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Published by fenrir0otavio, 2026-01-05 17:49:45

Shadowrdark - Cursed-Scroll-6-City-of-Masks-V1-1-Horizontal-Pages

Shadowrdark - Cursed-Scroll-6-City-of-Masks-V1-1-Horizontal-Pages

GEDGARRIN* pg. 501: Flashing Steel, dueling school 2: The Pale Toad, wizard tavern 3: Monveau Theater, small theater4: Gedgarrin, wizard college 5: The Round, large theater 6: Bardic College, bard academy GUTTERWASH‡ pg. 527: Ashfall, charnel house 8: The Bilge Pot, cheap tavern 9: House of Seren, Thieves' GuildMONTMAR CASTLE* pg. 5619: Garrison, City Guard HQ 20: Best Defense, ace barristers 21: Montmar Castle, Duke's castle 22: The Golden Marmot, fine tavern23: The Silk Lion, fine tailor 24: Tiborian's, gladiator school NINESTONES* pg. 5825: The Stones, nine holy stones26: Temple of Kytheros, old temple27: Graveyard, city graveyard SILVERTOP† pg. 6237: Pin & Drape, tailor, disguises38: The Bull's Pen, tavern/arena39: Golden Vault, bank 40: Mallin's Forge, blacksmith41: Moonlight, affordable jeweler 42: Cork & Pestle, apothecary43: Anvil Hall, fine blacksmith THE ROOKS† pg. 6444: The Rusty Nail, general goods45: Tough Nut, eclectic trinkets


10: The Bird Cage, secret pit fights11: River Rats, fastest rowers 12: Shieldstone Law, cheap barrister HIGH HARBOR* pg. 5413: The Duke's Bridge, main bridge14: The Royal Jeweler, fine jewelry15: Vanglare House, noble manor16: Zameek's Curios, curio shop17: Club Levantis, exotic club18: The Grand Gate, main entrance28: Tree Grove, hidden druidic site29: Ivory Cathedral, largest church30: Madeera's Hearth, soup kitchenRILKEN ROW‡ pg. 6031: Safehouse, criminal hideout32: The Blind Pig, magic pig tavern33: Bywater Barons, gang HQ34: Norley's Wares, goods fence 35: Charity House, homeless shelter 36: The Red Rat, dingy tavern46: Madame Morda, fortune-teller 47: The Cookpot, illicit drugs48: The Daisy Chain, tavern49: The Bend, pig race track50: Rump Roast, rare foods *Wealthy: Montmar Castle, Gedgarrin, High Harbor, Ninestones †Working: Silvertop, The Rooks ‡Poor: Gutterwash, Rilken Row


The City of Masks Thrilling and dangerous encounters in Slums and soaring towers, castles and canals, crowded city streets! The City of Masks is a place of intrigue and danger where the next hooded figure might be a masked sorcerer of The Shroud, a Thieves' Guild thug, or even the Duke himself! DAY ENCOUNTERSd8 Canal Wealthy District* Working District† Poor District‡1 The Duke's prize swan Onyx Eye agent (knight) Runaway horse and carriage Doomsday prophet2 Pickpocket (thief) Priest with 2d4 acolytes 2d20 terrified, fleeing peasants 1d4 giant dung beetles3 1d6 smugglers (thugs) Peasant with Rat Plague Courier with strange package 1d6 beggars (peasants)4 1d4 giant centipedes Mage loyal to The Shroud 2d6 peasants street brawling Tenement collapse5 Rowboat on fire Hidden rooftop spy (thief) 2d6 racketeering thugs Gang of 2d6 child thieves6 1d4 giant rats Bard in training (apprentice) 3d6 bank guards moving gold Madman (barbarian)


*Wealthy: Montmar Castle, Gedgarrin, High Harbor, Ninestones †Working: Silvertop, The Rooks‡Poor: Gutterwash, Rilken RowNIGHT ENCOUNTERSd6 Canal Wealthy District* Working District† Poor District‡1 2d4 stealthy pirates 1d4 wizard apprentices Coy mistress (assassin) Surging rat swarm2 Floating dead body Thief lookout/scout 2d6 carousing thugs Mage collecting \"volunteers\"3 2d4 City Guard (guards) Drunk noble (knight) Thief chased by 2d4 guards 2d8 bandits targeting drunks4 2d4 giant rats 2d4 Shroud cultists Peasant held at knifepoint 1d4 Charnel-Men (N cultists)5 Mysterious drifting boat Escaped pet tiger Dancers and pickpockets Human-seeming ghoul6 1d4 crocodiles Obnoxious carousing lordling Mysterious fortune-teller 2d20 peasant lynch mob7 Wayward shark Opulent funeral procession Raucous marriage procession Injured City Guard (guard)8 Exotic animal barge The Duke with 12 knights Building on fire Thieves' Guild recruiter


Cursed ScrollWriting, Design, Layout Kelsey Dionne with additional design by Baron de Ropp.ArtCover by Matt Morrow. City cartography by Jessee Egan. Trade dress by Brandish Gilhelm with elements by Lucas Korte. Art: Jessee Egan pg. 13. Yuri Perkowski-Domingos pgs. 10, 14, 16, 21, 24, 38. Andrew Beckwith pg. 19. Carlos Castilho pg. 20. Luis Miguez pg. 47.FontsJSL Blackletter font © 2025 Jeffrey S. Lee. Old Newspaper font © 2025 Martin Steiner. Fullteron font © 2025 Emyself Design. Montserrat font family © 2025 Julieta Ulanovsky, Sol Matas, Juan Pablo del Peral, Jacques Le Bailly. Legal Information and Attribution StatementNot for resale or redistribution. Permission granted to copy for personal use only. Cursed Scroll 6: City of Masks and Shadowdark RPG © 2025 The Arcane Library, LLC. The Arcane Library® and Shadowdark® are trademarks of The Arcane Library, LLC. This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systemsreference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.


8Characters 11Bard Class 12Duelist Class 15Titles 16Identifiers 17Renown 18Mage Spells 19Gameplay 25Downtime 26Carousing 28Carousing Benefit 30Carousing Mishap 34The City of Masks 39City Overview 40Major Factions 42Minor Factions 44Law and Order 45Holidays 46Rumors in the City 48Gedgarrin District 50Gutterwash District 52High Harbor District 54Montmar Castle District 56Ninestones District 58Rilken Row District 60Silvertop District 62The Rooks District 64Swiftly! I Need... 66d40 NPCs in the City of Masks 67In A Sewer Grate, You Find... 68Contents


9The golden light of dawn yet washes over the towers of the grand City of Masks!There it is before you, in all its sun-kissed glory. When agone have you seen such majesty? The city where all stories begin and end! Let your eye climb up along the cliffs where the mighty river meets the sea. Up and up, over white sails and swooping canals, up to the bridges and glinting rooftops that chain like the pendant of jewels laying over the heart of Madeera herself.There, on the highest hill, the red banners of Montmar Castle flutter proudly in the sea breeze. It is within those walls that the Duke presides, noble and steadfast, his hand lifting us all beside him.Up there, too, in the deep shadows of forgotten back alleys and streets, dark souls burn with their own wicked passions. For no city of epic deeds can claim that all are done for the good of mankind. Nay, in the City of Masks, even great evil lashes with silver tongue, cuts with skilled blade, and kills with unmatched artistry. So what will you choose in this place of our best and worst natures? Will we one day sing a ballad of your arrival, or a dirge?Here, your deeds each become a new mask you wear. A new story, a new player on the stage.Wear your masks true, and wear them well!-Kelsey Dionne, Oct. 2025Introduction


11Characters“Our way of weaving magic is like the Trematora River.It is but one path to the wide and endless sea.\"-Ivanculus, Headmaster of Gedgarrin University


12Bards are welcome wanderers and wise advisors; it is their task to protect and share knowledge handed down through the ages.Weapons: Crossbow, dagger, mace, shortbow, shortsword, spear, staffArmor: Leather armor, chainmail, shieldsHit Points: 1d6 per levelLanguages. You know four additional common languages and one rare language.Bardic Arts. You're trained in oration, performing arts, lore, and diplomacy. You have advantage on related checks.Fascinate (Focus). Make a DC 12 CHA check. On a success, you transfix all targets in near whose LV is equal to or less than 1 + half your level (round down). If you fail, excluding focus, you can't use this again until you rest.Inspire. Each day, you can grant a number of luck tokens equal to your Charisma modifier (min. 1).Magical Dabbler. You can activate spell scrolls and wands using your Charisma modifier. If you critically fail, roll a wizard mishap.In place of making a talent roll, you may choose to find a random priest or wizard wand (you decide which type).2d6 Effect (2 duplicate = reroll)2 You have ADV on downtime checks (excluding carousing)3-6 +1 to melee and ranged attacks or +1 to Fascinate rolls7-9 +2 points to distribute to any stats10-11 Add +2 to your group's carousing event rolls12 Choose a talentBARD TALENTSBard Class


13


15Duelist ClassSpinning swordsmen and fasttalking fame mongers. Duelists deliver insults and injuries alike to defeat their foes in style.Weapons: Dagger, all swordsArmor: Leather armor, mithral chainmailHit Points: 1d8 per levelParry. Once per day, an attack of your choice that would hit you misses instead.Tale Spinner. You may make a DC 15 CHA check. If you pass, strangers around you believe you are famous and important for the remainder of your interaction with them. The same individual cannot be fooled by this twice.Taunt. When an enemy misses you with an attack, you have advantage on attacks against that enemy next round.2d6 Effect (2 duplicate = +1 use per day)2 1/day, all attacks that would hit you this round miss instead3-6 +1 to melee attacks and damage or +1 Parry per day7-9 +2 to Strength, Dexterity, or Charisma stat10-11 Deal +1d6 damage when you hit with a Taunt attack12 Choose a talent or +2 points to distribute to statsDUELIST TALENTSDuelist Class “Have I told you about the time I defeated a baron in a tabletop duel at his own wedding banquet?\"-Reginald Merrymay, human duelist


16Level Lawful Chaotic Neutral1-2 Storyteller Guttersnipe Seeker3-4 Balladeer Charlatan Witness5-6 Philosopher Satirist Speaker7-8 Poet Silvertongue Voice9-10 Master Poet Doomspeaker TruthbearerBARD TITLESTitlesLevel Lawful Chaotic Neutral1-2 Fencer Ruffian Student3-4 Defender Heckler Challenger5-6 Mongoose Viper Mouser7-8 Wolf Cobra Panther9-10 Swordmaster Swordmaster SwordmasterDUELIST TITLES


17IdentifiersUse identifiers to spice up your character's name or add a unique spin to an NPC's name.Add \"the\" in front of each identifier. Identifiers can be earned, given, or even replaced. d20, d4 1 2 3 41 Grotesque Wicked Gluttonous Pretentious2 Putrid Ignoble Cruel Scandalous3 Horrid Greedy Liar Sly4 Repellent Forlorn Scarred Morbid5 Phlegmy Vengeful Foreboding Ominous6 Flatulent Outcast Mad Dramatic7 Lonely Preening Wronged Mysterious8 Silent Unlucky Vain Pensive9 Blue Red Green Grey10 Strange Forgotten Shrill Pained11 Secretive Sorrowful Calm Eager12 Gentle Stubborn Observant Sturdy13 Fragrant Robust Forgiven Clever14 Charming Kind Obedient Generous15 Fearsome Honest Humble Noble16 Peerless Loyal Unflinching Courageous17 Adept Captivating Fortunate Golden18 Reliable Infallible Serene Marvelous19 Astute Honorable Mighty Heroic20 Wise Blessed True-hearted MagnificentIDENTIFIERS


18RenownA character's renown can grow over time and increase their fame (or infamy). Having a high renown confers benefits.RENOWNA PC's renown starts out being equal to their CHA modifier (it can be negative).3 or Less. You're mostly invisible, even to regular folks. You're not welcome in upscale places.4-7. Gain a +1 renown bonus on carousing event rolls. Regular folk view you favorably. People of high status ignore you, especially in upscale places.8-11. Gain a +2 renown bonuson carousing event rolls. You're a known name. High-status people treat you as a peer.12+. Gain a +3 renown bonus on carousing event rolls. You're a celebrity, welcome in the most luxurious of places. People of high status defer to you.GAINING RENOWNPCs gain a point of renown each time the following occurs:• Gaining a level• Being honored publicly• Extravagant public spending• A major triumph or successLOSING RENOWNPCs lose a point of renown each time the following occurs:• Public humiliation• A negative run-in with the law• Committing a fashion mistake• Going broke or being frugal• Offending a person of higher renown or social statusREACTIONSPCs may add their renown bonus to their reaction rollswhen they are in a location where they are likely to be recognized. Double 1s always result in a hostile reaction.


19Mage SpellsLawful wizards can choose from the below spells in addition to standard wizard spells.TIER 1• Cleanse• Flare• Reveal• WardTIER 2• Absorb• Meld• Pacify• Push/PullTIER 3• Banish• Forbid• Identify• Speak With ObjectTIER 4• Glyph• StasisTIER 5• Abjure• Permanence


20ABJURETier 5, wizard (L)Duration: InstantRange: CloseYou and one creature you touch both die.ABSORBTier 2, wizard (L)Duration: 5 roundsRange: SelfYou create an absorptive barrier of force around you.Halve all damage you take for the spell's duration (round down).BANISHTier 3, wizard (L)Duration: InstantRange: NearWith a word of power, you send one extraplanar creature of LV 6 or less who hears you back to its dimension of origin.CLEANSETier 1, wizard (L)Duration: InstantRange: CloseYou expunge natural toxins from one creature you touch. End the effects of one poison currently affecting the target.FLARETier 1, wizard (L)Duration: 1 roundRange: NearA flash of blinding, white light bursts from you. All enemies in range who see it are blinded for the spell's duration.


21GLYPHTier 4, wizard (L)Duration: 1 weekRange: CloseYou draw an arcane symbol on an object that imparts one of the following magical effects:• Bind. A reader of LV 6 or less is paralyzed for 1 hour.• Harm. The reader takes 3d6 damage.• Message. The reader hears a brief mental message.• Teleportation Sigil. Treat the object as a teleportation sigil per the teleport spell.The glyph disappears once activated.FORBIDTier 3, wizard (L)Duration: 10 roundsRange: SelfCreatures cannot teleport into, out of, or within an area of effect extending out to double near from you. This area of effect moves with you.


22PACIFYTier 2, wizard (L)Duration: InstantRange: NearChoose one creature within range of LV 3 or less. It must make a morale check (creatures immune to morale checks are not affected by this spell).PUSH/PULLTier 2, wizard (L)Duration: InstantRange: NearYou move one human-sized object or a creature of LV 4 or less a near distance.If the target is anchored in a way that prevents free movement, the DC to cast this spell is 18. PERMANENCETier 5, wizard (L)Duration: 1 yearRange: CloseIn order to cast this spell, you must sprinkle a powdered diamond on the target.Choose one object in range that is currently under the effects of a spell you have cast. The duration of that spell becomes 1 year.You cannot alter the original spell's effects after casting permanence. For instance, you can no longer move an object under the effects of telekinesis. MELDTier 2, wizard (L)Duration: 5 roundsRange: SelfYou merge slightly with the ethereal plane, freeing yourself from physical hindrances.You may ignore any effect that would impact your movement for the spell's duration.IDENTIFYTier 3, wizard (L)Duration: InstantRange: TouchYou learn all the magical properties of one item you touch. You cannot cast this spell again until you complete a rest.


23WARDTier 1, wizard (L)Duration: 10 roundsRange: SelfYou ward yourself with a magical charm against ambush.For the spell's duration, you can't be surprised (you roll initiative during surprise rounds and are treated as aware of all enemies). STASISTier 4, wizard (L)Duration: IndefiniteRange: CloseA willing creature you touch becomes suspended in time. If the target is unwilling, it must be of LV 5 or less.The target becomes unconscious and does not age. Its bodily functions cease, though it remains alive.You may end the spell at any time or when a predefined condition you chose while casting the spell is met.REVEALTier 1, wizard (L)Duration: InstantRange: NearEnd all invisibility effects out to a near distance from you.You also become aware of the location of any hiding creatures within range.SPEAK WITH OBJECTTier 3, wizard (L)Duration: InstantRange: CloseAn object you touch mentally answers your questions.The object's wit matches the rarity of its primary materials. A diamond is wittier than a stone.You can ask the object up to three yes or no questions (one at a time). The GM truthfully answers \"yes\" or \"no\" to each.If you cast this spell more than once in 24 hours, treat a failed spellcasting check for it as a critical failure instead.


25Gameplay“I thought I'd seen it all, until I met you lot.\"-Lyonel Hirkos, Captain of the City Guard


26DowntimePCs can do one downtime activity between adventures. Activities marked with an asterisk* cost 10 gp x PC level. To succeed on a downtime activity, a character must pass the associated check. PCs can't use luck tokens on these checks.If a PC fails a check, reduce its DC one step the next time they attempt it (reset after success).SPIRITUALISMMeditation, prayer, selfreflection, or mystical study.WIS Check• DC 9: Gain favor with a local church. Your renown increases by 1 point.• DC 12: Spiritual strengthening. You gain 2 XP.• DC 15*: Find personal insight. Reroll one prior talent roll. • DC 18*: Spiritual cleansing. End one curse afflicting you.SKULDUGGERYThievery, criminal activity, or churning the rumor mill. CHA Check• DC 9: Start a rumor about one person. Their renown increases or decreases by 1 point (you choose).• DC 12: Lay low. Escape the City Guard over a minor crime.• DC 15: Extortion. Increase the value of your next sale by 25%, or reduce the cost of your next purchase by 25%. • DC 18: Hide out. Escape the City Guard over a major crime.DEX Check• DC 15*: Get away with a minor crime, such as petty theft. If you fail, the City Guard investigates (see pg. 45).• DC 18*: Get away with a major crime, such as murder. If you fail, the City Guard investigates (see pg. 45).


27MARTIAL TRAININGWeapons and armor training by a suitable expert. Different training is available to PCs based on their class's hit points die.d4. INT, STR, or DEX Check• DC 15*: +1 to hit or damage with one weapon. Limit once of each per weapon.• DC 18*: Learn to wield a new weapon (d6 damage max).d6. INT, STR, or DEX Check• DC 12*: +1 to hit and damage with one weapon. Limit once per weapon.• DC 15*: Learn to wield a new weapon (d10 damage max) or the next step up in armor.d8+. INT, STR, or DEX Check• DC 9*: Learn to wield a new armor or weapon.• DC 12*: +1 to hit and damage with one weapon. Limit once per weapon.• DC 15*: Increase the damage die of one weapon by one step (d12 damage max). Limit twice per weapon.MAGICAL RESEARCHStudying spells, praying to the gods, or consulting oracles. Spellcasters make spellcasting checks for the below activities.INT or CHA Spellcasters• DC 12: Gain ADV on your next check to learn from a scroll.• DC 15*: Create a scroll of one spell you know of tier 3 or less.• DC 15*: Create one Potionfrom the following list: Flying, Forgetfulness, Giant Strength, Invisibility, or Polymorph. • DC 20*: Create a wand of a spell you know of tier 3 or less. You can't create a new wand of the same spell until the prior wand breaks.WIS or CHA Spellcasters• DC 12: Gain advantage on the next three spells you cast.• DC 15*: Create a scroll of one spell you know of tier 3 or less.• DC 15*: Trade one spell you know for another (same tier). • DC 18*: Create a Potion of Healing.


28CarousingThese rules are an expansion to the Carousing rules from Shadowdark RPG pg. 92.GOING CAROUSINGCharacters can go carousing as their downtime activity. To participate, each PC pitches in toward the total cost of the event on the below table. Then, each participant rolls 1d8 + the event's bonus to determine their result on the Carousing Outcome table. NEW BONUSESPCs can gain bonuses to their carousing event rolls due to renown (pg. 18), holidays (pg. 46), bard talents (pg. 12), and even their garb or carousing site.OUTCOMEEach PC gains the XP noted for their result, as well as the listed number of rolls on the d100 Carousing Benefit and Mishaptables. Add the corresponding % Modifier to these d100 rolls.Total Cost Example Event Bonus30 gp Night at the tavern to toast and gossip +0100 gp Festive day of high spirits and revelry +1300 gp Full day and night of raucous celebration +2600 gp Three days of merrymaking and antics +3900 gp Five-day spree of exuberant feasting +41,200 gp Full week of total excess and indulgence +51,800 gp Hazy, weeklong voyage into splendid luxury +62,400 gp Lavish, weeklong party of outrageous finery +73,000 gp 2-week, city-wide festival of supreme opulence +84,000 gp Extravagant, 2-week fete in the Duke's court +9CAROUSING EVENT


29d8 Mishap Benefit % Modifier XP1 2 - -20 22 1 - -20 23 1 - -15 34 1 1 -15 35 - 1 -10 36 1 - - 47 1 1 - 48 - 1 - 49 1 - - 510 1 1 - 511 - 1 +5 512 - 2 +5 513 1 1 +5 614 - 1 +5 615 - 2 +5 616 1 1 +10 717 - 1 +10 718 - 2 +10 719 1 1 +15 820 - 1 +15 821 - 2 +15 822 1 1 +20 923 - 2 +20 924 - 2 +25 1025+ - 3 +25 10CAROUSING OUTCOME


30Carousing Benefitd100 Details01 Terrible luck dogs you; re-roll this benefit as a mishap02 You drank with a gossiper and learned a random rumor03 A helpful, friendly raven follows you around for 1 week04 A soothsayer reads your palm; gain a luck token05 A sea wolf raider offers you free passage on his ship06 You stopped a zombie; the Charnel-Men owe you a favor07 A falling gargoyle missed you by an inch; gain a luck token08 Children like you for 1 week thanks to a clever magic trick09 You converted a street thug to piety; gain an acolyte ally10 You've been knighted and don't remember how or why11 You saved a boat; Rowers transport you for free for a month12 You mistakenly receive a sealed letter meant for a noble13 A priest mistakes your revelry for worship; gain a priest ally14 A street cat befriends you; you can't be surprised for 1 week15 You win an arm-wrestling contest; +1 renown16 You distracted a Thieves' Guild mark; gain a thief ally17 A shaman offers you free spiritual cleansing (see pg. 26)18 You got lucky this time; roll your next benefit with ADV19 You won a pit fight; gain +1 renown and a gladiator ally20 An eager, helpful acolyte follows you around for 1 week21 An honest heart-to-heart turns a former enemy into an ally22 You testified for a barrister; he helps you for free next time23 You unwittingly aided in a murder; gain an assassin allyBENEFIT


31d100 Details24 You fall in the river and find something you lost long ago25 You caught a thief; gain a City Guard ally (guard), +1 renown26 An ancient beggar gives you a gutter trinket (see pg. 68)27 You're a regular now; +1 on next carousing event roll28 A minor nobles offers you his heir's hand in marriage29 A retiring farmer gave you his best horse and a grumpy pig30 You found and returned a lost wizard hat; gain a mage ally31 You won 50 gp against a famous gambler; +1 renown32 A stray mastiff likes you; it defends you in your next combat33 The Onyx Eye clears you of your next crime accusation34 You discover a codex in the sewers; learn one rare language35 You learn you have a secret ally in The Shroud helping you36 A swordsman offers you free martial training (see pg. 26)37 You earned a flattering nickname or title; +1 renown38 You survived the Rat Plague (see rat); now you're immune39 The Thieves' Guild helps you; cancel your next mishap40 A silk trader from Alkesh gifts you a fine horse worth 100 gp41 You got an epic tattoo in a visible location; gain +1 renown42 Merchants charge you 10% less than normal for 1 week43 You loot a dead body; gain a roll on the Treasure 0-3 Table44 You publicly busted a cheating dice trickster; +1 renown45 You saved a mage's pet; he identifies a magic item for you46 You won a philosophy debate; +1d4 INT points for 1 week47 You sang a beloved sea shanty; gain a pirate ally, +1 renown48 Good rest cleared your mind; +1d4 WIS points for 1 week49 You find a note in your bag: \"I.O.U., Montmar Castle, noon\"50 You find a discarded bag; roll on your level's Treasure TableBENEFIT


32d100 Details51 You start an iconic new fashion trend; +2 renown52 You find the secret sewer entrance to a noble's mansion53 You break into a warrior's tomb and find mithral chainmail54 A beggar gave you herbal oils; +1d4 CON points for 1 week55 You win a well-made dingy after gambling with a fisherman56 You gracefully dodged a bull; +1 renown, +1d4 temporary HP57 You impressed a bard; +2 on your next carousing event roll58 The warlord Krell (berserker) now owes you a blood debt59 You woke up in a lab; gain two random magic potions60 You discover an iron key to the Duke's Donjon in your bag61 You won a weight lifting match; +1d4 STR points for 1 week62 You tossed a thug from a bar; +2 to next carousing event roll63 You beat a wizard at dice and won a Potion of Polymorph64 A retiring street magician gifts you an uncuttable rope65 You filled in for a sick performer at the theater; +2 renown66 You aided a cartographer; gain a useful map of your choice67 A member of the clergy gave you a Potion of Healing68 You won at five-finger filet; +1d4 DEX points for 1 week69 A chatty parrot reveals the name of a noble's illicit paramour70 A thug offers to commit a free crime for you (see pg. 26)71 The Undertaker, a beggar gladiator, protects you for 1 week72 You won a bull-riding match; +1 renown, +1d6 temporary HP73 Treat your renown as 12 for 1 week thanks to a famous bard74 You win The Pumpkin Toss; eat free at this tavern for life75 You freed a pegasus; it serves as your mount for 1 week76 Find a flask of Van Dinkle Whisky (SD pg. 137) with 5 sips left77 You saved a life; gain a City Guard (guard) ally, +2 renownBENEFIT


33d100 Details78 Fantastic haircut; +1 renown, +1d4 CHA points for 1 week79 You learn the True Name of a member of the Duke's family80 A nobleman was impressed by your sharp wit; +3 renown81 You find the Golden Rook; trade it for any merchant's item 82 You find a Kytherian Cog (SD pg. 305) in a strange place83 A famous sculptor made a public statue of you; +3 renown84 You outsing a famous bard; +5 to next carousing event roll85 A legendary tailor gifts you an 800 gp outfit; +2 renown86 You won at fencing against the Duke's cousin; +3 renown87 You won the annual Jester's Leap contest; +4 renown88 You find a one-time, one-person teleporter to anywhere89 You drank something magical; permanently gain 1 HP90 An exotic animal handler gives you a trained panther91 You stop a noble's assassination; +5 renown and noble ally92 You prayed at the Ducal Tomb; gain Wraithsight (SD pg. 281)93 A kind old lady gifts you a roll on your level's Treasure Table94 A disguised archangel follows you for 1 week to defend you 95 You have earned a major favor from the Duke96 Divine favor: permanently gain 1 stat point of your choice97 You get one roll at +15% on your level's Treasure Table98 You get one roll at +20% on your level's Treasure Table99 You get one roll at +20% on the next highest Treasure Table100 You get one roll at +20% on the LV 10+ Treasure TableBENEFIT


34Carousing Mishapd100 Details01 You wake up in the Duke's Donjon accused of a major crime02 You wake up in the stocks accused of a minor crime03 A gloating thief burgled 50% of your wealth; -3 renown04 You offended an important advisor to the Duke; -5 renown05 You wake up robbed in a gutter; lose 40% of your wealth06 You lost 35% of your wealth to a notorious con artist07 You lost 30% of your wealth in a string of gambling failures08 You blew a high-level spy's cover; gain an enemy assassin09 You accidentally burned down a tavern; -4 renown10 A pickpocket successfully lifted 1d4 pieces of your gear11 You traded your best weapon for a cooked turkey leg12 You hit your head; lose one common language you spoke13 A seemingly kind old lady stole a random piece of your gear14 A nobleman overheard your joke about him; -3 renown15 Wizard duel crossfire; you are turned into a frog for a week16 The City Guard hunts for you regarding a major crime17 A demagogue priest declared you possessed; -2 renown18 A rival threw a random piece of your gear into the river19 Your cheers distracted a pit fighter; gain an enemy knight20 You deeply insulted a wizard; gain an enemy mage21 You unwittingly interfered in a heist; gain an enemy thief22 You broke the taboos of a church; gain an enemy priest23 You lost a bet to a hated rival; -1 renown and lose 50 gpMISHAP


35d100 Details24 A corrupt City Guard member blackmailed you for 50 gp25 You agreed to a marriage with a disgraced noble in 1 week26 A prophet saw bad omens; roll next mishap with DISADV27 You got an awful tattoo in a visible location; -2 renown28 A pack of children humiliated you with a prank; -2 renown29 You got mugged by the Bywater Barons for 40 gp30 A snide bard performed a rude song about you; -2 renown31 You lost a 40 gp to an amateur gambler; -1 renown32 You sank a boat; Rowers won't transport you for a month33 You wake up wearing a famous noble's missing outfit34 You witnessed a crime; the Thieves' Guild now hunts you35 You bribed a door guard 40 gp to look the other way36 A fashion critic eviscerated your choice in garb; -2 renown37 A rival crawler challenged you to a duel at midday today38 You wake up wearing the signet ring of a murdered noble39 You contract the Rat Plague (see rat) from a poxy old crone40 You upset a barrister; the next one you hire charges 900 gp41 You angered a bard; -2 on your next carousing event roll42 You borrowed 500 gp from a loan shark and lost it all43 You gave 40 gp to a tiny, dancing monkey in a vest and hat44 You've been cursed; you can't use luck tokens for 2 weeks45 Awful haircut; -1 renown, lower CHA 1d4 points for 1 week46 You awake in an alley manacled to an escaped criminal47 You spent 40 gp to win a gold ring; it turned out to be fake48 The Charnel-Men thought you dead; you wake up in a coffin49 The City Guard hunts for you regarding a minor crime50 You got locked in the stocks for three days; -2 renown MISHAP


36d100 Details51 Exhaustion; you have DISADV on all checks for 1d4 days52 An irritating and tricksome ghost has begun haunting you53 You got fleas; -1 HP (min. 1) from itchy sores until treated54 A gambling disagreement turns a former ally into an enemy55 You smell strongly of pickled herring for a week; -1 renown56 You wake up locked inside a tomb in the city's graveyard57 You let 2d6 prize mastiffs escape a kennel; find them or else 58 You got an awful, hidden tattoo; -1 renown if anyone sees it59 You joined a strict cult of (d6) 1-2: evil, 3-4: nature, 5-6: purity60 An annoying apprentice has become your clingy admirer61 You confessed a dark secret to a manipulative beggar62 Your nice new boots turned out to be Boots of Dancing63 You've earned an unflattering new nickname; -1 renown64 A robber took pity on you; now you owe him a major favor65 Merchants charge you 20% more than normal for 1 week66 A sorcerer tricked you into looking into a Mirror of Mischief67 Bad concussion; DISADV on INT checks for 1 week68 A fake City Guard \"fined\" you 30 gp; you'd recognize her69 An angry wizard made you dance like a puppet; -1 renown70 Poked in the eye; DISADV on WIS checks for 1 week71 You dropped a small item into a sewer grate; it's still there!72 You wake up holding a basket with a sleeping baby in it73 Violent food poisoning; DISADV on CON checks for 1 week74 You tipped a raft; Rowers won't transport you for 1 week75 You awake with a contract to buy a 1,000 gp elephant today76 Wrenched your back; DISADV on STR checks for 1 week77 A fortune teller has hexed you; you can't use luck for 1 weekMISHAP


37d100 Details78 You forgot to pay a tab; -1 on next carousing event roll79 Knife throwing accident; DISADV on DEX checks for 1 week80 You started a massive fight in a tavern and are now banned81 Your most expensive garb is completely soiled; -1 renown82 Punched in the face; DISADV on CHA checks for 1 week83 You insulted a famous tailor; you can't buy garb for 1 month84 A press gang of 2d6 bandits tries to abduct you by night85 You slapped a street mime; children dislike you for 1 week86 An ally helps you escape arrest; now you owe them a favor87 You stole a tavern's sign; you're in big trouble if you return88 A witch tricked you into drinking a Potion of Forgetfulness89 You wake up with a manor house deed; it might be fake90 You begin to appear on wanted posters around the city91 You find a bloody mask from The Shroud in your bag92 You learned your True Name and told it to 1d4 strangers93 You find a note in your bag: \"The Onyx Eye is watching you.\"94 You fell into sewage; -1 renown and check vs. rat disease95 You awake dangling by a fraying rope tied to a high bridge96 You find a note written in blood in your bag: \"I'll be back.\"97 Total blackout; you can't remember the last two weeks98 You dropped 30 gp into a cursed well; lose all luck tokens99 A bard writes a heroic ode to you but misstates your name100 Misfortune favors you; re-roll this mishap as a benefitMISHAP


39The City of Masks“There are two faces to everyone you meet. A mask, and the truth that hides beneath.\"-Barlin Boro, street beggar


40City OverviewENVIRONSThe seaside City of Masks, also known as Meridia, is hot and muggy in the summer, and cool and rainy in the winter. Its many canals flow into a wide estuary where the Trematora River meets the ocean. The salty air is thick with gulls and mosquitoes.PEOPLEPride and romance burn in the hearts of the city's 90,000 residents. Beggars speak in poetry, boat rowers recite epic ballads, and even the City Guard sings while on patrol. But darkness dwells in the city, too. Masked conspirators and back-alley killers threaten the Duke's rule of law at every turn.TRAVEL IN THE CITYThe city is a highly connected maze of bridges, canals, streets, and hidden walkways.PCs move from their current location to any destination pointwhile traveling in the city. They choose their route. It takes 10 rounds to reach their destination point (see City Travel below).Rush. PCs can rush to reach their destination point in 5 rounds. Increase the random encounter chance by 1:6.Random Encounters. Randomly determine which district an encounter occurs in if the PCs have passed through more than one. Shift to crawling or combat rounds to play it out.Destination Point Random Encounter ChanceIn same district -In adjacent district 1:6In non-adjacent district 2:6CITY TRAVEL


41WORKING DISTRICTSMajor hubs of industry and crafting. Ordinary businesses, working-class families. Regular patrols by the City Guard.The Rooks (Market). A bustling day market that turns into a night bazaar when the sun sets. Vendors traditionally wear black crow feathers in their hats, earning them the name \"rooks.\"Silvertop (Artisan). Named for the abundance of jewelers and moneychangers in this district. Skilled craftworkers, bankers, and merchants are found here.POOR DISTRICTSPoverty, crowded tenements and slums. Crime has a strong foothold. Infrequent patrols by the City Guard.Gutterwash (Low). Sewer and canal runoff pools here when it rains. The stench is part of the toilsome life of the resident dock workers and hard laborers.Rilken Row (Slum). Beggars, mud, and rickety tenements. Crime and misery prevail.THE CANALSThe bustling canals unite all districts by water. Treat any district as adjacent on the City Travel Table if the characters travel to it via the canals (also see The Rowers, pg. 44).WEALTHY DISTRICTSStrongholds of the arts, politics, and religion. Luxury businesses, wealthy families. Highly patrolled by the City Guard.Montmar Castle (Castle). The Duke's stronghold stands on a hill overlooking the city. Fine restaurants and bath houses cluster outside its walls. Gedgarrin (University). Named after the wizard's college in this district. The Bardic College is also here. Libraries, taverns, and theaters abound.Ninestones (Temple). Named for the nine dolmens that formed the first temple here. Many more churches now surround them.High Harbor (High). The wealthy keeps and manor homes here look down over the city's canals.


42Major FactionsBARDIC COLLEGE (L)A grand academy of high archways, sculpted pillars, and hazy sunbeams. Music and singing fill its airy galleries. • Goals. Protect art, truth, and enlightenment. Train bards to the highest standard so they can carry out this mission.• Structure. Yeothin, Master Poet, is the college chancellor. He adventured with the Duke himself in his youth. Eight skilled bards serve as teachers alongside 16 administrative staff. The college's beloved cat, Penny, is actually the sphinx, Pendirius, in magical disguise. The dorms currently house 72 bards-in-training. • Enemies. The Shroud constantly seeks to entice influential bards to its cause.• Resources. Pendirius has protected the college since its founding long ago. The school is richly funded, and Master Yeothin has the Duke's ear.HOUSE OF SEREN (N)The Thieves' Guild. It always carries the name of the current guild master. Long-timers simply call it \"The House.\"• Goals. Grow and take a cut from all thieving/mob activity. Protect leadership from the law at the cost of underlings.• Structure. Led by Seren, a 40-year-old human assassin of great charm and secrecy. She commands 120 thugs, 60 thieves, 20 elite assassins, and countless beggars and commoners. She even extorts a few corrupt City Guard. Only the Duke's forces rival hers. • Enemies. The House is always at a fragile ceasefire with the Duke. Neither can afford (or win) an open street war. • Resources. The House itself is a sprawling, gloomy manor with many secrets. Its sizable wealth lies scattered (and even forgotten) in an ancient, subterranean maze of traps.


43THE SHROUD (C)The ambitious, disaffected, and power-hungry eventually find their way into The Shroud. Its members come from all walks of life and gather in secret, hiding their identities behind masks. • Goals. Enrich themselves through any means while keeping their identities secret. Undermine the Duke and his allies. Increase their influence. • Structure. All members are anonymous and include merchants, lords, sorcerers, and powerful figures who disguise their involvement. A council of three Gold Masks directs The Shroud. Nine Red Masks are their lieutenants, and ordinary Masks execute street-level activities. • Enemies. The Duke and his allies. The House of Seren often competes for territory and criminal opportunity. • Resources. Massive secret influence and financial support. Corrupt merchants, magistrates, City Guard, and even prominent bards and wizards of the city's colleges.THE DUKE (L)The Duke Loren di Montmar is a 45-year-old knight general. He leads with discipline and dignity from the castle overlooking the city, and ruefully accepts the pomp and theater of his station. • Goals. Foster a prosperous city and loyal subjects. Keep his grip on power. Defeat those who work against him. • Structure. In the city, the Duke commands 400 City Guard and 80 knights. 12 elite knights form his bodyguard, and both a high-ranking mage and bard from the city's colleges counsel him. 50 spies serve as the Duke's secret service (The Onyx Eye), 12 magistrates enforce his laws, and a court of 30 nobles and 20 merchants advise him. • Enemies. The Shroud works tirelessly to weaken the Duke's influence, harm his allies, and foment unrest.• Resources. The recent Rat Plague strained the treasury; the Duke is under pressure to accept a strategic marriage in order to rebuild the coffers.


44Minor FactionsGEDGARRIN (L)The grey, walled towers of Gedgarrin have long stood along the shore of the river. The mages within are disengaged from worldly matters, preferring to keep to their arcane studies. Archmage Ivanculus, the headmaster, only admits truehearted students who pass the ancient Trial of the Seven Pillars. SHE WHO WEEPS (C)The Cult of the Plague Mother, She Who Weeps, festers and grows inside the abandoned temple of Krull in the Ninestones district. Disease has begun to spread among beggars and workers, and fears of the Rat Plague rise anew in the city.CHARNEL-MEN (N)Keepers of the dead, grave diggers, and cremators. The cloaked Charnel-Men are silent, grim, and feared. It is said they guard the final secrets and regrets imparted by the dead.BEGGARS (N)They are everywhere. They see and hear everything. They are ignored. Beggars know more than the Duke's secret service. They are skeptical of authority and wealth and don't part with valuable information easily. BYWATER BARONS (C)A new group of upstart thugs who work out of a ramshackle warehouse in Rilken Row. They are at odds with The House of Seren and have been impinging into the Thieves' Guild's territory.THE ROWERS (L)Proud boat rowers operate the countless small vessels that carry goods and passengers between the city's docks for 5 sp a ride. The Rowers recite grand ballads and poems as they work. A trusted rower can come through in a pinch, but angering The Rowers can lead to a collective ban on their services.


45Law and OrderBREAKING THE LAWThere are many ways to break the law in the City of Masks, but they all fall into two categories:Minor Crime• Murder of a commoner• Petty theft (100 gp or less)• Disruptive public behavior• Minor blackmail or conspiracy Major Crime• Murder of a merchant, noble, or City Guard member• Arson, kidnapping, depravity• Major theft (101 gp or more)• Treason or major blackmailGETTING CAUGHTThe City Guard pursues minor crimes for 1d4 days and major crimes for 3d4 days. PCs who have committed a crime have a 1:6 chance each day of being confronted for arrest by a retinue of City Guard. JUDGMENTThe Duke's 12 magistrates judge all but the most severe crimes. There is a 1:6 chance the PCs stand before a corrupt magistrate who accepts bribes. Defendants can argue their case and present witnesses. Then, they make a CHA check (DC set by GM). Hiring a barrister for 500 gp grants ADV on the check.PUNISHMENTFailure on the check results in a conviction, usually the following:Minor Crime• Returning stolen goods• Fines, lashings, or serving time in the stocks• Short-term forced laborMajor Crime• Public execution• Life term in the Duke's Donjon• Exile on pain of death


46HolidaysThe City of Masks is famous for its many festivals, balls, and masquerades. Residents view these celebrations as delightful times of romance and drama.Elaborate masks and costumes are both status markers and ways to hide one's identity. Below are the major holidays (there are many smaller ones).LASTMOONA celebration of the last full moon of the year. Residents eat sugar plums and sip spiced wine. A marriage proposal on this night is auspicious. The Midnight Waltz is the high point of the evening's festivities. Carousing. Roll an extra benefit this night. There is a 1:20 chance of receiving a marriage proposal.Garb. Silver and cool tones only. It is a faux pas to wear gold or the warm tones of summer (-1 to carousing event rolls).MAYTIDEWhen the canals run swift and clear with the spring runoff, Maytide has come. Celebrants eat marzipan cookies shaped into delicate flowers and drink sweet honey mead throughout a day of music and dance. Deals or ventures begun on Maytide will be blessed with wealthy results. Many foreign nobles and dignitaries travel to the city especially for this festival. Carousing. Gain +1 to carousing event rolls. Roll any benefits with a +15% bonus. Garb. Floral colors, peacock feathers, white roses, or corsages are a must (-1 to carousing event rolls if not wearing at least one). Revelers favor pearls, diamonds, and bright gems (wearing such jewelry with a total value of at least 200 gp grants +1 to carousing event rolls). Black cloth or dark jewel tones are utterly out of place (-1 to carousing event rolls).


47NIGHT OF ST. ANTONA raucous autumn celebration of the knight who slayed a devil and saved the 12 fair maidens it was trying to kidnap. Revelers smoke meats over open flames, dance the frantic Devil's Leap, and act out the roles befitting their costumes. Mischief is at an all-time high this night.Carousing. Roll an extra mishap this night, but gain +2 to carousing event rolls. Garb. Costumes and masks depicting horned devils, noble knights, or fair maidens. Crimson red, glittering gold, and silken white are the colors of choice. Dressing otherwise is -1 to carousing event rolls. THE DUKE'S BALLIn high summer, a fairy tale night of whimsy and elegance occurs. The Duke throws a gilded ball at Montmar Castle, and all citizens who are dressed gloriously may enter and revel with the high society. The Duke chooses one woman to dance with in the Duke's Waltz that night. It is the highest honor, though her mask prevents her identity from truly being known.Carousing. Gain +2 to carousing event rolls. Roll benefits with advantage. There is a 1:20 chance the Duke invites a female PC to dance the Duke's Waltz.Garb. The most luxurious costume and mask (required) one can afford. Gold, gems, pearls, silk, and lacework are all in high demand. If the costume's total value is at least 500 gp, the wearer can enter Montmar Castle. Gain +1 to carousing event rolls if the total value of the costume is 1,000 gp or more. The color red is utterly forbidden due to fearful superstition about the Rat Plague (-3 to carousing event rolls and risk of arrest).


48Rumors in the Cityd100 Details01 A mutant creature has escaped from the wizard's college!02-03 Something in the river is drowning Rowers late at night04-05 A heist is about to go down at a jeweler's shop in Silvertop06-07 A ship full of armed pirates just anchored in the canal08-09 Charity House in Rilken Row is struggling to cure the sick10-11 The young new clothier at The Silk Lion is hiding a secret12-13 One of the Duke's ancestors was buried alive as a vampire14-15 There are lost secret tunnels deep below Montmar Castle16-17 A tutor at Gedgarrin college plots against the archmage 18-19 The Thieves' Guild is hidden inside an abandoned manor20-21 The Charnel-Men speak to the dead and keep their secrets22-23 Cloaked visitors frequent Vanglare House in High Harbor24-25 Beggars disappear at the abandoned Temple of Kytheros26-27 Tiborian, the gladiator trainer, is nursing a bitter grudge28-29 There are secret cage fights at a warehouse in Gutterwash30-31 The back door guards at Club Levantis accept bribes32-33 Thugs are about to throw someone off the Duke's Bridge!34-35 A blind pig at a tavern in Rilken Row can predict the future36-37 Madeera's Hearth in Ninestones is a safe haven for beggars38-39 The very best blacksmiths are the dwarves at Anvil Hall40-41 A disgraced singer disappeared below The Round theater42-43 Clandestine lovers often meet by night at the Duke's Tomb44-45 Gang tension is at an all-time high at The Bilge Pot tavernRUMORS


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