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  URBAN DRESSING: 
  RAGING SWAN PRESS
  BORDERLAND TOWN
  OSR
  
  	
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  URBAN DRESSING: BORDERLAND TOWN 
  Tired of your towns and cities lacking verisimilitude? Want to add cool details to your creations but don't have the time? Want to make your 
  towns and cities feel more realistic? Then Urban Dressing is for you! Each instalment focuses on a different type of urban area. Within, ﬁnd 
  100 sights and sounds, 50 businesses, 50 NPCs and 20 adventure hooks ready for your campaign. 
  Designed for easy use during game prep or actual play. 
  C RE DI TS 
  Design: Josh Vogt 
  Development: Creighton Broadhurst 
  Art: Rick Hershey and William McAusland. Some artwork 
  copyright William McAusland, used with permission. 
  Publisher’s Choice Quality Stock Art © Rick Hershey / Fat 
  Goblin Games. 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2021. 
  CONTENTS 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress 
  Credits 
  1 
  ....................................................................................................
  Contents 
  1 
  .................................................................................................
  Borderland Town: Sights & Sounds 
  2 
  ....................................................
  Borderland Town: Businesses 
  4 
  ..............................................................
  Borderland Town: Folk of Interest 
  6 
  .......................................................
  Borderland Town: Adventure Hooks 
  8 
  ..................................................
  OGL V1.0A 
  9
  .............................................................................................
  
  BO RDE RL A N D T OWN: SIGHTS & S OUNDS 
  Use this table, to generate the sights and sounds the characters 
  experience as they move about the town. 
  D%
  SIGHTS & SOUNDS
  01
  The town’s curtain walls are scorched by ﬁre and pitted 
  with age.
  02
  Lewd grafﬁti covers the town’s main gate.
  03
  Watchmen patrol the guard towers set along the walls.
  04
  Several tarred heads decorate the iron spikes above 
  every gate.
  05
  The bell tower at the centre of town looks so tall and 
  spindly it might topple at any second.
  06
  The raging river ﬂowing by the town is full of churned 
  mud and debris.
  07
  Everywhere the characters go, there’s a babble of 
  foreign languages that tickles the ear.
  08
  A band of foreigners stride along, seemingly at ease 
  despite the odd looks the townsfolk give them.
  09
  A series of inns entices prospective customer with 
  brightly painted shingles and gaudy signs.
  10
  A gaggle of laughing, shoeless street urchins dart 
  through the crowd.
  11
  A guard patrol shufﬂes down the street, eyeing every 
  house and alley they pass with suspicion.
  12
  Soldiers on horseback trot out through the open gate 
  toward the border.
  13
  A strange and dilapidated tiny shrine dedicated to a 
  foreign god huddles in the shadow of a larger, more 
  orthodox church. 
  14
  Wild dogs scrounge in the gutters and alleys. They 
  growl at anyone who gets too close.
  15
  A trader walks down the street selling tepid meat pies 
  from a wheelbarrow.
  16
  Several soldiers work at maintaining a ballista set atop 
  a watchtower.
  17
  Off-duty guards laugh and shove each other around as 
  they head for the nearest tavern.
  18
  A small herd of pigs grunts and roots around the 
  rubbish strewn along the street.
  19
  A man in chains hollers his innocence as he’s prodded 
  along at the end of a guard’s spear.
  20
  The grizzled man lounging in the nearby doorway has 
  the look of a veteran soldier.
  21
  A squad of fresh recruits tromp into town, looking 
  barely old enough to shave.
  22
  The party pass by a tidy row of gardens that look 
  vibrant and healthy.
  23
  While the ﬁelds butt up against the town wall, several 
  farmsteads are barely visible in the distance.
  24
  The road winding away from the gate, leads off into 
  dense fog.
  25
  Drab foreign ﬂags hang off the eaves of this large, 
  ornately decorated building.
  26
  This bar has numerous painted signs indicating “No 
  Foreigners Allowed.”
  27
  A beggar follows the party for several streets, 
  constantly asking for alms.
  28
  This body has hung so long on the gallows nothing is 
  left but the skeleton.
  29
  The street is cleared so a visiting dignitary, and their 
  armed escorts can pass by easily.
  30
  A mounted hunting party, their voices loud and 
  cheerful in anticipation of fresh game, sets off from 
  town. Hunting dogs dart about the horses’ legs.
  31
  A fur trader has opened up his cart to display his 
  expansive and expensive wares.
  32
  These guards are harassing a foreign beggar who is 
  shouting at them in his native language.
  33
  This young man stands on the corner all day, crying for 
  war and dreaming of glory.
  34
  Enemy armour and weapons are strapped to this wall 
  as trophies...and warnings.
  35
  The party catch a whiff of rot wafting through the air 
  from the town’s graveyard.
  36
  The stones of this wall are painted with the sigil of a 
  god of death.
  37
  The stone and wood walls of a nearby building have 
  hundreds of names carved into them.
  38
  A handful of ﬁgures lurk in the shadows of a nearby 
  shadowy alley.
  39
  Sailors call out for news from a barge passing along 
  the river that marks the nearby border.
  40
  A bloodstained robe lies on the ground, and everyone 
  is taking care to walk far away from it.
  41
  The clothes sold in a nearby shop look to be of a 
  foreign fashion.
  42
  This little booth sells a variety of idols crafted in all 
  manner of precious metals (and many base metals 
  doctored to appear more valuable).
  43
  Thousands of winged insects litter the streets. Most 
  townsfolk just crush underfoot, and pay them no heed.
  44
  Strong winds kick up a riotous dust storm that blasts 
  the town and obscures vision.
  45
  All night long, pounding drums sound in the distance.
  46
  The rain has not let up for several days now, turning 
  the muddy streets into miniature rivers.
  47
  Along this street, every window and door is shuttered 
  and barred. 
  48
  Odd fetishes of hair and bone dangle off the doorway 
  of this grim, old-style building.
  2
  
  49
  A pair of grimy men skulk along behind the party for 
  several minutes before deciding to seek easier prey.
  50
  These bones have been lying in the road long enough 
  to have been trampled and shattered.
  51
  Grafﬁti scrawled on a wall is a political slogan, decrying 
  the current mayor.
  52
  Nobody bothers to stoop and pick up a handful of 
  copper coins scattered in the mud.
  53
  The ﬁeld beyond the main gate has been burnt and 
  the trees chopped to stumps.
  54
  A large ﬂock of black carrion birds soars overhead, 
  circling near the town’s centre.
  55
  The stripped and mutilated body in the gutter looks 
  like it has been there for several days.
  56
  Bodies littered the town’s approaches.
  57
  The party hear the shrieks and roars of wild animals in 
  the nearby woods.
  58
  The stench of smoke emanates from the structure the 
  party are standing nearby.
  59
  This booth sells an array of exotic foods, some of 
  which may still be alive.
  60
  A band of drunken mercenaries stagger down the 
  street. They seem happy and good-natured.
  61
  The foreign dignitary everyone is chattering about 
  appears to be a child in ﬁne robes.
  62
  A warrior stomps past the party, clad in strange gear 
  and bearing a weapon unlike anything the characters 
  have seen before.
  63
  Several guards have stopped a wagon and are 
  inspecting the goods under its leather tarp.
  64
  Unnerving stone statues of slightly humanoid ﬁsh-like 
  creatures line the streets.
  65
  The shadows in this portion of town seem longer and 
  darker than normal.
  66
  The howling of dogs ﬁlls the air.
  67
  Every house has antlers strapped to their eaves.
  68
  This house is designed to reﬂect the exotic 
  architecture of a neighbouring kingdom.
  69
  This portion of town looks like it caught ﬁre recently; at 
  least a dozen homes have burnt down.
  70
  The party see the same person around town several 
  times, always making notes on a scrap of paper.
  71
  Exotic dancers in shimmering veils and robes have 
  drawn a large crowd.
  72
  The ﬁght that broke out in the street has now 
  expanded to include at least a dozen people.
  73
  A shrill scream trails off into a weeping babble.
  74
  Horses whinny in the stables, made restless by an 
  unidentiﬁed disturbance.
  75
  A constant pounding sound on one of the town gates 
  can be heard from a good distance.
  76
  Animal hides of all sorts are stretched out on tanning 
  frames along the street. A foul stench hangs in the air.
  77
  The town well is covered with a locked wood panel.
  78
  The whack of wood on wood ﬁlls the air as men-at-
  arms strike at rows of sparring dummies.
  79
  Townsfolk cast glares at the foreign warriors marching 
  down the street. They seem to be escorting a noble of 
  some sort.
  80
  The ﬂags of the kingdom of which the town is part 
  wave proudly from every parapet.
  81
  The pamphlets nailed to this post are all written in a 
  foreign language.
  82
  A foreign priest rambles on in an unknown tongue as 
  he makes mystic signs with his hands.
  83
  The caravan wagons are brightly painted, but each 
  wagon remains locked tight.
  84
  A band of dusty and riders clops along the street.
  85
  A tent camp stands outside one of the gates; dozens 
  of refugees wait to be let into the town.
  86
  Smoke from a large ﬁre mars the horizon.
  87
  A child stands by the road, crying.
  88
  Suddenly from above, the contents of a chamber pot 
  are emptied into the road at the party’s feet.
  89
  Cracked, dry earth surrounds the town.
  90
  The road detours around a huge, centuries-old oak.
  91
  The night is speckled with distant campﬁres.
  92
  A nomad camp has been arrayed outside the town 
  wall for weeks, and people are muttering, wondering 
  when the visitors will move on.
  93
  Every door in town has been engraved with the same 
  rune or sigil.
  94
  A cart rumbles down the street. Small boys alongside it 
  shovel excrement into the cart.
  95
  A ramshackle fence surrounds an area of overgrown 
  gardens. Amid the weeds, the remnants of a tumbled 
  stone building are visible.
  96
  As the party pass by, a small sinkhole opens in the 
  ground. The sinkhole is about 20 ft. deep and 
  intersects with a small cave.
  97
  A carter moves down the street. Every now and then 
  he stops to make a delivery. A mercenary guard 
  accompanies the carter and keeps an eye on the cart.
  98
  Thanks to the gaps in the walls, a desolate wind cuts 
  through the town. At dusk, the wind picks up and the 
  townsfolk securely shutter their windows to guard 
  against the chill.
  99
  Haunting music follows the party around town all day, 
  but they can’t tell from where it comes.
  100
  In the black of night, a ﬁery arrow is suddenly loosed 
  from the northern wall’s guard post.
  3
  
  BO RDE RL A N D T OWN: BU SINESSES 
  Use this table, to generate the basic details of businesses the 
  characters come across as they explore the town. 
  D%
  BUSINESS
  01-02
  McMorrow’s Hearth (inn) is the main stop in town, 
  where most travellers stay before crossing the border. 
  The food is good, though the rooms can be draughty.
  03-04
  Stitch in Time (tailor) sees to the townsfolk’s clothing, 
  mending and patching to extend their lives
  05-06
  Tolley’s Tongs (blacksmith) has kept the forge 
  burning through war and peace. Both are proﬁtable for 
  a good blacksmith, though the latter is preferable.
  07-08
  Eyeholes (shoemaker) keeps the townsfolk from 
  having to wander the dusty streets barefoot. Most of 
  the guards wear boots made by this elderly craftsman.
  09-10
  Stalls (stables) has a lone, grubby stableboy who, 
  despite his surly nature, loves horses and tends them 
  with a careful eye and hand.
  11-12
  The Den (garrison) is where the guard live and train, 
  ever ready in case of attack. A walled courtyard serves 
  as their parade and practise ground.
  13-14
  Father’s Flame (church) is the demesne of priest 
  Arors, who preaches the necessity of cleansing both 
  the body and the soul.
  15-16
  Buckets o’ Luck (ﬁre brigade) keep the wood and 
  hay-roofed buildings from going up in ﬂames. They’ve 
  saved the town at least half-a-dozen times.
  17-18
  Squire’s Square (training ground) is where the local 
  guards go to keep their martial skills fresh, though 
  most hope they’ll never need them.
  19-20
  The Square (market) is a daily market where 
  townsfolk get their groceries and other essential 
  supplies. Many townsfolk—as well as several minor 
  merchants—have pitches here.
  21-22
  Bubbling Brews (alchemist) works with tinctures most 
  mysterious. Its patrons are often adventurers or 
  hunters passing through town.
  23-24
  The Help (adventuring supplies) has a wide range of 
  equipment and tools suitable for groups of 
  mercenaries or adventurers seeking fame and fortune. 
  Given time, they can secure almost any kind of 
  mundane equipment—no matter how expensive. 
  25-26
  Weary Rested (convalescence) is where wounded 
  townsfolk or soldiers are taken to be healed and given 
  time to recuperate.
  27-28
  The Flock (carrier pigeons) provides swift 
  communication with surrounding communities.
  29-30
  Teamster’s (coach house) provides swift travel from 
  the town in either direction across the border. It does 
  not guarantee the safety of any travellers at any time.
  31-32
  The Majestic (fancy inn) is an oddly gaudy affair in 
  the middle of town. It serves as the waystation for 
  visiting nobles or foreign dignitaries. Skilled 
  mercenaries keep locals away.
  33-34
  Bite Back (wild game) brings in shipments of salted 
  or iced meat from over the border, giving townsfolk 
  the chance to sample exotic meats, for a hefty price.
  35-36
  Thunter’s Trophies (taxidermist) works with local 
  hunters to tan hides and mount heads as exhibits of 
  their prowess. The air around this shop smells terrible.
  37-38
  Take it For You (refuse collector) is a team of beggars 
  who have banded together to keep the streets clean of 
  rubbish for a copper a week each. They sell what they 
  can salvage from the rubbish and dump the remaining 
  garbage outside town.
  39-40
  The Clomps (town watch) is a civilian night patrol 
  nicknamed for their penchant for clomping over 
  rooftops in the dead of night while watching the 
  streets below.
  41-42
  Durgan’s Band (mercenaries) owns a small room 
  behind a weaponsmith’s shop where they try to recruit 
  adventurers to join their mercenary band.
  43-44
  Be Seen (torchlighters) is a small guild of old 
  gentlemen who keep the lamps and torches around 
  town blazing through the night.
  45-46
  Walls A’Mighty (masons) is a family business that is 
  almost constantly at work repairing the town walls as 
  well as shoring up other stone and brick constructions. 
  They are available for large commissions.
  47-48
  Sheathed (weaponsmith) claims to sell the ﬁnest 
  weapons this side of the border. As far as what’s sold 
  on the other side, if you want to know so much, go 
  over and ask them yourselves.
  49-50
  O’Mead’s (armoursmith) is a retired soldier who 
  keeps the local guards in shipshape gear while 
  dreaming of his glory days. He has many friends 
  among the watch.
  51-52
  Papersnatch (government ofﬁce) is the nickname for 
  the mayor’s ofﬁce, which any foreigner must visit to 
  register their presence in town.
  53-54
  Horizon (surveyor) works to expand the town but also 
  plots out further settlements in the area. The shop 
  holds maps of many of the town’s important buildings. 
  55-56
  Cantry’s (magic) is run by a youthful and bumbling 
  wizard who has, on occasion, almost been run out of 
  town by angry mobs.
  57-58
  Bunkhole (prison) always seems to have at least one 
  drunken malcontent rattling its iron bars, yelling to be 
  released. The watch is based here.
  59-60
  Tidy’s (moneychanger) helps travellers exchange 
  coins for the currency of choice in whatever kingdom 
  they’re heading into, and provides small loans in 
  exchange for securities.
  4
  
  61-62
  Lead a Horse to Water (alehouse) gives its patrons 
  what they want—cheap beer, cheap wine and a semi-
  clean ﬂoor to sprawl on until they’ve sobered up.
  63-64
  Easy Does It (outhouse) is a public bathroom near 
  several drinking houses, offering more hygienic relief 
  than an alley for a few copper a use.
  65-66
  On the Path (maps) sells detailed sketches of both 
  kingdoms for travellers, though the veracity of these 
  maps is up for debate. Occasionally, the owner has 
  treasure maps for sale.
  67-68
  There and Back (guides) offers to guide travellers 
  over the border and back, promising to lead them 
  along only the safest roads and help them get along 
  with strange foreign customs and laws.
  69-70
  Sly Wink (drug den) is a squalid smoke pit beneath 
  one of the town’s drinking houses. A secret entrance 
  lies in the alley behind the tavern.
  71-72
  Rumble’s (gambling den) is overseen by the self-
  named Lady Luck, a lovely woman who wears ﬂuffy 
  dresses and who is believed to be an effeminate man 
  in drag, hiding from an unknown past crime.
  73-74
  Read and Weep (books) offers a slim collection of 
  books, mostly histories and a few story books. 
  Occasionally, the shop has minor a spellbook or scroll 
  for sale.
  75-76
  The Sheriff’s Ofﬁce (sheriff) handles local legal 
  matters the militia doesn’t want to be bothered with (or 
  can’t handle), such as horse thieves or murders.
  77-78
  White Hands (baker) is run by a plump matron who 
  sends her children around town with trays of fresh 
  bread and pastries to entice customers to her shop.
  79-80
  All Accounted (general goods) is run by a jolly man 
  who loves to haggle, but who throws out customers if 
  he thinks they are trying to cheat him.
  81-82
  The Gulls (docks) monitors all ships passing by on the 
  river next to the town, watching for smugglers, pirates 
  and taxing any goods put ashore. Small warehouses 
  nearby are available for hire for both short- and long-
  term contracts.
  83-84
  Swift and True (ﬂetcher) is run by a retired hunter 
  who, despite her fading eyesight, can still craft 
  marvellous bows and arrows.
  85-86
  Next of Skin (cloth) believes life is short, so why 
  bother with anything but the best clothes? More frugal 
  townsfolk tend to just take their worn clothes to the 
  tailor for mending.
  87-88
  Fresh Daily (ﬁshers) brings in nets full of ﬁsh from the 
  nearby lake, which has become one of the staples of 
  the townsfolk’s diet. Busy early in the day, but closes 
  before dusk. The stench of ﬁsh hangs in the air.
  89-90
  The Tenders (spies) seems a common paraphernalia 
  shop, but is actually a front for a pair of foreign spies 
  posing as a married couple.
  91-92
  Lucky Strike (miners) has been sending forays into 
  the nearby hills for years, searching for deeper, richer 
  veins of ore.
  93-94
  Lamplight (brothel) has dozens of glass-panelled 
  windows where candles and lanterns burn at all hours 
  of the night.
  95-96
  Sleep Cheap (hostel) offers little more than rickety 
  cots and thin blankets for patrons, but only charges a 
  few coppers a night.
  97-98
  Dust and Ashes (brawl house) celebrates the 
  ethereal nature of the soul by pounding combatants 
  into the nothingness from which they came.
  99-100
  Burnin’ Throat (distillery) creates and sells an array of 
  ﬁne whiskeys and moonshine, of which the locals are 
  quite fond. The heady smell of fermentation hangs in 
  the air around this low, rambling building.
  5
  
  BO RDE RL A N D T OWN: FOLK OF INTEREST 
  Use this table, to generate the basic details of folk the characters 
  encounter as they explore the town. 
  D%
  NPC
  01-02
  Tassy Radtsi (N female half-elf) is famed for her ability 
  to drink anyone under the table.
  03-04
  Cinnina Edhon (N male gnome cleric 3) patrols the 
  town, trying to sniff out any enemy magic at work.
  05-06
  Skelyn Dena (CN female human) is a winsome sort, 
  untroubled by rumours she killed her last husband in 
  cold blood.
  07-08
  Gajitas Oacho (LG male human cleric 1) eyes 
  everyone, even old friends, with a perpetually 
  distrusting glare.
  09-10
  Lyever Enthald (CG male half-elf ﬁghter 1) never goes 
  anywhere without a bow and arrows strapped to his 
  slim back.
  11-12
  Kelath Ackburo (LG male human) is the town greeter, 
  making sure all visitors are welcome.
  13-14
  Fyom Essr (CN male halﬂing ﬁghter 2) is always late 
  for his night watch patrols, though he never offers an 
  explanation for his tardiness.
  15-16
  Urnodi Kelkel (NE female half-orc ﬁghter 3) is a bald 
  warrior who loves to defeat enemies by getting her 
  ﬁngers twined in their hair and threatening to yank 
  their scalp off.
  17-18
  Cremas Awingt (CN female dwarf ﬁghter 2) is a stout 
  smith who can turn around even the most complicated 
  repair in a day or two.
  19-20
  Maden Ratent (LG male dwarf) has memorised all 
  foreign relations regulations and chides any fellow 
  townsfolk who make a misstep.
  21-22
  Akima Sydyn (LG female gnome illusionist 2) looks at 
  folk from under thick eyelashes, and speaks so softly 
  she is often misunderstood.
  23-24
  Olsva Gusseck (CE female dwarf ﬁghter 3) never 
  seems to have fully washed off the dried blood from 
  her scarred face.
  25-26
  Whop Olril (LE female half-orc ﬁghter 1) wears 
  gorgeous dresses wherever she goes, complete with a 
  string of teeth necklaces around her throat.
  27-28
  Shesmor Wori (CE male gnome thief 1) is a wizened 
  pickpocket who leads a small band of thieves. They 
  make life hell for every shopkeeper in town.
  29-30
  Ardyld Tairt (NE male human ﬁghter 2) is a blustering, 
  broad-shouldered man who is said to have at least half 
  the townsfolk in his pocket.
  31-32
  Oadu Danund (CG male human cleric 3) is a thin and 
  taciturn young man who often disappears from town 
  for days at a time.
  33-34
  Bitha Mosynt (N female halﬂing thief 1) always 
  appears sick, with a greenish pallor, pockmarked skin 
  and bleeding gums.
  35-36
  Gadja Bandel (LN female human ﬁghter 1) follows her 
  orders to the letter, often ignoring the spirit of the law.
  37-38
  Naris Kurukel (NG female human ﬁghter 1) lives in 
  town in-between being hired for mercenary work. She 
  prefers a trusty sword over anything else.
  39-40
  Vesimara Tinotin (CN female human ﬁghter 3) 
  demands payment for her mercenary jobs upfront, and 
  then it’s anyone’s guess whether she’ll actually serve 
  her employer. 
  41-42
  Esta Eendo (LG female half-orc ﬁghter 2) has arrested 
  more hooligans around town than all the other guards 
  put together.
  43-44
  Ghaen Oughel (LE male dwarf ﬁghter 3) haunts the 
  town graveyard, rusty battleaxe always in hand.
  45-46
  Agece Vuruen (N male elf ﬁghter 1) bemoans being 
  stationed in town for his father’s business, and makes 
  everyone feel they’re beneath him.
  47-48
  Draon Lemi (LE female half-elf ﬁghter 2) keeps the 
  town in a steady supply of ﬁnely crafted bows and 
  arrows. She is as willowy as the weapons she makes.
  49-50
  Issiv Lufﬂe (NG female human cleric 3) is the local 
  healer, a tired-looking woman with sad brown eyes but 
  an easy smile.
  51-52
  Rother Elmint (CG male dwarf ﬁghter 2) is a mute 
  ﬁghter who makes his living by tracking down bounties 
  across the border.
  53-54
  Gule Sust (N male human) shufﬂes around town at all 
  hours, looking half-asleep and fully drunk.
  55-56
  Onkin Burer (N male half-elf druid 2) is part of the 
  woodcutters group in town. They keep the 
  surrounding land clear of trees for defensive purposes.
  57-58
  Ovuirt Upole (CE male halﬂing thief 1) likes tickling 
  unwary townsfolk. And by tickling, he means stabbing 
  with his needle-thin dagger.
  59-60
  Liastria Hineim (LE female gnome cleric 1) is a local 
  licensed witch whose prophecies have a way of 
  coming true in the worst possible manner.
  61-62
  Etyl Vesis (NG male elf ﬁghter 1) spends most of his 
  days lounging in a tavern, complaining about the lack 
  of quality wine in town.
  63-64
  Miq Woro (NE male human thief 1) is a rough-faced 
  beggar who either possesses one leg or two, 
  depending on what time of day you catch him.
  65-66
  Aughima Irine (CG female dwarf ﬁghter 3) joined the 
  town guard in the hopes of being called off to war, but 
  has so far been disappointed.
  67-68
  Hach Ledero (LE male human ﬁghter 3) has a sagging 
  gut and a penchant for getting promotions by framing 
  his fellow soldiers for crimes and selﬂessly bringing 
  them to “justice.” 
  6
  
  69-70
  Isa Nadum (CN male gnome illusionist 2) is a youthful 
  gnome known about town for his magical, and mostly 
  harmless, pranks.
  71-72
  Cheyer Swair (LG male human) is a slate-eyed man 
  who has risen up the town’s social hierarchy through 
  hard work and determination.
  73-74
  Kelita Danity (CN female human) swans about town, 
  forever dainty and delicate despite wearing a tattered 
  old dress.
  75-76
  Kalf Thruckson (NE male dwarf ﬁghter 1) has 
  purchased several nearby mines, and ensures the 
  wealth they produce stays out of the townsfolk’s hands.
  77-78
  Uyera Loat (LE female half-orc ﬁghter 2) owns the 
  ﬁghting den in town and make good money by having 
  a lackey bet on rigged brawls.
  79-80
  Enysi Hateld (N male half-elf wizard 1) sells spells and 
  potions, so long as the buyer signs a paper stating 
  they won’t hold Enysi liable for the consequences if the 
  item should not be “completely effective”.
  81-82
  Maem Dreik (CE male dwarf ﬁghter 1) has a wicked 
  scar across his throat, under his beard. He exposes this 
  before every ﬁght and calls it his “Second Grin” to 
  unnerve opponents. 
  83-84
  Yehil Lovil (NG female gnome cleric 1) is an ageing 
  priestess who spends her fading days giving food and 
  medicine to the poorer townsfolk.
  85-86
  Orer Poyet (LN male human) oversees tax calculations 
  and collections in the town and, as such, is one of the 
  most despised citizens despite his courteous and 
  honest nature. His unpopularity bafﬂes him—he’s only 
  doing his job, after all.
  87-88
  Listin Radilor (CG male half-elf ranger 1) is a wiry local 
  hunter, dressed all in greens and browns. His hound is 
  forever at his side.
  89-90
  Mosra Aemo (NG female elf ﬁghter 1) is a guard with 
  the loveliest voice, and her musical strains often waft 
  down from the tower she keeps watches from.
  91-92
  Dadin Dleck (NE male halﬂing thief 3) tries to 
  manipulate people into ﬁghts so he can loot the body 
  of the loser.
  93-94
  Etira Rilan (CE female half-elf thief 2) is suspected of 
  being a spy who sells secrets to the highest bidder.
  95-96
  Rynmor Errod (CN male human ﬁghter 2) is a 
  brooding sort who loves to start ﬁghts (and enjoys a 
  celebratory drink afterwards).
  97-98
  Negh Soints (LN male half-orc ﬁghter 1) has been one 
  of the most efﬁcient and inﬂexible gate guards for as 
  long as anyone can recall.
  99-100
  Elmorm Coale (LG male dwarf) runs the town with a 
  quiet humility, though no one can quite remember 
  how he came to power.
  7
  
  BO RDE RL A N D T OWN: ADV ENTU RE 
  H O O KS 
  Canny adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. 
   
  D%
  ADVENTURE HOOK
  01-05
  Alarm bells toll over the town, signalling the need to 
  prepare for invaders or marauders. The marauders will 
  probably not attack the town, but might instead fall on 
  and slay a small merchant caravan trying to reach the 
  safety of the town’s walls.
  06-10
  A man in a dingy robe approaches the characters and 
  claims to be a foreign noble in disguise who has fallen 
  on hard times. He needs money to return home, but 
  won’t forget the characters’ generosity.
  11-15
  The characters are offered a good deal of money to 
  gather details about the town militia and provide the 
  information to a merchant who will be passing through 
  town in a few days.
  16-20
  The land on the other side of the border hasn’t been 
  well-mapped yet, and the characters are offered the 
  scouting job. At ﬁrst, the recruiter appeals to their 
  patriotic instincts before resorting to promising them 
  gold and silver.
  21-25
  The characters wake in the morning to ﬁnd the town 
  under siege by a large band of desperate bandits. All 
  able-bodied folk are called to defend the walls. 
  26-30
  In the dead of night, a character glimpses someone 
  climbing over the town’s outer walls.
  31-35
  The characters round a corner to ﬁnd the unconscious 
  members of a watch patrol sprawled about the street. 
  Of their attackers, there is no sign.
  36-40
  The town well has been poisoned, resulting in ten 
  deaths. As newcomers to town, the characters are the 
  prime suspects and receive baleful looks wherever 
  they go.
  41-45
  The latest shipment of goods and food the town needs 
  to survive has not arrived. Rumours swirl of bandits, 
  marauding orcs and worse.
  46-50
  Several dead townsfolk have been found just within 
  the town’s precincts, apparently mauled to death by a 
  wild animal.
  51-55
  A unit of foreign soldiers have been found massacred 
  just a mile the other side of the border.
  56-60
  A scouting squad has not returned to town after 
  leaving the week before. They’re now well overdue. 
  The local authorities ask the characters to ﬁnd out what 
  happened to the soldiers.
  61-65
  All the horses in town have somehow been stolen, 
  cutting off quick travel or communication. Magic is 
  suspected, of course. 
  66-70
  A royal courier is found dead on the road outside 
  town. The man’s horse is missing and his message 
  satchel is empty.
  71-75
  A foreigner runs at a random character, sword drawn, 
  screaming in an unknown language.
  76-80
  The mayor has been found dead in his ofﬁce, a foreign 
  blade sticking out of his back.
  81-85
  Smoke rises from the nearby farmlands, which supply 
  the town with much of its necessary produce.
  86-90
  A rat infestation is spreading a nasty disease through 
  town, and one of the party just got bit by a rodent.
  91-95
  An invasion of the nearby kingdom has begun, and the 
  characters are approached by a recruitment sergeant 
  to sign up and defend the kingdom.
  96-100
  A government agent tells the characters a foreign spy 
  is believed to be in the town and they need the party’s 
  help to track him down.
  8
  
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  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  Urban Dressing Borderland Town. ©Raging Swan Press 2021; Author: Josh Vogt. 
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