49d100 Details46-47 The city's charter is buried beneath the Ninestones rocks48-49 There are forgotten prisoners deep in the Duke's Donjon50-53 Stravinsky, a duelist of renown, is taking on all challengers54-55 It's easy to start rumors at Club Levantis in High Harbor56-57 Zameek's Curios in The Rooks has a strange new item58-59 A professor from Gedgarrin was lurking at the graveyard60-61 The fastest Rowers in the city operate out of Gutterwash62-63 A king from distant lands is staying at The Golden Marmot64-65 A new play will soon debut at the Monveau in Gedgarrin66-67 There's a plot to poison a champion racing pig at The Bend68-69 A tailor in Silvertop can make very convincing disguises70-71 There is no greater dueling teacher than Mareniel the elf72-73 A jeweler in Silvertop district makes lucky silver amulets74-75 Thugs are out to lynch the barrister at Shieldstone Law76-77 Check out Tough Nut in The Rooks for the best odd gifts78-79 Ask for the deal of the day at Norley's Wares in Rilken Row80-81 An Onyx Eye agent got caught within the Thieves' Guild82-83 Sometimes The Rusty Nail in The Rooks sells rare potions84-85 A jeweler in High Harbor has a garnet of incredible worth86-87 Madame Morda in The Rooks can make love potions88-89 A brooding warrior lurks around near The Bull's Pen tavern90-91 The head of the Bardic College secretly hires adventurers92-93 Not even the Thieves' Guild will rob The Golden Vault bank94-95 Bloodroot addicts can find a secret vendor in The Rooks96-97 A dead body in noble garb just floated by in the river!98-99 The head of the Thieves' Guild is hunting for an artifact00 The Duke announced a glamorous ball to choose his wife!RUMORS
50Gedgarrin DistrictClass: Wealthy.Category: University district.City Guard Arrives: 1d6 rounds 1. FLASHING STEELMareniel Siruul, an elf from the far desert, teaches swordplay and archery in her sunlit training hall. She is a serene teacher who rarely speaks. Her elegant techniques have been gaining traction in the city, and rumors stir that rival school Tiborian's (24) is planning to attack the hall to put Mareniel to shame. Students have ADV on Martial Training downtime checks with finesse weapons and bows.2. THE PALE TOADA squat, cottage-like tavern with a blue gout of smoke spewing merrily from its chimney. Its white timbers, twin staircase, and two firelit front windows give it the appearance of a toad at rest. Students and staff from Gedgarrin (4) land here on their rare trips outside the university's walls. A forlorn young wizard named Teomin often sits in a dark corner scribbling and crumpling up love letters to Cynthia Ulfric (23). He's willing to lend his alchemical expertise to sympathetic souls. INT spellcasters get a +1 bonus to carousing event rolls here.
513. MONVEAU THEATERA small and beloved theater that showcases up-and-coming talent. The resident playwright, Bertrand Gilliard, is about to debut his magnum opus, \"The Horror Within.\" Unknown to all, Bertrand's quest for inspiration drove him to wander the tunnels below the theater where he found an eldritch book that drove him mad. His new play is a ritual that will summon forth a horror from the outer darkness. 4. GEDGARRINThe seven austere, grey towers of this wizard college rise high over the river. Its wise, grey-robed headmaster, Ivanculus, is said to have been taught by dragons. The school's six professors guide students over the many years it takes to achieve true mastery. Professor Laudren Mallen, the school's meek scrying instructor,has secretly joined The Shroud (pg. 43) after they promised to install him as Gedgarrin's new headmaster. Once a month, those permitted to research at the university's vast library gain ADV on one Magical Research downtime check.5. THE ROUNDA gilded theater supported by marble pillars carved as giants and dragons holding up a domed, starry roof. The Round is the grandest stage ever built and has hosted history's most famous bards. A disgraced singer named Robirook once disappeared down the flooded passages beneath the stage; some claim to see this lost virtuoso weeping in the rafters during stirring performances. Bards get a +1 bonus to carousing event rolls here.6. BARDIC COLLEGEA warm and sunlit bastion of academic prowess and enlightenment. Music and poetry fill its swooping halls, and young bards bustle between galleries where renowned tutors teach history, philosophy, and oration. Chancellor Yeothin, the college's Master Poet, leads the effort to protect and share these sacred arts. Yeothin is a close friend to the Duke, and he works tirelessly in secret to subvert The Shroud and its temptations of ill-begotten power. See pg. 42for more college details.
52Gutterwash DistrictClass: Poor.Category: Low district.City Guard Arrives: 3d6 rounds 7. ASHFALLTarry smoke streams day and night from the chimneys of this ash-streaked keep. Each morning, The Charnel-Men wheel stinking cartloads of dead into the keep's ever-burning crematorium. The pensive and gloomy Brother Igonus leads these 36 black-cloaked cultists(N) in their duties, which include communing with the dead; The Charnel-Men jealously guard what they learn from this.8. THE BILGE POTHonest folk avoid this dim, swillsmelling tavern near the docks. A dark slurry of mud constantly oozes through the floorboards. The owner, a sour old cur named Shem Turley, buys leftover ale from inbound ships and pours it into a huge barrel that gives the tavern its name. This \"bilge\" is the only drink on offer. The Thieves' Guild forms the main clientele, but lately, thugs connected to the rival Bywater Barons (33) have been visiting the tavern as a show of force. Tensions are fit to burst. Thieves and roguish types get a +1 bonus to carousing event rolls here.
539. HOUSE OF SERENFrom the exterior, the House of Seren (pg. 42) wears the guise of an abandoned, two-story manor home. Its shutters hang askew over lightless windows, and the rotted facade sags inside a wildly overgrown yard. Yet silent, trained panthers slink though the jungle-like grounds, and assassins and thieves cluster in the black shadows that pool just beyond the missing front door. Within the foyer, a secret panel opens to an opulent manse dripping in gems, gold, and velvet. Dusty riches sit brazenly on display, untouched even in this den of thieves, for to steal from the House means death. Here, killers and rogues train in candlelit chambers under the expert eye of Guildmaster Seren, an assassin of surpassing charm and guile. As Guildmaster, she alone knows that beneath the House are fiendishly trapped tunnels filled with untold treasures left by her forebears. She is convinced that the legendary Fingerbone of Neem lies within one of these lost chambers. Finding it has become her obsession. 10. THE BIRDCAGEAn illegal, after-hours fighting ring inside a warehouse. Thugs demand the password at the door (\"fried eggs\"). Fights take place inside the Birdcage, an iron pen. Beating the current champ, a half-orc named Rufius(orc stats), carries a 50 gp prize.11. RIVER RATSThe River Rats are a gang of five plucky teenage boys who each own a peeling, black-painted skiff. They're the fastest Rowers in the city (it takes 4 rounds to arrive at any destination), and they charge 3 gp a ride. An unhappy customer named Mortimer Grund (thief) has been spreading lies that the boys have contagious Rat Plague. Until this rumor stops, anyone seen in a River Rats skiff loses 1 renown.12. SHIELDSTONE LAWA stooped, fretful barristercalled Scribald Toderick works out of this dim, book-strewn office. New clients get 50% off. His last client, a thug named Porkchop, was hanged for killing a noble; Porkchop's friends are now out for Scribald's head.
54Class: Wealthy.Category: High district.City Guard Arrives: 1d4 rounds 13. THE DUKE'S BRIDGEThe city's most magnificent bridge, tall enough for a galleon to sail beneath it. It's the main thoroughfare for those entering the city via the Grand Gate (18).Prowling, winged lion statues rear along its ramparts; they are said to be dormant gargoylesthat rise up to defend the city in its time of need. The city's worst criminals famously threaten to throw their victims from its lofty heights to their deaths.14. THE ROYAL JEWELERHumphrey Hammergold, a wizened dwarf jeweler of utmost skill, runs The Royal Jeweler to serve the city's most exclusive clientele. Customers must have 8+ renown to enter; all other \"garnet gazers\" are barred at the door by two heavily armed dwarf guards (gladiators). Humphrey is earnest and obsessed with his craft; he can make jewelry worth up to 800 gp. He proudly displays the most famous garnet ever unearthed, The Heart of Sidar, a radiant red beauty he cut worth 2,000 gp. Wearing jewelry made by Humphrey grants +1 to carousing event rolls. High Harbor District
5515. VANGLARE HOUSEAn ivy-covered manor with a choice, hilltop view of Montmar Castle (21). Gaston di Vanglare, current patriarch of his prominent noble family, is in his prime at 60 years thanks to a regimen of costly tinctures and poultices. He hosts lavish dinners and invites notable up-and-comers as soon as they reach 8 renown. He has a vast network of contacts that reaches to the Duke himself. Gaston is secretly indebted to The Shroud for curing his daughter Zara of the Rat Plague; cloaked figures often visit the house late at night and leave just before dawn.16. ZAMEEK'S CURIOSZameek, an energetic halfling with an eye for rare finds, buys and sells obscure collectibles. He is a voracious reader, knows everything about lost civilizations, and can spot a fake from ten miles. His shop smells of incense and is full of shelves bursting with scrolls, bottles, pottery, and trinkets. He recently bought a carefully wrapped Mirror of Mischief and is trying to sort out its exact nature.17. CLUB LEVANTISA swanky, candlelit tavern with a faux-seedy vibe (just enough to make the wealthy clients feel conspiratorial). Handlers lead exotic animals around on leashes, and skilled bards play the latest. Entry requires 5+ renown, but the back door guards accept a 50 gp bribe to sneak in as long as you don't look like trouble. PCs wearing garb worth 200 gp or more get a +1 bonus to carousing event rolls here. Once a month, PCs have ADV on Skulduggery downtime checks to start a rumor here.18. THE GRAND GATEA pair of towering, golden lion statues flank the only landbased gate into the city. Its sturdy gatehouse hosts 30 elite City Guard. Two younger guards, Remy and Ulgrin, have unwittingly spiraled into a plot with the Thieves' Guild (9) to poison the champion racing pig Ol' Tangerine (49) during the Divine Swine race. They're too prideful and terrified to back out now, even though they know it's wrong. The guilt has made them unusually jumpy and gruff.
56Montmar Castle DistrictClass: Wealthy.Category: Castle district.City Guard Arrives: 1d4 rounds 19. GARRISONThe Duke's 400 City Guard (pg. 43) operate out of this heavily fortified keep that flies the Duke's proud crimson banners. Lyonel Hirkos, the mustachioed knight-captain of the guard, is an effective mix of disciplined and pragmatic. The Duke's Donjon forms a meandering underground network beneath the garrison; parts of it are so old and deep that even the guards don't know who's down there. 20. BEST DEFENSEGregor the Just and Laurel the Lawful are a team of barristerswho advise on the city's most intricate and challenging legal cases. They secretly possess the Doom Book, a singular tome of esoteric law that causes the possessor to succeed on any legal defense check apart from a natural 1. The barristers limit the book's use to once per client, and they charge 1,000 gp for it; overusing the book can draw the ire of the goddess Madeera herself. The Thieves' Guild (9) has learned that Gregor and Laurel have the Doom Book, and the Guild now seeks to steal it.
5721. MONTMAR CASTLECrimson and gold banners fly over this shining hilltop castle of pale stone. The Duke's loyal knights (pg. 43) defend its heavily fortified walls. Inside the castle's palatial halls, marble pillars and stained glass windows reach high overhead. The Montmar family has spared no expense filling their redoubt with sumptuous paintings, tapestries, and sculptures. The castle's legendary ballroom is a thing of crystal and gold, swooping stairs and balconies. The Duke's secret service, the Onyx Eye, knows much of the castle's network of hidden doors and tunnels, including those that lead to the donjon (19).22. THE GOLDEN MARMOTThe finest inn in the city with a gold statue of a fat marmot in the lobby. Important diplomats and merchants enjoy the inn's superb cuisine and lavish suites staffed by a personal butler and 4 private guards (50 gp a night). The capable Chief Concierge, Emule Virdan, doesn't permit riffraff and knows all their tricks. Entry requires 8+ renown.23. THE SILK LIONA family dynasty of tailors who serve the Montmar family itself. Cynthia Ulfric, talented but young, just inherited her late father's duties. She is secretly heartbroken that the endless work has robbed her of the time to pursue her love, the apprentice wizard Teominstudying at Gedgarrin (4).Cynthia is the only tailor in the city who can create incredible masquerade costumes of 500 gp value or more (each one takes a week). Her reputation requires that her clients have 8+ renown, but Cynthia makes exceptions for those who earn her trust (these clients must come after hours to avoid sparking gossip).24. TIBORIAN'STiborian, a surly, retired gladiator, teaches an athletic combat style. He holds a grudge against Flashing Steel (1) for popularizing \"dainty\" fighting techniques and \"stealing his students.\" He and his pupils plan to raid their school. Students have ADV on Martial Training downtime checks with armor and versatile/2-handed weapons.
58Ninestones DistrictClass: Wealthy.Category: Temple district.City Guard Arrives: 1d6 rounds 25. THE STONESAn ancient circle of nine towering dolmens, each one telling the story of one of the Nine gods' births. Two of the stones are utterly blank. Buried beneath Madeera's stone is a rare scrap of the Covenant (1,000 gp) that tells of the founding of the city by Madeera's own hand. Reading it causes permanent blindness; the reader also gains 1d6 INT (once only). Tampering with the stones is a major crime. 26. TEMPLE OF KYTHEROSBy the water, old streets crowd with ancient temples of minor gods. Among them looms an abandoned temple to Kytheros, God of Time. Heavy pillars hold up its lofty roof, now lost in cobweb and shadow. Sickly beggars gather in small camps here, burning trash fires on the marble floor. A secret door in a pillar opens to an undercroft that is now the home of the Plague Mother cult (pg. 44). Cultists sometimes emerge to lure the sick to \"join with She Who Weeps.\" Once a month, chaotic PCs have ADV on Spiritualism downtime checks here.
5927. GRAVEYARDThe city's meandering graveyard rises along the southern hills of Ninestones. Leaning headstones sprout like weeds beside rainstreaked mausoleums. At the center of the graveyard lies the baroque Ducal Tomb where the Montmar family rests. Within, a lead casket holds the family's most hated ancestor, Fredrick di Montmar. He was buried as a vampire (though he wasn't one) with a chest stake and copious vials of holy water. Clandestine lovers and The Shroud often meet near this infamous tomb.28. TREE GROVEMossy stone walls surround a quiet courtyard open to the sky. Gnarled trees, grass, and flowers grow freely within its borders; rabbits dart in the bushes and birdsong lilts from the trees. An otherworldly peace prevails here. An old, cowled woman named Mina is always here. She is a druid, and though she has grown ancient and frail, she protects the grove with her life. Once a month, neutral PCs have ADV on Spiritualism downtime checks made here.29. IVORY CATHEDRALThe soaring, snow-white cathedral of St. Terragnis towers high over all other temples and churches. High Paladin Evelyn, an ethereal and restlessly distracted woman, oversees the enumerable clerics running the church's many efforts. This includes the mostly overlooked Charity House (35), managing the city's graveyard (27), and preaching to encourage chivalric behavior. Once a month, lawful PCs have ADV on Spiritualism downtime checks made here. 30. MADEERA'S HEARTHA soup kitchen and tavern featuring a bronze statue of Madeera the Covenant carved in the blocky dwarven style. The proprietor, Bolgrim Manymead, is an old dwarf soldier who has seen more than his fair share of hard times. He serves a free bowl of rich stew and fresh bread to any beggar who enters. Bolgrim offers a rare, genuine haven to the downtrodden, and the Beggars (pg. 44) would do anything to protect him. WIS spellcasters get a +1 bonus to carousing event rolls here.
60Rilken Row DistrictClass: Poor.Category: Slums district.City Guard Arrives: 1 hour31. SAFEHOUSEThis modest stone home is a criminal safehouse run by a gentle old man, Bastien Morlen. He hates that his niece, Seren (9), grew up to a life of crime, but he loves her all the same and wants to protect her. PCs have ADV on Skulduggery downtime checks to lay low here. If a PC does this more than once a month, the Thieves' Guild (9)sends an assassin after them for endangering Bastien's cover.32. THE BLIND PIGThe owner of this barnyardsmelling tavern, a witchy young woman named Terese, keeps a pen in the main room that houses a blind pig. The pig is able to predict future events with incredible clairvoyance. Patrons can pay 10 gp to consult with the pig on a yes/no question (5:6 chance of a correct result). It won't answer more than one question a year per person. When the pig dies, a new pig is placed in the pen; it eventually grows blind, and its oracular powers emerge. CHA spellcasters get a +1 bonus to carousing event rolls here.
6133. BYWATER BARONSAn upstart gang of dock workers called the Bywater Barons(pg. 44) operates out of a ramshackle warehouse at the water's edge. Its 50 thugs, led by half-orc Yargash the Tall, are angry and brazen. They aim to dethrone the Thieves' Guild (9), which has always had its hands in their working-class pockets. The Barons have been stealing business from the Thieves' Guild by offering cheaper protection to merchants who use their docks, and robbing those who don't.34. NORLEY'S WARES Norley Targon is an indifferent merchant who hides a shrewd business acumen. His creaky old general store is neither too showy nor too meager, coming off as perfectly ordinary; Norley is the city's best illegal goods fence because of this. Asking for the \"deal of the day\" is how to break through his disinterested facade. Selling stolen goods here cancels any City Guard pursuit for a criminal theft, but there's a cumulative 1:6 chance each time that Norley betrays the PC to the City Guard for that specific item. 35. CHARITY HOUSEA looming, two-story manor with a wrought iron gate and heavy front door. The Charity House is a poorly funded branch of the Ivory Cathedral (29)offering hard beds, thin soup, and rudimentary medical care to the needy. Matron Bethel, a middle-aged woman who is nice but not kind, has convinced the church's inspector for years that all is well. Meanwhile, she's been skimming gold off the top, and she laces the soup with mild poison to keep the patients coming. Young Sister Natalie, innocent and without authority, is starting to suspect the matron and fears what it could all mean. 36. THE RED RATA dingy tavern painted garish red inside. Local legend says a crazed, pipe-playing beggarhaunts the tunnels beneath the tavern (accessible through a trap door in the cellar). Drunk patrons report hearing a faint tune lilting up out of an unknown location. PCs who have survived a bout of the Rat Plague (see rat, SD pg. 245) roll an extra mishap and benefit when carousing here.
62Silvertop DistrictClass: Working.Category: Artisan district.City Guard Arrives: 1d6 rounds 37. PIN & DRAPEThe dependable tailor Thalmus Vicci turns out quality garb to fit any occasion. Sweet old Thalmus works slowly, taking a week to fulfill each order, but he can make garments of up to 300 gp in value. For an extra 100 gp, he'll secretly make disguises, knockoff uniforms, and highly convincing lookalike outfits for less-than-lawful purposes. PCs wearing such disguises have ADV on checks to impersonate.38. THE BULL'S PENRetired gladiators and married couple Sariel and Tomin Torilconverted this former bull pen into a tavern and fighting arena. The smell of cowhide still fills the broad, sandy pitch where paid fights take place. Match-ups are randomized, single bouts, and intentionally killing is forbidden. Victors win 5 gp x LV of their opponent for each match. Sariel recently had to ban an unhinged reaver named Vig Dorstin for brutally slaying an opponent, and he now lurks around near the tavern pining for revenge. Warrior-types get a +1 bonus to carousing event rolls here.
6339. GOLDEN VAULTA bank and secure vault owned by a composed and elegant elf named Iriel Lanowin. Customers can store up to 1,000 gp per level here at a fee of 1% of the deposit. Iriel's 20 guards patrol the goldand-marble building at all hours, and she also discreetly pays the Thieves' Guild (9) a 5% cut for their protection. Iriel is a highranking member of The Shroud. 40. MALLIN'S FORGEMallin Barton is a middle-aged weapon smith who gives a nice discount to regulars. Mallin allows agents of The Onyx Eye, the Duke's secret service, to operate out of his furnace-like cellar. They're circling in on the banker Iriel Lanowin (39) for suspected links to The Shroud. 41. MOONLIGHTA humble jeweler specializing in affordable baubles, lucky amulets, and everyday jewelry. Emeline Torberry loves working with silver in particular and can craft jewelry of up to 100 gp in value. A silver item of hers has a 1:20 chance of granting the wearer immunity to lycanthropy.42. CORK & PESTLEGomrey Gorn is a middle-aged, apron-wearing apothecary whose eyebrows are always singed off by a mishap with his latest experimental concoction. One of these days, he'll get the formula just right for \"the GomBomb,\" his pet project to make a cube of sticky jelly that explodes a few seconds after adhering to a hard surface. Once a month, a PC can buy 20 gp of rare reagents for ADV on a downtime check to create a potion.43. ANVIL HALLTwin dwarf brothers Homlin and Ragrin run the best smithy in the city supplied with the finest ore from distant Stonehall. Their weapons cost triple the normal price, but they grant a +1 bonus to attack due to their perfectly balanced grip and exquisite craftsmanship. The plate mail they craft is in the hefty dwarvish style and triple the cost; it occupies an additional gear slot and grants +1 AC. The brothers have refused to cut in the Thieves' Guild (9), and now Homlin is slated for \"a chat\" with a guild bruiser as a final warning.
64The Rooks DistrictClass: Working.Category: Market district.City Guard Arrives: 1d6 rounds 44. THE RUSTY NAILA massive, six-wheeled wagon permanently parked and turned into a small general goods store. Owner Babette Sykesdecides if she likes a customer based on how they treat her two affectionate cats, Morkin and Tinny. All basic gear is available, and each week there's a 1:6 chance Babette has procured a rare consumable magic item (spell scroll or potion) she'll sell to a good customer for 50 gp.45. TOUGH NUTBy day, Marjorie Wilkins runs a snappy operation out of a spacious tent selling eclectic trinkets from every corner of the realm. Elvish teapots have been all the rage lately (15 gp each), and giving one as a gift at a first meeting adds +1 to the reaction roll. Marjorie has little patience for questions. By night, her brother Geramino takes over, a languid hookah-smoker who regales shoppers with tales of distant lands. He has a knack for suggesting the right (expensive) gift to impress, allowing a reaction check reroll or +1 bonus (once per intended recipient).
6546. MADAME MORDAMadame Morda is a white-haired old elf who has leaned into the lucrative act of being a wizened fortune-teller. Burning sage fills her tent with a blue haze that masks the fake nature of her crystal and bone decor. She charges 15 gp for a tarot reading, 50 gp to speak with the dead, and 100 gp for a \"love potion.\" It's all an expert act of trickery. 47. THE COOKPOTYouthful vendor Aron Reesedoes brisk business selling pots and pans out of his pristine tent. Yet nothing seems to leave the display tables; in reality, he sells dips of addictive bloodroot (20 gp), a drug that grant ADV on spellcasting checks for a day but causes 1d6 CON damage that lingers for a month (death at 0). 48. THE DAISY CHAINA rollicking tent tavern draped with fresh chains of daisies each day. The owner, motherly halforc Ygraine Tareek, pays beggar children a generous 1 sp for each chain they make, to their delight. Lawful PCs get a +1 bonus to carousing event rolls here.49. THE BENDA muddy race track surrounded by tents is home to the unofficial sport of the city: pig racing. Several races take place each day, with the best pigs moving up to eventually contend in the annual Divine Swine race. Winning grants the owner 500 gp and +5 renown. The Divine Swine is draped in spring flowers and paraded around the city on Maytide (pg. 46) with great fanfare. Ol' Tangerine, a rotund sow with an explosive gallop, is the current Divine Swine and the pork to beat this year. Her owner, nobleman Darien di Morla, will do anything to ensure victory. 50. RUMP ROASTA sizzling vendor stall wafting with spiced meats, pungent pots of rare tea, and unrecognizable animal carcasses hanging on hooks. Owner Leland Putskyoffers a challenge where anyone who eats a raw retch snail and keeps it down (DC 15 CON) wins 20 gp and +2 renown (once only). Snake kabobs, the specialty, are 2 gp and grant +1 on the next carousing event roll, but also a 1:6 chance of food poisoning.
TAVERNSWealthy: The Pale Toad (2, Gedgarrin);Club Levantis (17, High Harbor); The Golden Marmot (22, Montmar Castle);Madeera's Hearth (30, Ninestones)Working: The Bull's Pen (38, Silvertop); The Daisy Chain (48, The Rooks); Rump Roast (50, The Rooks)Poor: The Bilge Pot (8, Gutterwash); The Blind Pig (32, Rilken Row); The Red Rat (36, Rilken Row)CRIMINAL CONTACTSWealthy: Vanglare House (15, High Harbor); Graveyard (27, Ninestones)Working: The Cookpot (47, The Rooks);Pin & Drape (37, Silvertop); Golden Vault (39, Silvertop)Poor: Safehouse (31, Rilken Row); The Bilge Pot (8, Gutterwash); House of Seren (9, Gutterwash); Bywater Barons (33, Rilken Row); Norley's Wares (34, Rilken Row);TRAININGWealthy: Flashing Steel (1, Gedgarrin);Gedgarrin (4, Gedgarrin); Bardic College (6, Gedgarrin); Tiborian's (24, Montmar Castle)Poor: House of Seren (9, Gutterwash)ENTERTAINMENTWealthy: Monveau Theater (3,Gedgarrin); The Round (5, Gedgarrin)Working: The Bull's Pen (38, Silvertop);Madame Morda (46, The Rooks); The Bend (49, The Rooks)Poor: The Birdcage (10, Gutterwash)SHOPPINGWealthy: The Royal Jeweler (14, High Harbor); Zameek's Curios (16, High Harbor); The Silk Lion (23, Montmar Castle)Working: Pin & Drape (37, Silvertop);Mallin's Forge (40, Silvertop); Moonlight (41, Silvertop); Cork & Pestle (42, Silvertop); Anvil Hall (43, Silvertop); The Rusty Nail (44, The Rooks); Tough Nut (45, The Rooks)Poor: Norley's Wares (34, Rilken Row) LAW AND ORDERWealthy: The Grand Gate (18, High Harbor); Garrison (19, Montmar Castle);Best Defense (20, Montmar Castle);Montmar Castle (21, Montmar Castle)Working: Mallin's Forge (40, Silvertop)Poor: Shieldstone Law (12, Gutterwash)Swiftly! I Need...
d40 NPCs in the City of Masks10: Ratvort Bingle, short and greasy, beady eyes, secretly rich, terrified of finding flies in food11: Mistress Savoy, elderly, moves gracefully, former assassin posing as a lady of the night12: Amril Tovin, fantastic baker, handsome, bastard son of the Duke (only his mother knows)13: Lethrin Masiope, female elf, extraordinary archery teacher, hates all but elvish cuisine14: Bombot Riggsy, male halfling, digs merrily in garbage all day, immune to most diseases15: Mireela Blacksaw, aspiring pirate but cannot overcome seasickness, talented gambler16: Dundrin Moremack, male dwarf, judgmental about beards or lack thereof, very gassy17: Igor the Perspicacious, wizard apprentice, overblown self-image, really bad at magic18: Cathoy Cimrin, unusually tall, regrets becoming a thief, totally smitten by a famous bard19: Mathin Gorezak, raised in the north, doesn't understand the customs here, afraid of cats20: Evermandin Biscol, priest of Memnon, has unorthodox interpretation of the god's tenets 21: Kilene Kilarny, greatsword-toting warrior woman, knows a guy for the job, loud and fun22: Afrigald Zirember, flowing robes, long beard, sagacious, crafts puppets and marionettes23: Hercule di Finroy, young noble, critical of \"rich barons,\" slums it and returns to fine manor24: Vig Trimby, male halfling, talented Thieves' Guild novice, believes it's due to his lucky coin25: Persephone Acker, lady-in-waiting to a noblewoman, on the lam after a spat with a peer26: Warner Sevreck, half-orc dock worker, gentle-hearted but moonlights as a thug for cash27: Hirill Lefarin, recent graduate from bardic college, dismayed by mundanity of daily life 28: Bolgrim Stouthelm, dwarf miner, prospecting contracts with his uncle, has a pet newt29: Merriweather Rasmos, human female, runs kitchen at a beloved inn, haunted by a ghost30: Trileena Matvoy, pretty and dramatic, aspiring actress, saw thugs toss a body into a well31: Arlin Bower, human male, glasses, shy, memorized every poem by Sarsoon the Prolific32: Grendin Marsall, skinny, jumpy, just released from 15 years in donjon on false conviction 33: Hazeem Alik, dripping in gold jewelry, chews raw tea leaves, successful camel trader34: Reginald Goatgallop, male halfling, innocent face, total card shark, cheats mercilessly35: Heidi Trieste, aspiring mage, bar tends to pay tuition at Gedgarrin, extremely awkward36: Mortik Scrattigan, young man, wild hair, toils away at his revolutionary philosophy thesis 37: Lemnin Yoroy, staring eyes, flippant and witty, often poses as a beggar, raised as a sailor38: Jasmina Gartini, skeptical, brother is in the City Guard, afraid he'll find out she's a thief39: Meemin Moomin, intense, can only say his own name but somehow conveys a lot with it40: Cindri Quentin, young woman, skilled blacksmith, makes rare wavy daggers, likes birds 41: The Bull, human strongman, nose ring, announces himself, eats raw meat, never sits 42: Xytarin Quomeniel, male elf, world-weary, everything is boring, has been everywhere 43: Virmeek Glob, male goblin, wears a tall wig, don't talk to him in Goblin, adept weaver44: Irene Cotton, female halfling, raises prized rabbits, gives each one a royal name and title45: Akim Noor, retired gladiator from far-off Alkesh, a loving grandfather, has night terrors46: Jesper Yalk, bags under eyes, always getting over being sick, cheerful, works too hard 47: Icarus Stump, skinny, contrarian, fumes about his legal rights, failed as a barrister 48: Miggsy Billows, male halfling, searching for wayward brother Grumby, has his old diary49: Agatha Bombart, young woman, fortune-teller, behaves suspiciously, actually just shy
IN A SEWER GRATE, YOU FIND...A collection of ideas for Shadowdark RPGd20 NPC1 Child's doll that turns itself toward its true owner's location2 Human teeth in a velvet bag with a gold \"J\" monogram3 Old pair of yellowed, ivory dice with 6s on every side4 Half a note: \"...at midnight at the east dock in Gutterwash!\"5 Ancient gold coin; the face side changes to new people6 Bent and tarnished brooch worn by the City Guard7 Pale rat that leads people to a locked door in the sewers8 Foppish wizard hat with three strange stones inside it9 Rose that wilts each day and grows anew at midnight10 Bottled parchment: \"If you've found this, I'm already dead...\"11 Chipped porcelain mask of a mysteriously smiling face12 Brass whistle used by the City Guard to summon help13 Dead, bloated toad with a gold signet ring in its mouth14 Cask of perfectly good summer wine, if only a bit dirty15 Gold-embossed calling card with an address in Rilken Row16 Recently murdered civilian wrapped in a fine cloak17 Jeweler's loupe that detects fake gems with 5:6 accuracy18 Map showing how to infiltrate the bardic college via sewers19 Rumpled sketch by the famous artist Arnor von Lewin20 Haunting jig played on a distant reed pipe, growing closer...