The Nocturnal Table (d300)

Night-time encounters for a large and sinful city

This is a table to generate night-time encounters for a large, sinful and vaguely oriental city – a place of golden minarets, crumbling tenements and sinister aspirations. The following considerations apply:

  • Several entries call for additional percentile rolls to introduce complications and variety. These possibilities are usually mutually exclusive.
  • Common NPC types can be found in Appendix A for fast reference. Only NPCs with notably different capabilities are detailed in the table entries, and only exceptional ability scores and items of particular interest are noted.
  • Used in conjunction with the general tables in the previous section, it is probably most sensible to give a 1:3 probability for each random encounter at night to come from this table.
  • Sometimes, a random roll may be used as a quick method to provoke the players and start the action, or to complicate things a bit if everything is all too obvious (although this should always be done with forethought).
  • Random entries are also useful to quickly establish the feel and contents of a neighbourhood, as a compendium of people to find in the city, or a handful of rolls can be used to generate a mini-scenario (a more complex use is outlined in Appendix B). Encounter numbers can be jotted down (keyed) directly on the GM’s map for later reference.

In the end, many of the encounters here are similar to threads: they may start on this table, but where they lead someone who takes them up and starts to follow – you and your players tell us!

Note that loot is approximately ⅕th that of the advanced game’s standard values. Adjust accordingly for your campaign.

See the full collection: The Nocturnal Table

Gabor Lux’s The Nocturnal Table is available for purchase:
• Print+PDF from the EMDT store: https://emdt.bigcartel.com/product/the-nocturnal-table
• PDF from DriveThruRPG: https://www.drivethrurpg.com/product/292156/The-Nocturnal-Table

Citation

The Nocturnal Table, by Gabor Lux. Reproduced by permission of the author.

d300 Encounter

1

(100) Academic Lucius (Fighter 2, cane sword, poison) and 1d10 (Roll 1d10) assistant guards (Fighter 2) making a survey of nocturnal street illumination for detailed annual report. 01-80 flies into uncontrollable rage if diverted in any manner. (1d100: Roll 1d100)

2

(101) Academic Melchiades of Pentastadion (Fighter 1) and merchant Ratoglek Gorp (Thief 4), returning from bacchanalian feast with 1d6 (Roll 1d6) veteran guards (Fighter 3), and discussing the merits of candied jellyfish. 01-10 one falls dead from exotic but poisonous treat. (1d100: Roll 1d100)

3

(102) Academic Ninax the Geographer, mortified that the world outside his study doesn’t conform to his theories, requests escort home for 1d6×5 (Roll 1d6*5) gp reward and bonus treasure map. 01-80 pure conjecture. (1d100: Roll 1d100)

4

(103) Adventurers Hasim Bey (Fighter 4), Ivrahim Wooth (Fighter 5) and Theldon the Grave (Thief 3), wounded and pursued by 11 veteran guards (Fighter 3). 01-40 mistaken identity, 41-60 Ivrahim tosses pearl to lead PC to gain favour in fighting them off. (1d100: Roll 1d100)

Hasim Bey: Fighter 4; AC 4 (chain, shield); Atk scimitar 1d8 or javelin 1d6; ML 8; AL CE. Hp 27/30

Ivrahim Wooth: Fighter 5; AC 4 (chain, shield); Atk battleaxe 1d8; ML 7; AL CN; 300 gp, the pearls of Wasnoth (180 gp, 240 gp, 330 gp), platinum gorgon medal (170 gp). Hp 12/44

Theldon the Grave: Thief 3; AC 7 (leather, Dex); Atk shortsword 1d6; Spec backstab×2, PP 40%, OL 33%, FT 30%, MS 27%, HS 20%, HN 15%, CW 87%; ML 6; AL N; 9×snake heads. Hp 9/15

5

(104) Adventurers N’Ogthog (caveman Fighter 1 Str 18), Naviolus Yarg (Illusionist 3), Silmoran (Fighter 3), Avim Hasim (Thief 2), Tharog the Nomad (Fighter 3) and two porters, returning from expedition to weird mountain enclave; altar piece of the Battling God bearing radioactive curse.

N’Ogthog: caveman Fighter 1; AC 7 (furs); Atk two-handed axe 1d10+3; Spec +1 to saves, keeps fighting until -5 Hp; Str 18/10; ML 9; AL N. Hp 10

Naviolus Yarg: Illusionist 3; AC 10; Atk trident (can’t use in combat); Spec hypnotism 1/day; ML 7; AL NE; moss opal (35 gp), jade dust (70 gp). Spells: 2/1; 1: audible glamer, dancing lights, hypnotism, ph. force; 2: mirror image, magic mouth. Hp 11

Silmoran: Fighter 3; AC 6 (ring mail, shield, Dex); Atk flail 1d6+1 or javelin 1d6; Con 17; ML 8; AL LE; holy scriptures of the Battling God. Hp 31

Avim Hasim: Thief 2; AC 6 (leather, Dex); Atk scimitar 1d8 + poison or 2×shortbow; Spec backstab×2, PP 35%, OL 34%, FT 25%, MS 21%, HS 15%, HN 10%, CW 86%; Dex 16; ML 4; AL LE; 400 electrum, 2×jasper necklaces (100 gp, 150 gp), 3×poison. Hp 10

Tharog the Nomad: Fighter 3; AC 6 (chain shirt); Atk 2×longbow 1d6 or shortsword 1d6; Spec tracking; ML 8; AL LG; 20 gp. Hp 17

6

(105) Adventurers Oxantes (Fighter 3) and Zoraidus the Elephant-killer (Fighter 6) triumphantly leading Rumil Yerp (Thief 2) to... 01-50 his doom, 51-80 their doom, 8100 equal opportunity destruction. (1d100: Roll 1d100)

Oxantes: Fighter 3; AC 6 (chain shirt); Atk 2×longbow +1 1d6 or cutlass 1d8; ML 8; AL CN; golden bird amulet (220 gp). Hp 21

Zoraidus the Elephant-killer: Fighter 6; AC 4 (banded mail); Atk glaive-guisarme 2d4 or javelin 1d6; ML 10; AL CE; ceremonial shortsword 100 gp, 40 gp, legionary’s badge. Hp 37

Rumil Yerp: Thief 2; AC 10; Atk -; Spec backstab×2, PP 35%, OL 29%, FT 25%, MS 21%, HS 15%, HN 10%, CW 86%; ML 5; AL LE. Hp 4/6

7

(106) Adventurers Thamra of Narlenk (Fighter 4, circlet of hypnosis), the brothers Abu Kaz and Yildiz Kaz (both Thief 3, circlet of hypnosis), Sangra, She-Devil of Polysyne (Thief 4, circlet of hypnosis) and Darius the Osmotic (Thief 7, circlet of hypnosis, effect subverted by ring of inversion and enjoying the control being granted over rest of group) on a geas spell. 01-10 they have been sent to assassinate player characters and are extremely surprised when they accidentally meet them. (1d100: Roll 1d100)

Thamra of Narmlenk: Fighter 4; AC 6 (ring mail, shield); Atk longsword 1d8+1; Str 16; ML 12; AL CN; circlet of hypnosis. Hp 24

Abu Kaz and Yildiz Kaz: Thief 3; AC 8 (leather); Atk scimitar 1d8 or 2×dagger 1d4; Spec backstab×2, PP 40%, OL 33%, FT 30%, MS 27%, HS 20%, HN 15%, CW 87%; ML 12; AL LN; circlet of hypnosis, Abu Kaz has a potion of heroism. Hp 14 13

Sangra, She-Devil of Polysyne: Amazon Thief 4; AC 4 (Dex, cloak +2, Amazon); Atk longsword 1d8 or 2×dagger 1d4; Spec backstab×2, PP 45%, OL 42%, FT 35%, MS 33%, HS 25%, HN 15%, CW 88%; Dex 16; ML 12; AL LN; circlet of hypnosis, gossamer cloak +2, ruby ring of feather fall (540 gp), 140 gp, 5 pt. Hp 15

Darius the Osmotic: Thief 7; AC 4 (elven chain +1); Atk shortsword 1d6 or 2×dagger 1d4; Spec backstab×3, PP 60%, OL 52%, FT 50%, MS 55%, HS 43%, HN 25%, CW 94%, RL 35%; ML 8; AL NE; circlet of hypnosis (unaffected), ring of inversion, 100 sp, 250 electrum, 200 gp. Hp 24

8

(107) Adventurers Valhor the Fine (Fighter 2), Irene the Tea-Drinker (Amazon 3), Nallong the Wild Man (Fighter 3), Ali Bek (Thief 3) and Sonora (Thief 4), all dressed in black. 01-30 break-in, 31-60 mourning, 61-80 cult members, 81-00 new fashion.  (1d100: Roll 1d100)

Valhor the Fine: Fighter 2; AC 5 (chain shirt, shield); Atk longsword 1d8; ML 9; AL LE; scarab amulet (35 gp). Hp 15

Irene the Tea-Drinker: Amazon 3; AC 3 (chainmail, shield, Amazon); Atk spear 1d6 or net; ML 8; AL LN; 30 gp, old key worn as a necklace. Hp 18

Nallong the Wild Man: Fighter 3; AC 5 (scale mail, shield); Atk 2×two-handed axe 1d10; Spec fights to death once wounded; ML 11; AL NG; 2×healing balm (1d3+1 (Roll 1d3+1) Hp). Hp 19

Ali Bek: Thief 3; AC 10; Atk shortsword; Spec backstab×2, PP 40%, OL 33%, FT 30%, MS 27%, HS 20%, HN 15%, CW 87%; ML 5; AL N; prayer book, potion of healing. Hp 10

Sonora: Thief 5; AC 8 (leather); Atk 2×shortbow 1d6 or 2×dagger 1d4; Spec backstab×3, PP 50%, OL 42%, FT 40%, MS 40%, HS 31%, HN 20%, CW 90%, RL 25%; ML 9; AL CN; black maske, map, 100 electrum, 20 gp. Hp 20

9

(108) Adventurers Yggbleid the Horse-Eater (Fighter 2, composite bow), Yesukai the Half-Nomad, nomad (Magic-User 3), Yakka, nomad (Assassin 4) and Yarhilda, amazon (Cleric 2) leading two war dogs, setting out on expedition to haunted manor.

Yggbleid the Horse-Eater: Fighter 2; AC 4 (chain, shield); Atk longsword 1d8 or 2×composite longbow 1d6+2; Spec +2 damage with bows, silver or +1 to hit; ML 8; AL NE; brass diadem, wolf medallion (medallion of lycanthropy), silver pin (30 gp). Hp 19

Yesukai the Half-Nomad: Magic-User 3; AC 10; Atk 2×dagger 1d4+spider venom (save vs. paralysis); ML 9; AL NE; red raven wine (as potion of heroism, but save vs. magic or rage uncontrollably 2d10 r), 3×spider venom, 90 gp. Spells: 2/1; 1: detect magic, magic missile, read magic, shield; 2: ESP, knock. Hp 12

Yakka: Assassin 4; AC 5 (chain shirt, shield); Atk longsword 1d8 or 2×shortbow 1d6; Spec surprise, backstab×2, assassination 0-1 65%, 2-3 60%, 4-5 50%, 6-7 40%, 8-9 25%, PP 35%, OL 29%, FT 25%, MS 21%, HS 15%, HN 10%, CW 86%; ML 8; AL LE; wolftrap, colourful symbol, tiger mask, anti-venom, 20 gp.

Yarhilda: Amazon Cleric 2; AC 4 (chain, shield); Atk warhammer 1d6+1; ML 6; AL NG; holy symbol, 3×anti-venom, 16 gp. Spells: 2; 1: detect evil, cure light wounds. Hp 8

War dogs (2): HD 2+2; AC 6; Atk bite 2d4; ML 7; AL N. Hp 8 8

10

(109) Advocate Kalltrom, knows the Art of the Deal, and ready to take up any cause at court for 50 gp per diem. 5% cumulative per day of reaching important dignitary, 1% of Overlord. 01-30 a sting operation by secret police. (1d100: Roll 1d100)

11

(110) Alchemist Multiphage of Lam (Illusionist 6) selling 1d6+1 (Roll 1d6+1) potions from beaker of potions (01-40 delusion); also provides horoscopes (all ambiguous). (1d100: Roll 1d100)

Multiphage of Lam: Illusionist 6; AC 7 (Dex); Atk –; Dex 17; ML 6; AL CE; 2×pouchful of “Mummy’s Breath” (save vs. poison or 4d6 Hp and mummy rot), 60 gp, beaker of potions. Spells: 4/3/1; 1: change self, dancing lights, detect invisibility, hypnotism, ph. force, light; 2: improved ph. force, mirror image, misdirection; 3: paralysation, spectr. force. Hp 13

12

(111) Alchemist Unctuous Malévol, peddling dark philtres from a small stand; all made of flavoured water and pig’s fat. 01-20 irate customer demands money back. (1d100: Roll 1d100)

13

(112) Amazon Antiope (Amazon 9) contemplating rank of stone statues depicting other amazons. 01-25 steps on empty pedestal and turns into lifeless marble. (1d100: Roll 1d100)

Antiope: Amazon 9; AC -2 (chain shirt, shield, Amazon, cloak +3); Atk footman’s mace +3 1d6+4; ML 10; AL N. Hp 56

14

(113) Amazons Velmilis Mil (Amazon 8), Yana the Fair (Amazon 5) and Yillis of the Lowmarks (Amazon 9) on urgent mission of revenge against spider-cult. 01-60 immediate attack by 3d10 (Roll 3d10) cultists (Fighter 2) and 2d6 (Roll 2d6) trained giant spiders. (1d100: Roll 1d100)

Velmilis Mil: Amazon 8; AC -1 (chain shirt, shield +2, Amazon); Atk bastard sword 2d4 or 2×dagger +1, +2 vs. smaller 1d4+1; ML 9; AL LG; 6×600 gp gems, potion of polymorph self. Hp 44

Yana the Fair: Amazon 5; AC 5 (leather, shield, Amazon); Atk spetum 1d6+1; Spec psionic ESP 3/day, mind waves 1/day (save vs. paralysis, 1d6+1 (Roll 1d6+1) r); ML 8; AL NG; 350 gp, 600 gp fake spider idol filled with explosives (6d8 (Roll 6d8) Hp when exposed to fire), flask of curses (4x). Hp 29

Yillis of the Lowlands: Amazon 9; AC 0 (chain shirt, shield +1, Amazon); Atk longsword +2 1d8+4; Str 18; ML 10; AL LG; oil of etherealness, rope of climbing, stone of ctr. earth elementals. Hp 56

Giant spiders (2d6 (Roll 2d6)): HD 4+4; AC 4; Atk bite 2d4+poison; Spec poison; ML 7; AL CE. Hp 24 28 23 24 20 24 27 19 23 28 30 15

15

(114) Aristocrat Bandar Begh (Fighter 2, 330 gp, 25 pt), the distant kin of a nomad lord – hamster-faced, spoiled brat with 1d10 (Roll 1d10) slaves. He demands to see the city market NOW and only NOW to buy a few exotic products. Quarrelsome, slaves listen patiently.

16

(115) Aristocrat Bilam of Un (Fighter 1) lying in a gutter in his rich finery (jewels 1d6×100 (Roll 1d6*100) gp). 01-50 drunk, 51-90 dead, 91-00 undead. (1d100: Roll 1d100)

17

(116) Aristocrat Guwak Khan (Fighter 8) walking pet tiger in search of prey, will only settle for the best (16+ Cha, wealthy-looking).

Guwak Khan: Fighter 8; AC 5 (breastplate); Atk scimitar +1 1d8+1; ML 9; AL CE; 1600 gp jewelry, The Mask of Dispassionate Contemplation (750 gp, donned while tiger is feeding) potion of diminution, barrier ring (-4 AC force shield, 10 r/day). Hp 38

Tiger: HD 5+5; AC 6; Atk 2×claws 1d4+1 and bite 1d10; Spec 2×rear claws 2d4, surprised only 1:6; ML 10; AL N. Hp 25

18

(117) Aristocrat Theodisio of Ganth (Fighter 3), lost in street-maze while taking a walk. 01-40 gratefully offers gold-headed walking stick (2d6×40 (Roll 2d6*40) gp) for escort back home, but 50% (Roll 1d100) reconsiders promise once at home gate. (1d100: Roll 1d100)

19

(118) Aristocrat, Lady Elisae of the Pearly Isles (Assassin 5, poisoned sword) taking a leisurely walk. 01-60 she might be mistaken for a prostitute. (1d100: Roll 1d100)

20

(119) Aristocrats Lady Alkione and Lady Eudoxia with 2d10 (Roll 2d10) guards (Fighter 2), stalking the streets in pursuit of man who had slighted them. 01-20 PC identified as culprit, 21-40 NPC is identified and executed on the spot. (1d100: Roll 1d100)

21

(120) Assassin Mulbar (Assassin 5) looking for the healing power of love after an especially harrowing kill. He will not be finding it.

22

(121) Barber Kitalam (Assassin 3) prowls streets in search of victims with sharpened razor; seeing party, runs away sobbing and screaming “Unclean! All unclean!”

Kitalam: Assassin 3; AC 7 (Dex); Atk razor 1d6; Spec surprise, backstab×2, assassination 0-1 60%, 2-3 55%, 4-5 45%, 6-7 35%, 8-9 20%, PP 30%, OL 25%, FT 20%, MS 15%, HS 10%, HN 10%, CW 85%; Dex 17; ML 7; AL CE. Hp 7

23

(122) Barber Robosius Verm selling huge sack of human hair to shady type.

24

(123) Bath-man Godai the Stooped (Thief 2) morosely counting day’s profits. 01-25 1d3 (Roll 1d3) rings/jewellery. (1d100: Roll 1d100)

25

(124) Bath-man Uglai the Bow-legged, heating up large tub for night customers. 01-30 group of 1d6 (Roll 1d6) guests arrives, casually discarding valuable clothes. (1d100: Roll 1d100)

26

(125) Beggar Kallikrates, former poet and ladies' man, clutching golden lyre (450 gp) and stumbling in his ragged kaftan of golden thread towards hovel. 01-70 still has Overlord’s protection in form of 1d6 (Roll 1d6) 5th level Assassins following every step. (1d100: Roll 1d100)

27

(126) Beggar Unceps (Fighter 2), former ship captain ruined by thieves guild. 01-30 knows secret back entrance to hideout. (1d100: Roll 1d100)

28

(127) Beggar Valmous the Flim, infamous thug (Fighter 2), using trained great ape to rob passersby. 01-15 ape goes ape and attacks Valmous instead. (1d100: Roll 1d100)

Carnivorous ape: HD 5; AC 6; Atk 2×claws 1d4 and bite 1d8; Spec rending 1d8 Hp on two claw hits; ML 8; AL N. Hp 23

29

(128) Beggar-catcher Oaak Buffo (Fighter 3, flail +1) looking for non-guilded almsmen. Frog amulet around neck and unctuous disposition. 01-40 solicits party help in apprehending an unruly group. (1d100: Roll 1d100)

30

(129) Beggars (1d10 (Roll 1d10)) hanging an interloper on their turf. 01-25 thieves guild operative, scarily grateful if rescued. (1d100: Roll 1d100)

31

(130) Beggars (1d10 (Roll 1d10)) wailing over sick comrade.

32

(131) Beggars (1d100 (Roll 1d100)) dancing to discordant tunes of robed piper, 01-15 hostile. 60% unveiled piper’s face is a mass of tubular protrusions. (1d100: Roll 1d100)

33

(132) Beggars (2d10 (Roll 2d10)) huddled around small kettle of dog stew. 01-80 head plainly visible. (1d100: Roll 1d100)

34

(133) Beggars (2d10 (Roll 2d10)), swilling sour wine. 01-20 invite characters, 21-40 "What are you looking at, you are no better than us!", 41-60 shakedown attempt, 61-80 one keels over and writhes in terrible contortions. (1d100: Roll 1d100)

35

(134) Beggars (3d10 (Roll 3d10)) sleeping in huddled group. 01-60 watched by 1d6 (Roll 1d6) guard dogs, 61-75 light shines on fat idol behind group. (1d100: Roll 1d100)

36

(135) Bodyguard Bron the Elder (Fighter 3, trident +2), fired for indecency before employer Sabra of Gwane, looks for companions to exact his due payment from villa treasury.

37

(136) Bones piled up by the walls, wind-blown garbage and rags. Confused man wandering around claims this had been the place for an evening revelry of the Gatekeepers' Synod just half an hour ago, and yes, he is sure this is the right place. 01-40 bones animate as 3d10 (Roll 3d10) skeletons. (1d100: Roll 1d100)

Skeletons (3d10 (Roll 3d10)): HD 1; AC 7; Atk claws 1d6; Spec ½ from sharp/edged, immune to sleep, charm, hold, etc.; ML 8; AL N; handful of rusted keys. Hp 6 2 2 6 3 2 1 1 1 6 8 6 2 2 1 8 4 4 4 4 2 8 4 6 8 4 7 5 4 2

38

(137) Bricks fallen from a nearby wall are all stamped with the mark of a cat’s eye. 01-30 reveal dark plaster wall decorated with golden sigils, 31-40 entrance to forgotten part of house sealed up long ago. (1d100: Roll 1d100)

39

(138) Candles lit before roadside shrine to forgotten hero (2d6 (Roll 2d6) gp worth of offerings).

40

(139) Cat merchant Yood Gwullim (Magic-User 3) passing the night by levitating hapless merchandise. 3d10 (Roll 3d10) cats in wicker cages, 5 sp to 1d4×50 (Roll 1d4*50) gp, topaz ring 200 gp.

Yood Gwullim: Magic-User 3; AC 10; Atk staff 1d6; ML 4; AL CN; topaz ring 400 gp. Spells: 2/1; 1: cantrip, detect magic, light, sleep, Tensor’s floating disk; 2: levitation. Hp 9

41

(140) Cat swarm stripping corpse of meat.

Cat swarm: HD 4; AC 6; Atk swarm 2d6; Spec ½ from piercing/slashing; ML 5; AL N. Hp 22

42

(141) Cats, feeling a strange attraction towards characters, are joined by more and more of their kind until company is surrounded by meowing mass. 01-20 attack after single bad move, 21-50 lead company to interesting place, 51-60 lead company into dream alley. (1d100: Roll 1d100)

Cat swarms (1d4+1 (Roll 1d4+1)): HD 4; AC 6; Atk swarm 2d6; Spec ½ from piercing/slashing; ML 5; AL N. Hp 10 16 24 17 23

43

(142) Child Buram, did not get his dinner and got sent out into the street as punishment, will show way into parents' jewellery store for half the loot. 01-20 trap, 21-30 fakes, 31-40 1d6 (Roll 1d6) corpses, 41-50 parents' corpses. (1d100: Roll 1d100)

44

(143) City guards (Fighter 2) in contingent of 1d4×5 (Roll 1d4*5), and lead by Lieutenant Sinar Saam (Ftr 3, horn), watching show put on by three dancing girls. 01-30 take characters for inspectors. (1d100: Roll 1d100)

45

(144) City guards Orlat Branna (Amazon 3) and 1d4×5 (Roll 1d4*5) veterans (Fighter 3), looking for a band of thieves. If the company enjoys a good reputation, 01-60 hiring attempt; if they are considered sketchy, 01-50 interrogated, 51-70 arrested. (1d100: Roll 1d100)

Orlat Branna: Amazon 3; AC 4 (chain shirt, shield, Amazon); Atk longsword 1d8; ML 9; AL LE. Hp 17

46

(145) City guards, 2d4×5 (Roll 2d4*5) militias (Fighter 1), led by Strategos Gonnex (Fighter 4), and walling off cellar entrance with 1d10 (Roll 1d10) slaves. 01-15 undead, 16-30 lepers, 31-45 beggars of Shakkur, 46-60 debtors, 61-75 poisonous vapours, 76-90 mini-dungeon, 91-00 crypt. (1d100: Roll 1d100)

47

(146) City guards, 5 veterans (Fighter 5), 5 bowmen (Fighter 2) and tax collector Mazarlon, have erected makeshift barricade in the street to stop passersby and demand a toll. Collection box with 45 sp, 130 gp, two gold earrings (80 gp), fake ivory hand (50 gp).

48

(147) City guards: 1d10+3 (Roll 1d10+3) off-duty guards (Fighter 2) looking for easy marks to shake down for some cash. 60% of approaching party if they outnumber them at least 3:1; 40% if 2:1, 20% otherwise. (1d100: Roll 1d100)

49

(148) City guards: 1d2×5 (Roll 1d2*5) guards (Fighter 2) carrying slain comrades after altercation. 01-25 in extremely foul mood, react violently to any comment. (1d100: Roll 1d100)

50

(149) City guards: 1d4_5 (Resolve: {1d4_5}) archers (Fighter 2) occupying this sector’s walls and rooftops. 01-30 sting operation, 31-50 military exercise, 51-70 general razzia, 71-85 assassination attempt, 86-98 false alarm, 99-00 rumours of imminent coup d’etat. (1d100: Roll 1d100)

51

(150) City guards: 1d4_5 (Resolve: {1d4_5}) guards (Fighter 2) and Strategos Mirafax (Ftr 4, wolf's paw amulet), carrying confiscated cloth bales. 01-20 sale offer to party, 21-40 bales actually hide valuable contraband. (1d100: Roll 1d100)

52

(151) City guards: 1d4×5 (Roll 1d4*5) militias (Fighter 1) battering down tenement door. 01-40 suspected insurrectionists, 41-60 suspected tax-dodgers, 61-80 suspected draftdodgers, 81-90 personal revenge, 91-00 undead infestation. (1d100: Roll 1d100)

53

(152) City guards: 1d4×5 (Roll 1d4*5) militias (Fighter 1) bowing before Thumai, Prince Radiant (Ftr 4, burning golden eyes, radioactive gaze and touch) and asking arrivals in hushed tones to do same.

Thumai, Prince Radiant: Fighter 4; AC 2 (Dex, natural); Atk scimitar 1d8+3 or radioactive touch 2d4 + radiation poisoning or eye rays 2d6 + radiation poisoning; Spec hovers above ground, radiation, immune to magical projectiles; Str 18, Int 18, Wis 18, Dex 18, Con 18, Cha 18; ML 10; AL CN; 1600 gp kaftan (irradiated). Hp 25

54

(153) City guards: 1d4×5 (Roll 1d4*5) militias (Fighter 1) digging up street under watchful eyes of high-ranking advisor Iskandar Yeg. 30% (Roll 1d100) 3d10 (Roll 3d10) reservists (Fighter 2) lurk nearby. 01-30 heavy leaden coffers are unearthed, 31-60 break-through into old cistern, 61-90 pointless punitive exercise, 91-00 mock excercise to nab a few “spies”. (1d100: Roll 1d100)

55

(154) City guards: 1d4×5 (Roll 1d4*5) veterans (Fighter 3) and corporal Ezid Arack (Fighter 3, plate), escorting 1d6 (Roll 1d6) leashed captives. 01-30 previously encountered NPC, 31-50 cry for help, 51-70 hidden message, 71-90 slavers disguised as guards. (1d100: Roll 1d100)

56

(155) City guards: 1d6+2 (Roll 1d6+2) veterans (Fighter 3) stalking carefully towards snoring adventurer Salmando (Fighter 10) who has seduced Overlord’s daughters.

Salmando: Fighter 10; AC 9 (shield); Atk warhammer 1d6+1; ML 8; AL LG; 110 gp, gourd. Hp 39

57

(156) City guards: 2d4×5 (Roll 2d4*5) militias (Fighter 1) escorting condemned man, loudly begging for forgiveness of his crimes. Executioner Aglar the Hack (Fighter 4) follows close behind, beating him with snake-headed staff. 01-30 condemned is an old acquaintance. (1d100: Roll 1d100)

58

(157) Coal merchant Kaison of Imbash (Thief 2) selling sacks of charcoal from beat-up cart, warms members by brazier. 01-10 the fire speaks in ominous tones, a malice from unknown agency. (1d100: Roll 1d100)

59

(158) Collapse: house front and beams fall, save vs. petrifaction or 3d6 (Roll 3d6) Hp. 01-60 immediate encounter follows. (1d100: Roll 1d100)

60

(159) Colour out of space (as will-o-wisp), conjured by certain geometric correlations in environment. Departs within 1d6 (Roll 1d6) rounds if attacked, but returns nightly while system of correlations persists.

Colour out of space: HD 9; AC -8; Atk drain 2d4 Strength; Spec drain, +2 or better to hit, blank out 2d4 r; ML 12; AL N. Hp 40

61

(160) Copper tank in closed plaza slithers with mass of 4d6 (Roll 4d6) dark snakes.

Snakes, poisonous (4d6 (Roll 4d6)): HD 1+3; AC 6; Atk bite 1d6 + poison (1d4+1 r, 0/15 Hp); ML 6; AL N. Hp 4 4 4 5 5 10 7 11 5 8 7 8 11 5 5 10 9 10 5 5 10 10 11 8

62

(161) Corpses, 2d6 (Roll 2d6) in neat pile of coffins and veiled bundles. 01-30 1d3 (Roll 1d3) guards (Fighter 2), 31-60 treasure in one of the coffins, 61-80 zombies, 81-00 2d6 (Roll 2d6) looters already on site. (1d100: Roll 1d100)

63

(162) Corpses, 3d4 (Roll 3d4) torsoes wrapped up in bloody black felt packages next to the wall, with limbs placed neatly nearby. Pieces don't match.

64

(163) Corpses, two robed and hooded figures, still locked in a strangling grip. Yellow spots on face and in throat are yellow mould.

65

(164) Courtier Barani Sinnan (Thief 4, clerical scroll: cure light wounds, sanctuary, protection from fire, slow poison) with 1d3 (Roll 1d3) Northman berserker guards (Fighter 2), hurrying to secret meeting. If characters look like foreigners, 01-40 she tries to hire them to restrain pursuers (?) on her trail, 41-80 believes them to be assassins, and orders guards to attack. (1d100: Roll 1d100)

66

(165) Craftsmen: Murad Goldenhand and Zulay Goldenhand, goldsmiths, quarreling about the only one to deserve the Goldenhand moniker, and which of the two should return to his original name. 01-60 they ask a distinguished-looking character in the company to settle their case. Gift of 1d2 (Roll 1d2) random jewelry. (1d100: Roll 1d100)

67

(166) Crier Baltho, horn and pennant. 01-25 raising the alarm over a robbery, 26-50 call to arms, 51-75 announcing passage of the Overlord through the streets with retinue of 2d100 (Roll 2d100), 76-00 heralding burial procession of 1d100 (Roll 1d100). (1d100: Roll 1d100)

68

(167) Crone, staggers around while wailing in pain from sickness. 01-15 expires on the spot. (1d100: Roll 1d100)

69

(168) Cultists (2d6+2 (Roll 2d6+2)) of the God of Peace (Fighter 2, chain, flail & white cloak with insignia of olive branches) monitoring passers-by with detect evil spell. They stalk and kill those who detect as such, and are outnumbered at least 2:1.

70

(169) Cultists (2d6+2 (Roll 2d6+2)) of the Grand Cognate (Fighter 2, flail & green robes) asking groups they outnumber at least 2:1 about religious affiliation; attack anyone but the non-religious.

71

(170) Cultists, (2d6+2 (Roll 2d6+2) thugs, Fighter 2), followers of the doctrine of Optimalised Objectivism, distributing free nooses among poor-looking passersby. 01-30 to take the workings of the free market into own hands if they spot lone target. (1d100: Roll 1d100)

72

(171) Cultists, 2d6+2 (Roll 2d6+2) hooded figures (Fighter 2), placing lit candles in niches and ledges. 01-30 enchantment to keep away shadows, 31-60 sacrificial rite, 61-80 developments observed by Overlord's spies. (1d100: Roll 1d100)

73

(172) Cultists, 2d6+2 (Roll 2d6+2) robbers (Fighter 2), distributing leather masks for upcoming "Festival of Exalted Glory", where the maskless will be devoured by the Crawler from Beneath. 01-30 they attack if someone refuses or does not don mask, and they outnumber the infidels. (1d100: Roll 1d100)

74

(173) Dancers of Yabbath (1d100 (Roll 1d100)) waltzing through streets to inaudible music, and woe to those who would block their path.

75

(174) Dancing girl Retha performing before captive audience to drums and flutes. 01-20 thieves operating in crowd, 21-40 kidnapped from stage by demonic force, 41-60 lovestruck rake throws pouch of gemstones 3d6_100 (Resolve: {3d6_100}) gp, 61-70 commits suicide at height of act. (1d100: Roll 1d100)

76

(175) Dancing girls Thella, Danae and Polyxene putting on exotic show on makeshift stage. 01-50 dancers and 1d10 (Roll 1d10) attendants are doppelgangers; 51-80 2d10 (Roll 2d10) onlookers are also doppelgangers; 81-00 everyone present is a doppelganger, including a few PCs. Dun-DUN. (1d100: Roll 1d100)

Doppelgangers (1d10 (Roll 1d10)+): HD 4; AC 4; Atk strangulation 1d12; Spec surprise 1-4, ESP, imitate 90% accuracy, immune to sleep and charm, save as 10th level; ML 6; AL NE. Hp 16 15 9 14 21 20 22 24 19 12 14 12

77

(176) Degenerate Quoodt Avourmis sniffing lotus in foul recess. Low-ranking member of Overlord’s spy network. 01-50 has 1d6×40 (Roll 1d6*40) gp worth of the stuff.

78

(177) Demon in pursuit of true love, bound to this task by perverted magic-user from dream-palace.

79

(178) Demon, shadow, formless shape gliding across walls and disappearing into niches. 01-60 magic jar attempt on random PC to utter abstract philosophical proclamation, fall silent when finished but linger in host with a 25% probability. (1d100: Roll 1d100)

Shadow demon: HD 7; AC 10/5/0 (depending on illumination); Atk 2*claws 1d6; Spec magic jar, darkness, fear 1/day, immune to mind-affecting, cold, electricity, ½ from fire, +1 or better to hit; ML 9; AL CE. Hp 27

80

(179) Dimensional portal resembling silvery door opens from back alley or shadowed niche, intrusion of 3d10 (Roll 3d10) agents (Assassin 3) from foreign reality in progress. 01-30 closes behind characters if they step through, 31-60 closes in 1d6 (Roll 1d6) rounds, 61-70 returning expedition. (1d100: Roll 1d100)

Agents (3d10 (Roll 3d10)): Assassin 3; AC 8 (leather); Atk shortsword 1d6 + poison (0/15 Hp) or 2*dagger 1d4; Spec surprise, backstab×2, assassination 0-1 60%, 2-3 55%, 4-5 45%, 6-7 35%, 8-9 20%, PP 30%, OL 25%, FT 20%, MS 15%, HS 10%, HN 10%, CW 85%; Dex 17; ML 9; AL LE. Hp 12 14 9 13 14 9 11 5 14 12 12 11 12 11 10 13 9 11 9 4 9 11 8 8 6 10 7 8 15 9

81

(180) Dog merchant Dabul Mok. 1d3 (Roll 1d3) mangy curs, 1d6 (Roll 1d6) average dogs, 1d3-1 (Roll 1d3-1) war hounds (25 gp), and 1d3-1 (Roll 1d3-1) decorative dogs (30 gp), 10 gp in pouch.

82

(181) Dogs (3d6 (Roll 3d6)) in wooden cages by store of dog oil merchant Bebum Mool (Thief 3), also selling skins for 1d6 (Roll 1d6) sp each. 01-15 1d3 (Roll 1d3) dogs break free and attack shopkeeper, 16-30 1d6 (Roll 1d6) thugs (Fighter 2) show up with orders to smash up the joint. (1d100: Roll 1d100)

83

(182) Dogs (4d6 (Roll 4d6)) cornering stray drunk. 01-15 drunk is Ugai Khan, nomad warlord and level 8 Fighter (-2 to rolls due to drunkenness). (1d100: Roll 1d100)

Ugai Khan: Fighter 8; AC 6 (studded leather, shield); Atk 2*composite longbow 1d6 (Roll 1d6) or serpent’s tongue sword +1 1d6+1 (Roll 1d6+1) (automatic hit on natural 1); ML 9; AL LN; 75 gp, inn key. Hp 50

84

(183) Dogs (4d6 (Roll 4d6)) fighting over bones and scraps. 01-10 golden ring spotted. (1d100: Roll 1d100)

85

(184) Dogs (4d6 (Roll 4d6)), sleeping in a pack and blocking the way. 01-30 they become hostile unless bypassed very carefully. (1d100: Roll 1d100)

86

(185) Dogs (4d6 (Roll 4d6)), whining and fleeing from a proud, fat cat walking down the street.

87

(186) Drums, dull rhytmic sounds from abandoned cistern.

88

(187) Drunk Kuthabond, tries to smash every object in his way with a staff.

89

(188) Dung seller Oillo Offin (Thief 3) checking his fermentation vats and inviting passersby to inspect his merchandise.

90

(189) Elephant, dead, blocking street. 3d10 (Roll 3d10) confused slaves and 1d10 (Roll 1d10) guards (Fighter 2, halberds) running in panic around howdah, master Bullit Singh (Fighter 3, mace +2) in vicious temper.

91

(190) Emissaries from distant lands marvelling at city sights. Leader Rutham Mirza (Fighter 4, gemstone pin in turban 150 gp) and 6 veteran guards (Fighter 3).

92

(191) Executioner Decius Varo (Fighter 3) fixing rope up 30′ between two houses for tomorrow's trial by ordeal – those who remain hanging are guilty, those who fall are innocent.

93

(192) Exile: Tyrant Gurcianus (Fighter 6) living up the last gains from his former empire among 2d10 (Roll 2d10) faithful reformist adherents. 01-80 try to sell claim to throne for outrageously low price. (1d100: Roll 1d100)

Gurcianus: Fighter 6; AC 1 (breastplate +1, cloak +3); Atk two-handed sword 1d10; ML 7; AL CN; 400 gp, regal purple cloak +3 (2500 gp, also magical), lute with golden strings (900 gp), bottomless sack. Hp 33

94

(193) Exile: Tyrant Orglan the Barbarian (Fighter 6), deposed at home and now seeking forgetfulness in his cups. Iron staff +1 is mark of power. 01-25 mistakes party for assassins, 26-35 for capable ruffians to retake his throne, 36-45 for disloyal subjects. (1d100: Roll 1d100)

Orglan the Barbarian: Fighter 6; AC 4 (banded mail); Atk iron staff +1 1d6+1 + hold person 5/day; Spec returns from the dead unless chopped into really small pieces; ML 10; AL CE. Hp 44

95

(194) Factor Mercand the Off-shore (Thief 4, dust of disappearance 1d4+1 (Roll 1d4+1)) offers deal to have specific past or future crimes annulled by Overlord. An officially approved endeavour, although watched by secret police.

96

(195) Fire-eater Nab-Sagh (Fighter 4) enthralling captive audience of 3d10 (Roll 3d10) with hypnotic flames while chanting drummer implants subliminal suggestions. 01-30 seeks to turn PCs into unwitting agents, 31-60 orders pawns to attack. (1d100: Roll 1d100)

97

(196) Fishmonger Abalus Gwooth returning from evening foray with his catch. 01-25 old brass statuette on cart and – look, isn’t that eye a gemstone!? (1d100: Roll 1d100)

98

(197) Food vendor Gutamor, selling cold, oily scraps which have remained from the day. 01-50 food poisoning, 51-75 beggars arrive to buy it up for a few coppers. (1d100: Roll 1d100)

99

(198) Food vendor Gutho selling songbirds on a stick. Cage of live birds next to knives & boiling pot of oil (4d6 (Roll 4d6)); cockatrice in covered basket.

Cockatrice: HD 5; AC 6; Atk beak 1d3 +stone; Spec petrifaction; ML 7; AL N. Hp 16

100

(199) Food vendor Salman Sankar, knows gossip about 1d3 (Roll 1d3) random encounters (roll). 01-25 roast hedgehog on a stick, 26-50 roots in vinegar, 51-75 blink dg chips, 7600 hot spicy porridge with dates. (1d100: Roll 1d100)

101

(200) Fortune-teller Suhar Haquim, peers at the future (or what he thinks as such) through holes drilled into a ram's skull. His predictions are unsettling, paranoid phantasms. 16 gp, set of drills. Also practices blood-letting "to balance the humours", 5 gp and 1d3 (Roll 1d3) Hp.

102

(201) Garbage collector Migular, collects most of it in his pushcart, and the valuable bits in his sack. 01-30 inquires about promising garbage digs, 31-60 blood-curdling rumour, 61-90 has something interesting for sale. (1d100: Roll 1d100)

103

(202) Garbage collector Mortho Tass, pushing hand cart full of rags and lamenting the loss of the regal purple robe that was snatched from him.

104

(203) Girl Sinna, hurrying to rendezvous. Pursued by... 01-20 jealous lover, 21-40 enraged father, 41-60 slavers, 61-80 goldsmith from whom she had stolen her jewels. (1d100: Roll 1d100)

105

(204) Gladiator Mortag Tullius Severus (Fighter 4) living it up with 1d4+1 (Roll 1d4+1) scantily clad beauties. 1d10 (Roll 1d10) admirers look on in admiration, whatever the Great Man does. 01-20 takes company for hecklers, 21-40 invites them to join the fun. (1d100: Roll 1d100)

106

(205) Goodwife Salmandra rushing to deliver baby. 01-25 beseeches company to escort her through dangerous street, 26-45 beseeches NPCs to save them from “frightening” PCs. (1d100: Roll 1d100)

107

(206) Grammatician Archaiometros expounding on obscure conjugation rules to captive audience of 1d6×10 (Roll 1d6*10). 01-40 violent academic debate develops as provocateur asks leading questions; melee ensues. (1d100: Roll 1d100)

108

(207) Grave robber Morthevole selling ossified remains, popular good luck charms among thieves. 01-20 charm inhabited by wraith, 21-40 pursued by 2d8 (Roll 2d8) ghouls, 41-45 has drawn attention of lich. (1d100: Roll 1d100)

109

(208) Green hag Markinda, fermenting killer frogs in vats in a backyard, ghoul familiar. 01-30 has poison to sell, 31-60 has 1d2 (Roll 1d2) potions to sell. (1d100: Roll 1d100)

Markinda, green hag: HD 9; AC -2; Atk 2×claws 1d2+6; Spec imitate voices, spells 1/r: audible glamer, dancing lights, invisibility, pass without trace, change self, speak with monsters, water breathing, weakness, surprise 5:6; Str 18/00; ML 7; AL CE. Hp 44

Ghoul: HD 2; AC 6; Atk 2×claws 1d3 + paralysis and bite 1d6 + paralysis; Spec immune to sleep and charm; ML 5; AL CE. Hp 10

110

(209) Grey ooze, glistening pile on bare skeleton; stands up and attacks. Glowing nuclei in eye sockets are 2×250 gp gemstones.

Grey ooze skeleton: HD 3+3; AC 5; Atk ooze 2d8; Spec corrosion, immune to spells, heat, cold; ML 12; AL N; 2×250 gp gems. Hp 20

111

(210) Hagglers Ventho and Samid bargaining hysterically for their souls and internal organs with hunchbacked form under ragged clothing. 01-30 full of eyes, 31-60 full of mouthsuckers, 61-80 entirely devoid of features, 81-00 oddly attractive for some reason. Moves with frightful hopping jumps. (1d100: Roll 1d100)

The Stealer of Organs: HD 6 MAX; AC 0; Atk extract and devour organs on successful attack roll; Spec immune to mind-affecting, returns from death in 1d6 (Roll 1d6) turns and pursues vanquishers; ML 12; AL LE. Hp 48

112

(211) Hermit Ayrahar, filthy ascetic, and his teenage disciple Tammur, sleeping next to enormous stone. 01-40 surrounded by sacrificial gifts (500 electrum, 22×arrows +1, potion of truth). (1d100: Roll 1d100)

113

(212) Hermit, an animalistic, nameless wreck, digging in street garbage. 01-30 meaningless babbling, 31-50 deadly disease, 51-70 disillusioned aristocrat, 71-80 cursed priest, 81-90 aesthete of peculiar views. (1d100: Roll 1d100)

114

(213) Horse-headed men (2d10 (Roll 2d10)), approaching in neighing, galopping, jumping mob; hostile. 01-60 to turn back into regular men once slain. (1d100: Roll 1d100)

Horse-heads (2d10 (Roll 2d10)): HD 2; AC 6; Atk kick 1d6 or bite 1d6; Spec charge with two kicks and one bite; ML 7; AL CE. Hp 9 10 8 7 11 3 8 11 8 10

115

(214) Hypnotist Kakuo the Munificent (Thief 3, hypnosis 3/day) offering confidenceenhancing hypnosis treatment for 1d10 (Roll 1d10) gp. +1 to all rolls for a day, but reckless.

116

(215) Idolator Suthum and 1d3 (Roll 1d3) apprentices offer to perform tiresome and timeconsuming religious rites in stead of character for 1d6 (Roll 1d6) gp. 01-10 something goes horribly wrong, 11-15 idolators are blessed with wealth and bounty by mistaken deity. (1d100: Roll 1d100)

117

(216) Immured man, crouching in a small, barred wall niche (50% curtains on the outside), muttering inarticulately. 01-30 watched by one guard (Fighter 2), 31-60 owner Ramollah Singh stands next to bars with small collection plate. (1d100: Roll 1d100)

118

(217) Insane artist Hosai Mirza (Fighter 2) carefully covering latest posed victim in plaster, is influential member of secret police.

119

(218) Insane artist Salvador (Illusionist 8, ring of invisibility) walking pet anteater in search of prey, will only settle for the best. 01-10 attack by 3d10 (Roll 3d10) giant ants. (1d100: Roll 1d100)

Salvador: Illusionist 8; AC 8 (cloak +2, Dex); Atk cane dagger 1d4 + poison (1 r, 0/35 Hp); ML 7; AL CN. Spells: 4/3/2/1; 1: audible glamer, colour spray, detect illusion, hypnotism×2, ph. force; 2: fog cloud, improved ph. force, invisibility, mirror image, ventriloquism; 3: hallucinatory terrain, sp. force, suggestion; 4: confusion, phantasmal killer. Hp 22

Anteater: HD 3; AC 4; Atk tongue –; Spec kills ants dead, CW 80%; ML 8; AL N. Hp 10

Giant ants (3d10 (Roll 3d10)): HD 2; AC 3; Atk bite 1d6; ML 12; AL N. Hp 8 13 12 9 8 9 3 13 13 5 10 8 11 11 6 9 15 7 14 9 8 11 9 9 13 8 11 8 2 8

120

(219) Invisible person passes by. 01-15 invisible stalker. (1d100: Roll 1d100)

Invisible stalker: HD 8; AC 3; Atk claws 4d4; Spec invisible, surprise 5:6; ML 10; AL N. Hp 33

121

(220) Junkman Koornay, removing brass ornaments from old house with assistant Ali Kuuth. If spoken to, 01-60 to become nervous, swearing up and down he has a permit, and showing it openly (fake). (1d100: Roll 1d100)

122

(221) Leper Kasim Mirza dying in the gutters, whispers for light in his final hour. 01-20 bestows jewelled belt on helping character, 21-40 mutters dark secret. (1d100: Roll 1d100)

123

(222) Lepers (1d10 (Roll 1d10)), sitting in group and wailing mournfully. 01-20 to offer audience with the Leper Lord, keeper of many secrets, for one gold per leper. (1d100: Roll 1d100)

124

(223) Living statues (1d10 (Roll 1d10)), seeking victims to crush and kill. 01-50 all have identical faces, and speak as they attack: "Let Kitham Arham's will be done!"

Living statues(1d10 (Roll 1d10)): HD 4; AC 2; Atk 2×hits 1d8; Spec immune to cold, fire, mind-affecting, +1 or better to hit; ML 12; AL N. Hp 20 21 13 23 10 16 11 12 16 30

125

(224) Lovers Rodion of Almoor and Helena the Fire-bird embracing in silence; surprised Rodion looks exactly like PC (both are doppelgangers).

Doppelgangers (2): HD 4; AC 4; Atk strangulation 1d12 (Roll 1d12); Spec surprise 1-4, ESP, imitate 90% accuracy, immune to sleep and charm, save as 10th level; ML 6; AL NE. Hp 24 23

126

(225) Madman Kutargi-Bhati “the Noose Man” (Assassin 7), catches victims with nooses dropped from rooftop or outcropping, flees through thieves' highway and attics once deed is done.

Kutargi-Bhati: Assassin 7; AC 6 (studded leather, Dex); Atk noose 1d6 or 2×shortbow 1d6; Spec surprise, backstab×3, assassination 0-1 80%, 2-3 75%, 4-5 65%, 6-7 55%, 8-9 40%; PP 50%, OL 42%, FT 40%, MS 40%, HS 31%, HN 20%, CW 90%, RL 25%; ML 7; AL CE Hp 23

127

(226) Madman Mehtab Shaan (Magic-User 5, dirty rags are cloak +2 reduced to +1 effectiveness) begging for blood and bones; using spells to supply 2d8 (Roll 2d8) ghouls in cellar and keep them away from himself.

Mehtab Shaan: Magic-User 5; AC 9 (cloak +1); Atk –; ML 6; AL CN. Spells: 4/2/1; 1: cantrip, detect magic, burning hands, spider climb, sleep; 2: forget, hypnotic pattern, web; 3: hold person, slow. Hp 14

128

(227) Madman Rantran the Sackman (Fighter 1), dragging away a strugling child who had not eaten his vegetables.

129

(228) Madman Yassir Yarouk, walks through streets naked as the moon, obviously proud of himself.

130

(229) Magic mouth - fresco of mouth on wall, with barred opening below, speaks 30%: "Who would call on the Prophet of Khitab? Who would give his riches to the deeps, so that it might repay his generosity?" Scheme by crafty illusionist, who regularly empties pit below bars through secret door. Current spoils are 10 sp, 40 gp, gold ring (130 gp), and torn, useless magic scroll amidst all the other garbage.

131

(230) Magic-User Orvas Baddu-Barani Sinnan (Magic-User 7), walking the streets in halo of undying fire shield, with a gaze of smouldering fire. Maniacal laughter, looking for test subjects.

Orvas Baddu-Barani Sinnan: Magic-User 7; AC 10; Atk –; Spec immune to fire, reflects 2x physical damage; ML 9; AL LE; 6×gemstone teeth 220 gp ea, potion of speed, crown of hubris (1200 gp, turns wearer into ruthless megalomaniac). Spells: 4/3/2/1; 1: burning hands×2, charm person, detect magic, identify, light, magic missile×2; 2: ESP, invisibility, magic mouth, pyrotechnics×2, ray of enfeeblement; 3: hold person, multiplied missiles, protection from normal missiles; 4: [fire shield]. Hp 22

132

(231) Magic-user Thaggak the Malevent (Magic-User 5) riding primordial demon through street. 01-25 not actually in control and shrieking for help. (1d100: Roll 1d100)

Thaggak the Malevent: Magic-User 5; AC 10; Atk staff 1d6; ML 6; AL CE; wand of lightning (30 charges), pentacle ring 900 gp, yellow ceramic skull, saffron dust 350 gp. Spells: 4/2/1; 1: cause fear, detect magic, jump, magic missile×2, prot. good; 2: ray of enfeeblement, scare, Tahssa’s ltr; 3: gust of wind, fireball. Hp 13

Primordial demon: HD 7; AC 2; Atk 2×claws 1d10; Spec fire breath 3/day 14 Hp (save ½); immune to mind-affecting and electricity, ½ from fire, acid, MR 40%, +1 or better to hit; ML 9; AL CE. Hp 31

133

(232) Masked men (2d10 (Roll 2d10)), thug equivalent (Fighter 2), standing before back alley entrance and refusing anyone to pass.

134

(233) Masseur Umvum Hakhim offering treatment of steam, leeches and ointments (heals 1d6+1 (Roll 1d6+1) Hp but 01-05 leech is rot grub (1d100: Roll 1d100)).

135

(234) Mercenaries (1d6 (Roll 1d6)), veterans (Fighter 3) just off a ship and looking for work. They only speak one known language, money. 01-15 actually foreign spies, 16-30 will waylay and kill employer at opportunate moment. (1d100: Roll 1d100)

136

(235) Merchant Gnastak Overades (Thief 3, 450 gp bird amulet by neck) seeking certain manuscripts from the Avian Tower, old archives sealed by a previous Overlord. Offers generous payment.

137

(236) Merchant Onesimos Zotikos beckoning passersby to tent to try on his fabulous kaftans and turbans. 01-40 one kaftan contains scroll of 3 M-U spells in pocket. (1d100: Roll 1d100)

138

(237) Messenger Sanghar desperately seeking men to recover stolen letter, reward of 1d3×50 (Roll 1d3*50) gp and "owes you one".

139

(238) Metrician Orastes shaving small bits off weights and measures, too distracted by highly illegal task to notice anyone around.

140

(239) Mob (2d4×10 (Roll 2d4*10)) men looting neighbourhood. 01-30 city guards intervene, 31-50 city guards intervene on looters’ side. (1d100: Roll 1d100)

141

(240) Mob (3d10 (Roll 3d10)) seeking kidnappers of child. 01-30 attack PCs, 31-60 attack random NPC. (1d100: Roll 1d100)

142

(241) Mob (4d6 (Roll 4d6)) lynching thief. 01-25 innocent. (1d100: Roll 1d100)

143

(242) Mould: bulbous globules hanging under awning or arch. 01-60 contain valuable airborne poisons or hallucinogenics but burst unless handled expertly. (1d100: Roll 1d100)

144

(243) Mourning family (3d10 (Roll 3d10)) and city guards (1d4×5 (Roll 1d4*5), Fighter 2) following litter of aristocrat Kasoxis Verm, forbidden by Overlord to be given a public burial. 01-20 eldest daughter to be buried with him alive. (1d100: Roll 1d100)

145

(244) Mummy merchant Yakub Zahoob (Thief 2) transporting his cargo. 01-15 undead mummy rises from slumber. (1d100: Roll 1d100)

Mummy: HD 6+3; AC 3; Atk hit 1d12 + rot; Spec fear, mummy rot, +1 to hit, ½ damage from weapons, susceptible to fire; ML 12; AL CE. Hp 38

146

(245) Nomad chief Gwazir Khan (Fighter 3), drunk on koumiss, stumbles through streets, insulting random strangers. 01-60 followed from discrete distance by 2d10 (Roll 2d10) nomads (Fighter 2), 61-75 of assassination attempt from roof. (1d100: Roll 1d100)

Gwazir Khan: Fighter 3; AC (studded leather, Dex); Atk 2*composite longbow 1d6 or shortsword 1d6; ML 9; AL NG, 99 gold tassels on cloak. Hp 21

147

(246) Nomads (2d10 (Roll 2d10), Fighter 2) and chief Talumek Khan (Fighter 2) returning from bride-taking; Lady Shanzee Didias (Thief 1), 01-40 jubilant to be rid of family, 41-70 struggling in vain, 71-00 too afraid to even make a sign. (1d100: Roll 1d100)

148

(247) Officer and retired strategos Lannark Sulm (Fighter 7) beating up street urchins who have disturbed his evening rest. 01-20 wears gladius worth 600 gp, 21-30 opportunistic thief sneaks into unguarded apartment. (1d100: Roll 1d100)

Lannark Sulm: Fighter 7; AC 4 (breastplate, shield); Atk gladius 1d6; Con 15; ML 9; AL LN. Hp 55

149

(248) Official Barbatos (Magic-User 4) and 2d10 (Roll 2d10) slaves inspecting merchandise from public procurement for faults and defects. 01-95 foul play discovered, 96-00 treason as well. (1d100: Roll 1d100)

Barbatos: Magic-User 4; AC 8 (ring +2); Atk commander’s staff 1d6; ML 7; AL N. Spells: 3/2; 1: detect magic, light, identify, invisible servant, Tensor’s fl. disk; 2: continual light, strength. Hp 13

150

(249) Official Elvialis Wennh, escorted by 1d6 (Roll 1d6) militias (Fighter 1), counting the corners of a building for tax assessment. 01-40 impresses party into task, 41-50 finds secret entrance. (1d100: Roll 1d100)

151

(250) Official Titho Buwes carrying cases of documents to austere home. 01-30 loses random case. (1d100: Roll 1d100)

152

(251) Official Wenreith and 1d3 (Roll 1d3) bodyguards (Fighter 3), inquires about PCs’ well-being and how they like it in the city. Takes down notes and leaves satisfied.

153

(252) Officials Bonolius Varo and Barbaz Menar, stumbling in drunken haze while discussing reform ideas. 01-30 tax increase, 31-50 deregulation, 51-70 regulation, 71-90 tax cuts, 91-00 state of emergency. They are so smashed they'll listen to any suggestion, 30% probability suggestion will be proclaimed as law of the land within 1d3 (Roll 1d3) days. (1d100: Roll 1d100)

154

(253) Oil merchant Kibak Mer, civilised barbarian (Fighter 4), peddling wares in suggestive way, greatly exaggerating amorous effects.

155

(254) Overseer Philon instructing 2d10 (Roll 2d10) slaves and 1d6+2 (Roll 1d6+2) militias (Fighter 1) in setting up festive lamps and other decorations for aristocratic street extravaganza. 01-40 trays of exotic treats – flamingo tongues, lotus soufflé, etc. – left unattended. (1d100: Roll 1d100)

156

(255) Panderer Alrais Astell (Magic-User 2) using wand of charm to entice guests into exclusive love den in her ownership.

Alrais Astell: Magic-user 2; AC 10; Atk –; ML 4; AL N; wand of charm (x23). Spells: 2; 1: charm person, enlarge, sleep. Hp 5

157

(256) Peddler Algron Merth offering range of cosmetics and perfumes from under cloth canopy, 3d6×10 (Roll 3d6*10) gp total value, potion of levitation.

158

(257) Peddler Jamil Qukar (Thief 2), selling uppers, downers, and all the rest, cabinet of drugs to total value of 2d4×100 (Roll 2d4*100) gp. "Blue-22" (220 gp, 2 doses), acquired from an exclusive source, with unknown effects.

159

(258) Philosopher and noted epicurean Almarg the Gastronome (Magic-User 5) followed by 2d10 (Roll 2d10) slaves carrying valuable ingredients from night market. 01-15 tentacles emerge from amphora and begin to choke random slave. (1d100: Roll 1d100)

Almarg the Gastronome: Magic-User 5; AC 10; Atk staff 1d6; Spec fat and slow; ML 6; AL LN; 400 electrum, 150 gp, scroll of recipes. Spells: has not used them in a long time, only a single sleep left. Hp 14

Tentacles: HD 4; AC 4 (amphora); Atk tentacle 1d6 plus grab; Spec strangle 2d6 (Roll 2d6)/r; ML 9; AL N. Hp 12

160

(259) Philosopher Garmand the Elder, discussing his abstract teachings with 1d3 (Roll 1d3) students in the calm of the night. 01-00 immediate encounter follows. (1d100: Roll 1d100)

161

(260) Phrenologist Sembai Locus (Cleric 3) offering to read character’s declinations from cranial shape for 1d10 (Roll 1d10) gp. 01-40 quackery, 41-80 divination equivalent (personal fate only), 81-00 character is considered worthy sacrifice to brain-sucker and hypnotised during process. (1d100: Roll 1d100)

Sembai Locus: Cleric 3; AC 10; Atk 2×dagger 1d4; ML 7; AL NE; 250 gp, hypnotic perfume×2, acid×3, drills, hooks and saws. Spells: 2/1; 1: command, detect good; 2: silence 15’. Hp 5

Brain-sucker: HD 8+4; AC 5; Atk 4×tentacles 2; Spec suck brain 1d4 r, mind blast, mental powers, MR 90%; ML 4; AL LE. Hp 42

162

(261) Pigs (2d4 (Roll 2d4)) gorging themselves on garbage, and the swill of a brewery. Kashuk the Pigherd Boy, 01-30 "speaking with" his late brother Kashmish, eaten by his pigs. (1d100: Roll 1d100)

163

(262) Pilgrim Tertius Sevillius reciting words on prayer scroll next to sleeping pack mule. 01-20 – 21-40 calls out to the gods to bless or curse random PC. (1d100: Roll 1d100)

164

(263) Poet Erastos (Fighter 1) laying flowers before statue of succubus who has enthralled him. 01-10 statue animates to draw blood and embrace victim, jewellery 2d4×100 (Roll 2d4*100) gp. (1d100: Roll 1d100)

Succubus: HD 6; AC 0; Atk 2×claws 1d3; Spec draining kiss, at will: ethereal, charm person, ESP, clairaudience, suggestion, shape change, gate (01-70 type IV, 71-95 type VI, 96-00 lord/prince), +1 or better to hit; ML 8; AL CE. Hp 36

165

(264) Poison-merchant Mulficar the Venefice (Assassin 5), also acting as agent of secret police, selling his products to appropriately sinister-looking customers. 01-40 poison is ineffective junk if character doesn’t look like he knows his stuff. (1d100: Roll 1d100)

166

(265) Porters (1d10 (Roll 1d10)) carrying foodstuffs for morning market. 01-25 arguing with night watchmen over passage through street. (1d100: Roll 1d100)

167

(266) Porters (1d10 (Roll 1d10)) carrying fowl being followed by hungry dogs. 01-20 pack grows to 4d6 (Roll 4d6) and attacks in frenzy. (1d100: Roll 1d100)

168

(267) Porters (2d10 (Roll 2d10)) carrying vats of brined eels, one to four. 01-20 one slips, 21-40 pelted from above by hired thugs. (1d100: Roll 1d100)

169

(268) Potters Galzoun and Musbekh firing their kilns for the next day. 01-25 1d4+1 (Roll 1d4+1) old books among the kindling, 26-00 live goat is burned as good luck sacrifice. (1d100: Roll 1d100)

170

(269) Priest Agroth (Cleric 4) inviting passers-by for night prayers, asks for donations. 01-15 participating nets high-ranking contact. (1d100: Roll 1d100)

171

(270) Priest Fragord (Cleric 2, currently weak as a child), smokes a hookah in a filthy den, his vestments (350 gp) and holy symbol next to him in the dirt.

172

(271) Priest Parghani (Cleric 8), with flower wreaths around his neck, is preparing before 1d100 (Roll 1d100) awed observers to perform a few final miracles, and then return to the earth like his teachers of old. Periapt of foul rotting, successor is the radiantly beautiful Djaliit Irlum (Cleric 2).

Parghani: Cleric 8; AC 10; Atk staff 1d6+1; ML 10; NG; periapt of foul rotting. Spells: 3/3/3/2; 1: bless×2, cure light wounds; 2: augury×2, slow poison; 3: cure blindness, cure disease, remove curse; 4: divination, exorcise. Hp 24

Djaliit Irlum: Cleric 2; AC 7 (ring +3); Atk staff of temples 1d6+3; ML 8; AL N; holy symbol 160 gp, the golden mirror of exaltation (530 gp), jade figurine (180 gp), staff of temples (27x, can cast augury at 1x, wyvern watch at 2x and protection from evil 10′ at 2x). Spells: 2; 1: command, protection from evil. Single-use: cause disease×2, wind wall, gate, finger of death. Hp 11

173

(272) Priest Velmulis Thang (Cleric 3) murmurs below ornamental copper lantern hanging from house niche, 2d12 (Roll 2d12) bystanders looking in awe at rainbow light. 01-15 1d12 (Roll 1d12) discorporate, inciting panic. (1d100: Roll 1d100)

Velmulis Thang: Cleric 3; AC 5 (chain); Atk heavy iron staff 1d6+1; ML 7; AL N. Spells: 2/1; 1: protection from evil, sanctuary; 2: chant. Hp 18

174

(273) Priest Yog the Elder (Cleric 6, walks with a limp), carrying sacrificial lamb towards corner shrine. 01-15 golden wool 1d6×100 (Roll 1d6*100) gp. (1d100: Roll 1d100)

Yog the Elder: Cleric 6; AC 4 (bracers AC 4); Atk dagger 1d4; ML 6; CG. Spells: 3/3/2; 1: bless, cure light wounds, purify food and drink; 2: augury, reversion [keeps foe at bay], spiritual hammer; 3: cure disease, speak with dead. Hp 29

175

(274) Priest Zotallan Zhubbortan (Cleric 4) and 2d6+2 (Roll 2d6+2) cultists, looking for flawless human skin (Cha 17+) for their master's altar.

Zhotallan Zhubbortan: Cleric 4; AC 2 (plate, shield); Atk warhammer 1d6+1; ML 7; AL CE. Spells: 3/2; 1: cause light wounds*2, command; 2: hold person, reversion [keeps foe at bay]. Hp 16

Cultists (2d6+2 (Roll 2d6+2)): HD 2; AC 10; Atk club 1d6 or lasso; ML 10; AL CE. Hp 5 16 15 13 10 13 7 9 9 14 10 2 11 7

176

(275) Priestess Yliam Radi (Illusionist 2) escorted through streets by 2d8 (Roll 2d8) armed men (thugs, Fighter 2) in black dress and red cowls. To... 01-20 hidden palace, 21-50 temple garden, 51-70 place of subaqueation, 71-90 clandestine lover, 91-00 departing skysphere. Taste of bitter metal while group is nearby. (1d100: Roll 1d100)

Yliam Radi: Illusionist 2; AC 10; Atk –; ML 5; AL NE; 10 pt, emerald necklace 700 gp. Spells: 2; 1: audible glamer, hypnosis, ph. force.

177

(276) Priests: Fravarti, wealthy merchant, proclaims the sublime miracle of the resurrection. From behind, 6 clerics (Cleric 3) of Fedafuce follow with collection box, praising the virtues of advance payments for those days when you really need that raise dead spell.

Clerics of Fedafuce (6): Cleric 3; AC 8; Atk mace 1d6+1; ML 7; AL N; no spells ready. Hp 14 11 9 18 17 18

178

(277) Procession of 1d100 (Roll 1d100) ecstatic worshippers of the Kaxian Mysteries led by vestal Eupraxia (Magic-User 7) and 1d10 (Roll 1d10) lictors (Fighter 4), proceeding to open the Mausoleum of the 11th Mystery. Great wooden chest on litter has 300 electrum, 1500 gp, chainmail +1, bracers of defencelessness. The imminence of a major change hangs in the air.

Eupraxia: Magic-User 7; AC 4 (bracers AC 6, ring +2); Atk asclepian staff 1d6 + deadly poison; ML 11; AL N; potion of clairvoyance×2. Spells: 4/3/2/1; 1: detect magic, magic missile, read magic×2, shield, unseen servant; 2: continual light, detect evil, knock, levitation, pyrotechnics; 3: dispel magic, fireball, prot. evil 10’ r, prot. norm. missiles; 4: dig. Hp 23

179

(278) Procession of 1d100 (Roll 1d100) with torches, in the memory of their benefactor, the great humanist Severus Tarquinius. Whores, gangsters, 2d4×5 (Roll 2d4*5) city guards, a few artists and officials. 01-30 his surviving debtors celebrate their lessened burden, 31-60 group changes direction and heads over to put beggars' quarter to the torch. (1d100: Roll 1d100)

180

(279) Procession of 1d100 (Roll 1d100), 01-20 protest against the mule-cart act, 21-40 for the general public good, 41-60 for urgent whip reform, 61-80 for the freedom of the unjustly persecuted chariot racer Ameer ben Livius, 81-00 just for fun. 2d4×5 (Roll 2d4*5) guards (Fighter 2) follow, 60% to initiate the usual atrocities. (1d100: Roll 1d100)

181

(280) Procession of the goat-cult, 3d10 (Roll 3d10) drunken men in accoutrements of fur and hoof. 01-50 carrying 1d6 (Roll 1d6) giggling prostitutes. (1d100: Roll 1d100)

182

(281) Procession of the peacock-worshippers: 6d10 (Roll 6d10) hooded figures and cowled priest Jaggath Wlerm (Cleric 4) on way to pleasure garden; litter bearing peacock idol 1d3×1000 (Roll 1d3*1000) gp, 3×turquoises (300 gp each) on golden offering plate (500 gp).

Jaggath Wlerm: Cleric 4; AC 0 (golden halo); Atk staff 1d6; ML 10; AL LN; mask of the peacock (350 gp), emerald necklace of the peacock (4000 gp). Spells: 3/2; 1: bless, command, purify food & drink; 2: chant, hold person. Hp 22

183

(282) Prophet Zaidan Mulx (Illusionist 2), disenchanted with his own teachings and disclaiming them on street corner. 01-20 rushed by own disciples to silence him, 21-40 2d10 (Roll 2d10) onlookers wail and tear own clothes. (1d100: Roll 1d100)

Zaidan Mulx: Illusionist 2; AC 10; Atk staff 1d6; ML 6; AL NE. Spells: 2; 1: dancing lights, detect illusion, detect invisibility, ph. force, wall of fog. Hp 8

184

(283) Prophet Zetho Fum wailing from dry cistern where he was left by urchin band; can heal wounds and remove/bestow curses.

185

(284) Prostitute Dulcinea stalked by jealous merchant client Vonith Dohr (Fighter 7), will attack anyone soliciting her. 01-25 demonic possession shows through hysterical demeanour. (1d100: Roll 1d100)

Vonith Dohr: Fighter 7; AC 3 (banded mail, shield); Atk military pick 1d6+1; ML 9; AL CN. Hp 42

186

(285) Prostitute Licienna, in company of 1d12 (Roll 1d12) fawning admirers. 01-30 mocks PC’s masculinity. (1d100: Roll 1d100)

187

(286) Prostitute Lupacula, formerly virginal amazon princess with sad life story, 01-100 made up. (1d100: Roll 1d100)

188

(287) Prostitute Shrit (Thief 4), pretending to be wealthy thrill-seeker, and robbing clients at the right moment. 3d6×10 (Roll 3d6*10) gp jewelry, perfumes.

189

(288) Prostitute Syntyche sipping a slender cup of spirits off the job. 01-25 flicks forked tongue or scaly skin on shoulder is spotted.

190

(289) Quarrel from second-story window. 01-20 wife, 21-40 husband, 41-60 clay pot, 61-80 random valuable, 81-90 cat, 91-00 naked lover is thrown out of window. (1d100: Roll 1d100)

191

(290) Rat catcher Udo’s modest shack, with today’s haul, a rat king (swarm of several rats stuck together by tangled tails and dried sewage) hanging from a nail. 01-50 swarm speaks in sibilant tones, promising wealth and power for slaying Udo and setting it free. (1d100: Roll 1d100)

Rat king: HD 4; AC 7; Atk bites 2d4; Spec hypnotism 3/day; ML 5; AL CE. Hp 16

192

(291) Rats, fleeing from the cellar of a house, to collapse within 1d12 (Roll 1d12) hours.

193

(292) Rats: 2d4×5 (Roll 2d4*5) giant rats climbing up wall and disappearing through dark window. 01-40 muffled screams from within. (1d100: Roll 1d100)

194

(293) Rats: 2d4×5 (Roll 2d4*5) giant rats eagerly licking milk from smashed up dairy store while owner Caius Secundus Maro watches helplessly from between two hired thugs (Fighter 2) who were ordered to do the job.

195

(294) Rats: rat swarm from canal opening to sounds of wild piping.

196

(295) Rats: 2d4 (Roll 2d4) rat swarms besieging residence of magician Rufil Mirza (Magic-User 5), will soon break through glass windows unless stopped. 01-40 failed conjuration, 41-80 rival’s weird, 81-00 Overlord’s assassination order. (1d100: Roll 1d100)

Rufil Mirza: Magic-User 5; AC 10; Atk 2×dagger 1d4+1; Str 16; ML 6; AL LG; potion of longevity. Spells: 4/2/1; 1: detect magic, light, magic missile, read magic, sleep, ventriloquism; 2: forget, knock, mirror image; 3: clairvoyance, feign death. Hp 15

197

(296) Revellers, 3d6 (Roll 3d6) young men and women in an inebriated state. 01-20 hurl insults at party, 21-40 ask PCs to join, 41-50 dragging unwilling participants. (1d100: Roll 1d100)

198

(297) Robber: Oltremor the Barbarian (Fighter 8), robs his victims all on his own, and the six slaves are only there to cart off the swag. 120 gp, a cartload of cloth, decorative sword (scimitar +1).

Oltremor the Barbarian: Fighter 8; AC 6 (chain shirt); Atk two-handed sword 1d10+3; Spec +1 to all saves; Str 18/43, Con 15; ML 9; AL N; ring of healing (23 charges, 1d6 (Roll 1d6) Hp/charge). Hp 56

199

(298) Robbers (2d6+2 (Roll 2d6+2)), swarthy, bearded fellows (mob, Fighter 1) with 1d3+1 (Roll 1d3+1) guard dogs. These uncouth fellows are 50% to let loose their dogs even if they are paid.

200

(299) Robbers Hablon (Fighter 3) and 2d8 (Roll 2d8) followers (mob, Fighter 1), have had ill luck for a long time, ready to give up the business if they can't pull a job tonight.

201

(300) Robbers Quintulus the Gladiator (Fighter 2) and Losos the Charioteer (Fighter 2), long fallen out of favour, discussing best ways to rob their victims. 01-30 Losos is visited by 1d6 (Roll 1d6) old fans to pay their respects to their unjustly neglected hero. (1d100: Roll 1d100)

202

(301) Robbers Sigurd Vlex (bowman, Fighter 2) and 2d10 (Roll 2d10) robbers (Fighter 2), spoils 300 gp and 240 gp drinking horn. Half are heavily wounded, binding wounds or deadening the pain with alcohol, but still in high spirits. 01-70 pick quarrel with company. (1d100: Roll 1d100)

203

(302) Robbers Talum Khan (Thief 2) and 2d6 (Roll 2d6) followers (Fighter 1), relieving tied captives of their valuables. 01-50 cry for help. (1d100: Roll 1d100)

204

(303) Robbers Vaikonnis (Fighter 4) and 2d8 (Roll 2d8) robbers, escorting cart of stolen alcohol. 01-20 already drunk, 21-40 sale attempt, 41-80 fence approaches, 81-00 barrel rolls off cart and breaks – surely, the characters are to blame! (1d100: Roll 1d100)

205

(304) Robbers, Sigurd the Stave (Fighter 2) and 2d6 (Roll 2d6) Northman berserkers (Fighter 2), their ship in port, trying to earn a little extra on shore leave. They don't know the city, and multiple local gangs would like to see them gone. 5 electrum ingots (50 gp each), decorative drum (10 gp).

206

(305) Robbers: Alexandros (Fighter 2) and 1d10 (Roll 1d10) companions, former city guards (Fighter 2) still on good terms with their former comrades – 70% (Roll 1d100) to get away with anything “for old times’ sake”.

207

(306) Robbers: Elsyon the urchin (Fighter 1) and 2d8 (Roll 2d8) companions (1 HD), all armed with clubs. They are collecting money for real weapons so they can grow up and become real criminals!

208

(307) Robbers: Granto Gygas (Fighter 6), greying mercenary, and 1d6+1 (Roll 1d6+1) veteran companions (Fighter 3), supplementing their pension with a little extra. They own a small villa outside the city, and have currently looted 480 gp of valuables.

Granto Gygas: Fighter 6; AC 4 (chain, shield); Atk bastard sword 2d4 or javelins 1d6 (x6); ML 9; AL N; alarm horn, bottle of drink (he knows his stuff!). Hp 31

Grognards (1d6+1 (Roll 1d6+1)): Fighter 3; AC 5 (chain); Atk glaive-guisarme 2d4 or shortsword 1d6; ML 8; AL N. Hp 13 18 22 13 14 19

209

(308) Robbers: Quanzar the Minstrel (Fighter 2, bowman) and 2d8 (Roll 2d8) desert nomads (Fighter 2). Quanzar plays his lute in a side alley, and his men block the way when they spot a victim. Temporary lair in commandeered pottery store, loot is 150 sp, 85 gp, stuffed crocodile with amber eyes, six vials of perfume, pair of gaudy slippers (110 gp).

210

(309) Robbers: Shamur the King of the Streets (thug, Fighter 2) and 1d10 (Roll 1d10) more thugs disciplining watermelon merchant who did not pay the protection money. Seeing the characters, 01-60 greet them jovially, 61-90 cry out "The watch!", and run for it. (1d100: Roll 1d100)

211

(310) Robbers: Talborthan the Nomad (Fighter 3), former watch officer, and 3d6 (Roll 3d6) riff-raff (Fighter 1), hanging kicking and screaming beggar who would not report to them. They are so preoccupied by the fun that nobody watches the sack of valuables (180 sp, 80 gp, 2d6×100 (Roll 2d6*100) gp objects).

212

(311) Robbers: Telquanar the Pirate (Fighter 4, balm against skin disease) and 8 pirates (Fighter 2); four throw a weighted net from above, the rest grab the goods and run.

213

(312) Robbers: Yusuf Muraad Khusi (Illusionist 4) and 2d6 (Roll 2d6) robbers (Fighter 2); the hunchbacked Yusuf, hiding in a curtained hiding place, creates the illusion of several more companions surrounding locale; if needed, covers companions' escape with spell scroll.

Yusuf Muraad Khusi: Illusionist 4; AC 12 (hunchback); Atk 2×dagger 1d4-1 + poison (0/15 Hp); ML 5; AL NE; scroll (hallucinatory terrain×2, sp. force×2). Spells: 3/2; 1: audible glamer, ph. force, wall of fog; 2: hypnotic pattern, ventriloquism×2. Hp 8

214

(313) Rug merchant Tarquis looking nervously from half-closed store. Waiting for... 0120 extortionists, 21-40 stolen goods, 41-60 exquisite rug from dream-world. (1d100: Roll 1d100)

215

(314) Sacks (1d6 (Roll 1d6)) in random nook, message: "I have brought your advance, and the next installment will arrive in due time". Sacks contain heavy chains.

216

(315) Sacks (1d6 (Roll 1d6)) in shadowy corner contain neatly severed cat heads sorted by size and type.

217

(316) Secret agent Aristo (Thief 4) depositing scroll in wall niche with list of names for proscription. 01-30 location is watched by 1d10 (Roll 1d10) city guards (Fighter 2).

218

(317) Sedan chair with grotesque carvings litter lies abandoned and overturned in the street; signs of recent struggle.

219

(318) Senator Grastus (Fighter 3) with escort of 1d10 (Roll 1d10) lictors (Fighter 4), carrying scrolls with state secrets, concerning… 01-25 proscription list, 26-50 military manoeuvres, 51-75 pretender to throne, 76-85 doppelganger infiltration, 86-95 false-flag attack, 96-00 vampire conspiracy. Extremely paranoid. (1d100: Roll 1d100)

220

(319) Servant Alkhoun selling master’s gold jewelry from vacant merchant’s stall. 01-15 distinct marks, 16-00 fake. (1d100: Roll 1d100)

221

(320) Servant Idamar (Fighter 3, chainmail) dragging body of drunk master Eilon. 01-20 mugging attempt, 21-40 mistaken for mugger. (1d100: Roll 1d100)

222

(321) Servants Omarthane, Omnikrates and Wenth swapping vile rumours about employers.

223

(322) Shadow form of Princess Yisia walking alleys to explore the city with this magical spell; one hit dissipates and wounds real princess. 01-25 1d6 (Roll 1d6) undead shadows. (1d100: Roll 1d100)

224

(323) Shadows (1d12 (Roll 1d12)) dancing around broken stump of a statue. 01-60 necromancer Yallith Thoon (Illusionist 4), looks on from safe distance to learn their purpose; 40% (Roll 1d100) mesmerises weak-looking group to see how they react to an attack. (1d100: Roll 1d100)

Yallith Thoon: Illusionist 4; AC 10; Atk 2×daggers 1d4 + poison (0/15 Hp); ML 7; AL LE; bag of rat skulls, unholy water×2, poison (hallucinative). Spells: 3/2; 1: detect illusion, hypnosis*2, light, ph. force; 2: fog cloud (used to disperse poison!), invisibility. Hp 9

225

(324) Shadows (1d12 (Roll 1d12)) in procession through streets. 01-50 leader casts hypnosis on random PC to join their company. (1d100: Roll 1d100)

226

(325) Shoe merchant Wolthinia selling decorative slippers for 2d10 (Roll 2d10) gp each. Son Agnax, Fighter 3 (Str 18/00) always nearby to make sure the customers don't diss either Wolthinia or her handmade merchandise.

227

(326) Sick man Olam Gan, wandering in fever, oblivious to his physical surroundings – “all burns like coals”, “the metals... the metals! the hue!” – suffers from synesthesia, feels sounds as heat.

228

(327) Slanderer Radulus (Thief 3), offers to spread slander about selected person or group, 1d6×10 (Roll 1d6*10) gp. 01-60 starts to spread slander about company whether hired or not. (1d100: Roll 1d100)

229

(328) Slave hunchbacks Gosso and Oongla (Fighter 3, warhamers) transporting crates of pressed giant rat pulp to oil brewery. These brutes are very cowardly despite tough demeanour.

230

(329) Slaves (1d10 (Roll 1d10)) in simple tunics, trying to drag improbably large amphora to their master's dwelling. 01-40 they dare not talk to anyone. (1d100: Roll 1d100)

231

(330) Slaves (1d10 (Roll 1d10)), sleeping in the open entrance of their master's house, having been ordered outside while a secret meeting takes place within. 01-40 to ignore anyone entering, 41-80 to offer a fair warning. (1d100: Roll 1d100)

232

(331) Slaves (1d6+1 (Roll 1d6+1)) plotting escape while returning from night market. 01-60 realise characters are aware of their conversation. (1d100: Roll 1d100)

233

(332) Slaves (2d10 (Roll 2d10)) and 1d6 (Roll 1d6) militias (Fighter 1) working on clearing rubble from collapsed house; official Thydon compiling tally of the dead and damages.

234

(333) Slaves (2d10 (Roll 2d10)) and 6 guards (Fighter 3), carrying Lord Dak on a sedan chair for his daily sightseeing. The lord has been dead for a while, but since he has not given any orders to the contrary, they keep with his daily routine. 3d6×100 (Roll 3d6*100) gp in jewelry.

235

(334) Slaves (2d10 (Roll 2d10)) escorted to barracks on a leash by 5 guards (Fighter 2). 01-20 one cries out, accusing PC of being an escapee. (1d100: Roll 1d100)

236

(335) Slaves (2d10 (Roll 2d10)) removing plague victims from nearby house, overseer Bendo the Bent. 01-60 2d3×100 (Roll 2d3*100) gp worth of looted valuables recovered. (1d100: Roll 1d100)

237

(336) Slaves (3d6 (Roll 3d6)), robber equivalent (Fighter 2), looking for strangers to waylay for cannibalistic feast. 01-20 under magical hypnosis, acting strangely. (1d100: Roll 1d100)

238

(337) Slaves, 1d6+1 (Roll 1d6+1) miserable, chained men in loinclothes, tied here for the night for doing shoddy work. Terrified of the consequences of escaping, but not too happy of returning to their master either – beg passersby to purchase them. 01-80 they are indeed lazy scoundrels. (1d100: Roll 1d100)

239

(338) Smoke flows down from chimney pots and gathers in the street, strong smell of coal.

240

(339) Snake-headed woman: Rufelza, veiled dancing girl, carrying water from well to exclusive love nest frequented by degenerates who are into the dangerous stuff. Sisters Tharza, Rhen and Liannar, 2d4×200 (Roll 2d4*200) gp worth of carpets and decorative items, chain +2.

Snake-headed women (4): HD 3; AC 4; Atk bite 1d6 + poison (1 r, 0/35 Hp); Spec charm person 1/days, immune to same; ML 7; AL CE. Hp 11 10 11 16

241

(340) Snake-worshipper Salundus invites party to brotherhood meeting. 01-30 trap, 3160 work offer, 61-80 recruitment attempt, 81-00 good, harmless fun at snake orgy. (1d100: Roll 1d100)

242

(341) Spectre Taulan the Dream-bringer, 2d4 (Roll 2d4) giant moths fluttering around him, spreading dream dust. He is looking for one of his lost dreams in the city streets, and nothing else will occupy his attention for long.

Taulan the Dream-Bringer, Spectre: HD 6; AC 2; Atk touch 1d8+drain; Spec energy drain, +1 or better to hit, immune to mind-affecting & cold; ML 8; AL LE. Hp 27

Giant moths (2d4 (Roll 2d4)): HD 2; AC 8; Atk tongue 1d4+poison (1d4+1 r, 0/15 Hp); Spec narcoleptic pollen 3/day (save or sleep), immune to mind-affecting; ML 6; AL N. Hp 8 11 5 5 8 3 9 7

243

(342) Spilled oil in great pools next to... 01-40 wrecked store, 41-80 defiled shrine, 8100 upturned cart. 20% (Roll 1d100) of spark and flame. (1d100: Roll 1d100)

244

(343) Spirit speaking from old statue calling for uncovering of secret mass grave created by old sin; will lead to undead invasion.

245

(344) Spy and secret police member Salbum Mirza (Assassin 7, dagger of venom) preparing long list of infringements in secluded spot. Unruly PCs have 80% of getting on it for high treason; courteous have 20% of offer to include selected persons with price based on social standing. (1d100: Roll 1d100)

Salbum Mirza: Assassin 7; AC 6 (leather, Dex); Atk 2×dagger of venom hidden in turban 1d4+poison; Spec surprise, backstab×3, assassination 0-1 80%, 2-3 75%, 4-5 65%, 6-7 55%, 89 40%; PP 50%, OL 42%, FT 40%, MS 40%, HS 31%, HN 20%, CW 90%, RL 25%; Dex 16; ML 9; AL LE; 250 electrum, diamond ring (600 gp, N’s magical aura). Hp 23

246

(345) Spy Ummil tal Apsis (Thief 4) discussing state secrets with palace official Lekh Singh (Magic-User 5). 01-50 suspect characters of eavesdropping. (1d100: Roll 1d100)

Ummil tal Apsis: Thief 4; AC 6 (leather); Atk scimitar 1d8; Spec Spec backstab×2, PP 45%, OL 42%, FT 35%, MS 33%, HS 25%, HN 15%, CW 88%; Dex 16; ML 6; AL LN; 150 gp, 30 pt. Hp 10

Lekh Singh: Magic-User 5; AC 6; Atk 2×dagger 1d4; Dex 18; ML 7; AL NG; splendid turban (200 gp), palace entry permit (blank), arrest order (blank), signet ring 100 gp. Spells: 4/2/1; 1: dancing lights, detect magic, enlarge, shield, unseen servant; 2: invisibility, knock, strength, wizard lock; 3: dispel magic, lightning bolt. Hp 14

247

(346) Statue: antique falls from top of house, save vs. petrifaction or take 3d8 (Roll 3d8) points. 01-50 failed assassination attempt, 51-80 malicious prank, 81-00 statue emits shrieking laugh and flies away as gargoyle. Gemstone eyes 2×150 gp. (1d100: Roll 1d100)

Gargoyle: HD 4+4; AC 5; Atk 2×claws 1d3 and gore 1d6 and bite 1d4; Spec +1 or better to hit; ML 6; AL CE. Hp 19

248

(347) Statues left under an overhang in various stages of completion; all horribly disfigured.

249

(348) Stonecarver Yehelleth Gloor working feverishly to restore failed masterpiece already installed. 01-30 arrested for vandalism, 31-60 cries ‘Unclean! Unclean!’ as he flees into darkened streets. (1d100: Roll 1d100)

250

(349) Strongman Bubbuth Gol (Fighter 3, Str 18/10) challenges passersby to contest of strength; pays 2:1 in fake coins. Also sells strength-developing tonics and toning ointments, 5 gp per dose. 01-25 character catches glimpse of scorpion amulet around neck. (1d100: Roll 1d100)

Bubbuth Gol: Fighter 3; AC 7 (studded leather); Atk wrassling 1d6+3 or hand axe 1d6+3; Str 18/10; ML 7; AL CE. Hp 18

251

(350) Swindler Markession (Fighter 6) and 2d8 (Roll 2d8) pirates (Fighter 2) in stolen guard uniform collecting tithes for passage through street gate. Prior garrison clubbed or drugged. 01-20 those who pay tithe will be charged with financing crime a few days later by angered authorities. (1d100: Roll 1d100)

Markession: Fighter 6; AC 4 (chain, shield); Atk scimitar 1d8+1 or 2×daggers 1d4+1; ML 7; AL N; skeleton key (1:3 to fit any common lock), mouth-harp, pipe, opium×5. Hp 24

252

(351) Tax collector Hirudo Officinalis in company of 3d10 (Roll 3d10) city guards (Fighter 2) halting random passersby for surprise audit. 01-80 singles out player character, 101% to find something dire. (1d100: Roll 1d100)

253

(352) Thief Ali Hennari (Thief 2), sitting cross-legged on stolen silk bales, waiting for his partner who will never come. If approached, 01-20 weeps hysterically, 21-40 cries out in defence of "his property", 41-60 attacks in blind rage. (1d100: Roll 1d100)

254

(353) Thief Khosatra Dhevi (Thief 4, 2×pearl chains 240 gp, golden candlestick 150 gp, gem box 450 gp), fleeing swiftly from pursuers. 01-30 pretends to be innocent victim, 31-60 throws purse to company to distract or hold back pursuers (1d10 (Roll 1d10) gp + 1d6×10 (Roll 1d6*10) cp). (1d100: Roll 1d100)

255

(354) Thief Kusai Khan (Thief 7) mistakenly descends from rooftop in front of party with stuffed bag of swag. 01-30 offers bribe for silence, 31-00 runs like hell. (1d100: Roll 1d100)

Kusai Khan: Thief 7; AC 8 (leather); Atk shortsword 1d6 or crossbow 1d8; Spec backstab×3, PP 60%, OL 52%, FT 50%, MS 55%, HS 43%, HN 25%, CW 94%, RL 35%; ML 7; AL CN; 180 gp, potion of speed. Hp 28

256

(355) Thief Shamir the Tiger (Thief 3) dragging clubbed victim into back alley. 50 gp and gem bracers 500 gp.

Shamir the Tiger: Thief 3; AC 6 (leather, Dex); Atk club 1d6; Spec backstab×2, PP 40%, OL 38%, FT 30%, MS 27%, HS 20%, HN 15%, CW 87%; Dex 16; ML 7; AL LE; climbing hooks. Hp 9

257

(356) Thief Smardis (Thief 4, deep blue turban, 4×opium), smoking a hookah and offering empty tower apartment for sale at 140 gp. 01-40 not his, 41-60 obstinate tenants, 61-70 dark secret, 71-80 monsters inhabit the two stories below. (1d100: Roll 1d100)

258

(357) Thief: torches illuminate hanging cage of Melzak the Mouth (Thief 4, Hp 2), repentant thief returned to guild by corrupt guards, and now close to death. 01-40 knows way to guildmaster’s secret love-den. (1d100: Roll 1d100)

259

(358) Thieves Babbu Ketha (Fighter 3) and Ugguth Bisma (Thief 3) casing wealthy home when party disturbs them. 01-40 patrol arrives and 20% (Roll 1d100) of mistaken identity. (1d100: Roll 1d100)

Babbu Ketha: Fighter 3; AC 7 (leather, shield); Atk longsword 1d8 or 2×shortbow 1d6; ML 8; AL N; potion of levitation. Hp 21

Ugguth Bisma: Thief 3; AC 9 (Dex); Atk longsword 1d8; Spec backstab×2, PP 40%, OL 33%, FT 30%, MS 27%, HS 20%, HN 15%, CW 87%; ML 7; AL NG; coil of cat's hair rope, oil*5. Hp 12

260

(359) Thieves Kathuris Khan (Thief 1), Mandai the Nose (Assassin 4) and Isam Thag (Assassin 2) dividing stolen bejewelled goblet (300 gp) with hammer and chisel in niche apartment; everything audible through copper grille window.

Kathuris Khan: Thief 1; AC 10; Atk shortsword 1d6; Spec backstab×2, PP 30%, OL 25%, FT 20%, MS 15%, HS 10%, HN 10%, CW 85%; ML 6; AL CE. Hp 3

Mandai the Nose: Assassin 4; AC 4 (leather, Dex); Atk shortsword 1d6 or noose 1d6; Spec surprise, backstab×2, assassination 0-1 65%, 2-3 60%, 4-5 50%, 6-7 40%, 8-9 25%, PP 45%, OL 43%, FT 30%, MS 31%, HS 25%, HN 10%, CW 86%; Dex 18; ML 9; AL CN; cat key. Hp 14

Isam Thag: Assassin 2; AC 8 (leather); Atk shortsword 1d6; Spec surprise, backstab×2, assassination 0-1 55%, 2-3 50%, 4-5 40%, 6-7 35%, 8-9 15%; ML 7; AL CE; potion of speed. Hp 8

261

(360) Thugs (1d6 (Roll 1d6), Fighter 2) in unconscious pile, left here on a dung heap by rival gang after a thorough beating.

262

(361) Thugs (2d8 (Roll 2d8)) hanging by the neck in a neat row in side street. 01-40 proclamation of crimes affixed, 41-80 purse of 30 sp stuffed into each mouth, 81-00 lewd game gone bad. (1d100: Roll 1d100)

263

(362) Thugs (2d8 (Roll 2d8), Fighter 2) beating old woman. 01-20 offer characters 3d6×10 (Roll 3d6*10) gp for silence. (1d100: Roll 1d100)

264

(363) Thugs (2d8 (Roll 2d8), Fighter 2) in brawl with 2d10 (Roll 2d10) city guards (Fighter 2) over right of passage through narrow gate. 01-60 brawl turns violent and weapons are drawn. (1d100: Roll 1d100)

265

(364) Thugs (2d8 (Roll 2d8), Fighter 2) looking for a shakedown. 01-80 avoid powerful-looking groups. (1d100: Roll 1d100)

266

(365) Thugs (2d8 (Roll 2d8), Fighter 2) roughing up 1d10 (Roll 1d10) urchins for infringing on their territory.

267

(366) Thugs (2d8 (Roll 2d8), Fighter 2) swapping sordid tales by firelight. 01-60 invite toughlooking group, may know of odd jobs. (1d100: Roll 1d100)

268

(367) Thugs, 1d8 (Roll 1d8) muscled fellows (Ftr 2) in leather pants and naked from the waist up, makeshift wrestling match between two gangs. 4d10 (Roll 4d10) sightseers, 1d3 (Roll 1d3) pickpockets, flute players. The grand prize is... 01-40 a beautiful golden jug (360 gp), 41-80 a beautiful dancing girl, 81-00 the leadership of the now united gang. (1d100: Roll 1d100)

269

(368) Traveller Quabral the Firm (Fighter 3) and his horse, has been looking for safe lodgings for half a day, but has only found suspicious places so far. 01-50 asks for directions, 51-70 warns characters not to approach, 71-90 heavily wounded (25% Hp). (1d100: Roll 1d100)

Quabral the Firm: Fighter 3; AC 5 (scale mail, shield); Atk scimitar +1 1d8+2 or 2×longbow 1d6; Str 17; 15 gp, gilded shield (110 gp), 9×arrows+2. Hp 22

270

(369) Undertaker Aberan and his apprentice Mug the Muted loading bags full of bones and dry skin on their cart. 01-20 sibilant piping from bag. (1d100: Roll 1d100)

271

(370) Urchins (2d8 (Roll 2d8)) beating up ragged old man Murad the Catch (Thief 3), who had previously employed them as pickpockets and petty robbers.

Murad the Catch: Thief 3; AC 12 (crutches); Atk crutch 1d4; ML 5; AL CN. Hp 10

272

(371) Urchins (2d8 (Roll 2d8)) carrying bones and gristle in cart for soap-maker.

273

(372) Urchins (2d8 (Roll 2d8)), throwing stones at window shutters of... 01-40 old man, 41-80 young maiden, 81-00 petty bureaucrat. 50% (Roll 1d100) acting on a commission. (1d100: Roll 1d100)

274

(373) Urchins (2d8 (Roll 2d8)), tormenting tied donkey.

275

(374) Vampire alchemist Abu Kasim stalks through street. 1d6 (Roll 1d6) potions. 01-25 carries limp body of maiden, 26-50 offers party’s life if he can suck some blood from random PC. Disturbingly influential at Overlord’s court. (1d100: Roll 1d100)

Abu Kasim: HD 8+3; AC 2; Atk claws 1d6+4 + drain; Spec drain, regenerate 3 Hp/r, gaseous form or change into bat at will, charm gaze, summon 10d10 (Roll 10d10) rats or bats, +1 or better to hit, immune to sleep, charm, hold; Str 18/76; ML 10; AL CE; 4000 gp ruby locket. Hp 35

276

(375) Victim Parvus, robbed and beaten, staggers in confusion.

277

(393) Warrior woman Algordis (Fighter 3) discussing heist with comrades Ollandra (Fighter 1) and Lady Ilwaz (Fighter 3). 01-50 already undertaken, 51-75 this is the night!, 76-00 still in a planning phase. (1d100: Roll 1d100)

Algordis: Fighter 3; AC 9 (Dex); Atk club 1d6; Dex 15; ML 8; AL N; pearl necklace (60 gp). Hp 21

Ollandra: Fighter 1; AC 10; Atk 4×dagger 1d4; ML 8; AL CE; perfumes×3. Hp 8

Lady Ilwaz: Fighter 3; AC 10; Atk longsword +2; ML 9; AL LN; potion of giant strength. Hp 24

278

(376) Watchman Amax (Fighter 2, banded mail), his armour worn and old, stands watch with guard dog. He is guarding a curio store, but he is a talkative sort, and always happy to spin wild tales of the wonders he is protecting. 01-60 he would join a break-in. (1d100: Roll 1d100)

279

(377) Watchman Fladus Fum (Fighter 1), young lad, standing proudly before grimy smugglers' depot, gold medal (4 gp) on his breast. Still believes in what he's doing, cheerfully calls out everyone not to dare try a break-in.

280

(378) Watchman Morthanac (Fighter 1) by a back entrance, "debating" with a carved ornament in his boredom. Happy to speak to anyone else, knows a thing or two, and has good wine.

281

(379) Watchman Palidor the Nomad (Fighter 3), once an infamous barbarian, now an aging opportunist with a beer gut and a bad back. 01-40 he has never seen anyone leave through the door he is guarding. (1d100: Roll 1d100)

Palidor the Nomad: Fighter 3; AC 6 (studded leather, shield); Atk spear 1d6; ML 7; AL N; ram’s head amulet (offers 4×augury). Hp 22

282

(380) Watchmen Ali Madoor (Fighter 2) and Borlag Northorg (Fighter 3), sitting on top of a pile of barrels, and berating security system of the storehouse they are guarding.

283

(381) Watchmen Torris Wer and Yusuf Wer (desert nomad Fighter 2), identical clothing and weapons – they are half-brothers, guarding a thick grille sunk into the ground. Call characters' attention to 1d2 (Roll 1d2) nearby encounters. No idea what lies below grille.

284

(382) Water-seller Feldon leading donkey cart with jugs through dark street, doggedly avoids conversation. 01-60 coming from cult gathering with two jugs filled with bloody clothing, 61-00 going to cult gathering with one jug filled with opium wine. (1d100: Roll 1d100)

285

(383) Water-seller Licinius dragging dead mule into rival’s source in closed-off courtyard. Offers an impressive bribe (1d3×100 (Roll 1d3*100) gp) for party’s silence over this heinous crime if interrupted and questioned.

286

(384) Wererats (2d4 (Roll 2d4)), carrying diseased rags in enormous bundles, and scattering them everywhere.

Wererats (2d4 (Roll 2d4)): HD 3+1; AC 6; Atk longsword 1d8; Spec surprise 4:6, lycanthropy, summon 2d6 (Roll 2d6) giant rats, silver or +1 to hit; ML 5; AL LE. Hp 9 11 10 21 17 9 16 19

287

(385) Widow Illistran asking party Cleric (or well-dressed PC) to bless dead husband for 1d10 (Roll 1d10) gp. 01-10 will actually offer 1d100 (Roll 1d100) electrum (her former dowry) in gratitude. (1d100: Roll 1d100)

288

(386) Widower Skakarzek Mons, suffering the dementia of old age, stumbles door to door, beating each with staff and begging for admittance in desperate search for his home.

289

(387) Wight Kathurios in burial shroud and 600 gp crown, wielding cursed sword +3 leading army of 6d10 (Roll 6d10) skeletons to sealed ossuary to raise the dead and overthrow the Overlord. Cites failure to protect mausoleum from looters as cause of haunting.

Kathurios: HD 4+3; AC 0 (chainmail); Atk cursed sword +3 1d10+3 or claws 1d6+drain; Spec drain, silver or magic to hit; ML 9; AL LE. Hp 20

Skeletons (6d10 (Roll 6d10)): HD 1; AC 7; Atk spears 1d6; Spec ½ from sharp/edged; ML 8; AL N. Hp 2 5 4 3 5 6 6 3 1 2 3 3 3 2 3 6 1 2 3 3 4 6 6 4 1 4 6 8 2 2 8 5 4 6 3 5 1 5 7 5 8 8 5 8 7 1 8 7 5 1 1 3 6 8 1 5 3 7 8 1

290

(388) Wight, hooded figure on long chain. It has crawled forth from an underground recess to drag back a victim... will pursue while chain allows.

Wight: HD 4+3; AC 5; Atk claws 1d6 + drain; Spec drain, silver or +1 to hit; ML 7; AL LE. Hp 22

291

(389) Wights (2d6 (Roll 2d6)) stalking through streets towards their sinister goal. 01-20 willing to make a small detour for PCs or other victims.

Wights (2d6 (Roll 2d6)): HD 4+3; AC 5; Atk claws 1d6+drain; Spec drain, silver or +1 to hit; ML 7; AL LE. Hp 23 16 22 24 24 19 19 24 23 19 19 21

292

(390) Wine seller Agramenes watering up a vat of his finest in half-closed shop; actually an improvement.

293

(391) Wine seller Toghral selling hyacinth-flavoured drink for 5 gp a cup, a crowd favourite (heals 1d3) Hp but save vs. magic or become addicted).

294

(392) Witch Tethys the Sea-maiden (Magic-User 3, Cha 4) pushes cart with jars of dead man’s fat; insults bring forth 3d10 (Roll 3d10) killer frog followers.

Tethys the Sea-Maiden: Magic-User 3; AC 10; Atk staff of many warts 1d6+1 (slimed on max damage, 19x); Cha 4; ML 7; AL CE. Spells: 2/1; 1: cause fear, dancing lights, detect magic, spider climb; 2: stinking cloud. Hp 12

Killer frogs (3d10 (Roll 3d10)): HD 1+4; AC 8; Atk 2×claws 1d2 and bite 1d4+1; Spec hop-attack +2; ML 5; AL N. Hp 11 9 5 12 10 11 5 5 6 12 11 8 11 8 10 12 12 7 10 10 9 7 10 11 8 11 9 6 5 10

295

(394) Workman Ormak and 1d10 (Roll 1d10) apprentices returning from aqueduct repairs, discussing the next day’s tasks. 01-25 one mentions walled-up entrance in guarded terminus. (1d100: Roll 1d100)

296

(395) Workmen (2d10 (Roll 2d10)) sleeping rough on construction project, overseer Nabzan discussing tomorrow’s tasks with hooded man. 01-30 topic drifts to sabotage, 31-50 to protection money. (1d100: Roll 1d100)

297

(396) Workmen (2d10 (Roll 2d10)), placing torches and brands by street to prepare for procession. 01-20 1d4×5 (Roll 1d4*5) city guards follow, 21-40 2d6+2 (Roll 2d6+2) robbers, 41-60 gawkers start to gather. (1d100: Roll 1d100)

298

(397) Workmen (2d10 (Roll 2d10)), sleeping in the street and very suspicious of passersby. They are strangers to the city, and are working on a confidential project, to which they are escorted under blindfolds.

299

(398) Workmen (3d10 (Roll 3d10)) under overseer Ganth Joban (Thief 2, jewel-belt 450 gp) repairing gaps among cobblestones and mortar in walls in anticipation of tomorrow’s official visit. 01-20 impressed to help, 21-40 offer of recompense for extra workers acquired by any means. (1d100: Roll 1d100)

300

(399) Zombies (3d8 (Roll 3d8)) guarding street, raised by fleeing Ralliborn (Magic-User 6) to cover his tracks.

Ralliborn: Magic-User 6; AC 10; Atk pouch of “mummy’s breath” (1d3 r, 0/25 Hp + mummy rot); ML 6; AL NG; ring of the dead (animate dead, 22x). Spells: 4/2/2; 1: charm person, detect magic, identify, light, magic missile, sleep, spider climb; 2: darkness 15′ r, levitation, mirror image, shatter; 3: dispel magic, slow, suggestion. Hp 18