Rumours  

Posted by Conor

Not my work.

From Blacksand:

11 Members of a new gang, the Razor Cats, have blocked Winding Street and are demanding a toll from all who wish to pass.
12 Mr Alden, the master thief, has seen what Lord Azzur's face looks like and lived.
13 Someone just turned an annoying beggar into a frog in Slime Alley.
14 A body has been pulled from the river with the word 'Sargon' cut into its forehead.
15 A beggar named Urduin knows a secret entrance into the palace dungeons.
16 A goblin has just been seen flapping around Brabantius' tower using a pair of artificial wings.

21 The heads of the Assassins' Guild meet every Highday in the back room of the Silver Coin.
22 This morning a wine merchant found a strange potion in a shipment from Arantis.
23 One of the eagles from Eagle Tower has just carried off a baby from a balcony on Mill Street.
24 The landlord of the Hog and Frog is really a Werewolf.
25 The merchant Silas Whitebait has just been robbed of a massive gemstone by a trained monkey.
26 The pirate galley The Skull In Splendour has just sunk, blocking the mouth of the Catfish.

31 A cart has overturned in Market Street, releasing a Dracon.
32 The merchant Arboros Zukk is looking for bodyguards for a journey to the Moonstone Hills.
33 Lord Azzur has just left port in the Face of Chaos for a spot of piracy in the south seas.
34 Someone is putting poison in the beer at the Headless Troll and the Laughing Axeman.
35 The wizard Nicodemus has just turned the Captain of the City Guard into a guinea pig.
36 Effie Pipe has a hoard of treasure hidden in the cellar of her flower shop.

41 A covered wagon has overturned in the Street of Knives, spilling hundreds of 3sp coins into the street.
42 An aging Hamakei sage is gathering together people at the Mercenaries' Guild for a dangerous expedition into the Desert of Skulls.
43 The Master Thief Rannik will be executed for murder by catapult at noon tomorrow unless he can prove himself innocent.
44 The Minotaur Inn and Theatre is on fire.
45 A new tax starts today on all spellcasters and magicians.
46 The Kobassi brothers are looking for someone without scruples for a dangerous job.

51 An evil sorcerer called Zanbar Bone is terrorising a town three days' ride from Blacksand.
52 Last night a mysterious elf playing Bet Your Life In Nowhere Street won 50000gp.
53 A number of Fish People have been seen in the Catfish Reach around dusk.
54 The house of Zuvember the alchemist has just disappeared in a cloud of purple and green smoke.
55 Erethim the candle maker has thousands of gold pieces secreted all around his house.
56 Drinking ten mugs of Cloud Ale gives you the strength of a Hill Giant.

61 The moneylender Karashin Virmex is looking for someone discreet for a 'delicate' job.
62 Jaral Tightfist the spice merchant is a collector of rare magical items.
63 Two dozen of the City Guard have just been executed for holding on to tax money.
64 Naba the lamplighter is the person to talk to if you want information on those who come out at night.
65 The Temple of Sukh wants someone to retrieve an ancient scroll from the sewers.
66 The famous Khulian gladiator Helios Siren is appearing at the Arena tonight.


From Random Rumour Generator spreadsheet:

1 Evil mercenaries are constructing a fortress not far from the community.
2 Wealthy merchants are being killed in their homes.
3 A child has wandered into a vast necropolis, and dusk approaches quickly.
4 The tomb of a powerful wizard, filled with magic items, has sunk into the swamp.
5 An ancient sword must be recovered to defeat a ravaging monster.
6 Mysterious groaning sounds come from a haunted wood at night.
7 Adventurers exploring a dungeon have not returned in a week.
8 Treants in the woods are threatened by a huge fire of mysterious origin.
9 Bugbears are demanding a toll on a well-traveled bridge.
10 Goblins riding spider eaters have been attacking the outskirts of a town.

11 An ancient curse is turning innocent people into evil murderers.
12 A halfling caravan must pass through an ankheg-infested wilderness.
13 The keys to disarming all the magic traps in a wizard’s tower have gone missing.
14 A bulette is tearing apart viable farmland.
15 Vampires are preying upon a small town.
16 A jealous rival threatens to stop a well-attended wedding.
17 A blackguard is organizing monsters in an area.
18 A wizard needs a particularly rare spell component found only in the deep jungle.
19 An emissary going into a hostile kingdom needs an escort.
20 A kingdom known for its wizards prepares for war.

21 Gravediggers have discovered a huge, ghoul-filled catacomb under the cemetery.
22 Barbarians have torn up a village in a violent rage.
23 Evil clerics gather in secret to summon a monstrous god to the world.
24 A wizard is buried in a trap-filled tomb with her powerful magic items.
25 An absentminded wizard has let her rod of wonder fall into the wrong hands.
26 Lizardfolk riding dragon turtles sell their services as mercenaries to the highest bidder.
27 Gargoyles are killing giant eagles in the mountains.
28 A huge dire wolf, apparently immune to magic, is organizing the wolves in the wood.
29 An antidote to a magic poison must be found before the duke dies.
30 Someone in town is a werewolf.

31 A druid needs help defending her grove against goblins.
32 All the dwarves in an underground city have disappeared.
33 A fire elemental has escaped from a wizard’s lab.
34 A community of gnomes has built a flying ship.
35 Undead shadows vex a large library, especially an old storeroom long left undisturbed.
36 A shapechanged mind flayer is gathering mentally controlled servitors.
37 A lonely mountain pass is guarded by a powerful sphinx denying all passage.
38 The Count is cheating on his wife.
39 Burgulers broke in to a wealthy merchants shop, but apparently didn't take anything.
40 The town may be hireing mercenaries to augment the town guard.

41 A wealthy merchants daughter is engaged.
42 A new inn is opening in town.
43 The duke has been acting strangely.
44 A rare plant has suddenly boomed in population on a local farm.
45 A child has gone missing.
46 A house is for sale in the town.
47 A new arrival in town has caused a great commotion.
48 The judge may be taking bribes.
49 The kings son is very ill, and the king will pay anything for a cure.
50 People in a town have rebelled against their government, but were put down by the police.

Price Lists  

Posted by Conor

Not my work. From the Wizards forums.


This is a compilation of wages and prices that I have taken from various D&D books ranging from 1e to 4e. Where economies have clashed, I used the version that I felt most suited the 4e economy. It's primarily aimed at detail-oriented games where a player might wonder if his PC can buy a house in town, or how much extra coin he picked up while working undercover as a valet for the Count. It is incomplete, as I have yet to add construction and maintenance of castles, keeps, and realms, as well as furniture, groceries, and sundries (little things that make life easier, like combs, napkins, silverware, etc.). In the case of the Spy (under "Mercenaries") I took the price range and adapted it to 4e. As I compile it, I will add it. Meanwhile, I hope you'll get some use out of it!

Construction
[sblock]Costs are for civilian homes and normal buildings only. Castle and Keep construction is elsewhere and requires a lot more security features and reinforcement.

WALLS:
Wooden, 5x8 ft……8gp
Stone, 5x8 ft………40gp
Shifting, 10x10 ft…1000gp

DOORS:
Wooden, Interior, 3x7 ft….2gp
Wooden, Exterior, 3x7 ft…4gp
Wooden, Reinforced, 3x7 ft…5gp
Stone or Iron, 3x7 ft…..10gp
Trap Door, Floor or Ceiling 3x3 ft…cost as above x 2
Secret Door, 3x7 ft…..cost as above x 5

WINDOWS
Standard……….5sp/sq ft
Barred…………1gp/sq ft
Shutters (made to fit)…5sp per set

ROOF/FLOOR
Wooden, 5sq ft……2gp
Tile or Stone, 5sq ft…5gp

STAIRS (3ft wide, 10ft ascent)
Wooden………….10gp
Stone…………….30gp

FIREPLACE
Hearth (traditional fireplace with 1 floor chimney of stone)….15gp
Cookfire (firepit with 1 floor chimney of hammered metal)….5gp

Chimney, additional floors, available on hearths only…..5gp per floor
[/sblock]
Common Labor
[sblock]Bearer/Porter……………………………..5sp/wk
Carpenter…………………………………15sp/wk
Cook, common……………………………1sp/wk*
Entertainer………………………………..2gp/wk
Groom/Animal Tender……………………7sp/wk
Leatherworker…………………………….1gp/wk**
Limner (sign painter)……………………..5gp/wk**
Linkboy (torch or lantern bearer)…………5sp/wk
Maid……………………………………….3sp/wk***
Mason (basic stonework)………………….2gp/wk**
Pack Handler (all pack animals)…………..1gp/wk**
Scribe………………………………………15sp/wk
Smith (general craftsman)………………….2gp/wk**
Tailor………………………………………1gp/wk**
Teamster (specific type of animal)…………2gp/wk**
Unskilled Labor…………………………….5sp/wk
Valet/Lackey……………………………….15sp/wk***


*A common cook is not a skilled position. As long as you’re not burning things, you can usually find work at an inn or tavern. 1sp a week is a very modest wage, but the fringe benefit is that you can usually eat on the job, thus negating any need to buy food for the most part. You can also take home scraps to equal a modest meal.

**This trade is very market-driven. The wages may seem high, but they aren’t steady. Some weeks there may simply be no work to be had, so make those gps last!

*** The reason for the wage difference between the Maid and the Valet/Lackey is because a Maid is required to know general cleaning common to all houses and the odd quirks of her employer. A Valet/Lackey is expected to know every personal preference about his employer including, but not limited to, food temperatures, how he likes his clothes laid out, how they should be pressed, acts as personal secretary, and frequently travels with the employer.
[/sblock]
Professionals
[sblock]These people are above the common laborers with similar names. These are the master craftsman of the trade. They are the people whose names are known far and wide for their skill with their craft. Any grunt can blow up a building with a cannon, but a master Artillerist can hit the building in just the right location to destroy it without harming the neighboring buildings… such as the vault. Likewise, any armorer worth his salt can repair or make a suit of armor, but to custom fit a suit of armor emblazoned with your personal crest and designed to perfectly fit every contour of your body requires a master armorer. None of these are open to PCs because the level of skill reflects a lifetime of perfecting the craft to the exclusion of almost all else. Prices listed are the rate of keeping these people on retainer.

Alchemist………………300gp/mo
Armorer………………..100gp/mo
Blacksmith………………30gp/mo
Architect……………….100gp/mo
Artillerist……………….150gp/mo
Sapper/Miner…………..150gp/mo
Jeweler/Gemcutter……..100gp/mo


Sages are a special case. They will have Three fields of study: Expertise, Major, and Minor. Costs reflect the sage's readily handy materials. A specific field of expertise for a sage means that he already has the research, materials, etc. The further afield the subject, the more he has to research, investigate, gather information, etc. If a subject is too far out of his field, he will still be owed each day's pay.

Information will be classified as General, Specific, and Exacting. Examples of such information requests are:
General: Do giants live on that island?
Specific: Do Fire Giants live in the volcanic region of that island?
Exacting: Do the Fire Giants that live on that island possess the artifact we’re looking for?

Sage, minimum charge………100gp per day

If question is in field of expertise…..200gp per day
Time to find requested info
General…1-2 rounds
Specific…1-10 hours
Exacting…2-12 days


If question is in Major field of study…..500gp per day
Time to find requested info
General…1-3 rounds
Specific…1-12 hours
Exacting…3-30 days


If question is in Minor field of study…..1000gp per day
Time to find requested info
General…1-4 rounds
Specific…2-20 days
Exacting…5-40 days


If question is in out of field of study…..100gp per day
Time to find requested info
General…1-6 rounds
Specific…2-24 hours
Exacting…unanswerable

[/sblock]
Mercenaries
[sblock]Captain (Ftr 5-8)
100gp per level monthly
Can command up to 20 Men per level
Can command 1 Lieutenant per level

Lieutenant (Ftr 2-3)
100gp per level monthly
Can command up to 10 Men per level
Can command 1 Sergeant per level

Sergeant (Ftr 1)
10gp X rate of troops led monthly
Can command up to 10 Men

It is recommended that, for 4e, the command staff be made as Warlords instead of Fighters.

Men
Archer, Longbow………………….4gp/mo
Archer, Shortbow………………….2gp/mo
Artillerist…………………………..5gp/mo
Crossbowman…………………...…2gp/mo
Footman, Heavy……………………2gp/mo
Footman, Light……………………..1gp/mo
Footman, Pikeman…………..……..3gp/mo
Hobilar, Heavy……………………..3gp/mo
Horseman, Archer………………….6gp/mo
Horseman, Crossbowman…………..4gp/mo
Horseman, Heavy…………….…….6gp/mo
Horseman, Light……………………3gp/mo
Horseman, Medium………...………4gp/mo
Sapper/Miner……………….………4gp/mo
Slinger……………………….……..3gp/mo

Spy
Heroic Tier Mission…….100 gp per level of mission (100-1000gp)
Paragon Tier Mission...…200 gp per level of mission (2200-4000gp)
Epic Tier Mission………300 gp per level of mission (6300-9000gp)
[/sblock]
Ship's Crew
[sblock]
Ship’s Master (Ftr 5-8)
100gp per level monthly
Can command up to 20 Men per level
Can command 1 Lieutenant per level

Ship’s Lieutenant (Ftr 2-3)
100gp per level monthly
Can command up to 10 Men per level
Can command 1 Mate per level

Ship’s Mate (Ftr 1)
30gp monthly
Can command up to 10 Men

It is recommended that, for 4e, the command staff be made as Warlords instead of Fighters.

Men
Sailor…….2gp monthly
Oarsman…5gp monthly
Marines….3gp monthly


Any treasure taken in the crew’s presence must be shared unless other arrangements have been made. Shares are as follows:
Ship Master's Share: 25% of total take.
Ship's Lieutenant's Share: 5% each of total take
Crew's Share: 5% of total take to be distributed evenly
[/sblock]

Services and Lodging
[sblock]LOANS
It will be up to the DM to determine what rates a PC might get on a loan. The 1eDMG doesn’t specify what is meant by “low level” PCs, but one might assume that Level 1 PCs who have just saved a town or a moneylender from certain doom would get decent rates.

Unknown & Low Level PCs…10%-20% interest per month
Well-known & Propertied PCs…approximately 1% per week


Rent an Apartment In the City…20gp per month
Separate, Private Latrine………+2gp per month
Note: What we think of as an apartment and the classical definition of an “apartment” are two separate things. Apartments back then amounted to townhomes or condominiums, and although not as nice and ritzy as a detached home, were certainly a far cry from the next offering:
Rent A Flat In the City…6sp per month
Note: Private latrines are not available at this level. Use a chamber pot! People in this section of town generally don’t walk close to walls, as things like bathwater and chamber pot contents were generally just flung out of the window. Also, the gutter ran down the middle of the street, and all of that loveliness ran down it until it dumped into the sewers. It was an unforgettable smell. Charming little neighborhoods, really…

INN LODGING
Good…2gp/day (A bed! A large fireplace! A writing desk! A lock on the door!)
Common…5sp/day or 3gp/wk (A bed! A small fireplace! A table of some sort! A latch for the door!)
Poor…5cp/day or 2sp/week (A pile of straw! A blanket! Ambient heat from the guy sleeping next to you! And I’m sure there used to be a door there!)

MEALS(Assumes breakfast, lunch and dinner)
Good…5sp/day (Meat, vegetables, bread, good wine)
Common…3sp/day (Tough meat, potatoes, coarse bread, ale)
Poor…1sp/day (Vegetable Stew (no meat), coarse bread, beer)
Soup…5cp per bowl (Usually gruel, which would be made from whatever was leftover the night before, so you might get some meat in there, if you want to chance it.)

OTHER SERVICES
StablingHorse, Mule, or Other Common Domestic Mount…5sp/day
Note: Generally includes grooming and may include shoeing at DM’s discretion. The DMG did not provide any additional information regarding the stabling of exotic mounts.
Bath…3cp
Laundry…1cp/load
Mourner…2sp per funeral attended (just in case… y’know…)

Coach cab…3cp/mile
Messenger…2cp/mile
Road or Gate Toll…1cp (Average, guards may jack up tolls on obviously rich travelers. Also, cabs and messengers will expect their customers to cough up for this fee.)

Ship’s Passage…1sp/mile (Assumes ship is a normal passenger vessel)
[/sblock]

Vehicles
[sblock]
Carriage...100gp
Carriage, Fancy…7000gp
Cart…15gp (Two-wheeled horse-drawn, small cargo area)
Chariot, riding…200gp
Chariot, war…500gp
Sedan Chair…100gp (Doesn’t include carriers. See “Unskilled Labor”)
Sled…20gp
Wagon…20gp (Four-wheeled horse-drawn, large cargo area)
Wheel for Cart or Wagon…5gp

Canoe…30gp
Galley, Small…10000gp
Galley, Large…25000gp
Keelboat…3000gp
Longship…10000gp
Rowboat…50gp
Sailing Ship…10000gp
Warship…25000gp

Oars for Rowboat…2gp each
Oars for Galley…10gp each
Sails…20gp each
[/sblock]

Groceries
[sblock]Ale, 1 pint…..4cp
Ale, 1 gallon…2sp
Beer, 1 pint….1cp
Beer, 1 gallon..5cp
Cider, Tun (250 gal.)…..8gp
Cider, 1 gallon…..3cp
Mead, 1 pint…5sp
Wine, Fine, 1 pint…10sp
Wine, Fine, bottle…3gp
Wine, Cheap, 1 pint…5sp
Wine, Cheap, bottle…15sp

Belladona, Sprig…..4sp
Bread, ½ lb loaf……2cp
Butter, 1 lb…………2sp
Cheese, ½ lb……….1sp
Eggs, 1 dozen………1sp
Figs, 1 lb…………..3sp
Fish, Pickled, 1 barrel…3gp
Fish, Salted Herring, per 100…1gp
Garlic, bud…………5cp
Meat, ½ lb………….3sp
Nuts, 1 lb………….1gp
Raisins, 1 lb……….2sp
Rice, 1 lb…………..2sp
Salt, 1 lb……………1sp
Spice, Exotic (saffron, clove) 1 lb….15gp
Spice, Rare (pepper, ginger) 1 lb…..2gp
Spice, Uncommon (cinnamon) 1 lb…1gp
Sugar, Coarse, 1 lb…..1gp
Wolfsbane, Sprig……..10sp
[/sblock]

Animals
[sblock]Boar…10gp
Bull…20gp
Calf…5gp
Camel…50gp
Capon (Rooster)…3cp
Cat…1sp
Chicken…2cp
Cow…10gp (magic beans not accepted)
Dog, Guard…25gp
Dog, Hunting…17gp
Dog, War…20gp
Donkey…8gp
Elephant, Labor…200gp
Elephant, War…500gp
Falcon, Trained…1000gp
Falcon, Untrained, Small…18gp
Falcon, Untrained, Large…40gp
Goat…1gp
Goose…5cp
Guinea Hen…2cp
Horse, Draft*…30gp
Horse, Heavy War*…680gp
Horse, Light War*…340gp
Horse, Medium War*…510gp
Horse, Riding*…75gp
Hunting Cat (Jaguar, etc.)…5000gp
Ox…15gp
Partirdge…5cp
Peacock…5sp
Pig…3gp
Pigeon**…1cp
Pigeon, Homing**…100gp
Pony…15gp
Ram…4gp
Sheep…2gp
Songbird…10sp
Swan…5sp

*Tack for horses is found in the General Goods section

** “Many pigeons fly wild, but not all. Raising and training homing pigeons is a popular hobby around the world. Pigeons have a remarkable ability to learn a routine, pattern or habit. They can watch a door long enough to know its timing for opening and closing, letting themselves into a building to roost. They can also imprint their "home" and find it whenever they are set free from another location. This homing ability has made them very useful at times. They've played key roles in wartime intelligence, relayed urgent information and provided hours of recreation for their owners.” (From www.asktheexterminator.com)
[/sblock]

General Goods
[sblock]Barrel…2gp
Basket…4sp
Bell…1gp
Blanket, Winter…5sp
Block and Tackle…5gp
Bucket…5sp
Candle, Tallow…1cp
Candle, Wax…1sp
Canvas, sq yd…1sp
Case, map or scroll…1gp
Chain, 10’…30gp
Chalk, 1 piece…1cp
Chest, Wooden, Large…2gp
Chest, Wooden, Small…8sp
Crowbar…2gp
Fish Hook…1sp
Fishing Net, 25 sq ft…4gp
Flask…3cp
Hammer…5sp
Hourglass…25gp
Ink, 1 oz. vial…8gp
Inkpen…8gp
Jug, clay…3cp
Ladder, 10’…5cp
Lamp, common…1sp
Lantern…7gp
Lock, simple…20gp
Lock, average…40gp
Lock, good…80gp
Lock, amazing…150gp
Magnifying Glass…100gp
Manacles…15gp
Merchant’s Scales…2gp
Mirror, small steel…10gp
Mug/Tankard, clay…2cp
Oil, 1 pint…1sp
Paper, sheet…4sp
Parchment, sheet…2sp
Pitcher, clay…2cp
Pole, 10’…2sp
Pot, iron…5sp
Rope, hemp, 50’…1gp
Sack…1sp
Sealing Wax…1gp
Sewing Needle…5sp
Signal Whistle…8sp
Signet Ring…5gp
Sledge…1gp
Soap, 1 lb…5sp
Spyglass…1000gp
Weaponblack, jar*…1gp
Whetstone…2cp

*1 jar of weaponblack is good for darkening 1 complete set of plate armor, 2 complete sets of scale armor, or 3 complete sets of chain armor. 1 jar is enough to blacken 12 longswords. After a melee encounter, the weapon will have to be re-blacked. The source for this material (Arms and Equipment Guide) recommends a +5% bonus to Hide In Shadows (AD&D 2e). It’s up to the DM to decide whether or not to grant any bonus for this material. I give a +1 to Stealth.
[/sblock]

Clothing
[sblock]In a class-conscious society, clothes truly do make the man. What you wear says much about who you are socially. Fancy embroidery or rare fabrics can mark you as a wealthy person (and a potential target for thieves) as can certain dyes and colors. The Sumptuary Laws, as well as protecting the local economy, also restricted who could wear what. Purple, for example, was once the sole property of royalty (which made sense because the dye was so rare only the royals could afford it!). Some furs were also restricted as to who could wear them, and a PC might be able to turn a tidy profit by selling certain furs if their DM uses such laws. Punishment for breaking these laws is as varied as the lands that impose them. As well as political enforcement of these laws, sometimes there was social pressure. Ruffs, for example, while adored by the aristocracy, were seen as too uppity for the lower classes, and a lower class person who wore one was seen to be thinking that they were better than their peers and would be ridiculed and ostracized. ‘Getting above your station’ was a serious matter!

A particularly persnickety DM might decide to use the clothing lists to detail something like the PCs trying to sneak into a castle and pose as one of the servants or even one of the party guests. Sure, you say you’re the Duke of Albondegas, but your band says you’re a burger flipper at Happy Elf. Having the right article of clothing can enhance a performance or a bluff:
GUARD1: You don’t look the Duke’s agent.
GUARD2: Shut up! Look at that gorget! If that doesn’t say ‘nobility’, I don’t know what does!
GUARD1: Oh, crap! Right this way, m’lord!

I hope that any DM who’d use this sort of thing might take costume into account when setting up the Skill Challenge or deciding success or failure. Unless you’ve cheated horrendously on your Bluff score (or roll something like 500 nat 20’s in a row) I don’t think a guy dressed in slop is going to get into the fancy dress party!

And now, enough chatting. Remember, ‘packaging is everything'!
Clothes
[sblock]Apron, cloth…5-8sp (laborer, craftsman)

Apron, leather…8-12gp (laborer, craftsman)

Bag, Pouch, Almoner, Gipser (listed in order of fineness, usually attached at the belt or girdle, might be worn in plain sight, but in crowded areas is often attached to an undergarment so thieves can’t see it) …4-8cp

Baladrana (full, wide cloak used by travelers to protect themselves from the elements, the hobbits in LotR wore them for travel)…6-9sp

Baldric, Bandoleer (a kind of holster-belt worn slung around one shoulder to the opposite hip)…Ornamental 25-50gp…Leather 7-10gp

Band (variation of collar, often used to denote social status or official station, considered snobbish by the peasantry, worn by upper classes)…1-4sp

Boots (depending on quality as reflected by price, ranges from simple leather mid-calf boot with rolled down tops to soft leather or silk embroidered or inlaid with gems)…2-8sp

Boot Hose (cloth stockings worn inside the boot to protect the silk stocking underneath, worn only by the upper classes)…1-5cp

Braies (shapeless trousers worn by men, held up by a drawstring at the waist and tied off at about knee level by drawstrings or else tucked into stockings or other legwear, basic daily legwear for the commoner)…6-10sp

Breeches (similar to the braie, but made of finer cloth and often decorated, may be puffy or tights, upper classes only)…2-5gp

Buckle (wearing an overly ornate buckle above your station could lead to trouble!)…Common 1-4gp …Ornamental 10-20gp

Cannon (Similar to breeches, but always tight and fancily decorated, upper class wear only!)…8-12gp

Cap…1-4sp

Cassock (similar to the baladrana, but it buttons down the front)…6-10gp

Caul (netted cap worn by women, primarily to keep long hair out of the way, but sometimes an elaborate one is worn for formal gatherings)…3-7gp

Chainse, Chemise (white linen undergarment, common for peasants to wear as a shirt, but upper classes wear fancier stuff over them)…1-6gp

Cloak (A simple cape, very plain, often doubles as a blanket)… 2-8sp

Coif (simple white linen cap often worn underneath another hat or as a sleeping cap)…1-6gp

Doublet (shirt fastened up the front with buttons, often with a short, skirt-like section known as a peplum)…4-8sp

Drawers (undergarment for body and legs, usually worn for extra warmth)…4-8sp

Ferroniere (thin chain worn around the forehead with a small jewel set in the center, worn exclusively by ladies of the upper classes)…50-100gp

Gamash (kind of like chaps, but made of cloth for extra protection from the elements)…3-8sp

Garnache ( loose outer garment, covers neck to ankles, has wide, elbow length sleeves, useful for hiding weapons and bulky items without hindering movement)…5-10sp

Girdle (belt for the hips or waist, often has one or both ends hanging loosely, made of leather, metal, cord or fabric)…1-6gp

Gloves…1-3gp(leather, common) 3-8gp(archer’s gloves) 10-20gp (ornate, upper class only!)

Gorget (similar to the piece of armor used to protect the throat and upper chest, this one is decorative and made of cloth, upper classes only!)…1-3gp

Hood…1-6sp

Hose (common covering for the legs, homespun cloth for peasants, velvet and silk for the wealthy, worn instead of drawers, they fit tighter)…1-3sp

Liripipe (hood with a long peak that often trails 2-6 feet behind the wearer, popular with jokers, jugglers and other entertainers)…5-10sp

Pantaloons (waist-to-calf leg covering, fitting tightly at the ends but loose in the middle, worn indoors by upper class men)… 1-6sp

Ruff (tight, ruffled collar encircling entire neck, worn almost exclusively by the aristocracy, disdained by the lower classes)…8-12gp

Shirt (basic upper-body only wear)…1-3sp

Shoes (length of pointy toe varies depending on local fashion trends) rawhide…1-3sp leather…8-12sp

Slop(any cheap, low-quality but ready made loose fitting garment)…5-8cp

Surcoat, Surcote (loose fitting garment worn over a tunic, worn by middling classes)…5-10sp

Tabard (loose fitting rectangular piece of cloth hanging over the front and back, often decorated with wearer’s coat-of-arms or other personal design, originally to help keep armor cool in hot climes but now worn by non-armored upper classes)…4-8sp

Tunic (pullover body garment, can reach as far as the knees or ankles, may or may not have sleeves and/or girdle)…5-10sp
[/sblock]
[/sblock]

Stronghold Construction
[sblock]
CONSTRUCTION DETAILS

Barbican (two towers @ 30’x20’ + gatehouse, gate and drawbridge)
…37000 gp

Battlement (crenelated parapet 100’ long)
…500 gp

Building, Wood (two story, 120’ of walls, doors, stairs, floors and roof)
…1500 gp

Building, Stone (two story, 120’ of walls; doors, stairs, floors and roof of wood)
…3000 gp

Door, Exterior, Iron or Stone (reinforced and barred, 7’x5’)
…100 gp

Drawbridge [i](wooden, reinforced, 10’x20’)

…250 gp

Dungeon Corridor (10’x10’x10’, stone-flagged, stone walls)
…500 gp

Price includes digging and mining down to 50’. Double price for every additional 50’ depth to a maximum of 5x listed cost.


Gate, Wooden (reinforced and barred, 10’x20’)
…1000 gp

Gatehouse (stone, 20’x20’x30’, includes gate and portcullis)
…65000 gp

Keep, Square (stone, 80’x60’x60’)
…75000 gp

Price includes and assumes roofs, interior walls, doors and stairs of standard wooden construction.


Moat, Unfilled (ditch, 10’ deep, 20’ wide, 100’ long)
…400 gp

Moat, Filled (canal, 10’ deep, 20’ wide, 100’ long)
…800 gp

Tower, Bastion (stone, half-round, 30’x30’)
…9000 gp

Tower, Round I (wide tower, stone, 30’c30’)
…30000 gp

Tower, Round II (narrow tower, stone, 30’x20’)
…15000 gp

Wall, Castle (stone, 20’x5’x100’ with battlements and stairs)
…5000 gp

Wall, Wood (stockade, 20’x5’x100’ with walk and stairs)
…1000 gp

Window, Open (3’x1’)
…10gp

Window, Barred (3’x1’)
…20gp

FINISHING DETAILS

Arrow Slit (angled window, 3’ tall, 1’ wide)
…10 gp

Door, Interior, Wood (3’x7’)
…10 gp

Door, Interior, Reinforced (3’x7’)
…20 gp

Door, Interior, Iron/Stone (3’x7’)
…50 gp

Door, Interior, Secret (3’x7’)
…cost x5

Door, Trap (4’ x 3’)
…cost x2

Floor, Improved, Fine Wood (10’x10’ section)
…40 gp

Floor, Improved, Flagstone/Tile (10’x10’ section)
…100 gp

Roof, Improved, Fine Wood (10’x10’ section)
…40 gp

Roof, Improved, Flagstone/Tile (10’x10’ section)
…100 gp

Shifting Wall (10’x10’)
…1000 gp

Shutters (for windows)
…5 gp

Stairs, Improved, Fine Wood (3’ wide, 10’ ascent)
…20 gp

Stairs, Improved, Stone (3’ wide, 10’ ascent)
…60 gp



Construction time is 1 game day for every 500 gp spent. This assumes that the land is cleared and prepared and all the necessary materials are on hand.

An 8 square mile area is the recommended space to be cleared of monsters (not normal wildlife) before construction can begin. Most construction crews will refuse to work in an area that is not safe.

Availability of nearby resources can affect construction costs. A nearby dwarven mining town might be willing to supply stone at lower costs, or an elven settlement might object to the cutting down of the trees they live amongst.

Costs include feeding and sheltering the laborers.

For every 100,000 gp of construction, 1 engineer must be hired at 750 gp/month.

Place Names  

Posted by Conor

Not my work.


Regions:



Cities, towns and villages:
Valderin's Gate
Tarvan Springs
Thistledown
Arwen'el Pasa
Kardakeep
Aeroch Nor
Belja
Vrist
Limestone Ridge
Voorhiven
Aspenwood
Syntheria
Bailey's Point
Cillinas
Hyran
Dolurn
Filwarfin
Tarkin's Point
Celesthem
Drasnia
Rwendia
Harraspor
Selee
Oakcrest
Troubalose
Palderburg
Par Tilian
Stingard
Erikol
Tomasingen
Haldale
Khedesh
Sundol
Kyndale
Alduin Par
Bremer
Sardin
Tulduroc
Charn
Poppydown
Foranstyle
Palderville
Shadowspar
Ralidor
Hightop
Falenshire
Astin Springs
Torgos
Kyndrill by the Sea
Pinedale
Myrkan
Tharg-calan
Newstark
Marronimum
Corin's Pass
Va'vua
Culdail
Lydel
Turgus
Risoncaster
Delgall
Granite
Shadowed Hills
Stump Cross
Felaburg
Carrasville
Falconspike
Morngram
Haverton
Grandalton
Fultondale
Lewisville
Thornapple
Quin-La
Skalkwood
Serpent Pass
Limestone
Funried
Sparrowight
Galacod Pal
Lindellin
Garamond
Ralidor
Weatherburg
Xaranth
Dilpindar
Avgard
Chortan's Ridge
Duringham
Poitle
Indelshire
Stein-los
Sumervale
Aspen Lake
Caristhum
Kailee's End
Alibini
Ahmiran
Selance
Altondale
Childarin



Inns and taverns:



Street Names:



Geographical regions (rivers, mountains, swamps etc):




One Sentence NPCs  

Posted by Conor

Not my work.


1. A hard faced guard loves sewing in his time off, but is embarrassed by his beautiful works and so claims
his none-existent wife is responsible.
2. A butcher has aspirations of one day singing at the great opera house, if only his shrew of a wife would let
him practice.
3. A broken, weak little man, Martin the wheelwright fights on because he BELIEVES.
4. Two words: barbarian technomancer.
5. Cursed with two different personalities, he is a jester who sometimes believes he is a paladin, but he has
been blessed with epic agility and speed.
6. A lone detective appears to town folk as a dark stranger with purpose unknown, and is frequently seen in
areas where a murder has just been committed.
7. He is at once a bastion of righteousness, a paragon of wickedness, and a codex of law, for he is a Duke of
Hell.
8. Wealthy, shy, soft-spoken, friendly, merchant's daughter (18) who secretly wants revenge on dwarves for
the death of her brother, and has recently come into possession of an ancient evil artifact.
9. A magnanimous farmer tries desperately to poison the local nobility.
10. A cantankerous, blind sage who has come to hate the search for knowledge that has ruined his eyes and
life
11. The new cook the local tavern hired recently is truly exceptional, which should be no surprise considering
how many talented voices he hears in his head as he prepares the meals.
12. Fair-minded and confident champion, likes guarding the local castle, but has a problem with phobia
against dogs.
13. A wizard on the street is tired of all the books and worries of the magical way of life, and now wants to be
a bartender.
14. The monk takes his vows of poverty seriously, and also alleviates others from their wealth, as he combines
his cat burglar skills with experience as lawyer.
15. An idealistic young wizard joins a cult of demon worshipers in hopes of using their power for the greater
good.
16. Clumsy, drunken wizard morbidly afraid her own sobriety.
17. A forgetful, singing shop keeper with bad debts and forgotten deals.
18. An architect, both narrow-minded and storm-browed, prone to a predisposition for falling from great
heights.
19. The captain of the town guard, who specializes in acting grim and dour, secretly admires several
criminals for their bravado and talent.
20. A powerful sorcerer with a tarantula familiar who speaks softly.
21. Super-intelligent ape struggles to gain acceptance in the Galaxy Police Force.
22. Shady, shriveled shopkeeper sheepishly sheathes shillelagh.
23. The vile and hated orc clan, known for banditry and raids, has the secondary effect of controlling the
population of roving undead that would otherwise plague the area.
24. The handsome, pleasant, friendly, and fantastically charismatic sorcerer leader is famous for his magic
charm/dominate spells, diplomatic skills, and desire to help others, but is secretly a wererat who has
been responsible for the deaths of 2-3 citizens a month due to his condition.
25. The fat, jovial arms merchant will buy or sell any new or used arms or ammunition for reasonable prices
(extralegal exchanges are handled outside the country), but his shop is filled with automated defenses
that make even the government troops pause.
26. A charming, witty, brilliant and successful medical doctor with a wonderful bedside manner, is trying
to hide his many crimes against humanity, including experimenting on prisoners of war.
27. Initially friendly and gregarious genius starship engineer in overalls whose unorthodox tinkering with
the ships drives stresses the fabric of reality, causing him to become more reclusive and obsessive over
time.
28. A small, friendly, unwashed orphan from the streets who mutters to himself and claims to hear voices,
and is actually a powerful natural telepath who can't stop reading minds.
29. A naĂŻve, huge man with bulging muscles and an overdeveloped sense of honor, who just happens to be
the king's/millionaire's secret illegitimate son and potential heir to the fortune.
30. A large (fat) but tough and grizzled crime boss who worked his way up through the ranks from street
rat and still has a soft spot for inexperienced operators with moxie.
31. Considered an expert in alchemy, the rotund gnome Hurl Powderpuff is the choice of many underground
individuals seeking the right poison, provided they come with the coin he needs to help pay for
his lavish lifestyle.
32. Ever since his wife of 57 years died of mountain fever, Thomas Finch performs small, menial chores in
town, waiting until death takes him to his beloved.
33. Always trying to break free of his parents' strict rules, young Conner Brewer left his small hometown
to seek adventure, only to end up in the hands of gnoll slavemasters who would torture him if he did
not produce the fine ale learned from his fathers' brewery.
34. One day On-ling quietly hopes her hard work is noticed and receives the praise she feels she deserves
amongst the serene and traditionally humble monastic Order of the Silent Wind.
35. The master thief cannot turn to the guard for help in rescuing her kidnapped child, and is desperate to
raise the ransom she believes will save her son.
36. Having had a leg amputated after serious injury, this former soldier begs on the streets, angry that
those he fought to defend should pay him so little heed.
37. Lust for his brother's wife fills the lord of the manor, and he plots and plans to make her his own, never
quite finding the courage to carry his plans to fruition.
38. A heavily tattooed barbarian from a different culture is both amazed at the people and enthralled by the
market town, but misses the jibes and jokes being made at his expense.
39. Having literally been to the depths of hell, visions plague this planewalker, and he is convinced demons
hidden behind every corner search for him to do him ill.
40. The king's assistant handles the administration for the crown but harbours a guilty secret of illiteracy,
forced to pass on correspondence to his staff to deal with.
41. The mother feels responsible after sending her sons to their deaths in war and dotes over anyone who
comes to visit, offering them every hospitality in the hope they can fill the void now present in her life
and provide her some redemption.
42. The nervous stowaway finds he has no sea legs, as he is forced to flee for his life from the paladins
who have falsely accused him a killer.
43. The first mate of a ship secretly smuggles contraband on board without the captain's knowledge, planning
to use the profits to buy the loyalty of the crew and force a mutiny.
44. The captain of a trading vessel had a former life of piracy and prays not to be recognised every time he
docks in port.
45. The head of a criminal gang cannot stand the sight of blood and always gets others to do his dirty work
for him, while his confidants get suspicious about his leadership.
46. A middle-aged fletcher who wishes he had been an adventurer and hero, but fears his prime is now
past him, and with it that opportunity.
47. A ruthless baroness is nervous about being blackmailed by the assassins she hired to remove her predecessor
from power.
48. The alchemist does a roaring trade in healing potions, but also has no remorse in using elixirs of love
to ensure women fall for him.
49. A swarthy blacksmith has been working all the hours he can to buy his mistress gifts, but now suspects
she is fickle and seeing other men.
50. A war hero knows his high profile status and rewards for bravery are undeserved after taking cover and
hiding while his allies fought and died.
51. A priestess doubts her religion and cannot understand her god's will after seeing so much evil and so
little done to put a stop to it.
52. An elderly baron who speaks in little more than a whisper feels guilty and responsible for his son's
death after sending him to lead his army.
53. A powerful arch mage is incredibly nervous around people, and for all his power feels intolerably lonely,
considering his pet cat is his only true friend.
54. A senior member of the city guard feels guilty as he turns a blind eye to the criminal organisation that
supplies his drug habit.
55. Since his kin have always been poorly treated, this gnome trained to resist the oppression, earning him
the title "The Wee Samaritan."
56. Knowing who really shot JFK, he is a mute who thrives on communicating in pictographs.
57. Having naught but the clothes on his back, he dreams of amassing wealth, but his rich uncle has forced
him to stay and work for him.
58. Born with terrible deformities in his face, this human was banished from society, dashing his dreams of
becoming a prosperous bard, but he appears quite comely among orcish folk.
59. Being a hopeless xenophobic, he is prejudiced against dwarves, but he incurably craves dwarven ale.
60. An outcast mage, he was cursed by his guild so that he thinks he is a duck, but he still knows the base
of those he once called brethren.
61. A rich elder of a village, he wishes to marry off his daughter to one of the PCs and will use his influence
with the local thieves guild to make it happen.
62. A retired hero of remarkable strength, he is now extremely obese but set on regaining his physical fitness
and glory of old.
63. A barrel maker by trade, he secretly hides and smuggles runaway slaves with the dream of becoming a
great slave leader one day.
64. A famed bigamist, loathed by the town, but respected for his gall, he is actually unmarried but creates
his fictitious wives so he can begin carefully crafting his image into something he desires.
65. A young farmhand is actually a knowledgeable expert on a great many things, but lacks the vocabulary
to express what he has seen, leading to a reputation as a moron.
66. A tea merchant - supplier to the gentry and responsible for some of the finest blends in the land - who
doesn't create his own blends, but rather uses those made by his 10 year old son.
67. A young, pretty girl, who is outspokenly in favour of chastity until marriage, is secretly sleeping with
half of the most powerful men in the land, none of whom know about the others.
68. A crackpot, bumbling inventor, who always speaks with an incredibly complex vocabulary, is trying to
impress his beloved with his work, but failing miserably.
69. An elderly watchman, who is renowned for his ability at solving crimes and facing down criminals, is
under a curse that makes him the living embodiment of human law and order.
70. A pretty, demure, young courtesan secretly loves the craft of blacksmithery, and is responsible for
some of the most magnificent weapons in existence at the moment, not to mention her own incredibly
large, private collection.
71. A rich nobleman, handsome and powerful, dreams of a simpler life, and pretends to be a peasant on
weekends.
72. A known, slick-tongued trickster is truly a rather dull-witted and honourable man, who is being conned
into conning.
73. A sullen, unfriendly blacksmith secretly loves animals of all stripes, and feeds and tends to the town
strays.
74. A mendicant scholar actually has a cellar full of enough gold to last him a lifetime - what a pity it's
cursed.
75. A bullying, domineering man is unexpectedly a nice, friendly individual, who is forced to commit acts
by his even more domineering, elderly mother.
76. A Robin Hood type vagabond, beloved by the poor, actually has far more sinister ends in mind on behalf
of his far more sinister master.
77. A famed, dark wizard is actually a rather nice, if bumbling, old man, with an unfortunate penchant for
wearing black gowns and sinister charms.
78. The town witch doctor, reputed as a medical miracle worker, is actually nothing more than a lucky
fraud, in way over their head.
79. The slick and lucky town gambler, who is popular due to his philanthropic uses of his winnings, is actually
a powerful, fate-weaving cheat.
80. A poor peasant, shunned by society, believes himself mad because of the voices in his head, but, unbeknownst
to him, he actually hears the voice of his god.
81. A famed oracle whose predictions show an amazing degree of accuracy, has absolutely no idea how
she makes the correct predictions.
82. A powerful, honourable, outgoing defender of the weak is secretly hounded by dark dreams, he thinks
prophetic, in which he fails when it is most important.
83. A beautiful, nubile girl, with a flirtatious conversational style, is actually an eons old immortal in human
form.
84. A skilled, elderly apothecary, famed for his knowledge of flora and fauna, would be far more useful if
he didn't keep on getting the names muddled up.
85. An innkeeper with an armory's supply of weapons displayed behind his bar, and the knowledge to use
every one of them.
86. An arrogant priest, punished by his gods and a murderer's lookalike.
87. A warlord's bodyguard, massively built, who has a volume of Shakespeare tucked under one arm.
88. A short, hen-pecked man, pushed down into the dirt.
89. A fortune teller who knows the day of her death, but not the manner, and is desperately searching for a
way to survive.
90. A beautiful woman with deep green eyes, whose easy smile can't hide the sadness of a terrible past.
91. Once a member of organized crime, now a leader in the military with a tendency to use tactics he
learned in crime and a capability to fight to a defiant end, but no longer believes his cause can be won.
92. An intelligent, quiet priest of a dominant religion who secretly leads an underground cult devoted to
the destruction of said religion.
93. An arrogant fop, useless in all practical situations, whose over-spending has suddenly left him unable
to continue his lifestyle.
94. An angry, ill-tempered, dark worshipper abused as a child, his/her body modified by a powerful entity,
but subconsciously misses a normal life.
95. A tactical and logistical genius of a military officer, strongly loyal to his superiors and his
military's/nation's cause, but questions his military's methods.
96. A straightforward and vengeful fallen holy warrior filled with rage, but serves his dark entity for a
promised reward that will not - and cannot - ever come.
97. A socially-inept genius whose grand plans and good intentions are ultimately undone by complacency
and lethargy.
98. A skilled craftsman whose hulking frame and simple speech hide a cunning political and economic
mind.
99. A ruthless warrior, ready to commit great evils in his devotion to his cause, yet is protective and loyal
to others on his side
100. A helpful, useful, and funny town guide with a tendency to pickpocket those who he feels have
wronged him.
101. A devout and battle-tested cleric, with a strong belief in justice, who has a tendency to spend large
sums of money on himself.
102. A corrupt, disgusting local official who likes to spit a lot and who manages to maintain his position
despite his misuse of power.
103. A charismatic, crafty, and treacherous leader who fights in the name of the people but actually cares
little for them.
104. A charismatic preacher, in a land hostile to his religion, who truly believes in peace but finds he has
many enemies due to his ability to unite people under his beliefs.
105. A capable governor with corrupt tendencies who had his lands recently conquered but manages to remain
alive to maintain public relations for the conquerors.
106. A brave and competent soldier, who, having spent most of his life in the military, is utterly devoted to
his nation/cause/religion, but this devotion has consumed most of his natural personality and assertiveness.
107. A beautiful and powerful person, who freely gives with their powers, but leads a fanatical cult devoted
to themselves.
108. A beautiful and beloved leader with grand plans of conquest, however, much of her reputation as a defender
of her people is based on attacks and events against her people she orchestrated herself.
109. Slight and plainly dressed, the wandering scholar's appearance gives no hint of his past life in the palace,
or his love for mud wrestling pigs.
110. A stoic wizard who looks down on sorcerers for their lack of mental training is actually a sorcerer.
111. A short heckler with a quick wit becomes deeply offended if anyone teases him back.
112. A powerful and narcissistic dragon avoids fighting to keep herself unscarred.
113. A lazy but skilled brewmaster is actually a vampire with a very strong addiction to drunken dwarves.
114. A mean looking old merchant has a soft spot for clerics because they saved her husband.
115. A harsh and alcoholic professor at the wizard college is very good at identifying cheaters, although
when he was in school he cheated on every everything.
116. An honest but sometimes sarcastic paladin has been cursed so that all who hear her speak believe she is
lying.
117. A shifty farmer who deeply cares for his herd of pigs must slowly sell them to keep his large family
fed.
118. A jolly halfling with a fear of heights is reincarnated as a giant.
119. A calm and melancholy monk becomes reckless when he fights, not caring about anyone around him.
120. Rollie is an orphan newsboy, selling papers on the street corner, who keeps his ears and eyes open and
knows more than you might think, and who is hoping for news on his sister who disappeared.
121. Anderson is a soldier and a true patriot - loyal, brave and true - but he is so committed to his country
he is willing to kill those in power whom he thinks have betrayed its ideals.
122. An ancient swordmaster, once a noble hero now slowly dying, seeks one, final, worthy student to pass
on the secret technique of his school.
123. An up and coming juggler and knife-thrower performer who is friendly and outgoing, and secretly
waits to get close to a major public figure during a performance and kill him.
124. A spy - at least, he dresses and acts like one - who cannot remember who he spies for or even who he
is.
125. A crippled veteran warrior-priest, blinded by battle, who now sees flashes of peoples' true nature,
which has driven him into refuge in obscure prophecy and drink.
126. A brilliant but cold doctor who treats patients like machines and will not tolerate those who do not follow
his perfectly logical advice.
127. The town's friendly wand maker - and drunk - who secretly hates the shorter races, and when no one is
looking, he takes an occasional pot-shot at them with his wand of polymorph as he stagers home from
a night at the local tavern.
128. The powerful wizard, who cared for nothing save the latest arcane artifact he was researching, recently
started giving away all his possessions to his neighbors.
129. The ogre-sized city guardsman is despised by everyone including his peers, but, he creates amazingly
intricate wooden sculptures of birds and woodland creatures.
130. The little elven girl wearing a blood-soaked blue dress and clutching drippy, over-sized daggers in her
hands, looks as surprised as you do when she stares down at the three dark-robed assassins lying at her
feet.
131. The honest, but, not-too-bright tailor has been purchasing his materials cheaply from the night hag just
out of town.
132. The city guardsman was certainly less-than-handsome, but since he got his good luck charm, the village
women can't seem to say no to his overtures.
133. The candlestick maker's enchanted, singing candles seemed to be the perfect gift for the beautiful
daughter of the king, at least it did, until the lullaby put her in a coma.
134. The brave captain of the guard has gone on many adventures and campaigns to get his prestigious position,
yet he is terrified of caring for small children.
135. Ever since the gossipy baker inherited his uncle's ring of mind reading, he's obtained interesting tales
about his neighbors that he is all-too-willing to share.
136. An honest merchant, selling excellent wares from his brand-new cart, has been cursed so no one will
purchase anything from him no matter how desperate their need!
137. A spy, posing as a barkeep, collects ancient tomes and aspires to live a simple life when he retires.
138. A power-hungry toymaker creates expensive, enchanted, designer dolls that delight the children of
"upper-crust" families.
139. An old, attractive, retired healer, the real father of dozens of townspeople, including the current duke.
140. A silent, blue-eyed warrior who sings a few verses about his last victim to anyone he's about to fight
with.
141. Well-mannered beggar who is a minister fallen from grace and hiding from authorities.
142. A muscular orc, thinking he is a mage because of his powerful "on touch" sleep spell.
143. Witty space-ranger chronically forgets code to airlock.
144. Halfling hero leaves home, grows, lives, loves, dies screaming.
145. Depressed elementalist has forgotten how to summon all but the nicest of weather.
146. Captain Rudy Gerard's trade vessel plies the seas, his beautiful, operatic singing voice betraying the
worst case of Tourette's any port has ever known.
147. An awakened iron golem eschews its previous existence of violence and guardianship, and finds in its
newfound consciousness that it is driven to more pedestrian pursuits, such as farming, wanting only to
be left in peace.
148. An ancient demonologist has lived his lifetime in seclusion and makes mild trouble for the local town
out of sheer loneliness, in hopes that someone will stop by for a chat.
149. A forest-dwelling druid holds an unrequited love for a dryad who is sick of the druid's advances.
150. A candy-eyed waif is possessed by a powerful demon, and uses her innocent demeanor to win her way
into the confidence and protection of heroes.
151. A dragon-riding knight, strong and noble, who recently acquired a powerful, intelligent sword whose
purpose is to slay dragons.
152. A suicidal young girl's spirit, unwillingly pulled through life by fate, as the nature-spirit that inhabits
her body must prove to her the worth of life and living.
153. No-one makes such good cinnamon buns than the kind lady who lives by the creek, but few could
guess that her secret lies in the infernal pits of chaos.
154. He is called, quite simply, Bob, but is in fact three almost identical bearded pipe-smoking men with a
nefarious knack for gathering intelligence.
155. She is the village idiot, but sprouts accurate omens whenever encountered under the influence.
156. A grizzly veteran who operated experimental warmachines, but was crippled in the process.
157. A trustworthy guardswoman who once survived the attack of a powerful adventuring party as she was
guarding a villain's castle and has remained thankful to them for sparing her life.
158. Strong-willed and intelligent royal runs the show from "behind" the throne, but curiosity often outpaces
insight.
159. Scar-faced barracks commander gets ahead by bullying and blackmail, and is extremely paranoid.
160. Local Sherriff is cheerfully helpful with his knowledge of the area, but actually serves Underdark masters.
161. Evil, manipulative priest who surrounds himself with obedient animated dead, and chafes under the
leadership of his superiors.
162. Constant-motion, acrobatic halfling dreams of freedom for his people -hides dark, brooding personality
under daring, gregarious front.
163. She hadn't been out of training a month yet, but was already on the trail of one of the world's deadliest
master villains, wishing her handlers had listened to her when she told them about the voices in her
head.
164. The money was in his account on time, as usual, and he smiled grimly as he withdrew it, female eyes
washing over his impeccably-tailored suit and rugged good looks, knowing his family had paid him to
stay away yet another month.
165. He started out on one side, then that girl somehow convinced him to switch to the other Side, and -
heaven help him - he found out he liked being one of...them....
166. He looked like a goldfish that had escaped the fishbowl, his clothes looked like they'd fought a washing
machine and won, and his office smelled of sweat and failure, but he was the best chance they had
at finding her in time.
167. They thought he killed his little brother out of spite, but they were just playing...and his father's abuse
and his mother's scorn played over and over in his head as he set fire to the living room curtains.
168. They don't understand; I'm as good a singer as any of them, and I'll prove it too, he thought as he
gripped the lute in his orcish hands and composed himself to play in the face of their hatred and disapproval.
169. He's terrified of blades, he's not very good with the ladies, and he's not terribly bright, but his father
expects him to be as great a knight and ruler as he was - or better.
170. Blood on his hands...why can nobody else see it?
171. An escaped gladiator from afar, permanently blinded during a fight, swings his weapon recklessly to determine
if something is in the way and continues to get into bar fights when someone spills his drink, even
if it was his own fault.
172. A young woman looking for long-lost her father in foreign lands - self-sufficient, attractive, but lonely.
173. A young man with a large build, unattractive appearance and who is slow of mind but also is a tower of
moral virtue.
174. A middle-aged man, handsome, well-travelled, and very competent in many fields, but largely unsuccessful
as he cannot bring himself to concentrate.
175. A corrupt elderly cleric who has accumulated great power and wealth over many years by threatening,
cajoling, and even killing those who stand against him.
176. A bipolar warrior of great skill and repute, but who has grown to hate war and whose relationship with his
twin brother is too close.
177. An adolescent girl of the lowest social class, abandoned and rejected by her status-seeking parents who
seem to be insane as she, communicates with her apparent friend, a brown rat.
178. The seller of quaint, curious, and forgotten lore is a benign lich in disguise, seeking to fund its own esoteric
research interests.
179. An orphaned doppelganger, raised by humans, who strives for a single defining identity
180. An ancient dragon, recent survivor of a near-fatal attack by loot-hungry adventurers, now seeks to give all
of her treasure away by apportioning it among beings she deems "worthy" (which may, of course, involve
perilous tests and quests...).
181. A portly gnomish lass with a remarkably seductive voice who favors lavender scented perfume.
182. The most glorious knight in the county, renowned for his battle prowess and loyalty to the Countess, yet
his lustful pagan nature hurts his Christian wife, the best friend and closest confidant of the Countess.
183. Violent, raging barbarian hates anything that resembles a machine.
184. Old assassin with raspy voice tries to look young.
185. Observant shrink likes riddles and studies magic and spiritism.
186. Mysterious, confident businessman hides its undead nature and doesn't like no for an answer.
187. Joyful halfling cleric likes to tease and is infected with lychanthropy.
188. Helpful mage with powerful influences likes to get in trouble.
189. Handsome police officer is frustrated and did something wrong.
190. Giant leader hates dragons but unknowingly protects one.
191. Deformed orc was a slave, follows orders, but wants to rebel.
192. Curious kid ran away from home and has legendary bloodline.
193. Corrupt, fat mine manager has deal with dark cult.
194. Confident gnome likes to gossip and can fix machines with a touch.
195. Cold-hearted fisher boy sees fairies in the forest.
196. Cocky elf mage calls himself the prince of elves.
197. Brave marine is a drug-addict.
198. Blind musician dreams of ghosts.
199. An open and friendly goblin who owns/operates the Rat-On-A-Stick franchise uses his well placed vendor
stands as a front for his real business - information gathering.
200. Addict bon-vivant actress dominated by monster likes to party.
201. A white-haired, grumpy, halfling antiques dealer who purchases goods without asking too many questions;
however, he offers insultingly low bids for the items, while spreading vicious rumors about his
neighboring shopkeepers, who are earning far more profit than he is.
202. Intelligent, witty, sly woman who has a death wish and hides a great fear of men after being raped as a
child.
203. Loving, caring, compassionate father who is addicted to several drugs and alcohol, which he goes to great
lengths to hide.
204. Filthy street urchin who obese and steals nothing but food to feed his habit, even going so far as to steal
food from other street people.
205. Lazy, drunk tavern owner who builds exquisite rocking chairs, when the he is in the mood.
206. Ambitious, arrogant thief who will go to the ends of the earth to gain wealth and fame, yet he holds the
belief that cats are messengers of the gods and will go to outrageous lengths to possess as many as possible
believing they talk to him in his sleep.
207. One-armed, sullen, boy of twelve who possesses the gift of healing but does not know it, preventing him
from healing himself and others.
208. Beautiful, noble, young lady who lacks all compassion, kindness, and all ambition, forcing her into the
role of a pawn for others.
209. Honorable, courageous, and loving knight who suffers from a fear of being wounded, affecting his abilities
in battle.
210. Handsome, articulate merchant who is troubled by rotten body odor that creates awkward social situations.
211. Conservative lady who loves animals but is forced to prostitute her daughters to keep the luxurious lifestyle
her former husband provided her before his untimely death.
212. Suave, swashbuckling, charming mass murderer who spends his time equally drinking, gambling, and
murdering beautiful young women, the later activity mostly when he is inebriated.
213. Long ago the zombie awoke to an inhuman intelligence and raised into his now lich-like life where he
suffers daily, unable to die, but constantly hoping to find death.
214. A diminutive human barbarian, suffering from short-man complex, travels the globe with any adventurer
who will have him, in hopes of finding his long-lost mother, or clues to where she may be.
215. A halfling, wandering the world in search of adventure, doesn't understand why others would distrust
him, a dedicated yet forgetful-minded monk of Pelor.
216. A strong, proud dwarven fighter, separated from his family at birth, is searching for his family pride, but
unaware that if he finds where he comes from, he'll only know shame.
217. A brash, handsome, vain elf ranger who feels all non-elves aren't worthy of being called sentient, despite
the fact that she is sworn to protect the dwarven king.
218. A drunken, ugly, but vain human assassin who believes his killing is an art form.
219. A limping young lord, who is the leader of thieves guild, spends more time wenching than ruling.
220. A proud and strict town magistrate with no hair poaching the lord's forest.
221. An old, graying, well fit soldier, looking desperate, pretending to be the losing general of a huge battle no
one ever heard about.
222. A beautiful, well-dressed maiden who panics every time someone talks to her, but who wields a sword
like a veteran.
223. A shaggy, grumbling, long-bearded beggar who really blesses (spell like) everyone kind to him.
224. A 50 year old ex-alchemist, hell bent on vengeance, who suffers amnesia and is afraid of fire due to a rival
noble who burnt down his lab with him in it.
225. Remarkable but easily scared sorcerer who likes bodybuilding but has fear of heights.
226. Happy and dependable champion who likes farming and is sworn to a foreign religion.
227. This wizard-scholar's overly-manicured appearance makes his sympathetic nature a surprise - he's a natural
teacher.
228. The river-boat captain drives his crew hard all day long to get down the river as rapidly as possible, but
when he pulls ashore at night, he loves to lie on the deck and watch the slowly-turning stars.
229. She's the classic outgoing, talkative tavern-keeper, until the conversation turns to one particular topic
(children, adventurers, marriage? you pick); she then becomes moody and withdrawn for the rest of the
night.
230. People in town are hard working and happy, though they haven't realized they died hundreds of years ago,
when the plague came.
231. The other adventurers in town are too perfect to be true: have never had any doubts about good and evil,
have liberated hundreds of persons from the clutches of wrongdoers, only they're all gay and running
away from the people they're meant to marry.
232. The god who now walks earth as a normal human suddenly falls in love with a character's relative and
never wants to go back again, even if he has to lose all his powers.
233. The kobold that had to run away after a mob killed his paladin father that adopted him, now plans revenge
on the evil cleric and the believers who wronged him.
234. The cleric can't accept his god's best paladin because he adopted an evil kobold and treats him as a first
class citizen despite his heritage.
235. The paladin couldn't kill that baby kobold, so he adopted him and now continually argues with people because
of it.
236. That bard makes the best love songs, and every girl in town wants him, but too bad he's in love with himself.
237. The sword you find in the dungeon is intelligent and tells the party about all its great powers and spells,
but the only power it has is telling lies.
238. She's a doppelganger and wants to fit into the civilized world, but she has to find an image that doesn't
bore her so fast.
239. A lone adventurer in the tavern is always crying and moaning because he knows he should have been
killed by the big ugly monster along with his friends - if only he hadn't cared more for the treasure and ran
away.
240. The beggar on the street is the King in disguise, listening to what people want so he doesn't turn into the
dictator his father was.
241. The kid in town, who always does everything well and who is loved by everyone, knows he can't be
blamed for the recent murders around his block.
242. The old tree gained consciousness just before the fire burned out the forest, and now he's struggling to
find a new home.
243. Wispy wizard wildly wields wondrous white wimple.
244. Though this powerful spellcaster claims a need for solitude to promote the "purity of spellcasting auras,"
the desire is actually born of a strong distaste for the ordinary squabbling of everyday life and a strong
urge towards idealism and escapism.
245. This seemingly clueless young person is actually the guardian for an item of great importance and power.
246. This particular barkeep tends to speak with a drawl and owns one of the largest collections of antique candlesticks
in the world.
247. This former paladin now at temples does jest, though secretly yearns that his sins were confessed.
248. This absent-minded yet jovial priest has an irrational and intense fear of children.
249. The youngest member of the temple's choir is involved with several members of the "tough crowd," and
would give just about anything to become a vampire.
250. The young person who just took to following one of the PCs around is actually a polymorphed spy for
one of the PC's enemies.
251. The village wise man, though purported to be a man in possession of some great magical and healing
power, actually has no magic of his own and a phobia of those who do possess it.
252. The venerable and conservative high priest of a local temple was actually born into slavery.
253. The tired old slave was once a king's favorite, and thus can display a surprising knowledge of courtly custom
if called upon to do so.
254. The stranger who has just taken up following the PCs suffers from a strange disorder in which he attempts
to be whatever is most pleasing to the most charismatic or intimidating person present, though he actually
has no memory of who he really is.
255. The slightly unhelpful stranger covering a local store for the proprietor is actually an agent sent by the
PCs' patron to check up on their progress.
256. The shy cartographer with a stutter is one of the key members of a secret society.
257. The rather rotund innkeeper is secretly a paladin, fallen from grace.
258. The rather dull mercenary occasionally has flashes of startling insight and is in possession of a rather impressive
collection of maps.
259. The quiet old hermit with a habit of holding discourse with beetles is actually quite a famous hero who
vanished years ago.
260. The lord's mild-mannered kennel master understands his hounds so well because he is secretly a werewolf.
261. The lamplighter who plods each evening down the street is a disguised celestial and quite fleet of foot.
262. The humble monk, who has sworn a vow of poverty, offered to join the PCs because he desired to possess
one of the PC's items.
263. The highly-skilled apothecary disdains medicines and potions, preferring the powers of a cleric.
264. The genteel captain of the merchant vessel who recently kidnapped his identical twin brother, to take his
place to hide from authorities, is actually a trained assassin responsible for the death of someone close to
the PCs.
265. The mild-mannered and shy musician conceals a strong will and years of training under a swordmaster.
266. The frail-looking old widow with a fondness for lemongrass tea has buried several bodies in her backyard.
267. The foul drunkard lying in the gutter is merely a disguise a certain high priest uses to test his followers.
268. The exceedingly precise quartermaster refuses to take berth on any boat that has a ship's cat, purportedly
because of an old superstition, though actually because he is ashamed to admit his familiar is a rat.
269. The bailiff claims a missing finger is from a run-in with criminals, but actually it is the result of a run-in
with the law.
270. The armorer with a deep knowledge of historical armor likes to decorate his own works with a floral motif.
271. The alchemist with an oddly-shaped scar has always dreamed of singing in an opera and has secretly written
an opera script that features common alchemical formulations as a major plot point.
272. The adulterous baker has a disturbing knowledge of poisons.
273. Tattooed tailor tells tall tales, trains tempestuous terriers.
274. Student of war and master of sword, when he's not baking he's really quite bored.
275. Staid storekeeper studies stuffed sturgeon, steals staves.
276. Speechless tamer of horses wild, by elvish ways is quite beguiled.
277. Smarmy smuggler smirks strangely, strategically strangles strays, strings strawberries.
278. Sire of many yet father to none, though he's pledged his service to a god of the sun.
279. Scarred scofflaw scamp scrimshaws scrupulous script.
280. Rowdy radical raises rutabagas.
281. Restless elvish singer tells ladies evil, sinister stories.
282. Quirky, quixotic quester questions queen's quilted quatrains.
283. Pious prelate praises pumpkin pie, plunders pixies.
284. Phlegmatic philanthropist phrases pharmacological philosophy.
285. Ostentatious orc once owned oracular opal, orders outstanding old omnivores.
286. One of this literate street-waif's goals in life is to survive capturing a wizard's familiar.
287. One of the stodgy church elders is being blackmailed by someone who discovered the collection of trashy
romance novels he had written.
288. One of the members of the town guard enjoys poetry and is actually seeking to hide from the law.
289. Obtuse butler tells unsavory sorts everything.
290. Notoriously needy, narcoleptic nymph needlessly needles necromancers.
291. Morbidly meddling miser maligns mother's minxes, malingers maliciously.
292. Kilted kobold king kills kindly kindred.
293. Irritable islander incarcerates insolent initiates; infrequently imitates inhuman inequities.
294. Heaven's holy hedonistic hunter holds half-breeds hateful.
295. Having been granted extraordinary powers by some unknown divine force, this character is now afraid to
attempt to use them in case the price might prove to be more than the character is willing to pay.
296. Garish gargoyle gregariously guards garish gates.
297. Friendless falconer flees fledgling familiar, fears faltering falsehoods.
298. For a sailor he seems quite oddly soft-spoken, and this remains a lonely token of the paladin he was before
his word was broken.
299. Fighting is second nature to this noble – though he would rather be designing works of intricate craftsmanship,
he is acutely aware that anyone has the potential to become an enemy at any moment.
300. Fastidious ancient storyteller trains indigenous dogs, invented onetime underworld security.
301. Elegantly ludicrous engineer gains artificial niceties touring local yurts.
302. Effeminate elvish earl eloquently engages endlessly entropic elementals, eats extremely enormous eggs.
303. During the day he is a one-eyed beggar with rags and a bad leg, and at night he is a foppish minstrel without
any notable deformity.
304. Drably dressed drunken dryad desires divinely demonic delicacies.
305. Dodgy dwarf dreads delving deeply, drinks daintily, discovered delicate doilies.
306. Curious undertaker risks injury ordering undead sacrifices.
307. Crafty, craven crone craves cranberry crepes.
308. By day a town elder, at night robber of graves, spends holidays chatting with kobolds in caves.
309. Boyish bouncer brews bad brandy.
310. Beloved elder unleashes evil demon.
311. Avaricious alchemist avoids all angelic associations.
312. An outlaw, reputed to have slain a noble, is actually the noble who was reported slain, and the body found
was actually that of the "outlaw."
313. An arthritic city councilman was once a highly-skilled acrobat.
314. A young person of high social standing who consistency seeks to avoid duties or responsibilities happens
to be quite familiar with the local thieves' guild.
315. A young innkeeper-turned-paladin seeks to rectify the grave mistake that took away his god's favor.
316. A woodsman who chose to dwell in the city after an injury took his sense of smell.
317. A tax collector has little love for money and dreams of daring to live the life of a holy beggar.
318. A slightly clumsy tavern wench doses herself with love potions as a form of recreation.
319. A serf consumed by a great pride who now from noble eyes must hide.
320. A seemingly knowledgeable and charismatic guide for the PCs is actually little more than a puppet for a
magic item.
321. A priest in pursuit of an unwholesome affair who spends hours deciding just what to wear.
322. A peg-legged old salt of a sailor is actually a spy who has been planted due to a suspicion that the vessel
is being used in a smuggling ring.
323. A paladin newly returned from a long mission far from civilization is now extremely suspicious of the
temple elders.
324. A onetime ally of the PCs with a rather large sweet tooth has begun to see glimmers of merit in the methods
and motives of a rival group.
325. A noble with a habit of being snooty seeks to conceal the fact that he has been tattooed with a mark belonging
to an evil cult.
326. A newly-mute bard with a fondness for cats is on quest to discover a way to lift the silencing curse.
327. A minstrel who'll sing many a bawdy song actually for pious ballads does long.
328. A lord who'd like to be alone and collects things made out of bone.
329. A longtime charlatan has suddenly discovered that he is beginning to develop the powers that he was only
pretending to have.
330. A judge who conceals his secret child, gives verdicts strict and speeches mild.
331. A humanoid warrior who has sworn to rescue a young relative from the adventurers who destroyed the
humanoid's home and adopted the relative.
332. A highly-skilled fighter has nightmares about battle and hates the very sight of a bared weapon.
333. A helpful merchant who offers to assist the PCs in any way possible is desperately trying to hide that he is
in the possession of a demon.
334. A fastidiously neat and tidy gnome for sake of sweet potatoes will burrow in loam and gladly will deem
such a burrow a home.
335. A dotty old lady who seems fond of cats uses their kittens to feed vampire bats.
336. A demon who yearns to switch camps and be accepted into the celestial planes where it would be more
feasible to pursue a passion for gardening.
337. A certain paladin, much-feared among evil races as a skilled and dedicated fighter, goes home to a menagerie
of children from these races - whose lives this paladin spared - so they could be taught to live the
right way.
338. A brawny, coy duke eats fresh grapes happily in jail.
339. Strong, orphaned, hard-of-hearing teenage girl, with little grasp of the local language, gets extremely angry
when frustrated.
340. Though his father had dreams of a warrior son, this wimpy sage turned to a life of knowledge after his
father drowned.
341. This squire loves being the center of attention as he narrates his own actions and hates when people get in
the way.
342. The master dwarven smith hates crafting because he finds it cliche, though he'll agree to forge the ultimate
weapon if the PCs bring him on an adventure.
343. The King's strategy adviser is a teenage fool who fumbles with a sword...yet his tactics always work.
344. Riots ensue when a bartender is declared heir to the throne - his customers don't want him to stop making
brew.
345. Having vanquished a dragon, saved a kingdom, and won a prince's love, this powerful warrior has one
final quest: to find the perfect flower.
346. Always calm and patient, the outsider makes his home in the center of the big city, preaching to others in
an attempt to endear his people.
347. A space-faring merchant holds a monopoly on super-fast travel, but hates clutter and only carries one item
at a time.
348. A grim, terse hunter of the dead faces the ultimate test: she must slay her one true love.
349. The character is driven by money and will do everything to accumulate it, but he will pay a high price for
good stories and poems.
350. An exceedingly foppish lord, who delights in all forms of entertainment, sparing no expense to attain this
level of entertainment - to the point where people might take advantage of him - but he is actually an exceedingly
shrewd individual.
351. A goblin/kobold that has integrated itself into society, and is actually one of the top entrepreneurs in the
area.
352. A gentile, correct woman of amazing charisma and handsome looks, but she is a bit uptight and paranoid,
and for a reason – she is actually a man.
353. A cleric who follows the ways of law to the strictest letter, rarely showing emotion, choosing the correct
path unerringly regardless of fallout, but who will wilt to his mother's wishes in a moment's notice.
354. A big, strong youth whose father has plans for him to follow in his path and choose the way of the sword,
but his talents lie in the magical arts.
355. (Not one person, per se, but they are an entity.) A pair of teenage twin rangers who are rambunctious,
loud, constantly fighting and challenging each other, but they are very good at their job.
356. Young prince (3rd in line) is actually the rogue knight terrorizing the countryside.
357. The young orphan prodigy discovered at the monastery gates is actually the result of a god mating with a
dragon in human form.
358. The shy, nervous woodcutter is actually hiding as there is a bounty on his head for treason or some other
high crime.
359. The lord's jester is actually his highest regard and loyal advisor who, by appearing the fool and dim-witted,
gathers intelligence for the lord.
360. The local stray hound loved in the neighborhood is actually sentient and a spy.
361. The joyful, buxom barmaid is actually the head of the thieves' guild, and dresses disguised as a man, so
even the guild members don't know she's a female.
362. Local baker is secretly gathering information to use against the local bailiff/governor, etc.
363. The Captain of the Guard is not actually a veteran but a scholar who has read and memorized every treatise
on strategy ever written.
364. The evil villain is actually a paladin who has been cursed by a hag so that she sees good as evil and evil as
good.
365. Powerfully built, heavily armored half-giant is friendly and helpful, unless you insult his intelligent great
sword.
366. Gnomish priest with major delusions of grandeur, repeatedly uses the phrase "I am a god" every time he
casts a divine spell, but will only help those who help themselves.
367. Elvish psion dreams of one day being part of the upper classes, and partakes in adventure between producing
pieces of artwork in an attempt to obtain the fame and coin to move up in society (but has gambling
and drinking problems that prevent him from getting ahead in life).
368. Diego, the intelligent great sword, lives for two things: the thrill of combat (and is not above hurling insults
to escalate situations into outright hostilities), and the gentle melodies of the harpist blacksmith mage
who created him (and he is not above complaining about any minor flaws that develop that need urgent
repairs).
369. A bored city watchman knows the location of the Blades of Knives bandits hideout, however, as his sister
is the second in command, he is torn by duty to the law and loyalty to his family.
370. After being exiled from a powerful demon's court of advisors, he swears revenge and befriends a unique
and incredibly naive party of adventurers.
371. Everything she did before was centered on her plants and her hermit nature, but a strong sense of honor
has called her to the service of a cause she despises due to her relative's abandonment of his post.
372. This is a well educated, highly intelligent individual known for highly irrational behavior quoting poetry,
and almost seems to intentionally make the worst decision.
373. He's a highly competitive, large male who greatly enjoys battles and celebrations, and is never a sore loser.
374. A strong-willed woman, who is determined to remain in power of an unfavorable situation, is afraid of
that which threatens the life of someone she cares for.
375. She's an ugly and brutal curse-breaker who is admired for her unique rune schemes and is loved by her
large family and many children.
376. A happy-go-lucky girl who appears much younger then she really is and is friendly with many people,
most of whom she does not remember.
377. A cold, distant man who's been outcast from his homelands for murdering his family and who frequently
takes part in mass-destruction with high death tolls because he believes he is saving those he kills.
378. A simple-minded, friendly guy, with no sense of tact, who's second greatest joy in life is to "SMASH!"
379. A greasy opportunist, who greatly abuses his power and obsesses over the same people, has a strong hope
that those he abuses will grow to admire his power and love him.
380. He's a loud and powerful fire specialist with murderous and destructive tendencies who is incredibly timid
and shy when not exploding things.
381. He's a flirty, adventurous curse-breaker (with an obsessive streak concerning his craft) who frequently
makes humorous but offensive remarks, and is known by his comrades as being useless in a fight.
382. A fun-loving hired gun with impeccable aim, a big, soft heart, and an unquenchable thirst for shooting
things, is best known for his offensive jokes, non-stop laughter, and swearing.
383. A violent, short tempered "hired wand" who "slices and dices" words and opponents, but always makes
sure she's the last ally out of a dangerous situation.
384. Thin, snooty librarian with a taste for truly horrendous puns.
385. Scarred, leather-clad fighter with a penchant for testing sharp objects with his thumb, and who smells
faintly of roses.
386. Kobold chef with an unfortunate tendency to flavour meals with crunchy, yet tasty, cockroaches.
387. Charismatic, racist priest with an unfortunate predilection for lycanthropes.
388. You'd think a fallen cleric would be looking for redemption from her god, but this lady is shopping for
new gods to justify the opinions that got her exiled from her old faith.
389. That adventuring jester is pretty funny, but not in the ha-ha way, and instead more in the screaming and
tearing out your eyes way.
390. Normally calm and ordered, a harried librarian is touched by chaos and adventures to cure himself of the
random wild magic that erupts wherever he goes.
391. An obsessed and angry scout yearns for the family she never had as she searches for her lost father, so she
can kill him before he destroys the world.
392. An immersive, role-play loving gamer is confronted by the new edition and struggles to exist in a combatoriented
world.
393. A usually indifferent and calculating mage is willing to go to any lengths to aid baby creatures.
394. A timid harpy, too shy to join the local bardic guild, lurks outside of town using the magic of her voice to
fascinate an audience into spreading word of her talent.
395. A cold and emotionless doctor practices horrific experiments on the inhabitants of his hospital, trying to
create someone who cares for him.
396. Tavern wench who delights in bar-room brawls will often seed them for her amusement by quietly confiding
false statements and insults overheard, which she attributes to oblivious patrons at other tables.
397. Swordsman for hire, who was abandoned at a very young age and raised an orphan, bears a peculiar tattooed
symbol on his left shoulder blade, and seeks to understand its meeting.
398. Spindly, sallow-skinned elder who frequents inns claiming to be a food-taster, inured to poisons and who
would gladly test your food for the price of a copper, is merely a clever beggar.
399. Sheltered virgin daughter of a noble has developed a highly romantic passion for all things elven, making
things ticklish for any adventurer of elvish blood hired to serve in her escort.
400. Sailor, deft with a knife, earns a living between voyages by carving wooden tokens and amulets for sale,
tackling religious and profane subjects with equal aplomb.
401. Magic-user afflicted with difficulties of memory has had his most common incantations tattooed on his
body, and so must disrobe often to cast his spells.
402. Disapproving cleric who will decline service, even for extravagant pay, unless the person or persons seeking
his assistance first confesses their sins in minute detail.
403. A stout dwarven warrior, steady in battle, but apt to get into his cups, during which he will tell stories
where the exploits of others become his own to the annoyance of any companions.
404. A skilled swordsmen and otherwise delightful companion, the Grandee is extremely sensitive to slights
concerning his rather large and protrusive ears and will challenge any offender to a duel.
405. A horse-trader, under magical compulsion to be honest, suffers from a split personality, seeking to cheat
his customer with one voice and then informing upon himself in the most derogatory terms with the other.
406. Surly, cross-eyed dwarf mistakes party member as long lost friend/lover/family member and refuses to be
convinced otherwise.
407. Crafty child sorcerer follows PCs and attempts to "help" them by blasting everything in sight while garishly
dressed.
408. Ex-CPD officer Milo Jones just wanted to live out his retirement, but he didn't realize how hard a gambling
habit is to sustain without his usual take, and reestablishing his old racket is much harder without a
badge.
409. Mitch was able to figure out what caused what the papers are calling the "Wall Street Phenomenon", but
nobody believes him because he's only fourteen years old.
410. She says she knows the Mayor and can get you a private audience for only 20 gold, but she's insisting on
only one person at a time because she's one blown con away from sleeping in the river.
411. Mason owns his own ship and will carry passengers, no questions asked, for a reasonable fare, but he
doesn't know that the ISC is about to catch up with him.
412. A royal daughter whose beauty and shallow personality hides a caring yet ruthless mind.
413. A tempestuous sorceress whose charisma is often needed to alleviate situations caused by her outspokenness
and who envies her apparently ‘perfect' sister.
414. The crafter giant who admires tinkers crafts items that are not pretty, but are durable and well-made - and
giant-size.
415. The serial killer hunts down specific prey and commits gruesome sacrifices, though he is not actually evil,
and the sacrifices keep a greater threat at bay.
416. The handsome young man and the beautiful young woman are very much in love, and while their families
are the two strongest noble houses in the region, the lovers covertly seek to drive the houses against each
other as part of a political plot.
417. The mysterious ranger who helps the party at times with a well-placed arrow is wanted for murder, and
the party is gradually getting known as her accomplices.
418. The town has a vigilante bat-winged protector whom the good cherish and the wicked fear, and who is
actually a vampire.
419. The farmer is famed for his fine wheat crops and his beautiful golden-haired wife, who is not actually human.
420. The knight follows his personal honor code to the hilt - but loves to discuss philosophy and adjust the
code accordingly.
421. The huge barbarian likes to look good - hence the oiled muscles, and he is also great at evaluating and
sharpening weapons, though he finds violence undignified.
422. The honest gambler knows the games of chance through and through, but is hampered by a curse of bad
luck.
423. The blacksmith is known to be the famed seventh son of the seventh son, but is female.
424. The orc warrior is no less fierce than his peers, but is protective of the young of any race.
425. The old man who lacks one arm and likes to meditate is also a bandit.
426. Underground homeless man, former cop on the lam, is a source of prime information on the local wharves
and docks.
427. Talking raccoon, standing as tall as a tall elf, dressed in leathers with a slender sword, bars the way into
the forest demanding tribute.
428. A statuesque brunette with a taste for Turkish coffee, she makes her living appraising "very warm" merchandise
for her friends, at a small cost.
429. Stinking of sour cottage cheese and milk left spilt on clothing too long, the long haired madman lurched
out of the darkness muttering mathematical formulas.
430. Peter, a stereotypical-looking college jock, prefers to spend his time in the library pursuing a degree in
comparative philosophies.
431. Dwarvish female merchant, purveyor of rugs, is a secret agent for a hedonist cult bent on overthrowing
the local monarchy.
432. Computer hacker extraordinaire, blind since birth, takes her time surfing and scouting out the latest scam
to fuel her love of cars she can never drive.
433. An emissary of the mountain ape tribes come down from the forests, waits to for his audience with the
local king, dressed in the skins of large predators that fell to his prodigious strength.
434. A undersized male bodyguard, decked in jeans and a leather jacket, enjoys juggling very large knives.
435. A schizophrenic master swordsman is looking for gainful employment, unaware of being a madman.
436. A hirsute naked man, who is the size of a small giant, carrying a huge stone club, blocks the way down
the pass, asking for papers and proof of belief in a higher deity, before he sends you to them.
437. A recently lordless ninja turns to piracy, but refuses to kill any of his new prey.
438. Who the hell farted? It must be that ogre that had elf for dinner again.
439. Clever dog, cute with its ears in the air, will rule the world someday (and already thinks it does).
440. Arrogant white dragon who wants to be my friend thinks of himself as funny.
441. Merchant spy/saboteur from a rival village, and unknown illegitimate son of a merchant noble, has the
same birthmark as the family entitled to a fortune.
442. Innocent farmer boy has an evil skin spirit inhabiting his body, and he must keep taking a certain
drug/poison to keep the skin beast subdued.
443. Drunken Damsel with a mighty left hook and who is miles from home is cursed so that all she drinks
turns to alcohol.
444. Artistic woodsman always carving wooden figurines has attracted the attention of a fey creature who is
trying to grants his many whims and throw away comments.
445. An intelligent barmaid, who's allergic to animals furs and scales, has inherited her father's magic skills but
is unwilling to go to magic school for fear of all the familiars.
446. An ever present, watching child, who always whispers to the people the PCs talk to during conversations.
447. A smelly, flea-ridden dog has taken a liking to your company, but he has a great nose for sniffing out buried
treasure/clues.
448. An innocent groundskeeper who likes to trap, keep, and train dangerous animals in his basement is afflicted
by a local, upstart noble who knows and abuses this secret zoo.
449. A clumsy and over-amorous village cat with sharp claws and a jealous streak.
450. A cheerfully malevolent, though somewhat promiscuous necromancer with a love of floral-pattern shirts.
451. An ordinary college student majoring in medieval studies pulled into a fantasy world to destroy it.
452. A world-weary, half-dragon master swordsman with an obsessive fear of death.
453. A friendly, human-sacrificing priest armed with a unicorn-horn knife who is dedicated to spreading his
faith.
454. A blind martial artist obsessed with training and a fear of weakness.
455. The perfect innkeeper - friendly and attentive - despite having once ruled the kingdom as the most heinous
despot in a thousand years.
456. A large and ferocious looking bugbear who was raised as a nobleman's manservant.
457. Everyone understood the laconic ranger could skin a bear or hunt an ogre, but very few knew he was responsible
for the Queen's prized needlework.
458. An amoral, manipulative, and paranoid computer genius who is desperate for the PCs to rescue her kidnapped
mate.
459. A lazy, fun-loving, and drug-popping starship captain who would do anything asked of her by one of her
crew members.
460. A cowardly, intelligent, tortured herbivore who has befriended a carnivorous warrior.
461. An icy-eyed and conventional organist who openly displays a great dislike for the opposite sex.
462. An angry, distinct hayward, expert in foreign cities.
463. An adorable, reliable poulterer, who fights a predilection for an intoxicating weed.
464. A zealous and burly ascetic, who advertises a prejudice against solitude.
465. A warrior, both animated and towering, who is thought to have a great affection for a neighboring bounty
hunter.
466. A vagabond, both carefree and colorful, who lives in dread of self defeat.
467. A slave, fancy yet courageous, in search of fine clothes.
468. A short, melancholy soldier who fears silence.
469. A shiny and wandering thief catcher, displaying a prejudice against the nobility.
470. A selfish, filthy soap maker, prejudiced against bathing.
471. A pleasant and colorful mason, with a great dislike for change.
472. A paperer, both bewildered and dull, intrigued by both the pursuit of knowledge and by local gossip.
473. A massive yet thoughtful waterseller, who is profoundly ignorant about the pursuit of power.
474. A knight, both gentle and elderly, driven by the fear of crowded spaces.
475. A jealous and stout hedge knight, expert in the nobility.
476. A homeless yet hearty potter, driven by fine clothes and by bathing
477. A healer, stubborn yet strong, who lives in dread of death.
478. A glassblower, attractive but careless, who is an expert in the opposite sex
479. A funny and colorful innkeeper, with a great dislike for urban areas.
480. A flirtatious, gorgeous con-artist, known for a knowledge of reptiles of all sorts.
481. A fearless yet hardy mail-maker, who has nightmares about the local cutpurse.
482. A druid, both fair and attractive, who knows much about both the rich and about people of a higher class.
483. A dainty, permanently annoyed magician, driven by hatred of magic.
484. A cutpurse, mature but gigantic, cursed with a great dislike for gluttony.
485. A comfortable but lanky sailor, in search of travel and adventure.
486. A clockmaker, both fat and brave, well versed in magic.
487. A cleric, both coy and corpulent, who conceals a financial interest in a neighboring poulterer.
488. A choleric, skinny saddler, who has nightmares about traveling.
489. A cautious but polished alchemist, who is known to have a loathing of the nobility.
490. A caustic and sparkling bellmaker, who hates the gods, but whose best clients are the local temples.
491. A caustic and scarred herald, prejudiced against both solitude and physical discomfort.
492. A calm, filthy miner, evincing a penchant for the pursuit of wealth.
493. Guard who secretly arranges himself to be bribed, and then occasionally tells on the person who bribed
him, earning promotions and a positive reputation while getting rich.
494. Brewery owner who sells alcoholic drinks made to be extra potent because he is oddly immune to the effects
of alcohol and decides to get as many people drunk as possible (hint, think of the effects of a mass
drunken population).
495. A charismatic conman, whose family was bankrupted by another con, strives to find all such tricksters
and play their own game against them but with deadly results for the loser.
496. An art collector who collects works of art for destruction, believing art to be evil.
497. An insane cleric who, upon finding a dying person, extends the person's life as much as possible, even if
the person suffers more due to such extension of life, believing that his role is to help someone live as
long as possible no matter the circumstance.
498. A powerful sorcerer who learns "book magic" to infiltrate different wizards' inner sanctums to bring them
down and rid the world of non-natural magic.
499. The curvaceous, caring mother, harbors the secret shame - and desire for forgiveness - of cannibalizing
one of her children many winters ago.
500. A stupid, filthy man, the village idiot travels into the wood nightly to appease the local fey to prevent terrible
retribution upon the town for a slight given long ago.
501. An experienced ranger, who has fallen on hard times since taking up drinking over feelings of regret of
the death of his best friend during an adventure, is secretly in love with his friend's spouse.
502. A hardworking, loyal, dwarven blacksmith is in exile from the dwarven kingdoms for discovering corruption
in his guild but is secretly keeping in touch with his family.
503. A dark-haired, 10-year-old girl who likes to pretend to be an adventurer - and even dresses like one -
keeps a collection of animal and small monster skulls hidden under her bed.
504. A boil-covered priest in a backwater town, who retired from adventuring after contracting a horrible disease
that should have killed him but didn't, undergoes burning blotches and extreme fatigue while helping
the townsfolk.
505. An amorous halfling consort gets bored with her prince from time to time and tries to latch onto visiting
adventurers, who also has a habit of pilfering minor magic items from the castle treasury that could benefit
the object of her affection.
506. A man who has been everywhere in his 90+ years loves telling stories to children in the local inn, but senility
has robbed this epic hero of his mighty abilities, only lifting momentarily when children are endangered.
507. A a Webley-toting, Harley-riding, Yorkish immigrant with a taste for gin and a weakness for women,
who'll risk his life to save a child.
508. A tall, broad, and extremely strong ex-slave cowhand who's deadly with a Winchester and has a mean
temper if you cross him.
509. An unwise and flirty scoundrel who travels through the galaxy by stowing away on ships, then uses either
her charms or her sharpshooting skills to persuade the ship's crew to let her go, unless she feels like joining
them....
510. An undying amnesiac seeking to die a final death.
511. Rotund cleric of an evil deity spends his free time helping others.
512. Morbidly obese servant lectures his master constantly on good eating habits.
513. Hyper, unnaturally short person has the curious hobby of building huge, intricate, wooden models.
514. Child who sneezes constantly is a high-ranking cleric in a well-known order.
515. Chatty fellow with an addiction to a local narcotic works as a mime.
516. Brutal, skilled soldier breaks into inconsolable sobbing when insulted.
517. A peaceful artist whose preferred medium is the blood and organs of his victims.
518. A boisterous man,
with very little tact or grace
paid silent killer.
519. A silly, sincere, sorcerer serving a serpent god of secrecy.
520. A charismatic, master swordsman with an allergy to metal.
521. A large, tall, quiet mercenary who often uses smoking as an excuse to stand outside or away from the
crowd.
522. A beautiful, glassy-eyed, and inscrutable girl from a royal family who is willing to go along with anybody
and do anything while leaving everybody confused as to what she wants and who she really cares about.
523. Fabulously wealthy, shrewd, and always undertaking great municipal projects, he is secretly envious of
military men and military successes, and wishes to add "great military general" to his list of accomplishments.
524. An elven actor, star of "The Willow Road" play.
525. Twin aquatic elves, who belong to an order of seaborne knights, are polite, reserved, and valiant, but their
insular culture and private habits make it easy for all others to be suspicious of them.
526. A friendly, heroic, and understands-both-sides-of-every-argument demigod is frustratingly indecisive,
leaving his allies and followers fractured and in chaos.
527. The young maiden who arranges for herself to be kidnapped, hoping the boy she secretly admires will
come to save her.
528. The surly old teacher who, although possessing no magical talent whatsoever, always collects personal
items of his students (hair, fingernails, etc.) because he dreams of some day using those to gain control
over all those ungrateful, argumentative nitwits.
529. The shy and elderly lady who possesses minor magical powers and uses them to persuade her cheating
husband he is haunted to ultimately drive him insane.
530. The nervous and scarred beggar who always sleeps in the middle of the market place, in broad daylight,
because he knows that if he falls asleep at night the shadows are going to get him.
531. The herbalist and master healer, who out of shame, has locked up the only patient suffering from a dire
disease he has not yet been able to cure.
532. The friendly old man who still travels the world looking for the girl he loved in his youth, almost having
convinced himself that she is still alive - even though he killed her with his own hands.
533. The formerly afflicted werewolf who has been cured but can't get rid of the feeling how much he enjoyed
tearing up people and devouring their flesh.
534. The charming youth who poisoned his own dog to blame the crazy old neighbor.
535. The nimble, expert rogue purposely sets off traps to feed his addiction for the poison within.
536. Big, stupid, half-orc barbarian is an uncoordinated meat shield by day and an eloquent novelist by night.
537. A confident, retired wizard of renown, who opens a multidimensional inn to rave reviews, now must disguise
his inability to remember how to access the portals.
538. Such a quiet and unassuming woman that you'd never guess she's the descendant of the wizard warlord -
and is his equal in power.
539. A great tactician and mathematician, and calculating by any measure, the old, gray-haired tutor bids his
time waiting for his noble master the Duke to show a moment of weakness.
540. A serene, one-armed cleric who uses his wound to demonstrate to others their blessings, secretly harbors a
tightly controlled rage against all who wage the wars that caused his loss.
541. A man possessing riches beyond imagination, everything he could want within the grasp of his (literally)
iron hand, yet more miserable than the lowliest peasant.
542. A grizzled mercenary mage with a propensity for musical metaphors still yearns for his childhood dream
of being a concert violinist.
543. Three things I can't stand in this world: the avaricious, the greedy and...ooh, shiny!
544. Sometimes, dead is better, said the high necromancer. (h/t to S. King)
545. If a kobold can be a paladin of Bahamut, then so can I!
546. I'll show you mild mannered, said Fontelroy, as he gently placed his teacup back in its saucer.
547. Loud, flamboyant, and colorful gnome storyteller natters on about his collection of strange seashells as he
stealthily unsheathes his poisoned dagger stowed in his lace sleeves.
548. The king's manservant, while being a devil at pouring baths, polishing armour, and serving wine, is also
the mind behind the throne, and responsible for all the king's more clever decisions.
549. A young bard with the ambition to become the greatest lute-player ever has been cursed with tone-deafness.
550. A young, "confirmed bachelor" knight, who is in a steady secret relationship with his squire, also attempts
to win the heart of every woman he meets to not give the game away.
551. A traveling physical comedian, who is desperately trying to cover up that he is dying from a brain injury
sustained from getting hit over the head on stage once too many times, is trying to make the group enough
money for his partner to retire on, unbeknownst to his partner.
552. A sleeper agent for a foreign power has settled into his cover's life so well he has forgotten what he is really
there for.
553. A hard-drinking, violent, and hot-tempered bandit chief on the run from the law joins a monastery, but
still remains the bandit he is trying not to be.
554. A half-orc scholar, the result of a consensual union between a human male and a female orc, is trying to
find someone who will publish his work, but is constantly fighting racism - not only from the scientific
community and his peers, but also from both his parents' families.
555. Who could take seriously a bald, peg-legged bandit with an acute lisp - until he pulls out his repeating
crossbow.
556. You see the man take careful aim, stance confident and relaxed, accoutrement obviously fine so that even
the light seems to conspire to make him almost iconic; yet the profusion of arrows adorning the area surrounding
the practice dummy give some contrast to his skill.
557. Wizards wove magic like fisherman hauling a net before a storm; by comparison, the man currently holding
creation to ransom wove magic into a tapestry alive in aspect and fact, balanced in design by calculated
flaws so as not to offend the gods.
558. Short, older by some dozen years, and bored, he was none the less in charge of his uniformly young, tall,
and well equipped companions.
559. She interrupted with an upraised hand, just a hand, though it drew more attention than a more typical
hand, with fingers slightly spread you could see that light from behind had lined her fingers with gold.
560. Patience in the shadow of a chimney was a virtue he had perfected by pondering whether he had sneaked
or if he had slunk?
561. Instincts have you glancing up in time to see the ugly frontiersman smash his chair on a table before
screaming at the dragonborn seated calmly before him: "yu no say bad thing bout mai mammy."
562. Half-orc, half master-villain to judge by the pencil moustache and the stretching silence that was perhaps
a jocular laugh made inappropriate by the bastard sword masquerading as a rapier.
563. Giving you a genuine smile, the balding book shop owner replaces the overlarge crossbow back beneath
the counter and beckons you to enter with his other hand.
564. Convoluted sentences came on, like a swarm of rats, from the man on his knees with hands raised in supplication
and alternating eyes appraising his tormentor.
565. As composite zombies went they were pretty smart, able to speak rudimentary common, though the disturbing
habit of finishing one another's sentences suggested their brains were mixed up.
566. Absorbed in the task of appraising the artworks and artifacts stacked and in bags, she remained professional
while presenting an image of youthful beauty.
567. A druid robin hood, stealing from the lush pastures to feed the poor deserts.
568. "Don't fly into a rage, you'll damage your harp," you hear the horned man say, "I merely wished to point
out that ruminate is a poor choice of words as you're a gnome, not a cow."
569. Abandoned as a baby, a young man has been raised by goblins in a ruined castle, which is now being explored
by a team of adventurers looking for treasure, and among them is the young man's twin brother.
570. A well respected, and wealthy ex-adventurer is trying to put his adventuring days behind him and live out
the rest of his life in a luxurious mansion in the center of a peaceful town, but he is frequently visited by old enemies, or relatives of vanquished foes seeking vengeance and reparations from his actions a long,
long time ago, putting the townsfolk in danger, and forcing him to repeatedly come out of retirement to
defend himself.
571. A powerful iron golem awakens in an abandoned, ancient, underground chamber, with no memory or
knowledge of his purpose, other than the massive assortment of weapons attached to his body and imprinted
fighting techniques, although he personally believes all life is sacred and violence is wrong.
572. A notorious, wanted pirate captain is actually an ex-paladin, and while he still believes in law and justice,
he must continue leading his pirate band on missions of pillaging and plunder or risk a deadly mutiny.
573. A kind, old wizard is secretly a god who has been stripped of all his powers by the other deities, and is
helping the PCs so they can unwittingly help restore him to full power and bring about the destruction of
the world by his hands...
574. A shadow vampire transmogrified into an earth spirit and then adopted into a paladin's family.
575. An awakened fox polymorphed into human form, has a reputation for being a dashing, rakish swordsman
and a cunning trickster, but what he treasures most are the few days he can spend alone, indulging in the
simple pleasure of baking.
576. Though few know of her, she is the best assassin her secretive society has ever trained, responsible for the
poisonings of hundreds of prominent men and women, but she finds the job rather easy — after all, who
would suspect a deaf, arthritic, eighty-year-old?
577. The high priest, a saintly old man revered by the masses, was murdered years ago and an illiterate temple
gardener was pressed into service as his impersonator to avoid civic unrest during those difficult times.
578. The wizard of some renown, is a fidgety, stick-thin man who has little patience for adults and has been
known to teleport unwanted guests halfway across the continent in a fit of pique, yet he is kind to, and
infinitely patient with, the children of the city.
579. Called the Queen of Shadows, her daring exploits as a swashbuckling thief and rebel against the tyrannical
king have won the hearts of the populace, she is actually a succubus who exploits hope as a powerful
force for seduction and her plans carefully draw out the life of the rebellion, balancing success with failure
so the rebels are neither crushed nor victorious, but rather can struggle heroically on, drawing more to
the cause.
580. An orcish pirate, whose fearsome reputation matches his towering bulk, will slaughter most men, women,
and children without blinking an eye, but his superstitious nature causes him to spare all animals, and
their masters with them.
581. A stout, cheerful man who has devoted his life to healing the ill, though nobody knows the bodies of
those he's failed to heal are sold to chirurgeons and necromancers, rather than respectfully interred.
582. An ancient red dragon, that has lost interest in amassing power or treasure, has abducted the princess -
renowned across the kingdoms for her beauty, charm, and intellect - for the pleasure of her conversation.
583. The Radiant Empress over the lands between the mountains and the sea, is a blind, eight-year-old girl of
uncanny wisdom who knows she can trust nobody in her court but the ancient, mute attendant who served
her father and his father before him.
584. A beloved, aging knight-general, hero of the last war, is privately wracked with guilt over taking credit
for the tactics that routed the enemy, which were actually the work of a young knight-initiate who perished
during the battle.
585. Willis The Bruce is bent on helping a young boy haunted by ghosts, until Willis discovers he himself has
been dead the whole time.
586. When the shy gnome lets her hair down from its trademark bun, look out - this rogue's hairpin is actually
a poisoned dagger.
587. The old elven hermit who lives out of town literally invented the fireball spell, and now he must live out
his long years wracked with guilt over his destructive creation.
588. The illusionist could recreate any sight he saw, but his colorblindness made the results more entertaining
than convincing.
589. The highly capable prince does not allow any female elves or gnomes to live in his kingdom unless they
first spend the night in his bedchambers.
590. A sexy but mortal ladies-man who woos and weds a succubus, only to be stuck with an over-protective
marilith for his mother in law.
591. The boy of 16 years seems attentive and wise beyond his years, but that's because he's aging backwards
and needs to find a cure before he's too young.
592. His loyal attendant ruefully tolerates the Prince's promiscuity, although secretly she wishes to be his one
true love.
593. The flirtatious barmaid's decolletage and short skirt do nothing to dispel her reputation for promiscuity,
though she is secretly saving herself for a Prince Charming
594. She was the wizard school's wittiest and most apt pupil until a bet with her friends and an icy flagpole
cost her her tongue.
595. Although her reputation as a stoic battlefield commander is legendary, she privately cries after every battle
and prays for the souls of the vanquished.
596. His newfound ability to control water might be enough to save his tribe from dying of drought, if he can
get past the tribe's taboo against magic.
597. A ruthless and wanton vampire has O-negative blood and must be very selective about his victims.
598. The badass young pirate with a reputation of spilling the blood of all who dare cross him is really a woman
who falls apart every time she sees a man who even vaguely resembles her long-missing father.
599. Brawny and charismatic dwarven cleric who gets nauseated at the sight of someone else's blood, and get
completely incapacitated at the sight of his own blood.
600. A young and overconfident paladin, wearing a ring that conceals his alignment, refuses to atone for killing
a pickpocket and tries to hide from the members of his order that his holy powers are lost to him, but
the grandmaster is onto him and the day draws near when he will be confronted.
601. A ruthless orc slaver, feared and hated by many in his clan, hides his elven and human heritage from his
clansmen by wearing an iron skull as a mask, and at night, he enters the slave quarters and gives his
slaves extra food and blankets.
602. A burgher of considerable wealth, but with a compulsive disorder to lie about his own capabilities, now
bears an inescapable feeling of guilt after seeing a local coven of harpies ripping the town's young men to
shreds after he convinced them they could defeat the harpies.
603. An old monk, who since long sacrificed his eternal soul to an evil outsider to ensure his people's victory
against a rampaging horde of orcs, has seemingly outsmarted the outsider by prolonging his life through
his monk abilities.
604. A benevolent king of a kingdom long vanquished, bound by mighty arcane illusions to believe his kingdom
still stands, causes him to roam through his cobweb-infested palace, giving orders and speaking with
servants and friends long-dead and forgotten.
605. An ancient noble of a forgotten kingdom, who was granted the wish of an immortal life but was corrupted
by the wish to be bound to his castle, longs for the release of death as he was forced to watch all he loved
slowly die around him.
606. A former goblin slave, now free but unable to grasp this concept, has the nasty habit of trying to palm every
unattended shiny object and has an aversion against clothes.
607. A blood-thirsty chaotic barbarian, doomed to be part of a pacifist party, behaves himself until he can take
out the bomb on his back and kill everyone in the party as fast as possible.
608. A socially high class zombie innkeeper sports a monocle and a cane and welcomes tourists/adventurers by
day, and then eats their brains by night with a silver spoon while they are asleep and rates them as if they
were wine.
609. Slave to the High Priestess of Smarn, white-eyed Igny occasionally wished the uprising would be put
down quickly, but would never admit it to his lieutenants.
610. Youngest of twelve identical clones, the girl chose the violin in an attempt to stand apart, as did her eleven
sisters before her.
611. Short and stout, she only comes to life when flying acrobatically about the engine room of the capital ship
Samarkand, maintaining her fusion drive in a graceful zero-G dance.
612. Its rejection of corporeality seems absolute to those who only interact digitally with its amorphous purple
icon, but designing organic bodies is its greatest pleasure, and pays for its processor cycles.
613. Although his years of training in the service of Darum had forbidden it, the dark-skinned man had eventually
come to peace with being a prostitute for fat merchants in a city where he could not even speak the language
and no one knew his god's name.
614. She could never go unnoticed, with her bright red hair that could never be tamed, and the vanity that prevented
her from cutting it off, so every time she picked a pocket, she would have to make a scene of it.
615. There is a merchant who, due to a bad experience with ettercaps, is terrified of the number eight, and he
cannot bear to have eight of anything in stock, encouraging customers to buy more or giving excess items
away if this fails.
616. Seeing a vow of silence as no challenge, the monk constantly chatters, pausing only to breathe, eat, drink
or sleep, but it wasn't long after undertaking this vow that his monastery exiled him to life as a wandering
friar.
617. There is a bard who only knows one tune, but is gifted with the ability to instantly compose new lyrics for
every occasion; however, his lyrics are all in a language he calls "scat", which he also appears to have invented
himself.
618. Highly superstitious about local fey, the blacksmith only takes payment in silver for fear of being duped
with "faerie gold."
619. The village potion-maker requests strange ingredients for her brews, but no other mage can fathom how
she uses them to make her product, which is unsurprising, since all her stock has actually been stolen
from out of town.
620. They say the Baron, genial and cordial in public, has a room in his basement containing a throne built and
carved from the skulls of his enemies.
621. This warrior gave his left arm to be ambidextrous; he had it replaced with a golem-like construction of
rune-scribed black iron - which would be an improvement, but for its disturbing tendency to act on its
own.
622. Once wounded in battle, now unable to remove a cursed prosthetic eye that makes her see the souls of the
dead, the rogue won't go anywhere near temples, tombs, or hospitals.
623. The cleric of the goddess of vengeance, full of wrath and justice, yet compelled to visit the grave of his
murdered wife to consult with her spirit before any major undertaking.
624. It is little known the wizened old mage was once a burly warrior, his strength drained by a magical mishap,
now unable to lift a blade and questing to restore his former might.
625. A madman cursed with doppelganger form longs to be human again, killing and replacing individuals to
get the human contact it desires, but not skilled enough to maintain a convincing disguise for long.
626. A dwarf warrior, wielding the most powerful warhammer ever seen, seems undaunted that it's sized for a
giant and she can barely lift it.
627. A wizard, physically trapped for eons in a crystal prison, staves off madness by walking every night into
the dreams of others.
628. Alcoholic dragonborn insists that a skinful of booze improves his breath weapon.
629. Being a wererat gives the halfling exterminator an uncanny insight into his job.
630. The vagrant is pursued by shadows - but are they real, or imaginary?
631. A charismatic, dashing, Robin Hood-esque figure providing hope for lower class citizens in a corrupt city
with his rebellious pranks/actions against "The Man" is secretly employed by city officials to keep the
poor just optimistic enough to distract them from their horrible living conditions and squalor.
632. A grim and determined hunter of fey and other fell beasts has no tools to cope with the departure of the
dryad he loved, something he would be killed for, were it known to his superiors.
633. The lady of the three cities is as meticulous a trader as any, always honest in her deals, yet her arrangements
with the local bandits reveal a ruthless streak.
634. His people have been cursed by the elves so they can no longer walk in daylight and are in a state of constant
war with everyone, yet he is trying to honestly negotiate peace with the elves.
635. A beautiful and caring elven princess whose loved one is slain in a war with humans grieves no more,
spiteful of what the world has done to her, and seeks revenge.
636. A man turned into a dangerous werebeast by foul sorcery now seeks a place to live.
637. A grey-haired librarian, who demands exactitude and has a severe demeanor, loves to whisper secrets and
a little sweetness weans them out of her – if it's fed to her just right.
638. A juvenile, bronze dragon is convinced he has contracted lycanthropy from a were-rabbit when he was
younger, and whenever he is startled, scared, or anxious, he 'polymorphs' himself into a small, brown rabbit
with glowing, red eyes and a habit of biting people, but he refuses to believe that he is responsible for
his own transformations, and is otherwise completely healthy.
639. A well-known, yet deeply troubled priest develops multiple personalities that serve as powerful priests to
conflicting gods who wish to make a battleground of the man's tortured soul.
640. An outcast gnoll with a broken voice seeks enrolment at the most famous bardic college in the realm to
escape the violence of his people and find the song of his soul in the world.
641. A renowned brothel's famous stage-performer specializes in seductive sorcerous dances to extend her
growing influence, making the crime organization she leads one of the most powerful in the land.
642. A no-nonsense dwarven she-monk opens a small dojo in Leeside, teaching the commoners self-defense
and instilling new-found courage against the local street thugs.
643. A Herculean bugbear with a distaste for authority becomes a local hero when he drives off the corrupt
Baron's tax collectors, protecting his adopted parents.
644. Evil overlord fashionista who only got into the job for the great outfits, but must now play the part.
645. Goblin with inferiority complex looking for love in all the wrong places.
646. Surly golem that runs on alcohol instead of fuel takes on prohibition in 1920s America.
647. Stoney "The Mammalian Stallion" Barbacoa floats like a beholder and strings like a stirge.
648. Halfling detective isn't exactly a hero, but he's the best at what he does.
649. Hobgoblin cleric of Vecna has trouble performing necromantic experiments and staying menacing when
his dad insists on tagging along.
650. Gelatinous Bob, the only known ooze who can communicate, might be able to help with your problem...
if he decides you aren't tasty first.
651. Gnomish sorcerer would rather talk to the animals than deal with pesky adventurers.
652. Double agent infiltrates both the Empire and the Rebellion to free his home planet from overarching, galaxy-
spanning governments.
653. Comparative religion professor, who happens to possess the talking sword of Joan of Arc, bestows it on
the worthy.
654. College student, who refuses to grow up continually, fails just enough classes to remain in school to tutor
younger students via the Power of Rock.
655. Mad scientist who happens to be one of the nicest graders in the entire university.
656. Halfling cleric of trickster god cursed to be a skeleton tries to invent new, undead practical jokes.
657. Religious wizard who struggles to reconcile creation theory with magical transformations.
658. Jovial paladin with giant sword refuses to believe all beings are not inherently good.
659. Elvish superspy who poses as simple bard must suppress his inner-badass to complete missions.
660. A man, a plan, a canal: water elemental.
661. The mad, slave-driving mindflayer that has enslaved most of the village populace is actually using the
people to construct a device that will prevent the denizens of the Underdark from spilling out onto the surface
world.
662. The highly intelligent and masterful arcane researcher relies on his butlers and assistants, as he is still incapable
of preparing his own meals or putting together an outfit that doesn't make him look like a complete
fool.
663. The despondent, condemned man in prison for dozens of serial murders is actually a rare human born
with innate TrueSight, living in a society heavily infiltrated by doppelgangers.
664. The drunken, unassuming beggar in the tavern, who continually leaks information about criminal activities
in the area, is actually a highly skilled guard, using the adventurers to take out problem criminals.
665. The notorious and 'uncatchable' thief is truly only stealing money to fund charities around the city.
666. The well loved and axiomatic captain of the guard for a large capital is also secretly hiring bandits and
mercenaries for his guardsmen to defeat, just to keep his popularity and job security high.
667. The evil and conniving ghost that is haunting the local inn is actually a murder victim of the aged elf that
contracted the party to exorcise it.
668. The mystic, aged fortune teller and soothsayer in the wagon caravan at the edge of town is secretly casting
Geas/Quest during her divining, forcing her customers to make the prediction come true.
669. The slavering and demented drider queen still tends a flower garden hidden in a sunny area of her plane.
670. A studious and orderly wizard becomes recklessly chaotic and violent after only a few drinks.
671. The unmoving, stoic dwarven cleric of stubbornness is completely unable to refuse his wife's requests.
672. The wealthy, foppish nobleman secretly works as a vigilante, attacking criminals in the dark of night.
673. An evil, sadistic druidic slaver will not abide the caging of animals.
674. A brutal and widely feared warlord nonetheless treats prisoners with kindness and care, having been a
prisoner of war in his past.
675. The gleaming, holy paladin recklessly slaughters every orc he sees, regardless of their ability to defend.
676. The savage, bloodthirsty orc warrioress is also a cooing, loving mother of three.
677. The homeless vagrant, who still acts with the mien of a lord, is secretly an ousted noble.
678. The stoic, holier-than-thou priest of Pelor still harbors a secret fetish for goblins.
679. A brawny and heavily scarred orc chieftain finds great value in the local druidic elves.
680. The wheedling, weak kobold still finds great courage in defending his pets.
681. The iron-fisted and overtaxing robber-baron still owns dozens of homeless shelters and orphanages.
682. The otherwise wise and kindly king nonetheless leaves standing orders to slay every red-haired child
born.
683. An amicable and friendly thief who distrusts anyone taller than she.
684. A belligerent, violent shopkeep sells exquisite glass crafts.
685. Brave, boy bodyguard bolts when battling beetles.
686. A water elemental afraid of any body of water more than three feet deep.
687. A highly social, highly isolated Luddite whose only means of communication is technology.
688. A man who lives a completely solitary existence in a remote location, but traverses the world in one magical
night delivering gifts to children who have been good all year round.
689. An apathetic, violent barbarian with a love for kittens.
690. A mind-flayer in control of a famous poet, using the poet's fame to spread enchanted texts in an attempt to
attract meals.
691. A proud bard with six fingers on their left hand who can play the lute better than any before them, and is
using their talent to control a local tribe of goblins to wreak havoc on the village of their youth, seeking
revenge on those who tormented them.
692. A young, innocent street urchin with an unknown and uncontrolled power to project dreams to others, is
having nightmares.
693. Obese chimney sweep is too stubborn to lose weight or change occupations and demands large quantities
of lube.
694. A highly-skilled warrior filled with self-doubt has a mental breakdown every five minutes.
695. doppelganger disguised as woman's spouse fights inadequacy by trying to live up to his assumed identity's
greatness.
696. Widely beloved countess is a serial killer who abates her bloodlust by slaughtering the homeless.
697. Autistic blacksmith has an odd accent, but can identify anything and anyone from 50 yards by sense of
smell alone.
698. Benevolent giant of a man has multiple personality disorder and becomes a creature of unrelenting fury
once wounded.
699. The sass-talking barkeep who doesn't touch alcohol outside church rituals.
700. The vegan lycanthrope who can't stand the sight of blood, looks for a way to not starve on nights of
'change'.
701. The carnivore protesting about animal rights to impress the men she's never gotten to get a date with.
702. The uptight, law-abiding and somewhat prudish cleric...of the goddess of illicit love affairs and the protector
of shady brothels.
703. The brave, valiant heroic knight everyone loves...on the run for treason against the royal court.
704. Barfight-loving monk
improvises his weapons,
speaks only haikus.
705. A loser who's lost it all was moments away from suicide, but that angel came down – and trading living
on the streets for being a paladin was a heckuva deal.
706. He's not a very funny clown, but when you consider he worships the God of Knives and Murder, that's to
be expected.
707. A rigidly honorable knight who sometimes wakes up after a battle covered in blood amid a pile of corpses
brutally hacked to pieces.
708. A weary and scarred old bishop, who'd like nothing better than to retire to his garden, must keep facing
the Forces of Darkness because he doesn't trust the younger generation to care enough.
709. Big, friendly, lummox of a barbarian who loves his weekly bar fights - too bad he usually ends up turning
into a grizzly bear after getting a bloody nose.
710. Pallid and sickly young boy whose mother died at childbirth but who still constantly discusses with an
unseen mommy - maybe that's why the grass turns to ash in his footsteps.
711. A sharp information broker and artifact collector with a manic urge to scry on important people.
712. Young swindler and charlatan who mixes her acting talent with some arcane powers to become a master
of disguise.
713. Radiantly beautiful, young, blonde, bimbo paladin, whose steps are - fortunately - guided by a god.
714. Fat and timid merchant-wizard on a quest to destroy his half-demon daughter.
715. Foul-mouthed old drunkard of a bard immensely popular among young female audience despite being
ugly as sin.
716. Former wrestling gladiator slave turned into religious and ascetic fighting monk by troubling prophetic
visions.
717. Cruel king geased to live as a lowly commoner for 101 days without revealing his true nature.
718. Catfolk ranger in search of the perfect, warm windowsill.
719. Amnesiac doppelganger stuck in the form of a gnomish rogue but remembers being taller.
720. Paladin of the succubus lust goddess foils everyone's expectations with her naked truths - literally!
721. Mute monk sent by his monastery to find his true voice.
722. Beautiful, half-kobold princess searching for her natural father.
723. Bold kothe (fantasy coffee) addicted priest of an illithid worshipping snake cult.
724. Light-fingered wizard's apprentice exiled for stealing his master's thoughts.
725. Charming ex-slaver forced to work the dungeons with the party as punishment for his crimes.
726. Doubting cleric convinced his god has died and is being impersonated by a force of evil.
727. A boisterous barbarian queen welcomes travelers to her home, but kills them at the slightest offense.
728. The stubborn lord of a frontier town fights valiantly to defend his people, but secretly believes they are
doomed.
729. An inquisitive traveling scholar can't handle a sword, but never backs down from a fight.
730. By day he's a gregarious and well-regarded jewelry merchant, but by night he stocks his store with the
duke's treasures.
731. A silver-tongued bard is quite a hit with the ladies, but to his shame is actually a eunuch.
732. A kind and compassionate noblewoman runs an orphanage and homeless shelter, but is secretly the head
of a dark cult.
733. An honorable knight-captain loves his king like a brother, but is secretly indebted to the evil chancellor.
734. An otherwise calm and capable spellcaster, who studies ancient magical amulets, lives atop a tall tower,
but his fear of heights keeps him well away from his windows.
735. A remarkably large warrior is totally fearless in battle, but is terrified of stepping on other peoples' feet.
736. A heroic paladin whose great intelligence makes him feel detached and distant from those he protects.
737. The lord is a strong, fearless defender of the faith, but is an atheist.
738. An obnoxious hedonist with a gift for seduction remains loyal to his family unto death.
739. A rough and battered junkyard salvage tinkerer who can fix anything and collects Imperial Fabergé Easter
eggs.
740. A shy, paranoid, home-bound scholar who holds the keys to undoing a wicked plot.
741. A beautiful genius with a penchant for complex plots but never quite in control of her hair-trigger temper.
742. A meticulous and charismatic illusionist devoted to chaos.
743. A Minoan bull-riding assassin, reborn into modern college life.
744. A demure, pious, young initiate at the convent who hasn't been able to speak since childhood and who
harbors a burning, secret love for one of the older nuns.
745. He offers the best prices in the market, but the congenial bootmaker is oddly careful to make sure than
nobody follows him when he leaves in the evening.
746. The baron's son spends all his time on the East Bridge trying to figure out how to tell his father he was
responsible for his sister's death.
747. The imprisoned orc warleader is slowly buying up favors from within prison and bides his time, not so he
can have vengeance on his captors, but on his warchief, whose cowardice resulted in his capture.