FCoH Street Encounters
1) Dog-end
2) Boy Fight
As the group strolls down the street, two young boys start fighting about 10’ in front of them. At the height of the conflict, a third urchin will attempt to cut an item of value from a randomly selected member of the party and make off with it.
The young thief, Vechin (#901) has a pickpocketing chance of 45%, but he is only 1st level. If the thief succeeds, the character will lose some valuable-appearing item worn outside his clothing (purse, scabbard, pouch, etc.).
If the boy is noticed, he will run into, and down, an alley less than 20’ away (the trio of boys stages their operation carefully) and disappear over a wooden fence. It requires CON check (DC 12) to catch the boy. While the thief is being chased, the other two will, of course, also disappear.
3) Guide
A young street rat (sex indeterminable, due to dirt) approaches the party, and suggests that they employ the youngster as a guide, for a silver piece.
If the party does not hire the urchin, they will follow the party for 2 blocks, hurling epithets and mud, garbage, etc. (unless chased away). If the party does hire the kid, there is an 80% chance that they know the location if it is close by, 50% if it is within a reasonably local area, and 10% if it is “somewhere in the city*”. In cases of lack of knowledge, the urchin will lead the party in circles, until the group grows tired and drives the child off.
4) Shell Game
Standing at the side of the way is a man, with a small felt covered table in front of him. On the table are three silver cups, one of which conceals a little golden ball. The table has been strategically placed near the entrance to an alley. The man is rallying the crowd of (2d10) watchers around him to
“Try your ability! Is the hand really faster than the eye? Any amount from a bit to a gold piece! Can you find the little gold ball?”
The huckster is running the old shell game, and he is good! If a character elects to play, the following method works well.
- The ball is displayed under a given cup, A, B, or C.
- The huckster then makes 3d10 moves.
- Roll d100:
- 01-20, the ball is under cup A.
- On 21-40, cup B.
- On 41-60, cup C.
- And on 61-00, it is concealed in his hand. If the characters demand to see the location of the ball, the huckster will slip it under the cup he is lifting – Perception roll (plus Sleight of Hand bonus) vs. DC 21 to see him do it
If he should be caught cheating, he will immediately run off, leaving the table, cups, and ball (the equipment has a total worth of about 2gp) for whoever wishes to claim it.
Note: The original formula to detect cheating ends up at approx. 85% chance of huckster doing it unnoticed: (110 + # of moves) - (DEX + WIS + INT of highest character)
5) Centaur Cab
A centaur cab comes pell-mell down the street at full speed. The driver/motive power is yelling at the top of his lungs. The other pedestrians scatter quickly. The cab rattles quickly past the party.
All characters in the group should DEX check vs. DC 15 to avoid being thoroughly splashed with muddy water and garbage. If the check is missed by 1/3 of the character’s DEX or more, the character has been struck by the careening cab and suffers 2d4 damage 2d4. If maximum damage is rolled, a CON check (DC 12) is required to avoid a broken bone (d10): 1-3 = arm, 4-8 = 1d6 ribs, 9-10 = leg.
6) Traffic Jam
Some fifteen cursing drayers, cabbies, and riders are trying to untangle their animals and vehicles from a near pile-up which blocks the near-by intersection completely. One of the wagons appears to be loaded with small parcels, but no one seems to be paying particular attention to it.
If characters wish to attempt removal of the parcels, a DEX check (DC 10) is required for each package to be removed unnoticed. The packages each contain quality merchandise (small objects d’art, less costly jewelry, bric-a-brac) worth 1d10 x 1d10 gp each.
7) Caravan
- (Happens only on Caravan Street, otherwise no encounter)*
A colorful (and relatively noisy) caravan is passing. A caravan consists of traders, animals, wagons, guards, and travelers. The animals will be (d10): 1-3 = horses; 4-9 = mules, donkeys, or burros; 10 = camels. The caravan is (d10): 1-3 = small; 4-8 = medium; 9-10 = large.
The table below provides the caravan makeup. It will take approximately 1/2 hour for a small caravan to file past, about 2 hours for a medium, and up to 6 hours for a very large group.
| Small | Medium | Large | |
|---|---|---|---|
| Traders | 3d6 | 3d10 | 6d12 |
| Animals | 3d20 | 10d20 | 10d100 |
| Guards | 4d8 | 8d10 | 10d20 |
| Wagons | 30% 2d4 | 50% 4d6 | 75% 8d10 |
| Travelers | 4d6 | 4d10 | 8d12 |
8) Land Scam
A booth with a colorful awning has been set up along the road. It is decorated with bright banners and streamers, and a man out front is bellowing about great bargains in land for those who “have always wanted to own the land that could feed them handsomely.” Inside the booth’s tent-like structure may be seen a desk, with a second man seated behind it.
These two entrepreneurs are selling bargain plots of land “in the beautiful foothills of the Mountains of Peace”, about 250 miles north and slightly east of Haven. The land is there, and the titles are good, but the parcels will be infested with unfriendly orcs, who have been driven out of the Peace Mountains by the hordes of Lizarim which have moved in. The costs are set at only 10 gp an acre, a most reasonable price.
9) Rats
A display of trained rats is occurring at a nearby intersection. The rodents are being put through a series of tricks and stunts by a brightly dressed man, who rewards each successful performance with a small piece of cheese from his pocket. Nearby is parked a colorfully painted caravan (a gypsy style wagon-house), from which an assistant occasionally appears to deposit a fresh cage of rats, and retrieve another.
These rats are very well-trained thieves as well as performers. There is a 15% chance that one of the rats will attempt to steal a small item from a random member of the party. It requires a saving roll against 1/4 (INT + WIS) for the character to notice the theft attempt. Otherwise, he will lose a coin, a gem, or a small item that is loosely attached. The rats return to the wagon and deposit their take (in return for food). The wagon contains some 1,500gp in rat accumulated merchandise (yes, these are pack rats).
10) Puppets
A small puppet theater has been set up on a street corner. As the party approaches, Punch is thwacking Judy with a club.
If the party pauses to watch (this could be decided by a saving roll against the average WIS for the party), there will be a pickpocketing attempt on a random member of the group.
The Puppet Show Thief (#902) is 4th level and has a pickpocketing skill of 65%. He is quite fleet and will be able to outdistance all but a loaded bow since it requires only 30 seconds for him to reach the nearest alley. If the theft is successful, the victim’s purse (wallet, pouch, or what have you) will have been emptied, and all carried cash will be gone.
11) Warning
A youth sprints out of a nearby alley, and crashes through the party (bumping into a randomly selected player-character). He spins around, regaining his balance, then dashes into another alley and disappears entirely.
The character who was bumped into will find that a small piece of parchment has been pressed into their hand during the confusion. The message on it is in the common script and reads “Get out of town quick - Zarken is looking for you!“
12) Collection
Two goliaths (Kuori Anakalathia and Vimak Anakalathia), armed with stout cudgels (i.e.”tree trunks”), approach the party from behind. They have very obviously been following the group for about 6 blocks. They select one member of the party by referring to a piece of vellum one of them carries and inform him (in very deep bass voices) that No-Yen expects his money back, that the note the character signed is already 60 days overdue, and that they intend to collect, NOW!
The piece of vellum is a line drawing of the debtor involved, which happens to closely resemble the character selected from the party. If the party is sufficiently awed by the sheer size of the goliaths and antes up the money (the amount claimed to be owed is 1d10 x 1d10 x 1d10 x 2gp), the giants will leave peaceably. If the party refuses, the giants will attempt direct seizure of the person of the “debtor”, with the intention of hauling him off to No-Yen Drachmah (see North Corridor Shops). The goliaths will fight, if necessary, to accomplish their goal. There is a 35% chance that the Guard will be attracted by the ruckus, and intervene before anyone is injured seriously, arresting all parties concerned, and hustling them off to the nearest Guard barracks.
13) Relative?
A reasonably well-dressed person begins following the party, making no attempt to conceal their presence, or the interest they show in the group.
If the party does not turn to investigate, the person will follow the group for 2d10+10 [roll:2d10+10] minutes. Whether the party approaches the person, or the person approaches the party, they will ask one particular character many questions concerning childhood, family, relatives, etc. At some point, the well-to-do person will proclaim the character a long-lost relative (15% chance the character actually is) - from that point, the GM is on their own.
14) Assassin
(If encounter has not yet occurred, select another encounter) An arrow narrowly misses (or just barely hits) a member of the party. As the party searches for the hidden Bowman (or cowers behind cover), a cloaked figure can be spied, disappearing from a nearby building roof.
The figure is Zarken (#903), an assassin, mentioned in the note passed to the player in encounter. The target is the player-character who received the note (an obvious case of mistaken identity). There is a 25% chance that the arrow has struck, doing minor damage (1d4 hits 1d4). If this encounter occurs a fourth time for the same character, Zarken will not miss. There is an 85% chance that the shot will be fatal immediately.
15) Chase
A fleet-footed young person dashes through the party, with 3 guardsmen hot on his tail.
A cutpurse is fleeing the law. They weren’t quite adept enough at his chosen profession yet. If the guard catches the speedy one, they will likely never become adept.
16) “Stallions”
A troop of young horsemen, mounted on steeds of excellent quality, thunders down the street past the party. They are wearing green swordsman’s capes, secured with white brooches, and knee-boots of black leather.
These are members of the Young Stallions. If any of the party is nobility, and is wearing evidence of rank (emblazoned shield, coat of arms, etc.), they will rein up, and start a conversation. Otherwise, chances and saving rolls are as in encounter.
17) Hell-fire
A reasonably decent looking woman in her late thirties is declaiming to anyone who will listen about the iniquities of just about anything that is any fun at all. She begins to follow the party, calling them sinners, consigning them to various forms of hellfire and brimstone if they don’t change their “sinful ways”, etc. She cannot be driven off and will continue to make a fuss until the guard arrives (2d10 2d10 minutes), and rather unceremoniously hauls her away.
As long as the party does no actual harm to the woman, there will be no problem. If harm is done to her, the guard will arrest everybody.
18) Book Sale
The party is approached by Ubechalyff (#904), a furtive, stoop shouldered man with a bushy black mustache, very thick, very mobile eyebrows, and heavy spectacles. He is wearing bulky clothing, including a coat (which is way too long for him), and has a large cigar which appears to be permanently clenched in his left fist.
As he approaches, he walks with a curious weaving, low-hipped motion. He will, amidst a barrage of useless chatter, patter, and bad jokes, make an offer to sell the party a book. The book has a black leather cover, a cover lock (locked), and is quite thick and reasonably heavy. The man claims he “found it on Magic Street, which could be significant, but then again, if you say the magic word, it could be a duck. I don’t read magic, anyway.” He has no key for the lock, of course.
The man will ask 1,000gp for the book. He can easily be argued down to 150gp (this may require an hour of bad puns and wise cracks, however). The book will be one of several things:
- A big black book (with a list of, and ratings for, a lot of the girls on The Street of Silk Veils.
- A trapped demon (there is a 65% chance the demon will simply take off, glad to regain his freedom).
- An honest-to-gods, actual, real, not-faked magic book (GM’s discretion as to contents).
- An incomplete halfling genealogy.
- A topologically altered duck (the spell will wear off in about 3 hours, and the duck will reappear).
Once he has either sold the book or been totally rejected, the man will Bob and weave on his way (…never to be seen again?).
19) Buy a Duck?
The man described in encounter Book Sale, Ubechalyff, now carrying a duck under his arm, sidles up to the party, and inquires, “Wanna buy a duck?” He claims that the duck is magical, can talk, and lays golden eggs. He is willing to sell it for only 250gp.
As it happens, the duck fulfills 2 of the 3 claims made: it is magical, and it does lay golden eggs. Every 1d4 1d4 days the duck will produce an egg, the yolk of which is pure gold, and worth 1d10gp 1d10, depending on the size of the yolk.
However, after 5d20 days 5d20, the duck will sicken, and egg production will cease. A visit to a veterinarian will provide the information that the duck is suffering from a rare disease which prevents egg laying. This disease can be arrested by feeding the duck special herbs, which can only be found in far (GM’s choice of country).
20) Yok (Dup of)
Down the street toward the party comes a sedan chair borne by four very large and burly men. In the sedan chair sits a gnome-like man with an elongated head. As they group draws abreast of the party, they stop, and the midget inside addresses the party.
“I am Yok, the seer, who sees all the future. I know what you wish to do. For a portion of your gains, I will help you to accomplish your objectives. Come with me.” At a signal, the sedan chair moves off down the street.
The sedan chair will be carried into an alley. If the party follows, the men who are carrying the chair will take a twisting turning path calculated to confuse anybody. Eventually it will lead to a cul-de-sac with a door at the end. Yok is a fraud. He can see the same distance into the future as anybody else - little or none. However, his burly aides (#905,,,) are accomplished muggers, who will seize the first safe opportunity (when the party is unaware) to practice their profession.
21) Auction
A wooden auction block and a podium have been set up in the plaza (square, wide space, etc.), and a rather listless group is bunched back of it from the crowd which is rapidly gathering. A well-dressed man approaches the podium, and motions one of the listless group up onto it. There appear to be several guards in the vicinity to maintain order among both the gathering crowd and the listless group
This is an auction for the services of indentured servants, people who have pledged their services for a number of years to pay debts of some sort. The indentured are 65% male (x 3), and the remainder female (x 5). Terms of service run from 1 to 15 years. Age for an individual indentured is 14 to 70.
To obtain the general value of an indentured contract, use the following formula:
- Value in gp = (length2 x Sex Value x Age ) divided by 10
```col-md
| d20 | Term |
|:--:|:--:|
| 1–3 | 1 year |
| 4–10 | 3 years |
| 11–18 | 7 years |
| 19-20 | 15 years |
```
```col-md
| d2 | Sex | Value |
|:--:|:--:|:--:|
| 1 | Male | x3 |
| 2 | Female | x5 |
```| d100 | Age Group | Random Value |
|---|---|---|
| 01-25 | 14-19 | 1d6+13*8 |
| 26-60 | 20-25 | 1d6+19*10 |
| 61-80 | 26-35 | 1d10+25*6 |
| 81-95 | 36-50 | 2d8+34*2 |
| 96-00 | 51+ | 1d20+50/2 |
Indentured servants may be punished, if deemed necessary, but they have more rights than slaves, and may not be killed out of hand. When their term of service has expired, an indenture is free, no longer bound to the master they have served.
To conduct the auction:
The auctioneer will accept bids starting at 1% of the value of the contract (or item):
- From 1gp to 50gp, the minimum raise is 1gp (NPC competitors will increase the bid by 1d10gp)
- From 51gp to 150gp, the minimum raise is 5gp (NPCs 5 x 1d10gp)
- From 151gp to 500gp, the minimum is 10gp (NPCs - 10 x 1d10gp)
- From 501gp up, 25G (NPCs - 25 x 1d10gp)
The GM should keep track of the last amount bid
- For each call for a bid, roll the dice
- If there are three consecutive calls for a raise with no response, the auction is closed, and the contract (or item) has been sold
- If a raise is made, add the amount of the raise to the last amount bid
- If the players do not bid, the NPCs in the audience probably will
The chances for a raise in the bidding are dependent on the relation of the bid to the value of the contract
All transactions are cash on the barrel head.
22) Mang
A young man, obviously excited at the thought of talking with adventurers, approaches the group and begs them to let him join their party on their next adventure. He appears eager and willing, but seems to be slightly clumsy, tripping, dropping items, etc.
This is Mang the Neophyte (#701), the perennial tyro. He is helpful, courteous, kind, cheerful, loyal, brave, reverent, etc. (sort of a medieval boy scout). He is also very clumsy. However, in compensation, he is extremely lucky. For instance, when he trips and falls, he finds a purse with 50gp lying in front of his nose. Many of his mishaps have a happy ending (GM’s discretion).
23) Veils
The party is approached by a bevy 1d4 of veiled women, to proposition one of the members of the group.
The GM should refer to the GM’s Notes in the section on The Labyrinth for methods and prices in situations such as this.
24) Trick Shot
A Bowman is giving an exhibition of artistry in archery. He will invite one of the party to assist him by standing as target, Mile the Bowman shoots a small piece of fruit from the character’s mouth.
The boman, Mile (#909), will gently rag the party a bit for cowardice if no one co-operates. The crowd surrounding the place of the exhibition will join good-naturedly in the harassment, until one of the party either gives in or leaves.
If one of the player-characters stands as target, the GM should graphically describe the Bowman taking careful aim at the character’s head, the drawing of the bow to its fullest extent, etc., until the player is completely positive that his character is about to be killed out of hand.
As it happens, the Bowman has an enchanted bow with spells specially embedded for trick-shooting accuracy, and magical arrows which will not strike living flesh. The piece of fruit will be neatly plucked from the character’s mouth, leaving him or her completely unscratched, even if they are a nervous wreck.
25) Urchin Gang
(This encounter will not occur on a major or crowded street. Normally, the more deserted the street, the more likely this is to happen.)
All at once, the party is surrounded, intercepted, infiltrated, knocked down, and pilfered by a large pack of street rats (kids, not rodents), the children quickly disappear with their loot.
The speed and ferocity of the attack are the primary reasons for its success. Each character will be hit and attacked by 6 to 8 children, and 1d6 items of exterior equipment and apparel will be snatched off. Determine randomly, but these items should be the most valuable appearing at a quick glance (a flashy piece of costume jewelry is more likely to disappear than a magic sword with a plain hilt or pommel).
26) Mean Drunk
As the party passes a tavern, a Drunk Swordsman staggers out and collides with a member of the group. He is in a mean mood, and immediately accuses the person he bumped into of tripping him. Unless an abject apology is forthcoming, and swiftly, the drunk whips out a rapier and challenges the party member by the simple expedient of cutting him with the sword (1d3 damage).
His purse contains 1d10 x 1d6gp [roll:1d10*1d6].
27) Happy Drunk
As in encounter, a drunk makes his appearance, but considers the person he bumped into to be his only friend in the whole wide world.
The drunk will fawn, slobber, whiskey-breath, and grope all over the poor victim. He will insist on accompanying the party but will begin singing loud (and lewd) songs (off key) as the group moves on.
His purse contains 1d8 x 1d5gp [roll:1d8*1d5].
28) Dead Drunk
A well-dressed drunk staggers from a tavern, into the middle of the party, and passes out, collapsing on the ground. Three gold coins roll out of the pouch on his belt.
Attempts to waken the drunk will be of little avail. He is out for the duration. His purse contains some 700gp in coins and small gems.
29) Argument
Down a side-alley, two men can be seen involved in a fierce (verbally, that is) argument regarding possession of a sack on which each of them has a partial hold. Suddenly, one of them wrenches the sack from the other’s grasp, and runs up the alley, straight into the party. His compatriot starts in pursuit.
The sack contains a small chest (locked, Complexity 3) which holds some 300gp in coins and small gems. The two are thieves who are having a falling out. If the party presents a united and menacing front to the pair. they will simply seek to escape. There is a 75% chance that the first thief will drop the sack when he runs into the party.
30) Carlo
A well-dressed young boy with a withered arm wanders up to the party, looks up at the apparent leader, and says “I know what you’re planning. If you don’t take me along, I’ll tell the guardsman over there,” pointing to a City Guard about 80’ away.
This is Carlo de la Riis (#121, see the de la Riis Family). He does know what the party is planning but is willing to keep quiet if he is allowed to join in the adventure.
31) Kidnapping
The party hears a loud feminine scream. About half-a-block ahead an enclosed carriage is stopped, and a young woman is being forced to enter by three men. She is obviously reluctant and is screaming at the top of her lungs. Various passers-by ignore the furor.
As soon as the girl has been manhandled into the carriage, it takes off in a burst of speed as the driver plies the whip to the horses. There is a 50% chance the carriage is headed toward the party (mud and injury chances as in encounter).
Gallantry (i.e., trying to rescue the girl, or to stop the carriage) by one or more members of the party should be encouraged by the GM (DEX check DC15, add 2 horsemanship) to avoid being run over by the carriage when the leap is unsuccessful.
There are two men in the carriage, who will put up a fight to keep the girl and escape with her, and the driver (#913), who will fight only to protect himself, merely attempting to escape as quickly as possible.
The girl’s father will reward the party for a successful rescue (GM’s discretion as to reward).
32) Ransoming
A very expensively clad man (obvious nobility - he is accompanied by four retainers all clad in the same livery) accosts the party. The weapons of his men are in their scabbards, and they make no hostile moves. He asks if the party is open to take a special job.
If the party shows interest in the situation, the noble explains that his youngest daughter, Jennae, was abducted about two days previously (the girl who was successfully kidnapped in encounter.). He has received a set of written instructions from the kidnappers, and feels he has no choice but to pay the ransom. He needs two neutral men to deliver the money. He is willing to pay the party handsomely (1,000gp) to deliver the ransom money to the specified place and person at the correct time. The specified place is in The Labyrinth, at the corner of Oust Way and Y, a seamy tavern called The Silver Penny (there is a 15% chance that whoever accepts the job will be mugged while attempting to accomplish the mission).
33) Monster Man
A heavily cloaked and cowled figure moves with a limp, haltingly, along the street. A crowd of children swirls around the figure, taunting, throwing small globs of mud and garbage, and generally making thorough going nuisances of themselves. The cloaked figure, unable to proceed further, leans against a wall. At this point a particularly well-thrown mud ball knocks his cowl back and off his head, revealing a hideous mass of mis-colored puffy growths, giving the face the appearance of a demon’s mask. The figure cries piteously for help.
This is Curadon (#702)and he is also known as the Monster Man. He is returning from a mission to aid a special friend (Curadon is a healer of repute and power) and was caught by the pack of children. If the party aids him, helping him to return to The House of Healing on Magic Street, the healers of the city will be most grateful (and the gratitude of healers is nothing to scoff at).
34) Beggars
A miasma of 3-12 beggars 3d4 surrounds the party, crying for alms. Their sores and scabs are sickeningly displayed, and they threaten by their closeness to touch the party with this evidence of disease and foulness.
Beggars (sample beggar,) are a common occurrence in any major city, particularly in the poorer sections. They will usually be satisfied with an average of 2d4cp 2d4 for each beggar in the group.
There is a 35% chance they will call blessings upon the party if an adequate donation is made, or a 90% chance they will rain curses and occasionally garbage on their proposed almoners if nothing is forthcoming.
If a beggar makes physical contact with a person, there is a 40% chance of contracting fleas, and a 5% chance of contracting some contagious disease. It is generally deemed best to keep this human garbage at a reasonable distance either by bribing them with coins, or by driving them off with weapons.
35) Crier
A chunky man with a loud, penetrating voice strolls down the street, crying out various taglines and headlines to local news stories. Every so often, someone will go up to him, deposit a coin in his hand, and listen carefully to what he tells them.
This is the local crier, peddling news stories and gossip all over the town. His charges are usually in the range of 1 or 2 bits for local news or gossip, 1 copper for a major story, and as much as 1gp for a story of earthshaking importance. He is an excellent source of general information for the players and their characters regarding current and upcoming events, and the direction of the political winds. There is a crew of approximately thirty of these men wandering the town.
36) Astrologer
A tall skinny man in a robe elaborately decorated with symbols of sun, stars, moons, and planets runs, panting, up to the party. He points to one of the group and gasps out “You are destined for great things! I have seen it in the stars! Come with me.”
The Astrologer (#915) will lead the party to his shop, Mere he will pour out a story about great portents he has seen in the patterns of the stars. He will explain that he needs 1d10 x 150gp for the materials to make a thorough study of the matter, so that he can fully determine the future.
Most of the time, this is a total come-on. The old man is needs to raise cash and is simply attempting to sucker the party into supplying him with some funds. There is, however, a 5% chance that the Astrologer is on the level (if he is, the GM gets to devise the “momentous happening” that involves the party).
37) Crotofiran
A Friar in a brown robe with a red sash hails the group and asks for a contribution to “feed and clothe the poor little children.”
The Friar (#916) is a member of the Monks of Saint Crotofiros. It is considered good luck to contribute, however small it may be, and bad luck to interfere with one of these men or harm them in any way. If the players contribute, there is a 35% chance that things will go particularly well for a period. If the players should commit some atrocity on the priest (don’t laugh, GMs, you’ve seen it happen before), apply the Murphy Principle heartily (if it can go wrong…it does!) to anything the players attempt for about a game year (or until the characters involved are all deceased).
38) Hot Priest
A young priest in a blue robe is preaching on a street corner. A large crowd has gathered to hear him, and many of them are nodding agreement with the creeds he is propounding. As the party passes, he increases the fervor of his preaching.
This is a “hot” new priest, Gotbert (#917) in the cult of (whatever the GM wishes), and he has a silver tongue.
As the party passes, each character should make a saving throw vs. Charm (DC 10) to avoid becoming interested.
If they stay to listen (a missed saving roll), a WIS check is required to avoid conversion.
- On a critical fail (i.e. “fumble”, natural 1) they have become a fanatic convert to the faith, and will donate heavily to the sect, as well as trying to convert their companions. Furthermore, calculate a % equal to 25 minus (WIS x 2) and if the new convert rolls that or less on d100 that character will apply to become a priest(ess) of the cult - GM’s discretion as to acceptance by the cult.
- If they fail but rolled < half WIS they have become a solid convert and will not drift away from the faith.
- If they fail but rolled > half their WIS they become a convert. Each week they make another WIS check and if successful they may leave the faith.
39) Runaways
A pair of draft horses harnessed to a wagon suddenly rear, then careen down the street toward the party. A small child is playing in the street about 15’ from the group and is directly in the path of the oncoming team. A shrill scream from a nearby window echoes between the buildings along the street.
The scream is from the child’s mother, who has seen the danger her baby is in and realized she cannot save the little one. If one of the party should attempt to rescue the child, it requires a DEX check (DC 12) to get to the child standing up, and another to grab the babe in mid stride and get out of the way of the wagon.
- If the first saving roll is missed, it is assumed that the character has tripped and fallen (across the child - let’s be kind) and will take heavy damage (3d8 3d8 or 1d10 1d10 if a CON check is made vs DC 10).
- If the grab attempt is missed, it is assumed that the character gets out of the way of the wagon, but the baby is trampled by the horses and takes 2d4 of damage (GM - compute the child’s HTK in the normal fashion - at this age, HTK would equal approximately 1/3 of initial adult potential).
If the child is saved injury, the mother (a young, comely, and reasonably well-to-do widow) will be exceptionally grateful to the baby’s rescuer (GM’s hint - a romance in the offing?).
40) Directions
A man approaches the party and asks for directions to Trade Masters Square.
It is amazing how lost an NPC can get following directions given by someone whose familiarity with the territory is as limited as his own - the poor man may never be seen again.
41) Jingle Bells
The party begins to hear a high-pitched humming, accompanied by jingling and occasional squeaky giggles. When most of the party has noticed the distraction, an incredibly small pixie will suddenly materialize in their midst with a loud “Whatcha doin’?”
This pixie stands little more than a foot tall and is clad in a shimmering opalescent tunic. He appears to be just short of weighed down by many Tiny bells, and he jingles and tinkles whenever he moves. His name is Gudyumar (#918), and he explains (to anyone willing to listen) that he has just “broken out” of his home on Wizard’s Isle, where his parents were “being a real pain in the alar!”
The pixie will be a general nuisance with his continued “What’s your name?”, “Whatcha gonna do now?”, “Can I help, please, please, pretty please?”, etc. After 3d10 3d10 minutes, he will lose interest and depart.
42) Bag Lady
As the party walks down the street, they will notice an old woman in faded, ragged clothes carrying a small cloth bag, and dragging a large duffel sack.
If the area is relatively deserted, there will be no difficulty. However, if there are a fair number of people around, the lady (#919) will, as soon as the party passes her, fall to the ground screaming and swearing. She will loudly proclaim that the party has “struck an old, helpless woman who wants nothing but peace,” and will threaten to summon the Guard and then sue unless given 100gp. Within 2d4 minutes 2d4 two members of the city guard will arrive to investigate the disturbance. There is a 20% chance that the guard have encountered the lady before and will politely remove the lady from the vicinity (with remarks such as: “Marte, we told you the last time…“).
43) Escapees
As the party is walking down an unusually quiet street, a manhole cover 20 feet in front of them will suddenly raise up, two faces will peer out, see the party, and then disappear with a muffled curse. The cover will clang shut. Within a minute, an entire squad of the city guard will arrive, and immediately question the group regarding any suspicious characters they may have seen in the area recently.
The two figures are a pair of tieflings, attempting to escape from the Guard, who caught them trying to “borrow” some money from a wealthy merchant.
44) Nathty Job
The party is approached by a small, demure man, flanked by at least a dozen huge, nasty-looking ruffians. He introduces himself as I.T. Tadeschi. He is dressed in conservative robes, wears a pince-nez, has a pencil-thin moustache, and talks with a very distinct drawling, lisping accent. He explains that he is looking for some “military typeth” to do a “nathty, thimply nathty job” for him. He states further that the job is dangerous and that he can’t pay all that much. Further, he would prefer volunteers. If necessary, however, he will accept just about anyone.
Despite their fearsome appearance, if given a civil denial, the group will leave the player-characters alone. However, should the party make angry motions, the ruffians will get frightened looks in their eyes, and will seek any opportunity to make a hasty (and uncontested by Tadeschi) exit. They are merely hired bullies out to make a little money doing what they love best - looking tough and doing nothing. If the party should accept the offer (probably unlikely), the GM is responsible for the ensuing adventure.
45) Dandy Sots
As the party walks past a tavern, the door to the common room bursts open and from it weave two very drunk young dandies. They immediately stagger toward the party, single out (randomly select) one of the player characters, and proclaim him (her) to be their long, lost friend Smitty. No argument to the contrary will convince them that the player is not Smitty (a ninety-year-old female half-orc will be, to them, “Good ol’ Smitty”). The two will begin hanging on to the unfortunate, and start reminiscing about the old days, when “life was free and easy, and so were the women!”
Eventually (3d10 minutes 3d10), they will invite the player and his “quiet friends” to their abode (“wherever the heck it is”) for some lunch (even though it might be as late as midnight). They will soon (2d10 minutes 2d10) forget this invitation, however, and demand to be dropped off at the next tavern. At this point, they will draw themselves up, look at “Smitty” very sternly, and (d10) 1-6) pass out, or 7-10) get sick on the player, and then pass out. Each is carrying 3d20gp 3d20 in his belt pouch.
46) Frog Frock
As the party passes by an alleyway, a faint “ribbit” can be heard coming from within its dark depths. If they should investigate, the party will find a four-foot-tall frog in a dirty white frock coat. The frog has an incredibly mournful look in his eyes and will croak happily when he sees the party responding to his obvious need.
An aura of magic can be detected emanating from the frog, but its exact nature and position is very difficult to determine. The frog will follow along behind the party if allowed to do so, and will continue following, croaking miserably (?) for as long as it is not menaced. If a magic nullification spell of some sort is cast upon the frog roll [roll:d10]
- 1-3 the frock coat will disappear, the frog will croak happily, kiss the caster and hop rapidly away.
- 4-5 the frog will disappear. A young man in the same frock coat (frog-sized, thus not a good fit) will appear, shout happily, kiss the caster and hop rapidly away.
- 6-8 the frog will disappear, an incredibly ugly (APP 3 or less) woman will appear, scream joyfully, kiss the caster, and then won’t leave, proclaiming love, and his responsibility to marry her, etc.
- 10 the frog will disappear, leaving only the frock coat, everything disappears.
47) Leopard
The party is suddenly interrupted by a stampede of frightened people. They stream past the group quickly, and in just moments the frantic rush is over (if the party tries to stop someone to inquire the reason for the confusion, they will receive only loud screams or angry orders such as, “Move out of the way!” and, “Run! Run for your life!”). After the street has become deserted, the party will notice that windows and doors recently ajar or open are now shuttered and closed.
Some streets away from the party, a wagon transporting a leopard of immense size and ferocious temperament in a cage has overturned. Unfortunately, the cage was broken in the accident, and the leopard has escaped. The party will encounter the animal within 2d10+10 minutes [roll:2d10+10] if they do not immediately leave the neighborhood. If the animal is not captured within an hour, a cry will rise from the people in the area for the destruction of the rampant beast. Heward L’Kyd (#921), the animal trainer in Haven who originally paid for the capture of the leopard, will offer 1,000gp for capture. If the animal is damaged in any manner, Heward will be angered and will probably demand the inhumane monster who harmed his “little pussycat” be arrested (for all the good that will do him).
48) Alchemist
The party is approached by a tall thin man in a stained tunic (parts of it appear to be partially eaten away). He asks if they would be interested in a temporary, but reasonably lucrative, job. Wien the party expresses interest, he tells them the job is quite simple - just take a large chest about 10 leagues out and bury it. For this he will pay 100gp.
The man is a local alchemist, and the job involves hazardous waste disposal. In the chest are 100 sealed glass bottles, each filled with a quart of a thick purple liquid. This lavender mess is the result of three years of accumulation of leftovers from the alchemist’s experiments.
Unbeknownst to the alchemist,’ he has produced a powerful explosive which detonates on exposure to bright light (sunlight or a torch’s radiance will suffice). Each bottle does
- 16d10 damage 16d10 within 10’
- 8d10 8d10 within 30’
- 4d10 4d10 within 50’
- 2d10 2d10 within 80’
- 1d10 1d10 within 120’
49) Storyteller
A crowd has gathered around a man seated tailor-fashion on the ground at a street corner. He is regaling the crowd with a tale of wondrous adventure, bespeaking heroes and fair princesses, wicked wizards, and terrible monsters.
Every so often the Storyteller (#922) pauses (usually at a cliffhanger) and waits until someone tosses a coin or two into the hat at his knees (the higher the value of the coin, the better the next portion of the story becomes). At about the fifth pause, everybody looks expectantly at the party - they are supposed to contribute at this time. If the party should walk off without paying, they will hear a chorus of catcalls and raspberries (and the clink of a coin into the hat).
50) Tumbril Girl
A clattering tumbril (the special cart used for transporting prisoners and those condemned to execution) nears the party. In the cart, heavily shackled, is an extremely lovely young woman. She gazes soulfully at the party, as the tumbril rumbles on.
Viliadri (#923), the beauty in the tumbril, is accused of murdering a man, and is being taken to trial. She will be lodged in The Black Halls until the trial is over - it is scheduled to begin in three days.
If any of the men in the party should fail a saving throw vs. CHARM he has fallen in love with Viliadri, and will consider some attempt to rescue her. If the rescue succeeds, the girl will respond suitably.
However, she is a psychopath who is intensely jealous of any man she loves - if she thinks her man is being “unfaithful”, she will attempt to kill him (probably by inveigling him into bed and slipping a knife into his neck while making love). She is, by the way, guilty of the murder with which she is charged.
51) Lost Child
A small child (about five years old) tugs at the sleeve of one of the party. “Have you seen my mommy?” the waif asks, tearfully.
If the party attempts to find the child’s parents, there is an 80% chance that mommy will be found in 1d6 x 1d10 minutes [roll:1d6*1d10], franticly searching for her lost little one. In the meantime, the time the party has inherited a dependent.
If the child’s mother is located, there is a 15% chance she will reward the party with 1d10 x 1d10 gp.
52) Peddlers
The party passes a small covey of pushcart peddlers, many of them vending food items of one sort or another. All are hawking their products in loud voices, proclaiming them the best of their kind to be found in Haven. One of the carts is completely empty.
Food from these carts is usually reasonably priced, and there is only a 5% chance of ptomaine. One of the peddlers will be hawking “souvenirs of Haven” (the typical embroidered pillows, ash trays, and decorated plates to be found in any tourist trap). If the players ask about the empty cart, the owner is peddling pushcarts (the price is all the market will bear).
53) Fire Brigade
A fire is blazing merrily from a building just down the street. Fifteen men pulling a wagon in which a sixteenth rides (furiously ringing a loud bell) come dashing down the roadway from behind the party. They screech to a halt, unlimber buckets, ladders, and tar-and-canvas hoses from the wagon.
The local fire brigade (all volunteers) has arrived to fight the blaze. They will impress any able-bodied man in the vicinity to help form a bucket line from the nearest well (there is usually a well about every other block throughout the commoner portions of the city), and to man the pump on the wagon which will draw water through the hoses. In the interest of preventing the spread of the fire, houses next door to the blaze will be destroyed, if considered necessary.
54) Cock Fight
A large crowd has gathered at an intersection, surrounding two men who are stroking and fondling roosters. Both birds seem eager to escape the clutches of the men holding them. Offers of bets are flying among the various people in the crowd.
Cock fights are a not uncommon occurrence in Haven. Refer to Rocky’s Tavern and Arena for how to run a cock fight.
55) Beckoner
As the party passes an alleyway, a shadowy figure within beckons to them.
If the party responds to the come-on, there are 5 outcomes [roll:d10]:
- 1-2 as the party enters the alley, they are jumped from above by a group of thieves (Alley Basher 1, Alley Basher 2, Alley Basher 3, Alley Basher 4 with cudgels and daggers;
- 3-5 the shadowy figure turns out to be a Shadowy Tiefling (#928), who offers them a “bargain” on masterpieces of pornographic art and literature (unfortunately, it’s all about tieflings, who have little imagination).
- 6-7 a short, fat man invites them to attend the “oldest established floating crap game” in Haven.
- 8-9 a Shadowy Half-Orc (#929) offers to sell the party a magic sword, decorated with a gemmed hilt, and kept in a velvet scabbard [roll:d100]:
- 01-15 the sword is a total fake - the blade is soft pot-metal and the gems in the hilt are glass.
- 16-45 the sword is a reasonable quality blade but is not magic.
- 46-85 the sword is enchanted, but has no spells embedded in it.
- 86-95 the sword is enchanted and has one or two minor spells embedded in it, but no fighting bonuses.
- 96-00 the sword is all that the half-orc claims (GM’s discretion as to power of the sword - but it’s a good idea to keep it low).
- 10 the figure continues to beckon as it flees down the alley before the party’s advance. When they reach the next street, the figure has disappeared.
56) Green Cards
A burly man, dressed in high quality clothing, and flanked by four men is some sort of uniform, approaches the party, and demands to see their green cards.
If the party members are unable to produce the “green cards”, the man (#930) informs them that all visitors to Haven are required to obtain The Green cards as a form of identification. If they do not have them, they are liable to be fined and jailed - he will, of course, since the party seems ignorant of the necessity for the cards, provide them for a small fee (5gp per person in the party). If there is any objection, he will summon his “guardsmen” to “arrest” the scofflaws. In most cases, this has proved sufficient incentive for the victims of this scam to ante up the 10gp the man now requires. If the party apparently knows the scam, he and his “guards” will rapidly disappear.
57) Girl Scam
A pretty young girl sashays up to the party and engages one or two of the men in conversation. She is scantily dressed but wears no face veil. Nearby, a group of hard-looking men lounge against a building, apparently keeping an eye on the girl.
After a time, the Scammer Girl (#931) explains that the group of men are good friends of hers, and that it would behoove the men she has been talking with to gift her with 50gp each, since she will scream rape if they don’t, and her friends will beat the party up (there are about 15 in the gang of loungers, and all of them look mean enough to eat babies for breakfast). There is a 65% chance that the group of loungers is simply enjoying the sight of the pretty girl (she is very scantily dressed) and will do nothing to protect her. The remainder of the time, however…
58) Old Man
A very old man hobbles up to the party, and peers intently at each member’s face. After looking closely at all of them, he shakes his head sadly and hobbles off.
The old man is looking for somebody who was special to him in the past. He’s been looking for so long without finding that he’s probably forgotten exactly what the object of his search looked like.
59) Tumbril Men
A tumbril passes the party, obviously headed for the execution site outside Judgment Gate. In it is a man in chains.
The man in the cart is [roll:d10]:
- 1-4 standing there, his demeanor resigned but sullen.
- 5-7 a zealot, who is preaching to the crowd, “They may have taken me, but there are many more! Rise up, ye prisoners of oppression! Throw off your chains!” etc.
- 8-9 crying piteously, “Save me! I’m innocent! Won’t somebody save me?”
- 10 apparently insane, for he is chewing on his chains.
60) Gardayloo
(This encounter occurs only in an alleyway or side street, never on a main thoroughfare.)
From above, the party hears “Gardayloo!”.
Assuming the party does not immediately scatter, at least one of them will be spattered as the contents of a chamber pot are emptied out the window.
61) Funeral Cortege
Down the street toward the group comes a plodding procession. Leading it are some women garbed all in black, wailing and weeping, followed by eight similarly dressed men bearing a large oblong box on their shoulders. Another group of somberly dressed people follows. (GM’s Note: This encounter will always be headed for one of the gates of the city to go outside.)
A funeral cortege is heading for one of the burial grounds outside the city walls to inter the decedent, the occupant of the oblong box. They will pay little attention to the party, other than to avoid stepping on them. At the GM’s discretion, the deceased may have died because of foul play - any willing to follow the funeral’s frail to the burial ground may find a possible patron interested in paying them to investigate and/or avenge the murder.
62) Yok the Seer
A very gaudy palanquin borne by four huge men can be seen approaching along the thoroughfare occupied by the party. As it draws abreast of the group, it is momentarily set upon the pavement, and an ugly little gnomish man with a long head leans out of the curtained interior, and intones, “I am Yok the Seer. I have foreseen what you are planning. You will most surely fail without my help. Come with me!” The four huskies re-shoulder the palanquin, and move off down the street, turning into an alley a short way down the major street. The way down the alley is twisting and confusing, and eventually arrives in a cul-de-sac (by which time the party, if it has followed, will be totally unsure of their location), which has a door at the far end. Yok will alight from the palanquin and hobble through the door, beckoning the party members to follow.
Yok (#1901) is a fraud (he can foresee things just about as far into the future as anybody else) but he and his team are excellent muggers and thieves.
The windowless room into which he will lead the party is a trap, from which Yok will scuttle as soon as all the party is within. The main door will be secured (combined 40+ strength or cause 50hp damage to open), and the secret panel through which Yok disappears is too small for more than one at a time to enter (one of his guards will be waiting with a big club for any who attempt to crawl through).
After a moment or two, a hiss will be heard, and a trickle of bluish smoke can be seen entering the room at one corner (there is nothing within the room with which to block the vent). Eventually, all of the party will pass out. When they awaken, each in an alleyway located in a different part of town, they will be naked (whether male or female) and bereft of all possessions carried at the time of the meeting.
63) A Real Beer Bust
| 01-15 | Starkerb (the dwarves’ delight) |
|---|---|
| 16-20 | Gudrun’s Light (a fine malt beer) |
| 21-45 | Old Kneeknocker (‘nuff said) |
| 46-50 | Casalli Gold (an excellent ale) |
| 51-65 | Barleycorn’s (just barely ale) |
| 66-75 | Claremont Dark (a superb brew) |
| 76-85 | HomeBrew Special (decent beer) |
| 86-00 | Blecchanthpitter’s (very good ale) |
A wagon loaded with various sized kegs snaps its axle as it crosses a street intersection near the party. One of the back wheels falls off, and kegs rumble off the wagon bed, rolling in all directions. A few of them roll near the party.
The wagon was carrying kegs of beer to some of the taverns in the city. Base contents of the kegs on table at right.
The kegs are a mix of sizes with 1d6 tuns (60 gal.), 1d8 kegs (18 gal.), 2d8 short kegs (12 gal.) and 3d8 pony kegs (6 gal.). The names of the breweries are blazoned on the kegs, except the Old Kneeknocker because who would admit to selling that?.
64) Package Proposition
A man steps out of a shop entrance with a large package in his arms. He turns and addresses the closest of the party, “Excuse me, would you mind delivering this package for me? I’d be happy to pay you for your troubles.” After handing the package to the person, along with a small scrap of parchment showing the address of a small tavern near the edge of The Labyrinth, he will disappear into another shop.
There is a 50% chance that the shopkeeper from whose shop the package was abstracted will discover the missing package (it contains something relatively expensive, but not extremely valuable) within the next 1d4 minutes and come charging out of his shop to find the thief if he can. Once he spots the party with the incriminating package in the hands of one of the group, he will begin looking for constables or other assistance. It will take 2d10 melee round to locate such men. If the group decides to leave in the meantime, the shopkeeper will take no physical action but will try to follow the party (GMs should make checks against the highest WIS in the party to notice the surveillance).
The professional shoplifter, Borri Juzdauile (#1906), has been working this scam successfully for over five years, and no one has yet caught onto him (he hasn’t hit the same person twice yet). He steals a package or item from a store and gets some unsuspecting passerby to deliver it to a confederate. The confederate will pay the delivery people it the package arrives at the tavern specified on the parchment. Should the party get caught, they are left strictly to their own devices.
65) Yecch! Beggars!
Examples:
The party is approached by several noisome beggars who infest the southern reaches of the city. They paw the group and appear unwilling to leave unless beaten off or bribed (with suitable baksheesh).
From 3 to 12 beggars 3d4 will converge on the party, paw them, look piteous, and cry for “alms, just a copper or two, alms for the love of the gods!” They are, of course, very grimy, sore-ridden (not all of which are fake), and smell “wondrous high”. There is a 10% chance that any given party member will contract fleas from the episode.
66) Pouch on a String
A pouch, apparently full of coins, lies in the dust of the street. A cord leads from the pouch into a nearby alley.
If one of the party tries to get the pouch, it will be slowly drawn (hopefully with person attached) into the nearby entrance to the alley. Waiting there are Bofratz (#1907) and Gillie (#1908), a Laurel-and-Hardy-ish pair, who are trying to mug those who succumb to the lure of the pouch.
These two are so bad that the Thieves Guild doesn’t even worry about their independent status. In fact, the Guild turned down their membership. Less than a week ago, a young baker followed the pouch, and when jumped by the pair in the alley, beat both senseless with a long loaf of hard bread he was delivering (they still feel crumby about that - the baker robbed them!). Assuming anyone wishes to, the pair is available for hire (at very low rates, even). Even at this price, they’re not worth it.
67) Reverse Pickpocket
A young woman dashes up to the party, taking one of the party by the arm, and asks “Please, sir, can you tell me where I can find …” Her inquiry is interrupted as three constables thunder up, grab both the girl and the party member, and accuse them of theft, to wit, the purse of a merchant, cut from his belt on the next street over.
The girl, Katarina (#1726 - see The South Corridor, Thieves’ Market, for more details), is an excellent pickpocket, with an 88% chance of success under normal circumstances. Unfortunately, the merchant turned just as she cut the strings on his pouch and yelled for the constables.
Kat will have attempted to plant the incriminating pouch on whichever party member (select at random, but if there’s a female or a small male in the group, that’s Kat’s target) she accosted.
The constables will haul both off to the nearest barracks for questioning and will be happy to arrest the whole party if there’s any fuss.
68) Dueling Daggers
A cheering, booing crowd has gathered around a circle drawn in the dust of the roadway. Two men, stripped to the waist, are in the circle, each armed with a wicked knife. They appear to be preparing for a duel. A little man is circulating among the crowd taking bets on the combatants. He has a small tray strapped to his waist, supported by a cord around his neck.
The two duelists are intent on killing each other. The GM should run the fight with normal combat procedure. The larger of the two fighters has the appearance of being better than the other, and the bookie, Rankim Lowlea (#1911), is offering 14 for 9 odds on him. The other is ranked as 7 for 5.
If the party wishes to bet, money must first be turned into the bookie, and a marker (a small piece of colored wood, stamped with the bookie’s sigil) taken in exchange. All bets are settled after the duel is finished. Rankim is very honest about paying up. He doesn’t usually lose money because he’s quite good at setting odds. The bookie has about 250gp in assorted coins in the tray (the crowd will turn into a howling mob intent on the extermination of the party if the group should rip Rankim off. It is their money).
69) Herds and Flocks
| 01-20 | Sheep | 51-75 | Cattle |
|---|---|---|---|
| 21-40 | Goats | 76-85 | Horses |
| 41-50 | Swine | 86-00 | Poultry |
The party sees a large herd (or flock or gaggle or etc.) of animals coming toward them. Determine animals based on table at right [roll:d100]. There are several herdsmen attempting to control the animals, and they will shout for the party to give way.
There will usually be 80 to 120 [roll:d40+79] members in the herd, with 4 to 10 [roll:d7+3] herders directing their progress down the street. The herders will, of course, be very reluctant to let anyone pass through their charges, for fear of spooking and scattering them.
On minor streets, the numbers of animals and men will be 1/3 of that given above. In alleys and small lanes, it will be 1/6 or 1/8, depending on the size of the roadway.
70) Oinks! and Away
A squealing uproar from just a little way ahead seems to be rapidly nearing. Citizens can be discerned leaping wildly, jumping rapidly up against the sides of buildings or into doorways, or (in some cases) simply disappearing from sight. The barrage of noise rolls closer, in a wave of squeals, screams, and curses.
A herd of about 150 pigs has escaped from their swineherds on the way to market and/or the slaughterhouse. The porkers are frantically seeking avenues to freedom and will run over anything in their paths.
A DEX check is required to react in sufficient time to gain a nearby wall. Failing that, a second DEX check is required to avoid being knocked down by scrambling sides of bacon and trampled into porked sausage (3d4 damage 3d4 total from the various large boars and sows who will charge over one’s prostrate form).
If any of the party attempt to capture pigs, it is suggested that the GM stage what is known as a “greased pig catching contest” , a very frustrating activity (DEX check at -4 must successfully made in three consecutive melee rounds to “bring home the bacon”).
71) Swaggering Mercs
- Swaggering Mercenary 1
- Swaggering Mercenary 2
- Swaggering Mercenary 3
- Swaggering Mercenary 4
- Swaggering Mercenary 5
- Swaggering Mercenary 6
- Swaggering Mercenary 7
- Swaggering Mercenary 8
A band of eight people mercenaries are swaggering down the street, eyeing the shops and taverns as they pass them, as well as the local womenfolk. They are laughing and joking, and seem to be having a good time, but are managing to occupy the entire width of the street. It is very difficult for anyone to pass them, and many bystanders are having kisses (and other items) stolen from them.
Rest and recreation for the last week has grown boring for these members of one of the better Mercenary Companies, and they are looking to stir up some action. They are quite arrogant in behavior and will be as condescending in manner as they can when dealing with anybody who looks capable of “putting up a decent scrap”. The soldiers are mostly veterans with a couple of elites and will not turn and run regardless of circumstances. Should a fight develop (that’s what they’re looking for, after all), they will keep the sides relatively fair, at least until one of their comrades is badly injured - then it’s no holds barred.
72) Drunk Students
- Student 1
- Student 2
- Student 3
- Student 4
- Student 5
- Constable 1
- Constable 2
- Constable 3
- Constable 4
- Constable 5
A group of 6 to 12 students at the University staggers by near the group behaving in typically rowdy fashion. The students are very inebriated as they have been inducting one of their newer compatriots into the flesh (and liquor)-pots of Haven. They are The tipsy group is ostentatiously well endowed with funds, jewelry, and assorted bottles and flagons of liquor.
The boys (or young men) will be able to do little to deter any from stripping them of their loudly displayed liquor, and/or jewelry. There is, however, a base 15% chance (with an additional 5% for each member of the students’ group over 4) that constables will have been attracted by their merrymaking and be trailing the group. The constables (1d4+1 [roll:1d4+1] of them) will intervene if anything untoward should occur to the students.
73) Cavalry Troop
- Mercenary D - Leut.
- Mercenary D2
- Mercenary D3
- Mercenary D4
- Mercenary D5
- Mercenary D6
- Mercenary D7
- Mercenary D8
- Mercenary D9
A clash of arms and armor, and a clatter of hooves, heralds the approach of a group of riders. They ride with little regard for the safety of the people on the street, apparently expecting anyone in the way to get out of the way (and they do! by and large).
This mercenary cavalry troop is on its way to their Guild house to arrange a new assignment. Their last assignment was particularly unprofitable, and the riders are in very bad moods, especially the leader - he is unlikely to accept nonsense from anyone.
The riders belong to Henry Dalrymple’s mercenary band and there are 5d10 in the troop, with one lieutenant. They will be quite happy to start a fight if any excuse is offered, and they have no scruples about how they win.
74) Drunken Barbarians
Two drunken barbarians stagger down the street, swigging from leather jugs of some potent liquor, and singing at the top of their lungs (out of tune). They blunder (physically) into the party (select a victim semi randomly. The bigger the better). The bigger of the two, a black-haired giant, draws himself up and accuses the target of his clumsiness of bumping into him! He is very pugnacious and seems to be pushing (literally - he will shove his target frequently) for a fight.
Nacon (#1912) and Tubosai (#1913) - see encounter - have been enjoying the new and different sins of the city. They are both truly and magnificently drunk.
Nacon particularly is in a fighting mood (albeit, relatively friendly - he doesn’t want to kill anybody, just fight ‘em), and will push just about anybody to create a conflict situation. If his target doesn’t draw a weapon, the incident will remain in the shove-and-swat category (Nacon is drunk enough that 65% of his swings will automatically miss. Make a saving roll against 1/2 DEX whenever he misses a swing - if unsuccessful, he falls).
After a good fight, Nacon will become comradely with his former opponents, especially if he has had someone of his own size and strength to battle. If, of course, one of the party is foolish (or frightened) enough to draw a weapon, the conflict could become very bloody, since Nacon will pull his bastard sword and defend himself (read: attack the weapon carrier - Nacon believes the only defense is an overwhelming offense!).
Tubosai will not leap into combat, only defend himself If personally attacked - he’ll be too busy cheering Nacon on, mixed with outbursts of laughter.
75) Wrestling Match
Outside the door to a tavern, two half-naked men (#1914 and) are grunting and grappling in the dust. A crowd has formed about them, and there seems to be some friendly betting going on. The combatants seem to be about evenly matched, though the slightly smaller man appears just a touch more skillful.
The party members will be able to bet if they wish, but no one will cover a bet of more than a few silver pieces. It is suggested that the GM make the match sway back and forth for a while, allowing additional betting by the partisans of both sides (including the party) before deciding the winner (see the wrestling rules in the Scenario: The Wrestling Match).
76) “You! The Heckler!”
As in the encounter Wrestling Match, but when the match is finished (particularly if won by the man who was not the party’s choice), the winner will look over the crowd, point to one of the party and bellow “You! You think I can’t wrestle? Well, come on and wrestle me! We’ll find out who can wrestle!”
As mentioned before, the wrestling rules can be found in the first volume of the HAVEN trilogy. If the party member singled out (supposedly he was heckling the wrestler - pick a heckler if there is one) does not wish to engage in the contest, he will be scornfully laughed at by the wrestler and most of the surrounding crowd.
77) “Appleby, I Presume?”
- Constable 1
- Constable 2
- Constable 3
- Constable 4
- Constable 5
- Constable 6
- Constable 7
- Constable 8
- Constable 9
- Constable 10
- (This encounter will occur only if the party is smaller than the group of constables)*
A constable casually approaches the party, glances at them offhandedly, then does a double take. He turns and runs off toward a small group of other constables lolling about near the closest intersection. In a few moments, the party can see a determined-appearing squad of 8 to 12 peacekeepers [roll:1d5+7] descending upon them.
If the party runs, they will be chased, but can eventually shake the pursuit. If they wait to find out what the problem is, it will be discovered that one of the party is a twin for Durakis Appleby, a notorious highwayman who has troubled the roads around Haven for many years, and who has been sought with diligence during the last six weeks for a particularly nasty job (involving a nobleman’s daughter).
It is left to the GM to think his way around this one, but it should not be too easy for the party to convince the guardsmen that their friend is not Appleby.
78) Bang-up Gang-up
As the party passes the entrance to a narrow alleyway, six men leap out and put daggers to their throats. At least, the robbers attempt to put daggers to the throats of their victims. Roll a Perception check vs. DC 12 to notice the attack]] as it happens.
The thieves, Muntork (#1916) and his gang of alley bashers, are a nearly inept group who have prospered only because they usually outnumber their victims 2 to 1. At this juncture, however, they are in trouble with The Black Hand - one of their recent victims was a Hand bagman taking “protection” money to headquarters. The money was stolen by somebody else during the confusion of jumping the bagman and his guard, but the Hand is searching for members of the gang with blood in their eyes. Since they need funds to get out of town quickly (and distantly!), Muntork and gang will jump just about anybody except a group of obvious mercenaries.
The thugs are, as many of their kind, brave only in large groups. If the party defends themselves successfully, they will run off. If any two are wounded, or if one is killed, they will also run of also run off. They do not intentionally kill their victims (though accidents do happen) and will normally only render them unconscious in order to strip them of clothing and valuables. Victims are usually left naked in alleys.
79) Devil-may-care Imp
The party discovers, as they wander down a street, that they seem to be finding every “soft object” available. Dust is clinging heavily to their clothing, and a thick caking of “soft objects” is building up on their footgear. From a nearby alley comes the sound of giggling, in a high-pitched and evil tone.
The party is being bedeviled by an Escaped Imp (#1922) who feld some demonologist’s summoning chamber nearby. The demonologist had made a small mistake in his summoning ritual, and the imp was freed upon the earth. From one of the lowest echelons in the Abyss, the imp has only an hour’s freedom before he will be sucked back onto his normal plane, but he is thoroughly enjoying himself with small and nasty annoyances.
If chased by one or more of the party, the imp will tantalize them by “gluing” objects to them (this requires concentration on the imp’s part to maintain) and teleporting just enough to stay ahead of them (the various demons are capable of teleporting anywhere, without fear of mis-shooting). He has 3d20 minutes of his hour left. 3d20
80) Punch-out a Camel?
A very large (and obviously barbarian) fellow and another smaller man (with a magnificent horn bow slung across his back) are wandering along the street, gawking at the various sights. At one point, some domestic riding animal (horse, camel, etc.) nips the bigger of the two on the shoulder. Surprised, the dark-haired giant whips around and delivers a roundhouse swing to the animal’s head, which instantly fells it, sprawling and kicking.
Nacon (#1912), the big barbarian, and Tubosai (#1913), the smaller archer, are recently arrived from wherever, and are relatively inexperienced in the ways of the big cities. They are open to job offers of various types, particularly guard work, and are relatively inexpensive to hire and easy to deal with.
If they do not join the party, about two weeks after the first sighting of the pair, the party members will hear rumors of a very daring theft at one of the richer (but less popular) temples on Believer’s Lane, supposedly (according to rumors) pulled by a very familiar sounding pair.
81) Come Hither Boy
A young woman wearing a veil approaches the party, and solicits the most handsome (actually, the most richly dressed) for a pleasurable interlude. If he accepts, she will lead him toward a nearby alleyway, explaining that her rooms are “only a bit distant” down the alley.
Monica (#1923) is a very lovely young courtesan with a different idea about making money. She and Draka “Threadtwister” Ogolakanu (#1924), her goliath partner (and sometime lover - she likes ‘em big), use a simple system for mugging - Monica lures a prospective target into an alleyway where Draka awaits. Seldom does it take more than one blow with Draka’s 5’ oaken club to produce instant cooperation (total unconsciousness) in the target. If the party should become suspicious, and follow, the pair will disappear as rapidly as possible, Draka picking Monica up to carry her for greater speed. If cornered, Draka will fight to the death to protect Monica (he is truly in love with her. It might go both ways).
82) Wild Horses Couldn’t
A herd of half-tame horses (3d8) is being driven by, obviously bound for the Horse Market off Caravan Street in The South Corridor. Something spooks the leaders of the herd, and 2d4 of the animals rear and then bolt, in various directions. At least 1d3 charge toward the party.
Assuming the party does not react quickly enough to get out of the way (DEX check, DC 12), they will get trampled. However, attempts to turn the runaways by waving cloaks, hats or other flappable items, will be successful (on a horse-by-horse basis) 75% of the time. If the group manages to recapture any of the horses, the drovers will be properly grateful, and there is a 50% chance they will offer a reward In the form of a lower price on a mount purchased from their boss.
“When yuh lookin fer uh guud mount, ask fer Darankis t’Goran at t’ Market. Tell ‘im Jorji da Rope sent yuh, and ee’ll guv yuh uh speshal deal!”
The discount will be 10% to 40% [roll:2d4*5].
83) Merchant Maulers
Three men leap from the concealment of an alley onto a relatively richly dressed merchant and drag him back into the alley. Thuds of something hard against flesh come from the alleyway, punctuated by screams and shrieks of pain.
If any of the party enter the alley quickly (before the robbery has occurred), the three muggers will draw weapons and fight, preserving their options, if they are not outnumbered. If the odds begin to look unappetizing, the men will attempt to run off. If the would-be rescuers have delayed long enough for the robbers to get the merchant’s purse and other valuables, they will immediately run off.
The merchant will have been wounded, the severity depending on the rapidity with which the party responds and will have 1d6 HP left (subtract a few based on how long it took the party to rescue him). The merchant will be grateful only if the response was quick, and he is not seriously hurt (or successfully robbed). In this case, various rewards may be granted - jobs, money or whatever (GM’s discretion).
84) Finnegan’s Wake
Outside the door to a brightly lit tavern, a morose man with a large flagon (from which he takes frequent drinks) sits on a bench, weeping copiously. As the party approaches, he senses their presence and looks up, tears still streaming down his face. “Didja know Finnegan?” he asks with a catch in his voice.
“Finnegan’s dead. We’re a-buryin of him tomorra. He’s dead. Didja know Finnegan? Of course, ye knew Finnegan - evrabody knew Finnegan. ‘Tis only fitten to raise a last flagon in his memory. He’s dead. Finnegan’s dead, but it’s fitten to drink in his memory.”
He invites the group into the tavern for a drink to the memory of the deceased.
‘Tis a good old-fashioned roaring wake in honor of the deceased Finnegan. There’s plenty of edibles and potables (most with a high alcoholic content), and even a lonely (and reasonably lovely) widow to console. The group should have a grand time, even if they didn’t know Finnegan.
85) Stoned Philosopher
An older, grey-haired man in long robes runs up to the party. His eyes are filled with fear, and he is panting heavily, gulping for air and apparently unable to speak. Not far behind him is a roaring crowd of 3d10 3d10 student types, who have obvious mayhem on their minds.
Any show of force will disperse the students. If the party chooses not to Intervene, the mob will catch the philosopher in about a block. Though they do not mean to kill him, he is old and frail, and may well succumb to their rough treatment (kicks, stoning, etc.).
If the party saves the old man, he will introduce himself, after catching his breath, as Tanduloros (#1929) of Kappiala who was invited here to lecture at the University at the school of Physical Naturalism. Apparently, some of his theories of historical zoology were not as well received as he would have liked. He will invite the group to his lodgings near Hypotenuse Square (the site of the various colleges in the University of Haven), where he will wine and dine them and regale them with a story about a fabulous lost temple, supposedly the original breeding place of the Lizarim, and its treasures.
Tanduloros is a zoologist and historian, and his credentials at the University are impressive (should the party investigate). It is very likely he is telling the truth.
86) Street Musician
A foofaraw seems to be developing at the nearby corner, where a young man has been playing a lute for the few bits and coppers tossed by the passers-by. Two well-dressed bardic types are telling him, loudly and nastily, that he’s not of the Guild and can’t play ‘til he joins and they’re going to call the city guard, etc.
The young musician looks slightly bewildered by this treatment but seems determined to protect his rights and the money he’s earning. Eventually, a scuffle develops, and a couple of constables that have been lurking nearby intervene. If the party intervenes at any time, the constables will get involved earlier - on the side of the two bardic types, of course. The City Guard is very Guild aligned, and usually will tend to act to protect Guild interests.
87) Trailing Arbutus
The party may notice (Perception check, DC 15) that a lone beggar seems to be dogging their trail. Wherever they go over a three-day period, he seems to follow.
Arbutus Kystem (#1930) took an interest in the party when they passed his usual station a day or two ago. He feels there is something noteworthy about them and he can possibly sell information about them to the Thieves Guild or maybe even The Black Hand. He will try to be as inconspicuous as possible while trailing the group, following about half-a-block to a block behind, waiting outside (and begging) if they go into a shop or tavern. He will be as hard to shake off as a cocklebur until he decides he was wrong about them (around three days).
Of course, if the party does get involved in something during this three-day period, Arbutus will know, and so will the Thieves Guild (or the Black Hand).
88) Tired Courtesan
- Longshoreman 1
- Longshoreman 2
- Longshoreman 3
- Longshoreman 4
- Passer-by 1
- Passer-by 2
- Passer-by 3
- Passer-by 4
- Kojana
A youngish appearing woman with a veil detached from its chain to leave her face bare passes the party. Nearby are a small gang of loafers 2d4 leaning against a building wall. One of them reaches out and snags the girl’s arm as she walks by, dragging her up to him. The woman slaps his face, screams, and struggles mightily, but to little avail. It appears that the man intends to have his way with her, willy-nilly, as he carries her toward a nearby alley entrance.
If the party should intervene, the thug and his friends will draw their knives and try to “mak’em sorry dey messed wid us!” However, these bullies would not likely wish to confront drawn swords or apparently professional fighters. Any show of magical ability will also cause them to think again.
The leader will persist in his attempts to drag the girl into the alley unless it is pointed out to him (a sword in the gut is the best method) that he is likely to get thoroughly skewered if he keeps on. The young woman, Kojana (#1931), Is one of the ladies from The Street of Silk Veils, who happens to live at a distance from her work. She will be properly grateful to her rescuers and will reward them In her own inimitable fashion (she’s quite skillful, too).
89) The Illustrated Man
The man walking down the street is an odd sight. He is bare from the waist up (regardless of the weather), and his torso is completely covered with a tapestry of tattoo work. Not a bit of skin seems untouched by needle and ink below his chin.
Turlough Waverider (#1932) is a sailor who has seen many ports. He collects tattoos the way other men collect rare insects or coins. If questioned, he will recommend Jasmine’s House of Tattoos in The South Docks as a fine place to have work done. He will indicate a couple of the better examples on his chest as her work. Jasmine is also a good source of information. There is a 40% chance that she has a rumor of interest to the players.
90) Wedding Celebration
- (The following encounter will never take place on a major street or thoroughfare.) *
The roadway ahead is blocked by a profusion of people dancing, drinking, eating, and generally making merry. The assemblage is quite colorful, and a young couple seems to be the focus of the celebration. This is a wedding feast.
If any of the party ventures near, they will be swept up (usually by members of the opposite sex) and included in the festivities. At least one of the members will be accosted by Dinana (#1933), a very lovely, lithe, lecherous, libidinous, and lascivious lady who isn’t bothered by her “victim’s” gender. There are excellent chances that she may become enamored of one of the party (check vs. “victim’s” CHA at +5 [roll:d20+5], fail means she falls in love).
If such connection is made, Dinana will likely (85%) invite the group to her home, in which case the party may have a base of operations. GMs should check weekly for Dinana’s attraction to fade (saving roll as for falling in love above - bonus of 1 for each additional person paying attention to her, or for a special present). Dinana craves attention and may be in love with more than one person at a time.