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Encounter Excerpt

Sewer (Average EL 3)

Sewer encounters can be used in any region under a city: catacombs, storm drains, ancient ruins, and caverns. Since the PCs, in theory, can easily escape a sewer and retreat to safety in the city above, you can use this table for 1st-level characters with relative safety, assuming your players know when to retreat! This encounter table complements the Slum Encounters table (see below) quite well; both are of the same EL and monsters encountered in one can often be encountered in the other.

Sewer Encounters
d% Encounter EL
01-05 1 giant crocodile 4
06-10 1 carrion crawler 4
11-15 1 otyugh 4
16-25 Gang of thieves 4
26-30 1d4 wererats 4
31-35 1 gelatinous cube 3
36-40 1 ghast 3
41-50 Roll on Slum Encounters table 3
51-55 1d6 ghouls 3
56-65 2d6 dire rats 3
66-75 1 rat swarm 2
76-85 1d8 stirges 2
86-90 Poisonous gas 2
91-95 1d6 Medium monstrous centipedes 2
96-100 1d8 Small monstrous centipedes 1

Gang of Thieves: This is an encounter with 1d8 1st-level rogues or 1d4 2nd-level rogues. Typically, these rogues belong to a thieves' guild, but sometimes they're just creepy thugs.

Poisonous Gas: A pocket of poisonous gas or rancid air has become caught in a section of sewer. The gas is invisible but has a strong, acrid stench; a creature with the scent ability automatically notices the proximity of poisonous gas before entering the dangerous area.

Anyone breathing poisonous gas must make a DC 13 Fortitude save or take 1d4 points of Strength damage; the initial and secondary damage is the same. Poisonous gas pockets typically fill 1d6x10 feet of tunnel and last for 3d6 minutes before dissipating naturally.

Stampede (Mob of Light Horses) CR 8

N Gargantuan animal (mob of Large animals)
Init +0; Senses low-light vision, scent; Listen +3, Spot+3
AC 10, touch 7, flat-footed 9
hp 195 (30 HD)
Fort +19, Ref +18, Will +9
Spd 50 ft. (10 squares)
Atk ïmob (5d6)
Space 20 ft.; Reach 0 ft.
Base Atk +22; Grp +36
Atk Options expert grappler, trample 2d6+3
Abilities Str 14, Dex 13, Con 15, Int 2, Wis 10, Cha 6
SQ mob anatomy
Feats Endurance, Improved Bull Rush, Improved Overrun, Run
Skills Listen +3, Spot +3

Table 3-1: Guild Member Occupation
d% Occupation Type
01-04 Artisan (Table 3-2)
05-10 Construction (Table 3-3)
11-30 Craftsman (Table 3-4)
31-42 Food trade (Table 3-5)
43-67 Garment trade (Table 3-6)
68-80 Labor (Table 3-7)
81-85 Merchant (Table 3-8)
86-90 Profession (Table 3-9)
91-100 Service (Table 3-10)

Each occupation table, under the heading "Pop.," provides an average number of active guild members in the given occupation in a medieval-style city with a population of 10,000. For the artisan, craftsman, food trade, merchant, and profession categories, this number typically refers to the number of places of business, and does not count apprentices, employees, or family members working under a proprietor's roof.

Most of the occupations mentioned on each of these tables are discussed briefly in the text that follows the table. A few occupations have names that are fully descriptive of their roles or functions, such as scabbard maker and fishmonger. In such cases, no further information is given.

Table 3-4: Craftsman Specialties
d% Occupation Pop.
01-04 Blacksmith 7
05-11 Cooper 14
12-14 Glassblower 5
15-17 Harness maker 5
18-19 Kettle maker 5
20-22 Locksmith 5
23-30 Potter 15
31-33 Ropemaker 5
34-35 Rugmaker 5
36-40 Saddler 10
41-42 Sailmaker 5
43-48 Scabbard maker 12
49-68 Shipbuilder (or other local specialty) 40
69-74 Soap maker 7
75-80 Tanner 10
81-90 Tinker 30
91-94 Wagon maker 10
95-100 Wheelwright 10

Blacksmiths forge common items out of metal, from nails to horseshoes. They repair damaged iron items. A separate guild of arms dealers buys and resells existing armaments. Some blacksmiths are also skilled at crafting weapons and armor, although these laborers are rare. Most such craftsfolk are employed by nobles or the king directly to manufacture arms and armor for their warriors, and they call themselves armorsmiths or weaponsmiths, not simply the generic "blacksmith."

Coopers make barrels.

Glassblowers make drinking vessels, windowpanes, and other glass items.

Harness makers specialize in making the various reins required for riding and teamstering. They are looked down upon by their hated rivals, the more skilled saddlers.

Kettle makers are coppersmiths specializing in the manufacture of kettles, pots, and pans.

Locksmiths make and repair locks. They are both expert lockpicks and ingenious creators of nasty traps to prick, slash, and otherwise deter thieves. Locksmiths manufacture thieves' kits; the honest ones will build kits only for adventurers whose pilfering furthers the cause of good. Less scrupulous locksmiths sell to all comers, and likely also enjoy extensive contacts within the city's criminal population. As such, they are a good source of information and connections, if approached with the necessary subtlety. Even a good-aligned locksmith is a skilled poisoner, enjoying a license from the authorities to keep small quantities of venom for use in his traps. The prevention of theft is, after all, an indisputably virtuous act. The license to possess poison is known as an attorage. Locksmiths face severe penalties, not to mention revocation of their rights of attorage, if caught dispensing poison for use in something other than traps. They might not possess ingested poisons. They acquire their poisons from apothecaries (listed elsewhere).

Potters make ceramic items, from vessels to tiles.

No dungeoneer's supply mission is complete without a stop at the ropemaker's shop.

Rugmakers make rugs, whether simple and unadorned or colorful and elaborately woven. Wealthy people collect expensive rugs and import them from great distances. Well-heeled rugmakers deal in these luxury goods and will purchase artistic carpeting recovered from dungeons, provided that it's still in acceptable condition.

Saddlers are leatherworkers specializing not only in saddles but also often in the creation of leather armor and other intricate garments.

Sailmakers make and cut canvas. In great demand in port cities, they serve the adventurer's market elsewhere by selling tents and, per a special agreement with the ropemakers' guild, their accessories.

Shipbuilders are specialized carpenters who build sailing vessels. Only a few select ports have full-fledged shipbuilding industries. Otherwise, substitute another local industry on that line of Table 3-5. The product should be a high-value export item that can be shipped throughout the known world. Examples might include especially fine rugs, fabrics, or tapestries; a distinctive alcoholic beverage; or some item of fantasy.

Soap makers produce soap, glue, bleach, and lye. They serve as the town's renders, carting away horses and other dead animals to be boiled down into tallow. Their strong smells and raw, ruined skin marks them as outcasts, and their workshops are usually found in the slums or other less than desirable regions of a city.

Tanners, who make leather from the hides of cows and other animals, exhibit a similar reek. Some make simple leather garments. The wealthy and numerous shoemakers' guilds vehemently police the activities of tanners to make sure they don't sneak in some cobbling on the side.

Tinkers repair small household items, from metal pots to damaged saddles. Unlike most tradespeople, they travel from door to door and might work inside the manors of nobles and burghers. Although rarely allowed to stray far from the back entrance, they accumulate much local gossip.

Wagon makers build wagons, carts, wheelbarrows, and similar conveyances.

Wheelwrights make and repair wheels; they act as suppliers to the wagon makers.

Inn and Tavern Names

Inns and taverns and Dungeons & Dragons seem as inexorably intertwined as roots in the earth. Campaigns can (and often do) begin in these locations, and they're usually some of the first places PCs seek out when visiting a new city. The NPC owners of the world's inns and taverns realize this and try to give their establishments catchy and memorable names. If you're in a bind and the PCs have come to a town you only sketched out a few minutes earlier, you can use the following table to generate memorable names for inns and taverns. Simply roll d20 twice, once for an adjective and once for a noun, and presto -- instant tavern name.

d20 Adjective Noun
1 Black Dog
2 Green Horse
3 Red Rat
4 Golden Fish
5 White Giant
6 Blue Dragon
7 Dripping Vampire
8 Wet Elf
9 Drunken Gnome
10 Tipsy Dwarf
11 Welcome Orc
12 Scurvy Halfling
13 Rusty Fool
14 Dizzy Wench
15 Hungry Thug
16 Thirsty Pirate
17 Sleeping Priest
18 Twisted Boot
19 Spinning Bucket
20 Dancing Tankard

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