The Ruined Tower

Location #3 on the map of the Village of Cross Tree is the ruined tower.

The Ruined Tower. Created with Campaign Cartographer Dungeons of Schley symbol set.

A trail in the northeast corner of the village winds through the woods. Atop a short climb, the remnants of a tower can be seen. Having once stood 50 or 60 feet in height, the upper levels have collapsed over time. The second floor of the structure appears to be somewhat intact, though a large gap can be seen in the wall.

Rubble is strewn about the base of the tower and more can be seen littered out into the forest. Ahead, a wisp of smoke escapes from between two double doors that rest slightly ajar.

The Village of Cross Tree.

The tower itself predates the town of Cross Tree by over 100 years and none of the locals, aside from possible Nicodemus (see below), have any recollection of who built it. Characters with any type of architectural knowledge will easily be able to identify that this structure is from another time.

In my own game, the tower represents one of the last standing traces of a previous civilization. Deep within the outlying forest, there are cave entrances that lead into still accessible areas of this ancient settlement. Swallowed up by the earth itself, a lost city waits to be rediscovered. I will explore some of these locations once the rest of Cross Tree has been covered.

If this doesn’t work for your game, the tower could have an entirely different background. The idea here is to simply give you some interesting locations for your players to visit, without you having to do a lot of work.

PCs exploring the area around the tower will find all manner of debris. Some of this is from the collapse of the upper floors of the tower. The rest consists of odds and ends brought here by the tower’s sole inhabitant.

Unless the party is purposely attempting to be stealthy, the double doors to the tower will swing open enough for a frail figure to emerge.

Nicodemus

With a soft creak, the tower’s doors swing open and a frail old man appears. Fairly tall, though stooped a bit, he walks with the help of an oak staff. His tawny skin appears leathery and wrinkled, as if from years of exposure. Pulling back the hood of his stained maroon robe, his long white hair and beard make for quite a sight. 

Nicodemus. Publisher’s Choice Quality Stock Art @ Rick Hershey / Fat Goblin Games. http://www.fatgoblingames.com.

“Oh heavens! I have visitors it seems” the old fellow mutters, as his eyes dart around and size up the party. “I’ve not seen you people before. Are you lost?”

Nicodemus has lived in the ruined towed for nearly 5 years now. Prior to that he had been a frequent visitor to the area but none of the locals knew too much about him.

The general thinking of the townsfolk is that the tower is not safe for habitation and they are likely right. However, Nicodemus doesn’t interact a great deal with anyone from town. Every so often, Killian from the Cross Tree Inn (location #1) will try to persuade Nicodemus to take up residence at the inn but up to this point these attempts have failed.

Play Nicodemus as a bit mad and a bit mysterious. He exists here as a device for you to feed information or plot hooks to your players. Outside of possibly Leagis (from area #2, the Church) Nicodemus is the only resident who you could really call “worldly”.

He knows a great deal about a great many things but should always be a bit cagey about what he reveals and how he reveals it. Whether Nicodemus actually has any magical abilities is largely up to the GM. Here are some possible angles for Nicodemus, to allow him to fit seamlessly into different styles of games.

  • Perhaps you make him a great mage, having him be the wise mentor who knew the party was fated to show up on his doorstep.
  • He could be a part-crazed soothsayer who constantly mutters to himself, while reading tea-leaves and tossing chicken bones to foretell the future. Whether charlatan or gifted fortune teller will be up to the party to decide.
  • Nicodemus could be an arcane dealer of sorts, prepared to sell different potions, charms, or wards to the party.
  • Possibly he plumbed the depths of a lost city in his prime, only to be left behind by his comrades. Having spent years as the prisoner of some unnamed horror, he is now quite mad.

Regardless of which route you take Nicodemus is a good-natured sort. He will size up the party and if he believes they have good intentions, he will try to help them. That’s not to say that he will necessarily be forthcoming with his help or information. It’s certainly possible that he may speak in riddles or test the PCs in order to ascertain their intentions.

1st Floor

If the party is friendly from the offset, it is likely that Nicodemus will invite the party inside. The double doors open to a chaotic scene and the heavy scent of smoke and incense.

All manner of junk is piled up within the 1st floor of the tower and the old man has a campfire burning away, near a breach in the wall. Any characters with reasonably high skills of perception are likely to notice a mouse (or other small mammal) skittering for cover as the party enters the room.

Despite the clutter and debris, Nicodemus seems to know his way around the mess and is always able to deftly find what he is looking for amongst the rubble, crates, and boxes.

There are drawings and what appear to be maps scrawled with charcoal on the walls. What they depict and whether Nicodemus will discuss them is largely up to the GM. Two desks are arranged on either side of the room. While they are cluttered, it does appear that they have been painstakingly laid out, allowing Nicodemus to focus on his studies. A spiral staircase leads up to the 2nd floor.

2nd Floor

Every bit as cluttered as the first floor, the walls of this section of the tower has been breached to the northeast and southwest. This allows the weather in, along with the occasional bird or bat.

Arriving from the first floor, it will be immediately evident that the stairway going up to the higher reaches of the tower is completely blocked with rubble. Rubble is strewn about on the creaky wooden floor and PCs who are invited up to this level of the tower should be made to feel that the floor could cave in at any time.

Plot Hooks & Encounters

A lot of what Nicodemus has to offer is going to depend on your game, the level of magic in your world, and what role you need him to play within your campaign.

  • Other townsfolk might direct the party to Nicodemus in order to identify some item they have found or to seek answers about some quest that they are on.
  • As with Karia from the Cross Tree Inn, Nicodemus may charge a young party with venturing out into the woods to secure certain components for him.
  • Perhaps he knows of some impending trouble threatening the area and identifies the party as being just the right group to tackle it.
  • Seeing a yearning for adventure in the party, Nicodemus might share with the party what he know about a lost city, deep within the forest.

Closing Notes

That will do it for this week’s entry from the town of Cross Tree. I appreciate you taking the time to stop by. If there is anything you would like to see added to the village or you require any tweaks to the maps, let me know in the comments. Until my next post, I hope you have great adventures and a great week!

For more on the Village of Cross Tree, go here.

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

The Goblin Warren

Over the course of the past month, I have been including some iconic monsters in my map posts. While giant spiders and green slimes certainly hold a special place in my heart, I suppose you could make a case that the lowly goblin is the quintessential low-level fantasy TTRPG foe.

Considered by many to be no more than cannon fodder, I wanted to put together a mini-adventure that would play out more like an infiltration from an action movie. Sure, the party could likely wipe the floor with any of these encounters. However, if they are not careful, they could bring the whole enclave down on their heads.

If you’ve been following for any time you already know that I try to keep things system agnostic. I would probably suggest this for a party with some experience under their belt (levels 3-4?) but do what works for your game. As previously mentioned, the rooms on their own should be relatively simple but if you play the goblins wisely, there are good chances for things to go sideways.

What the Player’s Know

The party has been hired by the residents of a small village and asked to secure the release of their blacksmith. It seems the poor fellow was carried off by a band of marauding goblins! The goblins are said to live in a simple cave complex outside of town.

Inquiring in town may lead to some rumors about the goblins. Roll a d10 and consult below:

The goblin saman. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.
  1. Elven Captives: It’s said that the goblins have captured a group of elves and are using them as forced labor. (False)
  2. Shaman’s Dark Magic: The goblin shaman wields powerful dark magic, capable of curses and hexes. (True)
  3. Hidden Entrance: There’s a hidden entrance to the goblin warren, concealed cleverly to catch intruders off guard. (True)
  4. Cursed Shaman: The shaman is rumored to be cursed and can be easily defeated by a simple chant of “Bree Yark, Bree Yark!”. (False…this is a little call out to B2)
  5. Dragon Alliance: Rumor has it that the bugbear has formed an alliance with a young dragon lurking in the nearby mountains. (False)
  6. Traps: The goblins have set up traps throughout their warren to protect against invaders. (True)
  7. Friendly Goblins: Some goblins are friendly and can be persuaded to help intruders if offered bribes. (False)
  8. Bugbear’s Brutal Leadership: The bugbear leader is a ruthless brute, known for his immense strength and cunning tactics. (True)
  9. Stolen Treasures: The goblins have amassed a hoard of stolen treasures from their raids. (True)
  10. Wargs as Mounts: The goblins ride ferocious wargs into battle, using them to terrorize their foes. (True)

The Goblin Warren

  1. Guard Post: Two goblins sit outside the main entrance to the warren at all times. They will flee at any sign of trouble. Unless the party can dispatch them quickly, things could get sticky. These fellows are cowards so they will not engage with the party. If they become aware of an assault they will immediately flee to area #3.
  2. Guard Room: This is the post for the goblin guards during periods of inclement weather. It is littered with trash and debris.
  3. Pit Trap Ambush: This is a trap area. Surviving guards will run along the right wall to avoid the pit trap. Arriving at area #3 they will arm themselves with short bows and wait for the party. Party members will notice the pit trap covered with brush on a roll of 1-3 on a d6 (thieves on a 1-5). Characters falling into the 10’ pit will suffer 1d6 of falling damage and 1d6 of impaling damage. The goblins will rain down arrows on the attackers and scream for help from other areas of the compound.
  4. Common Area:  This stinking room is covered in piles of trash and animal pelts. In the evening hours 6 goblins will be slumbering here. If the guards from area #1 have been making noise for more than 2 rounds, they will groggily be arming themselves. By day, there will be 2 goblins here, 2 in area #5, 1 in area #7, and 1 in area #8.
  5. Kitchen: This is the kitchen area for the warren. During the day, 2 goblins work here preparing mutton for the denizens of the warren.
  6. Larder: This is where the questionable food supplies for the warren are kept.
  7. Bathing Area:  During the day, one goblin may be found here, bathing in the spring waters that bubble up.
  8. Warg Kennel:  During the day one goblin is stationed here, tending the 5 wargs who are present. The wargs are in cages but will be released in the alarm is sounded and reaches the tender.
  9. Shaman Quarters: The goblin shaman dwells here. This cave smells of incense and spices. Unless warned of intruders, there is a 40% chance that the shaman will be taken by surprise.
  10. Chieftain’s Lair: A bugbear chieftain presides over the goblins. 3 bodyguards attend him. The blacksmith is caged in this room. At any sign of trouble, the chieftain will flee through the secret door to the north. The captive blacksmith is caged in this room.
  11. Rear Guard: A lone goblin guard is stationed here. He is usually dunk or asleep. He “guards” the escape route out of the complex but is unaware of location #12.
  12. Treasure Room: This room is only known to the bugbear chieftain and his 3 bodyguards. This is where all the treasure of the goblin warren is stored. 

Wrap Up

That’s all for now. As a little peek behind the curtain, I usually write this part on Sunday evening, fully dreading going back to work on Monday. If you are reading this, you are legitimately helping me to get through the week, so thank you for taking the time to stop by. I hope you have a great week and manage to roll some dice as part of the process.

For more maps & plot hooks, go here.

For some random tables, go here.

Finally, for a bit about me and some general stuff, this is the spot.

Mulling Over a New Campaign

For the past couple of weeks, I have been preparing for a new game. In recent years, I have found that running a campaign from the months of October through March or April generally yields good results. I only play in person and we live in a college-town, so there are usually a good number of folks available, looking for something fun to do during the months when the weather is less than pleasant.

My girlfriend and I like to make game nights a real social event. Our sessions tend to be more like a dinner party followed by some gaming. We both love to cook, so when we’re really on our game, we will go as far as to try to make themed dishes based on what happens to be going on with the game. If any of you play in person, do you have any special game night traditions? Do you have better luck finding players for winter games?

The current front-runner for my cold-weather sessions would be a fantasy game, as it would appeal to the broadest spectrum of my potential players. That said, I’m feeling a bit of a draw to go with Call of Cthulhu or Paranoia. Assuming fantasy wins, I’ll likely go with Old School Essentials.

Lately, I’ve been following David @ Streets & Spores, who has been sharing recaps of his group’s adventures through Castle Xyntillan. It sounds like they’re having a really good time. While I’ve never run a megadungeon, I’m starting to warm up to the thought of taking an almost West Marches approach to the affair. We would aim to have the party safely back in town at the end of each session. From there, any available players would continue to explore the dungeon each week.

My Campaign Cartographer doodles this week consist of a potential first level for a homebrewed megadungeon adventure tentatively titled “The Halls of Khared Ordus.” That said, I’m thinking I’ll let this simmer for a while. If I do go with the megadungeon route, I’m thinking I might just buy a published adventure and just have fun with it.

Closing

How about you? Do you lean towards writing your own adventures or prefer published modules or adventure paths? If you’ve experienced megadungeons before, do you have a favorite?

That’s all for now. No plot hooks this week, as my real-life job is using me as a chew toy. Thank you very much for stopping by. Have a great week and if you’re looking for more, here are some links:

For more maps & plot hooks, go here.

For some random tables, go here.

Finally, for a bit about me and some general stuff, this is the spot.

Consider Polling Your Players Before Creating Your Campaign

When I started this blog, I knew that I wanted to interact with people and that I wanted to create the type of content that I enjoy reading myself. Over the course of the past year, I’ve written a couple posts about how I go about running my games and each of these has performed quite well.

As with those, I’m not entirely sure that what I’m about to share will land with any of you. However, it’s something that I enjoy, so here we are. I believe I’ve been clear about this in the past but I’m not here to preach to you. I’m simply sharing things that I enjoy, in hopes that you will find something that is useful.

I reach out to my players before the dice ever start rolling. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.
Dean Spencer

As a GM, sometimes you just know what you want to run. You just purchased a published adventure path or maybe you have a homemade campaign that you have been dying to share. However, on some occasions I find that the process of starting a new game is more about hooking the players.

I find myself in that boat fairly often. I am older guy (53 at the time of writing this) and solely play in-person games. My groups tend to consist of people who are already friends, or at least friends of friends. While these individuals are people I know, they are rarely gamers, or diehard gamers at any rate.

Some of my players join my game because we have played before, some briefly dabbled with TTRPGS back in college, and others have always been curious but have never been exposed to the hobby. Ok, probably a few of them also get dragged along by a spouse or significant other.

While I don’t want to sound desperate, I often feel a great deal of pressure to give the folks a good time. Nobody wants their players to feel like game night is a drag. However, there is also the fact that if I don’t have a group of players, I’m not going to be able to play myself.  

When I am ready to start a new game I get excited. I don’t know about you but I find that I start daydreaming about it while I’m at work, when I’m going to bed at night, and all through the day. At this point I will start “fishing” for players. I might start with an email to former players or this could take the form of floating out that fact I’m interested in getting a game together while at a dinner with friends. I’m actually going through this now, as I find that running from October – March or April (with a couple weeks of over the holidays) seems to yield reliable players.

Having discussed the impending game ahead of time, I like to reach out to my players via email and get a feel for them as I am putting a campaign together. This accomplishes two things; it helps me to get a sense of the type of game these people would enjoy but it also allows me the fun of seeing what kind of feedback I receive. I’ve found over the years that I really enjoy this step.

Usually, I will start by polling players on different fantasy franchises and how they feel about them. For instance, it might look something like this:

Following this I will often go back and hit them with another poll about types of plots. This just gives me a general sense of where the interests of my players lie. The second poll might look something like this:

I use the information that I receive from each of these to decide both what type of campaign I think would best suit them but also what kind of adventures I want to start with. I’m not claiming that it’s a magic formula but I have always found it useful. Again, the key fact here is that I ENJOY this. I find it very interesting to see the choices people make. When Bob from accounting is playing and you suspect he’s only playing because his wife dragged him into it, it’s pretty fun to see his responses come in during the middle of the work day and to also see that he added two pages of explanation. This is the stuff that GMs live for.

I may be odd but I don’t give a damn whether my players know the rules, buy a bunch of game books, or anything like that. That will all come with time. In my opinion, a role-playing game requires no more knowledge or skill than simply being able to convey how you would react, if you were an imaginary person, faced with an imaginary situation.

What I want is players who have fun and keep coming back. When I hear that on of my players who never played a TTRPG before drew up plans for assaulting the enemy stronghold during her staff meeting, I know I’ve won.

Wrap Up

That’s all for now. What about you? Do you usually play with people that you know or is it usually total strangers? Do you have any little rituals or traditions that you do before you start a new game? Please let me know in the comments and thank you for stopping by.

If you’d like to see my other posts about how I run my games, here are the links:

Consider a Who’s Who for Your Campaign

Consider Creating a Player’s Guide for Your Campaign World

For more maps & plot hooks, go here.

For some random tables, go here.

Finally, for a bit about me and some general stuff, this is the spot.

The Galeton Lumber Camp

Hello. Real life work continues to be a challenge. However, I am stubbornly doing my best to keep my posting schedule regular. This week I am once again going back to the well of classic monsters for inspiration.

My introduction to this hobby was due in no small part to the 1977 animated version of The Hobbit by Rankin/Bass. While many would point to goblins/orcs as being the classic villain of fantasy tabletop role-playing game, I would make a case for giant spiders.

I don’t happen to be an arachnophobe myself but there’s no denying the fact that real world spiders are creepy on their own. The thought of giant versions is particularly terrifying.

Galeton Lumber Camp. Made with Campaign Cartographer SS4 Symbols of Schley.

What the Party Knows

The party has been hired to deliver a bag of mail and sundries to a lumber camp, about a day’s ride outside of the small town of Galeton.

Arriving at the lumber camp the party will be surprised to find that it appears to have been abandoned. While the party expected to see a bustling scene of people chopping wood and going about their daily chores, there is not a soul in sight. Beyond that, apparently even the beasts of burden are missing. Where did everyone go?

What the Party Doesn’t Know

The workers of the logging camp delved a bit too deep into the ancient forest. While going about their work they uncovered a nest of ancient giant spiders.

The queen of this cluster of spiders is possessed an unnatural intelligence. One by one, they picked off the lumberjacks, learning along the way. The spiders would pull one hapless soul deep into the forest. Realizing that his cries would soon draw others, they adopted the practice of always leaving one of their victims alive.

This process continued until nearly all of the lumbermen and their animals were devoured. By the time the party arrives on the scene, only the foreman clings to life. The spiders are holding him at location #5. However, it has been the better part of the day and no one has arrived to help. The spiders are hungry and ready to feed but then they see the party arrive in the camp.

Lumber Camp at Galeton. Artwork © Christian
Hollnbuchner, used with permission.

1. The Camp

The lumber camp is clearly deserted but it doesn’t make sense. While there are no great treasures present, there are enough personal belongings to make it clear that the lumbermen would have never simply left without taking their gear with them.

A careful search will turn up the quartermaster’s tent, which holds the payroll for the whole camp. Surely brigands or even orcs would have ransacked this and taken everything of value.

2. The Work Site

While there are no traces of horses or mules, it’s clear that they had once been at the camp because the tack and saddlery are evident. Downed trees have been readied for transport but lay abandoned where they were left.

3. Pine Creek

A worn path leading up to Pine Creek indicates that members of the camp regularly used this area to bathe and do laundry. Characters approaching this area will hear moans and screams of agony coming from the northeast. If the party crosses the creek when they hear the screams, consider it to be difficult terrain. The stream is fairly shallow here, though the rocks are slippery. The hill on the opposite bank is manageable but fairly steep.

4. The Hill

Arriving at location #4, the party will be able to see the foreman on the ground at location #5. It is at this point that the spiders will attack. Two will attack from the rear on either side. Two are perpendicular to the party in the trees. Once some of the party members are ensnared in webs, the queen will charge from across the clearing.

5. The Foreman

Should the party be victorious they will find the foreman webbed to the ground here. He’ll be in bad shape but will pull through if he receives healing right away.

Wrap Up

If I were to run this one again, I think I’d focus on some custom mechanics for the spiders. How about you? Any thoughts come to mind?

Thanks for taking the time to stop by. The little interactions I have with all of you really do help to get me through the week at work. Have a great week!

For more maps & plot hooks, go here.

For some random tables, go here.

Finally, for a bit about me and some general stuff, this is the spot.

Fineous Fizzlecrank’s Fabulous Alchemy Lab

I have always had a soft spot for green slime. After receiving the Holmes Basic Edition of Dungeons & Dragons for my birthday in 1979, I would spend hours reading through the monster descriptions. I was already familiar with many of these, from different myths or old movies. However, the green slime always stood out and sparked my imagination.

The green slime has gone through a bit of an evolution over the various versions D&D. While this green substance features heavily in this week’s post, I will leave it to you to tune things in such a way that would best fit your game. As always, I have tried to tried to keep this as system agnostic as possible.

Alchemy Lab w/ Grid & Labels. Created with Campaign Cartographer SS4

What the Party Knows

To kick things off, arrange for your party to get hired to recover an exotic object. In my game, I went with something called the Burundi Apparatus, a device created by a Gowandian scholar. What you use for your game is entirely up to you.

The individual hiring the party recently loaned the apparatus to a gnome alchemist named Fineous Fizzlecrank. The gnome was supposed to have returned the item weeks ago. However, as Fizzlecrank is known to be a bit eccentric and get caught up in his work, the party has been sent out to fetch the overdue device directly. The gnome lives on the outskirts of a small village, about 2 days’ travel from the party’s current location.

Should the party happen to ask around, they may learn the following bits of information about Fizzlecrank:

  • The gnome is filthy rich, having made his money selling potions and elixirs to the wealthy.
  • He lives in a large estate on the outskirts of the village.
  • He has a staff of human servants who wait on him hand and foot.
  • People call him eccentric but he is really quite mad.
  • Some say that he can turn lead into gold.
  • He is absolutely obsessed with green slime.
  • He has not been seen for weeks.

What the Party Doesn’t Know

Fineous Fizzlecrank, the eccentric gnome alchemist, was always known for his unconventional methods and insatiable curiosity. His reputation for pushing boundaries made him both revered and ridiculed among his peers.

Fizzlecrank’s fascination with green slime began innocently enough. He had read ancient texts that hinted at the slime’s potential applications in alchemical concoctions. His early experiments involved extracting and distilling the slime’s essence to create powerful acids for his potions. But as time went on, Fizzlecrank’s obsession grew, and he delved deeper into the mysteries of the substance.

He spent countless nights pouring over his notes, scribbling equations, and muttering to himself. His once-pristine laboratory was soon a mess of vials, flasks, and slime samples. The more he experimented, the wilder his ideas became. He believed that the slime held the key to unlocking extraordinary abilities—immunity to disease, increased longevity, and even the power to transmute materials.

When his staff became fearful for his health, the alchemist dismissed them all, assuring them that he was fine. However, Fizzlecrank’s experiments became increasingly reckless. He began exposing himself to small doses of the slime, believing it would grant him the insights he sought. His skin developed strange patterns and a sickly green hue, while his mind started to unravel. Yet, he pressed on, his obsession blinding him to the dangers he was courting.

One fateful day, driven to a fevered state of delirium, Fizzlecrank ingested a substantial amount of the slime. His transformation was swift and horrifying. His body convulsed, his bones shifted, and his limbs contorted into a gelatinous form. As his consciousness melded with the slime, he gained a rudimentary form of sentience, albeit one warped by his madness.

The Manor House

Fizzlecrank’s alchemy lab is located in the basement under his opulent manor house. Should you desire, you could certainly map out the full structure and create other encounters. For the purposes of this post, I will limit myself to the alchemy lab itself.

Whether you decide to spend time detailing the manor house or not, you will want to leave some clues to make sure the party suspects something is amiss. My party waited politely at the door. Once they were fairly certain no one would answer, the rogue took care of the lock and the let themselves in.

It was clear from the state of disarray that something was not right. However, seeing a number of valuable objects lying around left the party feeling fairly certain that the manor had not been robbed. Ultimately, the party discovered a diary Fizzlecrank had left in the study. This document clearly documented the alchemist’s descent into madness and made numerous mentions of green slime.

Concerned for the well-being of the gnome and not yet having found the Burundi Apparatus, the party made their way downstairs.

The Alchemist Lab

Entering this massive room, the party will immediately know that they have found the alchemist lab. 11 pillars support the ceiling and the room is lit with a sickly green phosphorescent light that emanates from the top of each.

The room is in a great deal of disarray and the air is filled with a strange, pungent odor. There are 4 cluttered tables on each side of the room, with crates, barrels, bookshelves, and all manner of odd storage beyond.

1-4 Loose Slimes

Areas marked 1-4 show loose minor green slimes that have been roaming the lab since Fizzlecrank’s transformation. When the party first opens the door, slime #1 will begin moving toward area #5, at a pace of 5’ per round. On the second round after the party opens the door, slime #2 will similarly start moving, and so on.

These minor slimes will pay no attention to the party unless attacked or blocked. If so, they will hold their ground and fight back. You will need to adjust accordingly for your game but in my Rules Compendium game I gave these minor slimes a pseudopod melee attack with a reach of 5’, dealing 1-2 hit points of damage. They were unharmed by all attacks, except cold or fire (again adjust as necessary) but only had 1 hp each.

Upon dispatching one of these minor slimes, the pile of ooze starts to quiver in an unstable fashion. At the top of the following round, the minor slime corpse will burst like a bubble, dealing 1 hit point of damage to all adjacent targets. If the bursting slime happens to be adjacent to any of the 8 tables in the room, roll a d4 and the result will be the number of beakers containing other minor slimes that are shattered, releasing more minor slimes into the room.

These extra slimes will only be released once per table and any new slimes will start heading toward area #5 unless hindered by the party.

5 Greater Slime / Fineous Fizzlecrank

A wooden basin 12’ in diameter is inset within the floor here. Inside lies the slumbering form of what remains of Fineous Fizzlecrank. Now a giant amorphous green slime with a vaguely humanoid face, the creature is resting when the party initially enters the room.

If any of the minor slimes reach it or if the party disturbs the basin in any way, it will wake and attack. In addition, any subsequent minor slimes that reach it will have a healing effect on the abomination.

6 Burundi Apparatus

The Burundi Apparatus may be found inside a small crate here.

Wrap-Up

This week was a touch more silly than my usual fare but my group had a lot of fun with this fight. You’ll have a bit of tinkering to do, in deciding on what stats you want to use for the minor and greater slimes. That said, I suspect that most folks reading gaming blogs know the drill and wouldn’t have much trouble putting something together. I’m just trying to toss stuff out there to inspire people.

Do you have any favorite old-standby monsters that you’d enjoy seeing in an encounter? Drop me a line and let me know. Thanks for taking the time to stop by and have a great week!

For more maps & plot hooks, go here.

For some random tables, go here.

Finally, for a bit about me and some general stuff, this is the spot.

The Lost Spellbook of Elthane Darkstalker

This week’s entry picks up where I left off with The Mine at Mt. Morris. As a refresher, at the end of that tale, the party had recovered the diary of a long-dead necromancer named Elthane Vanator (known as the Darkstalker). In interrogating Foreman Fugue from that adventure, they also learned that a shadowy consortium had been feverishly seeking out the diary.

Being generally averse to shadowy consortiums as a whole, my players decided to not only guard the diary themselves but also go about collecting any other artifacts the necromancer left behind. The object in question for this week happens to be one of the Darkstalker’s spellbooks.

As always, change the MacGuffin as necessary for your game. This is merely presented as something to help spark ideas you your game.

Island map w/grid. Created with Campaign Cartographer SS4 Dungeons of Schley.

The Circle of Cairns

The party has traveled for days, to the northernmost reaches of Archia, to a place where the notorious necromancer Elthane Darkstalker is said to have left one of his spellbooks. Over 100 years ago, this border region was hotly contested with the neighboring country of Caledos. The locals believe this forest to be haunted to this day.

Bushwhacking nearly 8 hours from the nearest settlement, the party has arrived at a small lake. A rickety old wooden bridge leads to a small island. While the bridge will be able to safely support the party across, you should play up the fact that it is old and not in great shape.

Crossing the bridge, the party will discover a ring of nine stone cairns circling a roughly hewn altar. Each of the cairns stands roughly 10’ tall, though the one to the southwest appears to have been toppled long ago. The altar itself stands 5’ high and is roughly 5’ in diameter. Atop the altar sits the spell book of Elthane Darkstalker. While it has clearly been exposed to the elements for all these years, it shows no signs of wear.

As soon as the first party members sets foot within the circle defined by the cairns, a pulse of purple light will flash from the spell book, as a wave of energy shoots out. This will immediately be followed by a low humming sound that will begin to emanate from the cairns. Depending on the game system you are using, you may wish to allow your players to make a saving throw, to avoid experiencing a mild wave of nausea. There will be no mechanical effects to a failed save. This is merely to drive home the fact that they are interacting with something that is very evil. Obviously, any character with any latent abilities to detect evil will be aware that this is a vile location.

Island zoom.

Unbeknownst to the party, the pulse of energy serves another purpose. Fanning out past the small lake, it reaches the woods beyond. In this haunted forest, lie the skeletal remains of ancient combatants. As the pulse washes over them, these old warriors animate and are drawn to protect the spell book.

There are a total of 48 skeletons affected by the pulse. Wearing antique armor from both Archia & Caledos, they are each armed with either a short sword or a spear. These ancient skeletons are brittle and will be considered to only have 1 HP each, in addition they only move at a rate of 15’ per round. Obviously, you may decide to adjust this as you see fit, to ratchet things up for your game.

Ancient Archian soldier awaiting reanimation. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

Unless the party happened to leave a sentry to watch the bridge, the humming sound from the cairns will be enough to mask the sound of the skeletons moving about in the forest. Arriving at the bridge, the skeletons will be forced to proceed 2 by 2. At this point the sounds of the creaking bridge will be enough to allow the party a chance to perceive the approach of the undead band.

How this encounter plays out will largely depend on when the party becomes aware of the skeletons. If a number of skeletons make it to the island undetected, while more follow behind them, this could become a tricky encounter. If the party is able to engage the undead while they are bottlenecked on the bridge, the party has a good chance of holding their own, at least long enough for them to figure out another plan.

When I ran this for my group, it was never my intention for the party to fight all 48 skeletons. However, you must take into consideration that your players won’t know everything that you know. Seeing a seemingly endless stream of undead marching toward them may be very intimidating. I always enjoy seeing how things like this will play out.

Aside from engaging with all of the skeletons, there are a number of other ways to wrap up this encounter. Toppling over another of the cairns will instantly cause any remaining skeletons to fall over in a pile of bones.

The bridge itself is old and fragile. A concentrated effort from the party will succeed in destroying the bridge. In the event of a bridge collapse. Any remaining skeletons will not enter the water. Instead, they will stand motionless at the shore. After 12 hours they will fall and become unanimated.

Finally, the party may opt to flee across the water themselves. The water is on average only 6’ deep and 10’ in the deeper blue sections. With the skeletons only focused on getting to the altar, this would be an easy, if ignoble, way to exit. Skeletons on the shore will completely ignore feeling adventurers.

Wrap Up

Assuming the party makes it out with the pollbook, they are now in the possession of two of the notorious necromancer’s most important belongings. What are they goals of this shadowy consortium that are seeking them out. What do you do with such items?

That’s all for this week. Real life work has been a bear lately, so I’ll take any good vibes you can send me. I hope you all have a great week and appreciate you stopping by.

For more maps & plot hooks, go here.

For some random tables, go here.

Finally, for a bit about me and some general stuff, this is the spot.

Island map without grid.
Zoom map without grid.

Morgan Ravenswing – The Imperial Highwayman

I am excited to share this week’s post. Since starting this endeavor, it has been my goal to share things that would help spark ideas with GMs and ultimately make the process of running their games easier.

This week’s plot hook is one that I stole from my dear friend Mike Capron’s Fantasy Hero campaign, all the way back in 1988. I have used this thread, or some version of it, in pretty much every campaign I have run as an adult. As always, this is system agnostic and could easily be dropped into the TTRPG of your choosing.

Act I

At some point early in my adventuring party’s career, I will have them meet a stranger. This generally occurs as a means to break up a period of overland travel. For instance, the group may literally be headed from their starting town to their first adventure when they cross paths with a lone traveler.

Sometimes this fellow is broken down by the side of the road and requests aid, sometimes he asks to camp with the party for the night, and sometimes he’s simply passing by. It does not matter how the traveler meets the party or how long he spends with them.

He will introduce himself as “Cedric Farnum”. The stranger should seem completely non-threatening and polite. He should appear a bit foppish but have a couple of telltale hints that there is something more to him. Perhaps he has striking eyes, his sword is of fine quality, or his boots are not quite as worn as one would expect for long-distance travel. If asked about any of these things, be sure to have a logical answer prepared for him.

Whatever the means of introduction, and whatever transpires while he is with the party, Cedric will not linger long. Even if he spends a night camping with the group, he will be up early, thank everyone for their hospitality, and head on his merry way.

Act II

The second part of this plot hook will involve waiting for a bit to let things breathe. 2-3 game sessions are generally sufficient. For instance, if your party had been on their way to an adventure when they met Cedric, perhaps wait until the party returns to civilization with their spoils.

Making their way through the bustling city, the party will spy a wanted poster. The poster reads:

WANTED

Dead or Alive

Morgan Ravenswing

The Imperial Highwayman

There is a hefty reward being offered for this individual. However, that is not what catches their eyes. There on the poster is the spitting image of the stranger they knew as “Cedric Farnum”. If you happen to have a player who is religious at taking notes, this reveal is a great way to reward them. In that case, I might just describe the person and let the player take the credit for the recognition.

If the party inquires with any locals about this Morgan Ravenswing fellow, they will receive all sorts of information. The most common tale will be that he and his band of cutthroats are notorious for ambushing travelers on their way to and from the city. Some of the townsfolk see him as a villain while others seem to view him as something of a local folk hero. Build what you want from there and don’t be afraid to ham it up.

Should the party mention to any local authorities that they believe they have met this fellow before, they will be very interested in the details. They will pester the adventurers with all sorts of questions regarding where this took place, as well as how large of a band Ravenswing had with him. Hearing that he was by himself and did nothing to accost the party will leave the officials somewhat uncertain regarding the validity of the claims.

Once again it’s best to sort of let this whole thread go cold. I’ve never had a party want to immediately pack up and search for this highwayman, though I suppose it could happen. Most often the party will move on to their next adventure and largely forget that this ever happened.

Over the course of the next adventure or two, it can be fun to drop in little reminders. Perhaps they see more wanted posters or perhaps they stumble upon a band of nobles in their skivvies, who claim to have been robbed by Ravenswing. However you go about it, I find that it’s a fun exercise. It reminds players that other events are happening in your world, outside of whatever they have been up to.

ACT III

Finally, we have arrived at the payoff. There are really only 2 keys to pulling this off. You want to make sure that since the initial meeting, you have brought up Morgan Ravenswing enough that everyone will immediately know who you are talking about. You will also need to have let things go cold enough that the party isn’t expecting to meet a highwayman around every corner. If you manage to nail both of these, you’ll have a memorable encounter on your hands.

As the party is returning from or heading to their next adventure, they cross a small bridge heading to a crossroads. Up ahead, a wagon blocks the road, surrounded by odd planks and debris. A figure stands atop the wagon, waiving frantically to the party.

“Hello. Hello, my friends.” the figure calls, once the party is within earshot.

By the time that they can hear the greeting, you may describe the figure as a tall, slender fellow, dressed in flamboyant, colorful attire. His clothing is a mixture of fine silks, velvets, and lace, adorned with intricate embroidery and shimmering jewels that catch the light with every move he makes.

His hat, adorned with an ostentatious plume of feathers, sits at a jaunty angle atop his head, giving him an air of casual elegance. He is, as surely your party will have guessed, Morgan Ravenswing, the Imperial Highwayman.

Perceptive characters will immediately be aware that they are surrounded. While the exact numbers are hidden within the woods, there are clearly quite a few other people out there. From those that can be seen, it’s clear that they are armed with bows. While they are not directly aiming at the party, they have arrows knocked.

By this stage in their careers, most parties will likely be itching for a fight. Ravenswing will attempt to reassure them that he merely wants to talk. At the same time, sufficiently describing the number of archers in the woods is likely to give even the most trigger-happy party members a moment of pause.

Where you take it from here is up to you but allow me to point out a few different options:

The Highway Robbery

My least favorite option. If the party is too big for their britches or it works best for your story, this could devolve into a fight. Ravenswing & his band will fight the characters if need be. A victorious party will be allowed to head back to town and collect a bounty. Should Morgan Ravenswing and his band win, they’ll not kill the party unless absolutely necessary. Instead, party members will be stripped down to only what is required to maintain their modesty. The highwayman will express his disappointment in the party and leave them, bound, and gagged, for someone else to find.

The Philanthropist

If the party can keep their cool long enough to hear Ravenswing out, things will get interesting. The party will be led deep into the forest, to the band’s secret hideaway.

The highwayman will apologize for the surprise but claim that it was necessary due to not knowing how the party would react. Once everyone is calm, he will explain that he has been following the party’s actions for some time and is reaching out to them for help.

In this scenario, Morgan Ravenswing is essentially a Robin Hood type character. He’s a philanthropist who has wrongly been labeled a criminal. Yes, he may occasionally bend or break some laws. However, he always does it with the best of intentions.

Having some knowledge of the “big bad evil guy” of the campaign, the highwayman and his gang have waylaid the party specifically to provide them with vital information and to lend their support in the future.

This is a very cinematic twist, that often leaves players squirming with excitement. Build on it from there.

The Dread Pirate Roberts

In a shameless riff on The Princess Bride, the highwayman reveals that he is not the only “Morgan Ravenswing” but rather that a number of different people have taken up the mantle over the years. As with the last option, he’s a bit of a philanthropist but for some reason must step down from the role.

Having watched the party for a while now, he believes that one of the party members would be the perfect candidate to take on the persona and continue carrying out good deeds across the empire.

Final Thoughts

I hope that you find something here that inspires you in some way for your game. If so, please drop me a note down below and let me know what you would do. I appreciate you taking the time to stop by.

If you would like to see more of my maps with plot hooks, you may find them here.

That’s all for now. Have a great week and don’t forget to daydream a bit if the week gets you down. We all share an amazing hobby, and those fantastic places can be a great escape! Good gaming.

When the Cat’s Away…

This week I’m sharing this simple battlemap from a short game session for my group. It could serve in a number of possible scenarios but I will briefly explain how I used it for my game.

Battlemap with grid & labels.

The Story

In the bustling city of Summerville, a wealthy merchant sought the aid of a capable party to retrieve a jeweled dagger he had recently agreed to purchase. The dagger belonged to a retired adventurer; a renowned rogue known as Alphonse “the Cat” Richter. With a bag of gold in hand for the purchase, the party embarked on a day’s journey to Richter’s modest cottage, eager to secure the prized treasure.

Unbeknownst to the party, a pack of four wererats had recently killed Richter. Led by a particularly cunning fellow named Gravik, they sought to recover the dagger for themselves. Having dispatched the rogue, they set about trying to locate the treasure with no luck.  

With two of the band keeping watch, the wererats were aware of the party’s approach. Gravik remained in the cottage (location #1) in his human form, pretending to be Richter. The others each waited for signs of trouble (at locations #2, #3, & #4 respectively) and observed from a distance.

Gravik. Art used by permission.
© Thomas Denmark. All Rights Reserved.
thomasdenmark.com

Expecting to meet a dashing and experienced rogue, the party was taken aback when “Richter” appeared unremarkable and disinterested. Claiming to no longer desire the merchant’s payment for the dagger, Gravik nervously sent the party away without even inviting them in.

Making their way back to the bridge, doubts began to arise within the party. Two of the adventures mentioned that “Richter” seemed a bit off. Another had noticed odd tracks leading around behind the cabin.

In the meantime, Gravik decided that if he couldn’t find the dagger, he might as well end up with the bag of gold from the merchant. Before the party could act on their suspicions, Gravik transformed into his hybrid form and ran out to attack. Seeing their leader spring into action, the rest of his band joined the fray. A ferocious battle ensued, and the party fought for their lives against the lycanthropes.

Battlemap without grid.

The party emerged victorious from the encounter, though one of the characters suffered a concerning bite. Richter’s lifeless body was discovered beside a freshly dug burrow in the garden (location #5). A search of the flower beds to the south of the cabin (location #6) yielded the jeweled dagger, wrapped-up burlap bag.

With the mystery unraveled, the party headed back to Summerville to claim their fee from the merchant.

That is the tale that this simple map was for used for in my game. As is always the case, a number of other questions were raised. What would have happened if the party had decided to keep the dagger for themselves? Aside from being jeweled, what was so special about the dagger in the first place? Were Gravik and his band acting on their own or is there a larger pack lurking around the Summerville area? If so, will the party have a target on their back?

Closing

That’s all for this week. Still tinkering to try to find the right mix of sharing maps with just enough of a plot hook to spark ideas. Thanks for stopping by. If you would like to see some more of my maps with plot hooks you may find them here. Good gaming!

Battlemap with grid.

50 Urban Encounters for Your Fantasy Campaign

Sooner or later, every adventuring party ends up returning to civilization. Continuing along with my series of random encounters, I am going to dive into the bustling streets of the city.

One of the biggest challenges to running towns or cities lies in being able to sell your players on the illusion that they are in a vibrant location with lots of activity and interesting people to meet. If one of the characters heads off to go shopping or another goes to visit the church, it can be helpful to have a little something ready for everyone else. This helps to keep everyone entertained but also fleshes out the city a bit.

These are all non-combat encounters (at least they start out that way) and most could be as mundane as can be. That said, I have tried to leave the door open for you to build on them as you see fit. You could easily use many of these as ways to introduce important new NPCs or plot threads within your campaign. These are merely intended to give you little hooks to work with.

That is enough out of me. When you find yourself in need of a little urban encounter, scroll through for something you like or roll a d100 and let the city unveil its secrets before you.

My starting town of Cross Tree. Made with Campaign Cartographer’s Isometric Cities of Schley symbol set.

1-2. Mysterious Art Piece: A skilled artist showcases their wares, included a painting that is the spitting image of one of the party members. The character has never met the artist, so how did the piece come to be made? Was it mere coincidence or is there something more at work?

3-4. Unusual Street Vendor: An eccentric merchant peddles curious trinkets and unique items from a mobile cart. While likely mundane baubles, these wares may hold hidden magical properties, secrets, or serve as conversation starters. Might they be a source of information for some items the party recently acquired?

5-6. Graffiti Artist: A graffiti artist captures the party’s attention as she puts the finishing touches on a vibrant mural. Perhaps the artwork conveys a hidden message that is recognized by one of the party members. Alternatively, what will the party do if the city watch attempts to apprehend the artist?

A talented bard captivates the crowd. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

7-8. Lost Pet: A distressed citizen seeks help in finding their beloved pet that has gone missing. The individual would surely be in the party’s debt if they help to return the lost creature. Perhaps the hunt will reveal a hidden side of the city.

9-10. Accused!: A stranger points out the party to the city watch and accuses them of a minor crime. Yes, the band could likely fight their way out but would it be worth being branded as criminals? Why were they accused in the first place and could the party end up benefitting from the situation?

11-12. Urchins: A band of street urchins approaches the party, begging for handouts. The waifs will be thankful for any help that they receive and could become valuable assets to the party in the future.

13-14. Street Performer: A talented bard captivates the crowd with a mesmerizing display of music or storytelling. As the party passes by, he encourages them to join with him in song or dance. Allow characters who oblige temporary bonuses to performance-based skills.

15-16. Wanted!: After making the acquaintance of a helpful stranger earlier in the day, the party sees a wanted poster bearing the likeness of the individual. How will the party respond? Do they seek out the fellow and ask for his side of the story or immediately run to the authorities?

17-18. Street Brawl: A heated dispute between rival factions erupts into a chaotic street brawl. The party can choose to intervene, support a side, or find a diplomatic solution to ease tensions and prevent further violence.

19-20. Secretive Exchange: A party member witnesses two suspicious figures engage in a clandestine meeting, exchanging cryptic messages. Observing or interfering in their dealings might lead the party down a path of intrigue and espionage.

21-22. Fortune Teller’s Prophecy: A fortune teller with a decorated tent beckons the party to unveil their future through palm reading or reading tea leaves. The predictions can provide valuable hints or create new plot threads.

23-24. Mysterious Puzzles: Characters with an appropriate background identify a series of cryptic riddles etched on city walls. These seem to challenge passersby to solve the puzzle. Unraveling the enigma may grant access to hidden locations, secret societies, or reveal a long-forgotten treasure.

A wanted poster bearing the likeness of someone the party met. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

25-26. Street Food Extravaganza: A vibrant street market lures the party with an array of tantalizing aromas and mouthwatering delicacies. Trying the exotic dishes may grant temporary benefits or lead to an unpleasant digestive issue. Perhaps the vendor hails from some exotic locale that the party wishes to know more about.

27-28. Crier’s Announcement: A town crier delivers an urgent message, revealing the arrival of a renowned figure. Paying attention to the announcement could open new opportunities for the party.

29-30. Busker Battle: Two competing street performers engage in a friendly rivalry, showcasing their talents in a captivating music or dance battle. The party members get dragged in to deciding on the winner. Taking sides or joining the performers might result in a memorable performance or unexpected rewards.

31-32. Fanatic: A follower of a fringe cult preaches what seems to be nonsense in the town square. However, as the party passes some of what the fanatic says starts to sound very familiar to the party. Do they shrug it off or attempt to question the individual further?

33-34. Lost Heirloom: A distraught citizen recounts the story of a stolen family heirloom and implores the party’s help in recovering it. The search could unravel a larger conspiracy or connect the party with influential individuals.

35-36. Drunken Celebration: The party witnesses another group of adventurers who are celebrating a successful campaign while quite inebriated. In their impaired state, is the group boisterous and looking for a fight? Perhaps they let slip a mention of some great treasure that they failed to recover?

37-38. Mysterious Street Merchant: A half-starved merchant sells bizarre and seemingly useless items. These seemingly worthless objects might hold hidden properties or serve as catalysts for unique quests and encounters. Is there some benefit if a party member takes pity on him?

39-40. Public Debate: Intellectuals or scholars engage in a spirited debate on a prominent topic that interests the party. Participating in the discussion may grant valuable knowledge or insight into ongoing events in the city. Alternately, it may show the party’s hand and allow nefarious individuals to know their stance.

41-42. Secret Meeting: A group of cloaked figures gathers in a secluded alleyway, exchanging hushed whispers and secretive glances. Eavesdropping or confronting them could reveal a conspiracy or lead the party into an unexpected alliance.

43-44. Wizard’s Apprentice: An aspiring young wizard performs tricks on the street. He is not terribly skilled but is clearly giving the performance his all. Assisting the apprentice may help to gain the favor of his patron, who may hold valuable information.

45-46. Fortune’s Wheel: A mysterious woman offers the party spin on her wheel of fortune  for a nominal cost. The outcome of their spin may grant them a boon, bestow a temporary curse, or open a pathway to unexpected encounters.

47-48. Eloquent Orator: A charismatic orator captivates a crowd with a powerful speech, stirring emotions and raising awareness about a pressing issue. Choosing to support their cause or challenge their beliefs can shape the city’s future.

49-50. Ghostly Haunting: The party encounters a ghostly apparition or lingering spirit seeking closure or assistance. Helping the ghost find peace may unravel a dark secret, lead to hidden treasures, or unveil forgotten history within the city.

51-52. Cryptic Street Art: An enigmatic piece of street art appears overnight, featuring symbols or cryptic messages that seem to defy interpretation. Deciphering its meaning may lead the party to a hidden location, a secret society, or a mysterious individual.

53-54. Hidden Resistance Movement: The party stumbles upon a covert resistance movement working against an oppressive regime or corrupt organization. Earning their trust and joining their cause could lead to a city-wide revolution.

55-56. Dragon Chess Master: A skilled dragon chess player sets up a public board, challenging passersby to a game. Defeating the master could earn the party member a seat at an underground tournament, with a special prize.

57-58. Illusionist’s Performance: An illusionist stages a breathtaking performance in a public square, showcasing mind-bending tricks and optical illusions. Knowledgeable party members can see through his illusions but he is passing them off to the gullible as being legitimate. Citizens are spending their hard-earned money, will the party intervene?

59-60. Local Celebrity Encounter: The party encounters a well-known figure from the city’s social scene, such as a famous actor or renowned author. Engaging with them could lead to unexpected opportunities or potential complications. What if he is not all he is cracked up to be?

61-62. Wishing Well: While passing by an ordinary looking well, one of the party members hears a voice saying, “Drop a coin and make a wish.” Was this some trick played by local youths or is there some enchantment to the well?

63-64. Bizarre Street Vendor Competition: Two eccentric street vendors engage in a whimsical competition, each trying to outdo the other with peculiar and exotic goods. The party can choose to assist one of the vendors or find creative uses for their extraordinary merchandise.

The beggar. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

65-66. Mysterious Midnight Procession: The party stumbles upon a solemn and mysterious midnight procession, led by robed figures carrying cryptic symbols or sacred relics. Following the procession may lead to an ancient ritual or a secret gathering of cultists.

67-68. The Haunted Alley: An infamous alleyway is rumored to be haunted by a vengeful spirit or ghostly apparition. Exploring the haunted alley could unveil a tragic past, provide clues to a murder mystery, or even grant an unexpected boon.

69-70. Secret Underground Gambling Den: The party accidentally discovers a hidden entrance leading to an underground gambling den. High-stakes games of chance unfold all around them but there are a lot of shady characters. Participating in the games could lead to fortune or ruin.

71-72. Conspiracy Theorist: A passionate conspiracy theorist pulls aside one of the characters and shares their theories about secret societies or government cover-ups. Engaging with them might reveal kernels of truth or inspire the party to investigate further. Alternatively, he may be a total nut.

73-74. Urban Oasis: Amidst the concrete jungle, a gardener has created a stunning oasis of vibrant flowers, herbs, and foliage. Assisting the gardener in maintaining the sanctuary could unlock benefits or provide a valuable source for ingredients.

75-76. The Enigmatic Beggar: A seemingly destitute beggar possesses an uncanny knowledge of the city’s secrets. In exchange for simple acts of kindness, he will gladly share his knowledge with the party. Building a relationship with the beggar may unlock vital information or unexpected assistance.

77-78. Execution: A large crowd has gathered in the town square to witness a series of public executions. As the prisoners are marched through the crowd, the party realizes that one of the condemned is someone they know!

79-80. Pickpocket: While walking through a crowded square, a youth bumps into one of the party members in an obvious attempt at pickpocketing. Catching them red-handed, how will the party react? Do they turn the would-be thief over to the authorities? Could the young fellow become a valuable asset?

81-82. Foreigner: One of the party member notices a foreigner who is clearly new to the city. The poor soul can’t speak the language and appears confused. Will the party lend a hand? Perhaps this individual is from somewhere of interest to the party.

83-84. Underground Market: A stranger mistakes a simple gesture from the party to be a secret password. As a result, the party gains access to a hidden underground market where illegal goods and contraband are traded. Navigating the market may reveal rare items or lead to encounters with dangerous criminals.

85-86. Rats!: Some of the party members witness rats scrabbling over the wares of a local food vendor. Do they keep this knowledge to themselves, risk upsetting the vendor, or possibly help with the issue?

87-88. Noblewoman: A noblewoman and her retinue barge their way through the busy street. It is clear to the party that she views the townsfolk as being beneath her because her retainers roughly shove them out of the way. Does the party let this stand or do they stand up for the regular folks?

89-90. Wedding Objection: A wedding procession makes it way through the busiest part of the city. All is well until a spurned suitor and his family arrive to object. Things could become violent. Will the party intervene? What if they personally know one of the individuals?

91-92. Sculptor’s Commission: A renowned sculptor approaches one of the party members and asks them to model for their latest masterpiece. Participating in the project might lead to unexpected connections or lead to unexpected fame.

The marketplace. Heart of the city. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

93-94. Afflicted Outcast: In a quiet corner of the city, the party comes across a secluded figure shrouded in tattered rags, clearly afflicted by disease. He piteously calls for aid. Will the party keep a safe distance or offer to help the poor soul?

95-96. Follower: One of the group notices that the party is being followed. The follower isn’t particularly stealthy but is persistent. Is it someone with an evil agenda or perhaps the hireling f a foe? Alternatively, it could be a fan of the party or someone looking for help.

97-98. Citywide Celebration: The entire city is swept up in a grand celebration for a local holiday. Apparently it is customary for outsiders to put on a little performance for the citizens. This could take the form r a song, dance, or story. Will the party participate when they are put on the spot or disappoint the crowd?

99-100. Wagon Wheel: A local farmer, visiting the city with his produce is having trouble. One of his wagon wheels has come off in a busy intersection. The party could easily ignore this but if they help, a farmer could be a handy friend to have.

Conclusion:

That will wrap up my 50 urban encounters. Most of these are simply intended to give you something to toss out to the group while some of the party members are engaged in another activity. Little shorts like this have always been useful for me, to help make my cities feel alive. If you happen to be using my suggestion of providing a Who’s Who for your campaign, be sure to jot down the names of any new NPCs you end up creating.

Do you have any standby tips or tricks for when you are running your characters through populated areas? If so, drop a comment below. I would love to hear what you do. That is all for now.

If you would like some more random lists, you may find them here.

If you would like to access my maps with plot hooks, you may find them here.

Have a great week. Good gaming!