
  Name 
  1 
  Araltuk 
  2 
  Artai 
  3 
  Balaborth 
  4 
  Balobab 
  5 
  Bandar 
  6 
  Banthar 
  7 
  Baruk 
  8 
  Bashar 
  9 
  Baskeer 
  10 
  Beorog 
  11 
  Beowar 
  12 
  Bothar 
  13 
  Braath 
  14 
  Bron 
  15 
  Bulwar 
  16 
  Carcolian 
  17 
  Cartai 
  18 
  Ceran 
  19 
  Clayn 
  20 
  Coriomedes 
  21 
  Crothior 
  22 
  Daar 
  23 
  Daktash 
  24 
  Darnor 
  25 
  Dashtar 
  26 
  Daskor 
  27 
  Deolon 
  28 
  Deopolis 
  29 
  Dereel 
  30 
  Dolorn 
  31 
  Dularan 
  32 
  Dupaar 
  33 
  Emesh 
  34 
  Eothuun 
  35 
  Eprath 
  36 
  Eptan 
  37 
  Erastor 
  38 
  Eulogos 
  39 
  Eulor 
  40 
  Eumenides 
  41 
  Euripides 
  42 
  Farshi 
  43 
  Fartha 
  44 
  Farthoon 
  45 
  Faulzar 
  46 
  Felzak 
  47 
  Feodraan 
  48 
  Fex 
  49 
  Fez 
  50 
  Fezaar 
  51 
  Fimaar 
  52 
  Galgar 
  53 
  Galrath 
  54 
  Ganesh 
  55 
  Gar 
  56 
  Garnak 
  57 
  Garnna 
  
   
  39
  58 
  Garok 
  59 
  Garuk 
  60 
  Ghaz 
  61 
  Gheshi 
  62 
  Ghindor 
  63 
  Gnamnor 
  64 
  Gnosticus 
  65 
  Graazu 
  66 
  Gral 
  67 
  Gram 
  68 
  Grinko 
  69 
  Hakartha 
  70 
  Hakim 
  71 
  Hamtak 
  72 
  Hangog 
  73 
  Hantar 
  74 
  Harg 
  75 
  Hargath 
  76 
  Hargosh 
  77 
  Harkaar 
  78 
  Hasdrubal 
  79 
  Hashaam 
  80 
  Hashim 
  81 
  Horlog 
  82 
  Kargan 
  83 
  Korgan 
  84 
  Kortan 
  85 
  Leoroon 
  86 
  Margat 
  87 
  Markeen 
  88 
  Martuk 
  89 
  Ombool 
  90 
  Oortan 
  91 
  Orgad 
  92 
  Sarkeen 
  93 
  Tarkeen 
  94 
  Thargad 
  95 
  Throne 
  96 
  Thronn 
  97 
  Tulwar 
  98 
  Urgat 
  99 
  Urgath 
  100 
  Yarakoor 
   
   
   
  Female Sword & Sorcery Names 
   
  Female Sword & Sorcery 
  Names 
  Die Roll 
  Name 
  1 
  Alherin 
  2 
  Alissa 
  3 
  Ariala 
  4 
  Ashenil 
  5 
  Ashtara 
  6 
  Azira 
  7 
  Belinn 
  8 
  Bezantia 
  9 
  Briakana 
  10 
  Briatha 
  11 
  Carcalia 
  12 
  Cerilin 
  13 
  Corithina 
  14 
  Dacia 
  15 
  Dala 
  16 
  Dartara 
  17 
  Deleen 
  18 
  Diana 
  19 
  Eleen 
  20 
  Elina 
  21 
  Estheer 
  22 
  Fara 
  23 
  Fasareena 
  24 
  Fasha 
  25 
  Genveera 
  26 
  Gleer 
  27 
  Harabeth 
  28 
  Hatar 
  29 
  Ilweera 
  30 
  Imishar 
  31 
  Irith 
  32 
  Jalashara 
  33 
  Jalcea 
  34 
  Janna 
  35 
  Jennah 
  36 
  Jenvir 
  37 
  Jiira 
  38 
  Jinnessa 
  39 
  Kaleena 
  40 
  Kira 
  41 
  Koraleen 
  42 
  Larala 
  43 
  Leena 
  44 
  Lilith 
  45 
  Liska 
  46 
  Malahara 
  47 
  Mareth 
  48 
  Meerga 
  49 
  Naleena 
  50 
  Naliai 
  51 
  Nimia 
  52 
  Nin 
  53 
  Ocalla 
  54 
  Octavia 
  55 
  Pashai 
  56 
  Pavia 
  57 
  Quasquia 
  58 
  Quesith 
  59 
  Razaala 
  60 
  Reolin 
  61 
  Ruth 
  62 
  Saaja 
  63 
  Salai 
  64 
  Salcea 
  65 
  Seraphina 
  66 
  Sestia 
  67 
  Shaarzad 
  68 
  Shiraan 
  69 
  Solia 
  70 
  Sulinn 
  71 
  Tais 
  72 
  Tarasaia 
  73 
  Tarina 
  74 
  Thalcea 
  75 
  Tiraala 
  76 
  Trallia 
  77 
  Trelaza 
  78 
  Ulaasa 
  79 
  Ulmeen 
  80 
  Ulosia 
  81 
  Valarinn 
  82 
  Valnia 
  83 
  Vana 
  84 
  Varra 
  85 
  Varsheen 
  86 
  Veenai 
  87 
  Xana 
  88 
  Xara 
  89 
  Yasmin 
  90 
  Yetar 
  91 
  Yishaara 
  92 
  Ylfin 
  93 
  Yzara 
  94 
  Zaliantha 
  95 
  Zana 
  96 
  Zashaan 
  97 
  Zashila 
  98 
  Zenobia 
  99 
  Zenopatra 
  100 
  Zilshana 
   
   
   
   
   
   
  
   
  40
  Male Titles and Nicknames
   
   
   
  Male Titles and 
  Nicknames 
   
  Die Roll 
  Nickname 
  1 
  Brown-hair 
  2 
  Green-eyes 
  3 
  Long-beard 
  4 
  One-eye 
  5 
  Red-hair 
  6 
  Silver-tongue 
  7 
  the Arrogant 
  8 
  the Bandy-
  legged 
  9 
  the Bankrupt 
  10 
  the Bastard 
  11 
  the Bear 
  12 
  the Beggar 
  13 
  the Blasphemer 
  14 
  the Brawny 
  15 
  the Brilliant 
  16 
  the Bull 
  17 
  the Canny 
  18 
  the Carefree 
  19 
  the Careful 
  20 
  the Cautious 
  21 
  the Changeling 
  22 
  the Charming 
  23 
  the Cheap 
  24 
  the Cowardly 
  25 
  the Crippled 
  26 
  the Cruel 
  27 
  the Cunning 
  28 
  the Curious 
  29 
  the Dagger 
  30 
  the Dandy 
  31 
  the Dreamer 
  32 
  the Drunken 
  33 
  the Eunuch 
  34 
  the Fat 
  35 
  the Fearless 
  36 
  the Flatterer 
  37 
  the Flatulent 
  38 
  the Follower 
  39 
  the Foolish 
  40 
  the Forgetful 
  41 
  the Generous 
  42 
  the Gentleman 
  43 
  the Glorious 
  44 
  the God-fearing 
  45 
  the Godly 
  46 
  the Grim 
  47 
  the Groveler 
  48 
  the Handsome 
  49 
  the Hard-
  headed 
  50 
  the Haughty 
  51 
  the Heretic 
  52 
  the Honest 
  53 
  the Horse-faced 
  54 
  the Inquisitive 
  55 
  the Jealous 
  56 
  the Joker 
  57 
  the Lyrical 
  58 
  the Masterful 
  59 
  the Merry 
  60 
  the Mighty 
  61 
  the Miserly 
  62 
  the Noble-
  hearted 
  63 
  the Odorous 
  64 
  the Persuasive 
  65 
  the Pig 
  66 
  the Pious 
  67 
  the Poetic 
  68 
  the Prophetic 
  69 
  the Proud 
  70 
  the Quick 
  71 
  the Rat 
  72 
  the Red 
  73 
  the Ribald 
  74 
  the Rotund 
  75 
  the Scholarly 
  76 
  the Servile 
  77 
  the Short 
  78 
  the Silent 
  79 
  the Sleeper 
  80 
  the Sly 
  81 
  the Smiling 
  82 
  the Sober 
  83 
  the Strong 
  84 
  the Suave 
  85 
  the Sullen 
  86 
  the Suspicious 
  87 
  the Swift 
  88 
  the Talker 
  89 
  the Tall 
  90 
  the Thin 
  91 
  the Truthful 
  92 
  the 
  Unmannerly 
  93 
  the Unpleasant 
  94 
  the Unready 
  95 
  the 
  Untrustworthy 
  96 
  the Vain 
  97 
  the Wary 
  98 
  the Wealthy 
  99 
  the Whiner 
  100 
  the Whisperer 
   
  Female Titles & Nicknames 
   
  Female Titles and 
  Nicknames 
  Die Roll 
  Nickname 
  1 
  Brown-hair 
  2 
  Green-eyes 
  3 
  of the Mustache 
  4 
  One-eye 
  5 
  Red-hair 
  6 
  the Arrogant 
  7 
  the Bandy-legged 
  8 
  the Baroness 
  9 
  the Beautiful 
  10 
  the Bitch 
  11 
  the Blasphemous 
  12 
  the Bounteous 
  13 
  the Brawny 
  14 
  the Brilliant 
  15 
  the Buxom 
  16 
  the Canny 
  17 
  the Carefree 
  18 
  the Careful 
  19 
  the Cat 
  20 
  the Cautious 
  21 
  the Celibate 
  22 
  the Changeling 
  23 
  the Charming 
  24 
  the Cheap 
  25 
  the Cow 
  26 
  the Crippled 
  27 
  the Cruel 
  28 
  the Cunning 
  29 
  the Curious 
  30 
  the Dreamer 
  31 
  the Fat 
  32 
  the Fearless 
  33 
  the Flatterer 
  34 
  the Flatulent 
  35 
  the Foolish 
  36 
  the Forgetful 
  37 
  the Forthright 
  38 
  the Generous 
  39 
  the Glorious 
  40 
  the God-fearing 
  41 
  the Gorgeous 
  42 
  the Gossip 
  43 
  the Hag 
  44 
  the Hard-headed 
  45 
  the Haughty 
  46 
  the Inquisitive 
  47 
  the Jealous 
  48 
  the Kind-hearted 
  49 
  the Knife 
  50 
  the Lady 
  51 
  the Lovely 
  
   
  41
  52 
  the Luscious 
  53 
  the Lyrical 
  54 
  the Maiden 
  55 
  the Man-killer 
  56 
  the Merry 
  57 
  the Miserly 
  58 
  the Mistress 
  59 
  the Mysterious 
  60 
  the Noble-hearted 
  61 
  the Odorous 
  62 
  the One over there 
  63 
  the Persuasive 
  64 
  the Pig 
  65 
  the Pious 
  66 
  the Poetic 
  67 
  the Prophetess 
  68 
  the Proud 
  69 
  the Quick 
  70 
  the Ribald 
  71 
  the Scholarly 
  72 
  the she-tiger 
  73 
  the Short 
  74 
  the Silent 
  75 
  the Sinuous 
  76 
  the Slattern 
  77 
  the Sly 
  78 
  the Smiling 
  79 
  the Sober 
  80 
  the Strong 
  81 
  the Sullen 
  82 
  the Suspicious 
  83 
  the Sweet 
  84 
  the Swift 
  85 
  the Tall 
  86 
  the Thin 
  87 
  the Truthful 
  88 
  the Twin 
  89 
  the Unmannerly 
  90 
  the Unpleasant 
  91 
  the Untrustworthy 
  92 
  the Vain 
  93 
  the Vicious 
  94 
  the Virtuous 
  95 
  the Wary 
  96 
  the Wealthy 
  97 
  the Well-shaped 
  98 
  the Whisperer 
  99 
  the Wicked 
  100 
  the Witch 
   
   
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  15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by 
  E. Gary Gygax and Dave Arneson. 
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
  City Encounters, Copyright 2008, Matthew J. Finch 
   
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SOURCE: textdata/thevault/Swords & Wizardry/SW Supplemental/City Encounters for Swords & Wizardry.pdf