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Flee, Mortals! The MCDM Monster Book v1.0

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Published by Lizard Wizard, 2024-01-27 18:15:49

Flee, Mortals! The MCDM Monster Book v1.0

Flee, Mortals! The MCDM Monster Book v1.0

CITY BUILDER 5 EASY S.T.E.P.S The Dungeon Coach Support my work Patreon. If you like the stuff I have here as digital resources and want ALL of those and MORE, think about supporting me over on Patreon! I have many resources and you can get involved with what I do over on my YouTube Channel too! Including Multiple Reward Tiers and a GREAT community! https://www.patreon.com/thedungeoncoach Contact Discord https://discord.gg/NpU932E Facebook https://facebook.com/thedungeoncoach Resources for dungeon masters YouTube. The Dungeon Coach YouTube Channel I create weekly videos every Sunday to help make your games more creative and more fun! https://www.youtube.com/thedungeoncoach Past PDFs –Check out the other content I’ve published. I will keep making more and more of my documents available online from my large list of homebrew content! https://thedungeoncoach.com/ Notice of Open Game Content: This work Uses Open Game Content pursuant to the Open Game License, version 1.0a. and may be Used only under and in terms of that license. No portion of this work other than the material designated as Open Game Content may be reproduced or used in any form or fashion without written permission. Product Identity: The following are hereby identified and designated as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: DC Playbook, The Dungeon Coach, The Dungeon Company, The Dungeon Coach LLC, all The Dungeon Coach product and product line names, logos and identifying marks including trade dress; artifacts; creatures; characters; stories, story lines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio represen tations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols or graphic designs; and any other trademark or registered trademark. Content that has previously been designated as Open Game Content or is in the public domain is not included in this designation. Designation of Open Game Content: Subject to the Product Identity Designation herein, the following material is designated as Open Game Content. (1) all material required to be Open Game Content as part of the game rules, or previously released as Open Game Content, (2) all material previously released as Open Game Content, (3) all previously released Open Game Content, material required to be Open Game Content under the terms of the Open Game License, and public domain material anywhere in the text. DC Playbook, Copyright © 2021, The Dungeon Coach, The Dungeon Coach LLC. All rights reserved. Not for resale or redistribution. Permission given to print or copy for personal use only Contents City Builder 3 Step 1: Size �������������������������������������������������������������������������������������������������������������������������������������������������������������������������������� 3 Step 2: Theme������������������������������������������������������������������������������������������������������������������������������������������������������������������������� 3 Step 3: Essentials�������������������������������������������������������������������������������������������������������������������������������������������������������������������4 Step 4: People��������������������������������������������������������������������������������������������������������������������������������������������������������������������������4 Step 5: Shops���������������������������������������������������������������������������������������������������������������������������������������������������������������������������� 6 Appendix: Roll Tables 7 Credits Creator: The Dungeon Coach (Alan Bjorkgren) Lead Editor: Andrew Barnes Layout / Formatting: Mark MacPherson Graphics: AvalonInk, Scatterbug Homebrew Council: Purius, Pagnabros, DarkAbyssKeeper Version 2.0 2 CITY BUILDER | THE DUNGEON COACH


Building an entire city or even just a village can be an intimidating task for anyone. This 5 Step City Builder guide will help you create an entire city during your game prep or be ready for the random places your party may want to go and interact with. This PDF uses a generic template system for the Shops & NPCs. You can use these tables to prep for ANYTHING your players do and then you can fill in the gaps on the fly. Too many times as GM’s we try to flush out every detail, which leaves us spending a TON of time prepping for things that never end up happening. If you instead “generically prep” then you can use these tools over and over again to instantly create NPC’s and Shops that still feel unique and alive! Let's get started! Step 1: Size If you have a hamlet, there might not even be an inn, but if you have a kingdom there could be dozens! The size of your city will dictate the amount, as well as the types of things that your players can find there. Set Size Simple, pick a size category and that's it. You can use the “Random City Name table (d100)” on page 7 for naming your new city. Settlement Sizes table Type Size 1. Hamlet 1 – 100 2. Village 100 – 1,000 3. Town 1,000 – 10,000 4. City 10,000 – 100,000 5. Kingdom 100,000 + 6. Your Choice Step 2: Theme This is the most important step. What this settlement is known for is the reason for it existing at all, and would have a very strong influence on the population and economy found within it. This is the KEY to the flavor and overall theme of the town and is what sets this town apart from any other town your players have been to. This one choice can give so much insight into your city and really flesh it out FAST! This doesn't mean that this has to be the only thing the city has going for it though. In fact, you could have two or MORE themes that could form some unique combinations if you want to go crazy! Set Theme Choose one of the d20 tables to roll on, or select whichever theme speaks to you directly. Once you have a general theme, expand it out into a prompt that helps you envision the city. Let’s say you roll a 7 on the Trade table, then this city is known for its glass, but in what way? It could be a city that exports elegant stained glass wares, or it could be the only place in the world where ‘glass steel’ is made. Trade table (d20) 1 Blacksmith 11 Stables (Horses) 2 Leatherworker 12 Alchemist 3 Skinner / Taxidermy 13 Barber / Beauty 4 Carpenter / Woodworker 14 Fisherman 5 Potter / Sculptures 15 Farmer 6 Painters / Art 16 Miner 7 Glassblower (Glass) 17 Brewery / Winery 8 Jeweler (Gems) 18 Hunters 9 Tailor 19 Enchanting / Magic Items 10 Cobbler (Shoes) 20 Tinkerers (Locksmith, Gadgets, Gears) Districts table (d20) 1 Trade / Craftsmen 11 Sewer / Sanitation 2 Food Market / Restaurant 12 Parks / Zoo 3 Music / Arts / Gambling / Entertainment 13 Education / Schools / Library 4 Guilds (Thieves, Fighters, Mages, Professions) 14 Cemetery 5 Inns / Taverns 15 Farmlands 6 Residential 16 Coliseum / Fighting / Sport 7 Government / Royalty / Nobility 17 Jail / Prisons 8 Guards / Security 18 Docks / Ships / Fishing 9 Hospice / Medical Ward 19 Masonry / Construction 10 Religion 20 Finance (Banks) Citty BBuildder CITY BUILDER | THE DUNGEON COACH 3


Step 3: Essentials In the same way that we create NPCs with unique quirks to make them stand out from anything “too normal”, we need to do the same with cities. What you do here is dial the flavor of the theme up to 10 and spread that throughout every aspect. You DO NOT have to flesh out ALL parts of a city, just the “essentials”. Think about what the city would look like and make a few notes for a general description. Make sure to always keep the theme in mind when doing so. Take notes on what buildings your players are most likely to go to (taverns, blacksmith, general goods, etc) or places that tie into your current story (church, castle, thieves guild, etc). City Essentials Take your list of key locations, write down the theme you’ve selected, and add a one sentence note about something unique with that theme in mind. Use these themes to sprinkle bits of flavor ALL OVER the city! Here are a few examples: Defensive Essentials This is a very simple one, but make sure to at least think about how your city protects itself (if at all). How does the theme of your city flavor its defenses? How much military presence is there? What is one thing about the defenses of your city that make it unique? What does your settlement need to be protected from? Pick a few items from the list below and add or adjust them to fit the feel of the town you are looking for. Defenses: •Walls (wooden, stone, metal) • Towers • Moat • Natural Elements (cliffs, water, mountain pass) • Military Garrison (permanent fort/station) • Official City Guard • Merchant or Guild Mercenary Guards • Magical Protections/Wardings • Creatures (wild or trained) DC Tip: A little flavor goes a long way, if the theme of your city is a “Barber” then maybe ALL of the guards are bald, or maybe they have beautiful helmets with mohawk hair? Again, let the theme of your city flavor EVERYTHING! Step 4: People This step can be the MOST intimidating part. You’ve created a city but now you have to fill it with NPCs! This GM Prep Tip is one of my BEST ones and it’ll save you time and reduce the stress of creating NPCs that are both fun to roleplay and memorable for your players. Here’s what you do! • Create a pool of NPCs that you can pull from and insert anywhere into the city. Don’t assign these NPCs to a building or profession yet, keep them free and flexible. •Wherever the party goes, pick an NPC from the list that you created and drop them into this building as the main NPC they meet there. • That’s it! Now you have a d10 or even d20 list of NPCs that you can pick from or roll on ANYTIME your party meets an NPC. I find myself preparing less and less NPCs now because a lot of my players enjoy the ones that I make up on the fly and just “wing it”. If the NPC is very important or you want to give them more backstory, then you can also use the Key NPC or Villian section to give more depth. Location Theme Unique Description General Goods Blacksmithing Throw in a free dagger with any purchase of 10g or higher General Goods Nobility Must pay entry fee of 1g to even enter the store Tavern Nobility Must wear the royal colors in order to enter Tavern Fishing Giant Aquarium that the bartenders scoop water out of to then transmute the liquid into bar drinks. (gross but cool) Guards Fishing All guards in this city are equipped with tridents and nets 4 CITY BUILDER | THE DUNGEON COACH


Random NPC Tables This is one of the most important tolls to have as a DM. Put these on the back of your DM screen or in your notes and you will be ready for and NPC that your players could meet. There is a list of NPC names starting on pg. XX in the appendix to help with this. I usually have a list of “normal names” and a list of “sketchy names” so I can give NPCs a name that fits the situation. NPC Generation Each and every NPC that I create has TWO key components that you NEED to have for each, Persona and Quirks. The Personality gives you a one word reference to be able to roleplay these NPCs and be different from a “basic” NPC. The Quirk gives them something unique about them that makes them stand out and put a twist on things. Each and every NPC that I create has 2 KEY components that are needed, a Personality Trait and a Quirk. The Personality Trait gives you a one word reference so you can roleplay these NPCs and have them feel different from “basic” NPCs. The Quirk gives them something unique that makes them stand out and a puts a twist on their character. Get an index card, piece of paper, digital spreadsheet or whatever else you would be able to access behind your GM Screen. Roll on or choose from the Personality Traits and Quirks tables that start on pg. XX, and write down each together as a pair to create your own “Random NPC” cheat sheet. How I Run Random NPCs I have 2 index cards on the back of my GM Screen. The first has a list of masculine and feminine names (both normal and sketchy). I have about 8 of each and will pull from that when I need to name an NPC. The second has a d10 list of a personality trait and a quirk, thats it. With JUST those 2 things I pick a random name and roll a d10 for the NPC (or choose it). So my players could walk into ANY city and I could roleplay ANY NPC and not have them be bland and boring. Popular Culture NPC Inspiration Another GREAT method for giving an NPC some personality is to model them after a character you already know from your favorite shows, movies, books, etc. After seeing these preexisting characters in action for so long you can EASILY insert those characters into the bodies of NPCs and feel comfortable right away. You don't want to “copy/paste” the entire character either, you should only take pieces of the character so it doesn’t feel like an exact replica. Take the appearance, personality, voice, or even their combat abilities as inspiration and your players will never know the difference. You can even do simple things like changing the gender or race of the NPC and the players will have NO IDEA who this NPC was inspired by… and this only takes a matter of seconds to come up with. Key NPCs or Villains Some NPCs will be more important than others and will need to be fleshed out more. The following sections are what I use to give a little more depth to those that will be aroudn longer, or have an important role to play. You can do this ahead of time during your game prep or it can also happen after the party meets a random NPC that they latch onto. Often the random NPCs end up being a bigger part of your game than you expected so here are some questions and tools that add more depth to those key NPCs. Goals The MOST important thing that I have my players fill out for THEIR characters is a goal. That makes this just as important for any NPC that you want to create and play a larger role in the story. Goals also help to give direction to your choices when you roleplay this character or think about how they would react to the things that your players do. You can have goals that align or go against the party or that tie into the main story arc, or individual player arcs. Some things to think about: •What do they want both short term and long term? •Why is this goal important to the character? •What caused this character to want to achieve this goal? Resources What does this NPC have for the players? If the players truly engage with this NPC what do they have to offer them? This is good to think about so you can have rewards in place and give your players a reason to want to help them or as a nice surprise that they weren’t expecting. This also doesn’t have to be physical resources, maybe after becoming friendly with the NPC your players gain access to their connections or even an entire new quest. You could also put negative things here that could be given to players, or devious resources that might be used AGAINST the players too. Fears & Triggers “What do they want?” and “What do they fear?” are 2 of the MOST important questions to ask yourself about the Key NPCs that you create. Their fears will give you a trigger that you can have in place and if a player triggers that fear then something good or bad could happen. This can be something general or specific. Here are some examples: •Generic Fear: A shopkeeper has a fear of orcs and goblins from a traumatic childhood experience. When the half-orc player walks into the shop, she struggles to speak to them and is generally afraid. • Specific Fear: They are afraid that their secret identity will be revealed. This NPC might continuously hide their face as they interact with the players. •Generic Trigger: The NPC hates when people make them repeat themselves. If a player ever asks the NPC to repeat something they already said… they LOSE IT and kick them all out of the shop (or another exaggerated response). • Specific Trigger: If you ask them about (insert quest item name here), then they will stop talking, look around the room, and then take you to the back room to discuss the items secrets. CITY BUILDER | THE DUNGEON COACH 5


Backstory I would reserve this addition for those NPCs who are VERY important and that you really want to understand inside and out. Most NPCs will be just fine with a vague backstory or one that is made up on-the-fly, BUT there are some NPCs that are tied into the campaign’s plot or the other character’s backstories. I have an entire Character Backstory Template for players to use and flesh out their character. You can easily apply this same process toward Key NPCs. This would usually be overkill for most NPCs but would be useful when a Key NPC becomes a bigger part of your world. Profession This one is simple and in most cases you will already know the answer to this based on the context that the party encounters this NPC. If they are in a blacksmith shop… then the NPCs profession… is blacksmithing… duh! BUT there are times when you meet someone random in town, or what a guard does in their spare time, etc. This can be a cool twist onto an otherwise boring NPC. An NPC who is a guard during the day but works in the cemetery at night… is a REALLY interesting twist to a character. You can use this on any NPC to give them an extra layer. Step 5: Shops You can describe the city, shop, street, castle etc. as a busy place, full of people, but your players will only have time to interact with a few of these aspects. Let your players get a feel for the “flavor” of the town and let their imaginations go wild. Let them ask YOU if there are certain parts in the town and then use the Generic Shop Table + Generic NPC Table to fill them in on-the-fly. As they spend more time in a certain place, you can go back and fill in additional details as needed, but you DON’T need to prepare EVERY shop beforehand. Prepared vs Improvised Shops If my players go to a smaller town, or if they won’t be in town for long, then I don’t even THINK about the blacksmith, leatherworker, magic shop, etc. Instead I improvise the shops and NPCs on-the-fly using the tables provided. BUT if my party is going to a city that I know they will be in for awhile, is a big part of the story, or if I know specific shops they will visit, then I will flesh THOSE locations out ahead of time and fill in everything else on-the-fly when needed. See this video for more on how to do this: INSERT VIDEO LINK Prepared Shops The following are reasons you might want to take a minute or 2 preparing a shop. Most of this would be taken care of in Step 3 when you “flavor” the city, you would just need to put an NPC in the shop which is also taken care of in Step 5. The following is a list of possible reasons why you might want to take a minute or two to prepare a shop. Most of this would be taken care of in Step 3 when you “flavor” the city and Step 4 when you prepare your NPCs. • Plot points for your story •Key NPCs that need to be IN a shop • A shop is a destination for a specific quest • The town is KNOWN for this shop • You heard a player say they wanted to go to a _____ shop Improvised Shops MOST locations that the players go to will be improvised. Having a simple chart can help you give the shop a name and then put a random NPC in there. Just give the shop a simple name, put a twist based on the theme of the city, and you’re ready to go! Random Shop Name Table This is something that I have behind my GM screen to help with those shops that players randomly go to. I will come up with names for important places beforehand, but if they ask if there is a potion shop in town, or something similar, then I think about if it would make sense for this town to have a potion shop...and if the answer is yes, then I glance at this table. I will look at the potion shop type… see the word “Brew” and come up with something like, “Bibbiity Bobbity Brews” and then BOOM, now I have a potion shop for them to walk into. Then I would look at my NPC chart and pick a random NPC to be the shop owner and I’m good to go! Professions table (d20) 1 Leather worker / Tanner / Fletcher 11 Inventor (Magic & Mundane) 2 Baker / Cook / Butcher 12 Jester / Fool / Town Crier 3 Barber / Beautician / Stylist 13 Mapmaker / Cartographer 4 Barkeeper / Brewer 14 Musician / Entertainer 5 Blacksmith / Miner / Locksmith 15 Painter / Artist / Sculptor / Potter 6 Carpenter / Toymaker 16 Potioneer / Alchemist / Herbalist 7 Combat Trainer / Bodyguard 17 Fisherman / Sailor / Shipwright 8 Florist / Gardener 18 Tailor / Weaver 9 Jeweler / Glassblower 19 Hunter / Trapper / Animal Trainer 10 Healer / Medic / Surgeon / Dentist 20 Undertaker / Taxidermist Shop Type Shop Names Inn Respite, Pub, (Type of Creature), (sleepy sounding word) General (Persons Name), Goods, Wares, Knick Knacks, Stuff Blacksmith Smithery, Anvil, (Blades / Shields) Leather Tannery, Hides, Pelts, Furs Potions Apothecary, Brew, (Herbs / Spices) Magic Reliquary, Bobbles, (Spell Name or Energy Type) 6 CITY BUILDER | THE DUNGEON COACH


AAppenddix: RRoll Tabless Random City Name table (d100) 1 Akrebah 26 Edgegrove 51 Meridian 76 Tanan'Vel 2 Albatross 27 Elkora 52 Mountainhorn 77 Temptation 3 Alraan’s Folly 28 Elmaril 53 Nidras 78 The Dawn Star 4 Anar'Kest 29 Flisven 54 Oakridge 79 The Heartvine 5 Arbora 30 Galapogus 55 Oasis 80 Thistlecreek 6 Arkata 31 Gorganash 56 Ozbinn 81 Tomun 7 Armada 32 Grim Locke 57 Primrose 82 Traitors Haven 8 Arnell 33 Grimburg 58 Pyra 83 Valleysong 9 Astira 34 Halenstone 59 Quental’Kes 84 Varn 10 Bahar 35 Harken 60 Quiet Tree 85 Vass 11 Bekleburg 36 Hearthshire 61 Quinlet 86 Vellos 12 Belladonis 37 Ironhill 62 Ramann 87 Verabaal 13 Brond 38 Labrynth 63 Red Haven 88 Vexal'Mir 14 Bumbren 39 Laris 64 Ritewynn 89 Victan 15 Colimar 40 Lathalas 65 River’s End 90 Victor Valley 16 Cragil 41 Latromir 66 Rooksberg 91 Vindal’s Garden 17 Cyllenian 42 Lot 67 Rumeera 92 Volzun 18 Cyrstal Port 43 Lun 68 Sanctum 93 Windlas 19 Darvosh 44 Lutania 69 Sandrock 94 Wraith Soul 20 Daven’s Crag 45 Malmanu 70 Serebor 95 Wynmaris 21 Dawnbell 46 Maren Wolf 71 Skycrest 96 Wyvale 22 Denitar 47 Marfur 72 Splithammer 97 Yawndr 23 Draconis 48 Marion 73 Talister 98 Yazuak 24 Dunewich 49 Marken Hall 74 Talon's Peak 99 Yonder 25 Dunkrev 50 Meerendal 75 Talonburg 100 Yothenheim CITY BUILDER | THE DUNGEON COACH 7


Feminine Names table (d100) Normal Sketchy 1 Ada 26 Jamai 51 Alzena 76 Polagra 2 Adeline 27 Josslin 52 Bazel 77 Quinn 3 Adley 28 Larissa 53 Brundil 78 Rae 4 Ahlinn 29 Lark 54 Brynn 79 Rezi 5 Akia 30 Lia 55 Dimetra 80 Row 6 Ali 31 Lorelai 56 Dresh 81 Roxy 7 Ana 32 Luna 57 Ember 82 Saphryn 8 Anja 33 Macie 58 Gremkin 83 Senica 9 Asha 34 May 59 Halete 84 Skye 10 Aster 35 Merik 60 Huatli 85 Talitha 11 Astrid 36 Olivia 61 Iris 86 Taryn 12 Aubrey 37 Ophelia 62 Jacy 87 Tetryl 13 Ayla 38 Oshalen 63 Jaden 88 Thasha 14 Calestra 39 Piera 64 Jadmir 89 Theodycia 15 Cameron 40 Robyn 65 Jasmine 90 Torel 16 Corrin 41 Rue 66 Jura 91 Vain 17 Dawn 42 Rylee 67 Maev 92 Valin 18 Dorian 43 Sarth 68 Makron 93 Venus 19 Ecta 44 Teagan 69 Maorganna 94 Vera 20 Elma 45 Telnora 70 Marcenna 95 Wryn 21 Elwyn 46 Terra 71 Minerva 96 Xen 22 Genevieve 47 Toril 72 Mirran 97 Zack 23 Gia 48 Una 73 Nira 98 Zenith 24 Ilvina 49 Undarin 74 Nyx 99 Zilla 25 Ingrid 50 Yasmin 75 Pharyl 100 Zora Masculine Names table (d100) Normal Sketchy 1 Aiden 26 Jasper 51 Abarax 76 Ledric 2 Alasar 27 Kade 52 Abraxus 77 Leviathan 3 Alcelon 28 Kelmp 53 Areck 78 Lex 4 Androxus 29 Larus 54 Axel 79 Lorkai 5 Apollo 30 Leo 55 Azriel 80 Malachi 6 Barnubus 31 Logan 56 Bane 81 Merk 7 Bartholemew 32 Malcom 57 Boon 82 Morzad 8 Basillis 33 Marco 58 Borath 83 Orion 9 Bast 34 Maximus 59 Braz 84 Pyros 10 Bolder 35 Milo 60 Bulder 85 Rados 11 Branson 36 Munir 61 Cyanus 86 Ronan 12 Cain 37 Newt 62 Derlon 87 Ruger 13 Cyrus 38 Oath 63 Dirge 88 Seph 14 Darius 39 Octavius 64 Dreag 89 Soren 15 Darlo 40 Otto 65 Dryden 90 Syke 16 Davin 41 Pax 66 Duri 91 Taras 17 Declan 42 Pharis 67 Enoch 92 Ticer 18 Devin 43 Pyrus 68 Gage 93 Tregarr 19 Dobah 44 Ramsay 69 Garash 94 Vault 20 Edwin 45 Shadrac 70 Garik 95 Vergil 21 Eldrick 46 Sigwald 71 Gast 96 Voron 22 Elwin 47 Theodrin 72 Guile 97 Xander 23 Flint 48 Theorus 73 Jago 98 Xavier 24 Garret 49 Torel 74 Kaffar 99 Xenos 25 Hugon 50 Uldrin 75 Kruger 100 Zadak 8 CITY BUILDER | THE DUNGEON COACH


Surnames table (d100) 1 Arken 26 Fenn 51 Mournspell 76 Stringfellow 2 Aronnis 27 Fenndale 52 Nerilon 77 Sweeny 3 Arswol 28 Flintfoot 53 Oftring 78 Swiftfoot 4 Balistair 29 Forwind 54 Olsim 79 Taylor 5 Baxter 30 Foster 55 Orthum 80 Thistletack 6 Bell 31 Fox 56 Ovariel 81 Thorvaer 7 Bellness 32 Frostfury 57 Packard 82 Threepwood 8 Bigge 33 Gallyrak 58 Payne 83 Tinker 9 Bonner 34 Glumwallow 59 Quick 84 Torm 10 Brekken 35 Grant 60 Renwall 85 Townsend 11 Bronlief 36 Hailcloak 61 Rotback 86 Uther 12 Chamberlain 37 Halfhelm 62 Russ 87 Valtheas 13 Chapman 38 Harper 63 Ryder 88 Vendair 14 Coriscient 39 Hirsh 64 Scivvens 89 Venom 15 Crew 40 Hollowbear 65 Selish 90 Vinera 16 Davies 41 Inman 66 Sevnal 91 Vittlevottle 17 Degetras 42 Kitchner 67 Shale 92 Wainwright 18 Dempster 43 Knoch 68 Sims 93 Ward 19 Dewglade 44 Krepp 69 Sindlebeck 94 Ware 20 Elmora 45 Landin 70 Skorm 95 Watchblade 21 Enric 46 Ledbetter 71 Smithshire 96 Webb 22 Everett 47 Lightfoot 72 Snakeblade 97 Westloyal 23 Featherwick 48 Megwether 73 Steele 98 Wheeler 24 Felladan 49 Mornelon 74 Stern 99 Winter 25 Fellows 50 Morrell 75 Stonestrike 100 Zemranell CITY BUILDER | THE DUNGEON COACH 9


Personality Traits table (d100) 1 Addict 26 Erratic/Unpredictable 51 Know-It-All 76 Quiet 2 Adorable 27 Excited 52 Loathes Magic 77 Reckless/Risky 3 Annoyed 28 Fanciful 53 Macho 78 Regal/ Proper 4 Authoritative 29 Flamboyant 54 Maternal 79 Religious 5 Blunt 30 Foolhardy (drunk) 55 Mellow/Chill 80 Reserved/Shy 6 Callous 31 Foolish 56 Misguided 81 Rowdy/Unruly 7 Careless 32 Forgetful 57 Morbid/Gloomy 82 Sarcastic 8 Casual 33 Friendly 58 Motivated/Inspired 83 Sassy 9 Charitable 34 Frightened 59 Mournful 84 Secretive (npc whisper) 10 Cheerful 35 Frugal 60 Murderous 85 Self-Conscious 11 Childlike 36 Gambler 61 Negotiator 86 Self-Loathing 12 Clean Freak 37 Generous 62 Nurturing 87 Shy 13 Clumsy 38 Gossiper 63 Obsessive 88 Sloppy/Slob 14 Cocky 39 Greedy 64 Old-Fashioned 89 Sly/Smooth 15 Creepy 40 Gullible 65 Ominous 90 Stern/Strict 16 Curious 41 Helpful 66 Organized/OCD 91 Stubborn 17 Daring/Determined 42 Honest 67 Overly Genuine/ Attentive 92 Stylish 18 Demanding 43 Humble 68 Overly Nurturing 93 Superstitious 19 Dignified 44 Humorous 69 Paranoid 94 Suspicious 20 Disagreeable 45 Impatient 70 Perfectionist 95 Thoughtful 21 Elegant 46 Impressionable 71 Pessimistic/Cynical 96 Threatening 22 Emotional 47 Insecure 72 Polite 97 Touchy Feely 23 Emotionless 48 Insulting 73 Possessive 98 Unadventurous 24 Empathetic 49 Introvert 74 Prejudiced 99 Vain 25 Envious 50 Irritable (by PC) 75 Presumptuous 100 Well-Traveled 10 CITY BUILDER | THE DUNGEON COACH


Quirks table (d100) 1 Always very dirty and smells bad 26 Photo-sensitive epileptic seizures 2 Off their rocker... truly unique 27 Everything is ‘magic’ and they say so 3 Absolutely cannot swim 28 Everything is mundane, magic doesn't exist 4 Pretends to have greater riches 29 Extremely religious, praises their deity 5 Adrenaline junkie, always wants to be in danger 30 Trouble focusing on one thing at a time (ADHD) 6 Addicted to some type of substance 31 Extremely old, possibly senile 7 Afraid of *element* (water/ fire/ lightning) 32 Has multiple personalities, shifts between them 8 Afraid of *animal* (harmless or not) 33 Evangelical, always trying to convert others 9 Afraid of heights 34 Extremely short temper/anger issues 10 Afraid of the dark… like BAD 35 Is always unprepared and never ready 11 In debt to bad people 36 Extremely sceptical, distrusts everyone 12 Horrible memory 37 Eyes glow when they tell a lie 13 Believes literally everything they hear 38 Addicted to magic healing 14 Can see dead people/spirits 39 Gluttonous, always eating or drinking 15 Only speaks an uncommon language 40 Has a crush on one of the Players 16 Cannot tell a lie 41 Afflicted with a strange curse 17 Gets very emotional very easily 42 Paranoid their Dark Secret will come out 18 A HUGE flirt 43 Is posing as someone they're not 19 A compulsive hoarder 44 Has a nervous tick/shaky hands 20 Animal lover who is inept with animals 45 Thinks their stuffed pet is alive 21 Claustrophobic or afraid of heights 46 Secretly royalty in hiding 22 Compulsive Liar 47 Extremely over the top attractive 23 Deathly Allergic to *food* 48 Moody and ill-tempered 24 Borderline fatal allergy to something common 49 Has vivid auditory hallucinations 25 Ambivalent to gold, not moved by money at all 50 Has vivid visual hallucinations 51 Has a terminal illness (is there even a cure?) 76 Oddly sweaty for no reason 52 Veteran of many wars, possible PTSD 77 Paranoid of something after them (crazy) 53 Hates all non-humanoid living creatures 78 Plotting to kill one of the other party members 54 Hears voices in their head (real or imagined) 79 Poor Hearing 55 Anterograde amnesia (can't form new memories) 80 Non-Paladin who follows a paladin's code of honor 56 Always carries a fragile, sentimental heirloom 81 Mocks others through mimicry 57 Insomniac that’s afraid to go to sleep 82 They know you are being hunted by an assassin 58 Must make monthly payments to square a debt 83 Secretly works for a secret group/organization 59 Is a convicted felon that is hiding from authorities 84 Shaky hands, but only when _____ happens 60 Utterly unbelievably unlucky. Possibly cursed? 85 Take far too long to say anything 61 Is completely Blind 86 Speaks only telepathically through touch 62 Is completely Deaf 87 Killed someone on accident recently 63 Is completely Mute 88 Squeamish and vomits easily 64 Demonic possession, gives another quirk (reroll) 89 Strong dislike of cold 65 Secretly has higher powers, watching over one of the PC’s 90 Strong dislike of heat 66 Illiterate/ speaks with a low vocabulary 91 Pyromaniac 67 Jumpy and easily startled, uneasy 92 Severe burns across a large section of their body 68 Kleptomaniac and always looks to steal things 93 Unreliable and clumsy, always breaking stuff 69 Knows something secret about the party or a PC 94 Very confident in their poor instrument playing 70 Time is nearly up on their Devil's Bargain 95 Vocal cord injury and has restricted speech 71 Severe scarring causes them pain when ___ 96 Will not speak to opposite sex 72 Missing a limb/body part of some kind 97 Would do just about anything for gold 73 Must always be clean and HATES being dirty 98 Refuses to speak to magic users 74 Narcoleptic and can fall asleep at any moment 99 Compulsive altruist, must always help the needy 75 Near or Far-sighted 100 This character is to blame for a PC's tragedy CITY BUILDER | THE DUNGEON COACH 11


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Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. 12 CITY BUILDER | THE DUNGEON COACH


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