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线上 南村辉

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650点子存档
« 于: 2020-07-16, 周四 11:10:40 »
1.The town guard think the party’s mage is responsible for a magical duel fought atop the cathedral roof last night. Can the party find the real culprit before they are hunted down themselves? Do they dare, knowing that the criminal dispatched his last opponent with a frighteningly high level spell?
2.The party is taken aside to the guardhouse upon first entering the city. They are told the guard captain wants to speak with them. When the captain arrives, he attempts to shake down the party under pain of death.
3.A woman falls into the street from the second story window in front of the party and dies on impact. Soon after, a PC notices a hooded figure skillfully dropping, uninjured, from another second story window facing into the alley. The figure quickly disappears into a maze of side streets.
4.The party is invited to a manor by an important socialite for a potential job opportunity. When they arrive, they are told to wait in an empty room. Soon after entering the room, the party realizes they are locked in with a magical ward.
5.A lead in your case brings you to a dive bar in the bad side of town. You ask around and find out your suspect is staying upstairs in the owner’s room. You walk up and open the door to find three armed gangsters surrounding your target who’s slipping out the fire escape.
6.Upon returning to your room at the inn, you discover a body on the floor with a dagger lying beside it. Soon after, guards storm up the stairs and into your room.
7.The party hears a rumor about work from temple. When they arrive, they find themselves in an empty temple. Once they reach the center of the temple, the entire congregation rushes in and take the party down into the crypt.
8.The party is on their way to the tavern at which they are staying when two groups of street fighters armed with rocks and sticks rush onto opposite sides of the street with the party caught in the middle. One group is wearing green, the other yellow.
9.The party stops to witness a funeral procession for a crime lord. Soon after passing, the party hears an explosion and sees a gigantic smoking fireball rise into the sky a block away.
10.In need of food and shelter from the elements (or from enemies), the characters come to a ruined tower full of revelling adventurers. But the Rules of the House say no one may enter until they have entertained the rabble with a rousing tale.
11.As you step out of the tavern, a disheveled girl smashes into you. “Wilkenson’s dog is loose again!” she exclaims as she attempts to hide behind you. You turn back in the direction she came to see a metal construct resembling a dog charging toward you.
12.The PCs spot a pregnant woman walking through the bazaar. As she passes the baker’s stall she quickly grabs a loaf of bread and keeps walking, favouring one of the PCs with a wink as she goes. Is she a thief or the wife of the store owner?


13.The PCs are walking along a busy street. A residential door opens briefly and a high pitched scream emits from inside before the door suddenly closes again. None of the other people on the street seem to react.
14.The PCs are resting in their inn room when suddenly the door bursts open. A well-armed man with weapon drawn storms in and says, “Don’t move, I’ve...crap, wrong room.” The intruder then quickly exits.
15.The PCs find the item they have been seeking in the marketplace. As the purchase is completed and they are about to leave, a stranger rushes up to the merchant shouting, “I know you have it Balthasar, and I want my <insert item here> back now!”
16.As the PCs turn up the street they hear shouting ahead. Within moments they see an escaping carriage barreling towards them without a driver. If the PCs are able to stop the carriage they will see signs of maltreatment of the horses (severe bit, lacerated skin from the whip).
17.The inhabitants of a large building start a war against an identical neighboring building. At the beginning it’s because they are accused of stealing their water, but in fact they have held many petty grudges for years and this way they can vent them out violently. The party is hired by fearful authorities to stop the revolt that threatens to scale into a civil war, but one of the tenants in the rebel building is a PC’s distant relative. Does the party intervene impartially, risking a family feud or do they help the relative exact revenge against his neighbors?
18.An invaluable piece of treasure is thought to be somewhere in the sewers of the city, which leads the PCs to a dumpster. Behind the rubbish a criminal empire rises, financing itself by reprocessing and using what the city no longer consider useful or falls in the trash, like the piece of treasure. Will the party confront the Trash Emperor to recover the treasure, or do they leave it as a sign of good will?
19.The party is mistaken by a wealthy man as carriage caretakers in a shantytown neighborhood. He hands them money to protect his vehicle. The legitimate caretakers challenge the PCs and try to steal the wealthy wagon. Does the party protect the rich man’s vehicle or do they leave the locals to do as they please, risking later persecution by the noble client?
20.An obese and corrupt food merchant accuses the party of stealing his rotten food and threatens with a call to the corrupt authorities. Does the party fight their way out, run away, confront the false accusations or pay the merchant?
21.The PCs arrive at the inn and find a large group (at least three times their number) of mercenaries leaving for the jail where they plan to execute all the prisoners. The party is connected to one of the inmates (an old, recurrent, but not particularly hated enemy, maybe they put him behind bars in the first place) and wishes him to remain alive for some reason. Do they face the killers, race to save the prisoner first, warn the prisoners or set them all free?


22.A black market thug offers an illegal but coveted article to the PCs; however, he is not carrying it around. Just as the deal is completed, a guard raid starts and the merchant runs away. Does the party run after him, looking suspiciously related to crime, or do they help the guards arrest the thug, risking loss of their money and the coveted item?
23.The city has a zoo filled with wondrous and dangerous creatures brought from far places. Just recently, some of the creatures escaped and now there is a royal reward for recovering the rare animals unharmed. How can this be done?
24.One of the richest houses of the city is plagued by small, magically resistant and sly creatures. The mansion guards a large collection of fine birds and exotic vegetation, delicate and sensitive. Can the party exterminate the plague while keeping the collection safe?
25.A sector of the city lies under quarantine after an outbreak of a mysterious fever. The party is being kept inside, and one of its members is starting to show symptoms of the illness. Do they try to escape, risking further contagion, or do they try to find a cure from the inside?
26.The PCs are being chased by a criminal party through the streets of a city that celebrates its anniversary with improvised shows over plazas. They get caught in the middle of a show, in front of a demanding audience. The only way the mob will let them leave is by doing a successful artistic performance.
27.A gypsy intercepts the most charismatic member of the party and tells him of a vision she had. She predicts the party member will find a beautiful person in this city and it will be the love of his life. She provides no further details. Later on, a beautiful person flirts with the character.
28.The PCs arrive at an over-visited shrine-city in the middle of a celebration attended by clerics from every corner of the land. All inns are full, it is forbidden to stay outside of the city and there is nowhere to stay. The mobs of homeless people are not kind to strangers either. How can the party survive the night?
29.One member of the party is seen carrying an exotic weapon and the authority of the local museum is told about it. This museum curator has been an adventurer and masters some kind of whip weapon. He prepares an ambush to steal the exotic weapon, yelling at the PCs on sight, “That belongs in a museum!”
30.The PCs travel to a city famous for its elegance and glamour, where everybody has a fashion sense. In the crowded plaza, one of the characters bumps into a citizen and loses his purse. When he finds out he realizes everybody looks the same because all are using the same fashionable garments of this season.


31.The impoverished city charges adventurers an entry tax of 10% of their loot. The officers in charge use magical detection spells to enforce the embargo. Citizens in line offer to take care of the largest parts of the adventurers’ treasure to cheat on the taxation, in exchange of a fee. However, some of these citizens are thieves who use the situation to steal treasure from adventurers, and they guard the stolen loot in a nearby cave. Will the party surrender their treasure to tax or will they risk it to a theft?
32.The Tourist. The PCs have messed up (possibly been framed) in the eyes of the King and have been apprehended. The King will release the party, if they allow a wealthy, influential and obese merchant to come along on a dungeon delve, where there are sure to be many tight spaces.
33.Medieval Proliferation. Two blacksmiths are in competition to create better melee weapons for the King’s army and only one can win the contract. One of the blacksmiths approaches the PCs to try the weapons and plead their virtues to the King. He also claims his competitors are playing dirty.
34.Ritual Addiction. A cult rises to prominence and almost becomes a legitimate religion through the use of addicting rituals, which all followers must perform and then become addicted to. How will the PCs stop a growing cult, of which the members are powerless to escape even if they want to?
35.Kindergarten Magic. Street urchins are rumored to have special powers. A representative of the Magicians Guild approaches your party to investigate. In reality, they are learning magic from an unknown source. The children have less inhibition and magical control, but have much more mana and capability of replenishing mana, making them dangerous magic users.
36.As the PCs turn a corner, a law enforcement officer slams into them at breakneck speed. As they help him up, they notice he is covered in blood with grievous wounds. As he dies in their arms, he begs them to find his wife and relay his sincerest love and apologies.
37.“Psst, do you want to buy a crystal ball that really works? It’s cheap!” says a shady character while sneaking up on the PCs from an alley. The price really is cheap, and you might even lead the PCs to believe the ball works when they try to use it for petty things, but it is unreliable, maybe even cursed. And the big problem is that one or more groups of NPCs badly want this crystal ball.
38.The PCs witness a break-in at a shop. If they intervene, then right at the end of the encounter the shop owner shows up and accuses the PCs of breaking in and causing damage in his shop. He immediately calls for the guard.
39.The PCs are searching for someone, and just as they find him the person falls dead, the target of an assassination attempt. Before the group can begin to search for clues or find out who is responsible, the guard shows up, possibly tipped off by the assassin, and accuse the party of the crime.


40.While searching for someone in an unfamiliar part of the city, the party crosses into the territory of a faction and triggers an encounter. Unknown to the characters, the group that is upset with them has some influence with the target of the PCs’ quest.
41.Stirges living in the sewers are spreading filth fever. This needs to be stopped.
42.A rust monster breaks into a blacksmith’s store. The smithy’s soul is stored in an iron golem stationed inside the shop.
43.The whole city is under a reverse gravity spell, and kuo-toas, unaffected by the spell, are attacking from the harbor.
44.The party runs over or mortally injures a shepherd’s goat by accident. After apologizing, the shepherd starts demanding money equivalent to three or four times what the goat’s value is. Then, as things settle down, another shepherd comes up and displays another goat injured. City guards start to show an interest in the event as well....
45.A rich merchant in a coach, escorted by off-duty city watch, attempts to race through a gate, only to be stopped by the on-duty guards. The merchant is angry at this, as he paid the guards to allow him to travel freely without paying any fees or having to give way. A violent standoff occurs.
46.A merchant discovers the PCs are buying something and comes to give them a more expensive offer for something of lesser quality. However, the merchant insists this is a good deal as his cousin works for the town hall and will cause great grief to the party if they refuse his offer.
47.A trusted NPC tries to get the PCs to buy a horse from his brother instead of the dubious- quality horse the PCs intend to purchase. It does not seem clear that the new horse is any better than the other horse.
48.Two speeding coaches collide, leaving a bloody scene and angry families. The road is blocked, and the guards seem disinterested in assisting with either clearing the road or arbitrating between the families.
49.The royal poobah arrives and the main road is blocked indefinitely by royal guards. All traffic must take the back streets.
50.Bandits strike a merchant convoy. Two wagons are left burning, while two others have been stolen. Most of the guards in the area rush off after the attackers.
51.Townspeople come up to the party and blame them for the local infestation of evil. If the PCs weren’t there, so the argument goes, the evil would go elsewhere. A crowd gathers in support of their fellow citizens.
52.A party member is challenged to a duel by a young spellslinger.
53.A religious ceremony requires that everybody attends with no exceptions. Some who do not are committing crimes in the meantime. Will the PCs be missing from church?


54.An authoritarian female figure requires the services of the PCs to make her husband jealous or look weak. He is decidedly displeased unless the PCs handle the situation with great tact.
55.A clerk decides for some perceived slight that he just won’t give the PCs the help they need. Attempts to remedy the situation make it worse.
56.There is but one accepted religion in town. What about the party cleric who serves what is here deemed a false god?
57.Young lovers have taken the PCs’ room as refuge to meet in. They are sought after by families that do not approve.
58.A rider storms down the crowded main road of the town, expecting everyone to dive out of the way or be crushed.
59.A lynch mob forms in the tavern where the PCs are. To join or to risk their drunken wrath?
60.A lonely religious type starts trailing the PCs, shouting they are the harbingers of imminent doom, which is annoying and prevents trading. Most deem him harmless and he is a local, whereas the PCs are anything but.
61.A game of chance in the market goes wrong for the PCs; it may be crooked or simply the source of a brawl.
62.A damsel in distress is pinned under a fallen wagon. A strong PC can save her, but doing so comes with strings attached.
63.A group of cornered thieves have taken hostages and threaten to kill them unless given free passage. The Law turns to PCs for assistance.
64.A person the PCs are interacting with suddenly dies on them, whether of blade, crossbow bolt or poison, leaving the party with but partial information and a corpse to explain.
65.There’s an execution to be made in town. The PCs are given a well-paid offer to keep peace during the execution, partly as they are suspected of trying to break the prisoner out.
66.Fate gives the PCs the devil’s choice; to actively kill a person, or to keep their own hands clean and in so doing cause the death of many.
67.Injustice breaks out as revolution against a tyrant. The PCs are there to see the first flames, and may play a pivotal role in either supporting or crushing the uprising.
68.A fast ship in the bay is bombarding the helpless port with siege engines. It’s out of range for the locals to deal with, and possibly not alone.
69.The PCs hear shrieks from a dark alley where a young maiden just went. Under the full moon, she is painfully turning into a werewolf for the first time.


70.An enlightened person starts preaching for goodness at the tavern where the PCs reside. The innkeeper is not at all happy about it but does not want to break the law personally by manhandling a holy person.
71.There have long been rumours of the cemetery being desecrated by someone stealing the corpses. One night the PCs chance upon the necromancer walking home with newly animated undead.
72.The governor, a friend of the PCs, fears he’ll be removed by his superior and turns to them for assistance. He’s right to fear, though not all details are correct.
73.An entertainer in the market works in tandem with pickpockets. Finding someone who stole, or attempted to steal, something does not make recovery easy in the middle of an enthusiastic crowd.
74.A vendor tries to sell the PCs something and won’t take no for an answer. He may want to force a sale, or is simply after a conflict for his own reasons.
75.Actions of the PCs mark them as being on the side of one family in a long-term feud. One or both of the families takes interest in the party as a result.
76.One or more PCs are present as witnesses of a street crime, violent or otherwise. To intervene makes for enemies, risk and delay. To not intervene gives social pariah status, lost allies and favour.
77.One or more PCs are short-changed by a merchant who considers himself untouchable. Whether he truly is....
78.One of more PCs are made party to a crime. What to do after finding some incriminating loot in their room before / during / after the law appears?
79.An NPC seeks the protection of the PCs. To grant it makes her enemies the PCs’ enemies, and gives them the responsibility to protect a high-profile, fragile person who can’t or won’t leave town.
80.A thief offers to serve the PCs as guide, and serves them well. Except for robbing from locals while doing it and hiding behind the party for security.
81.PCs are marked by a guild of thieves or assassins for a contest. Low-skill, would-be guild members keep targeting the party with attempts on their health or goods.
82.A beautiful local appears to fall in love with a PC, but her affections are the result of malevolent magics.
83.A soothsayer refers to the PCs in a prophecy. The details of the prophecy are undeniable, and consist of inside information to catch the PCs’ attention.
84.The spoiled child of a noble finds a PC has something he just has to have. The noble’s staff does what it can to acquire it, by nearly any means necessary.


85.A PC is witnessed in action by one who decides the character’s particular talents are just too good to pass up, and he wants to make the PC his concubine, bodyguard, or gladiator.
86.An investigation by the PCs requires they join a secret organisation. Unfortunately, once a member always a member, and leaving town is not an option.
87.The PCs want a special item and an artisan promises it to them. However, acquiring it requires theft of a crucial component, which makes leaving town with the item difficult.
88.The town is at war, and adventurers are subject to special measures, such as precautionary detainment or mandatory military service. Refusal is not taken kindly.
89.A PC is of a character class the locals abhor. Not turning him in to authorities is treason.
90.The appearance of the PCs breaks the balance of a cold war between two rival mages. Each wishes their support to destroy the other, and fears that the other is successful in recruiting the PCs.
91.Being adventurers, the PCs have the main requisite for going on a quest to find the cure for a disease afflicting townspeople: they are expendable.
92.Gate guards refuse entry for the party based on racial prejudice or local customs, such as no entry after sundown. The party does need to enter, though.
93.A patrol arrests the party for matching the description of those who have reputedly committed a crime or simply being in the wrong place at the wrong time. Illusions and false witnesses may be behind it.
94.A groupie wants to join the party. To fail would mean his death, he believes.
95.The party finds itself unable to do trading due to the work of a rumour-monger.
96.A brief touch in a crowd is followed by something that appears like uncurable illness.
97.A contact of the PCs is extorted and may end up attacked by an arsonist.
98.A person the PCs entered town with turns out to be a criminal. Association taints the PCs’ reputation until he’s caught.
99.A player character gets an inheritance, and with that, the family rivalries.
100.Dark rumours start surrounding the most conspicuous PC. Then one day he chances on what seems an identical twin.
101.An upstart gang of thieves is claiming territory. PCs are approached amicably at first to ensure they will either help or at least stay out of the way.


102.A string of building construction accidents has occurred lately throughout the city. Fortunately, no one’s been seriously hurt, but the accidents are increasing in size and damage. The local guild has put up flyers asking for help in solving their problem.
103.As the PCs walk across a bridge over the river that cuts through town, they notice a couple of young boys standing near the edge of the bridge. They each have a large rock in their hands, and are watching one of the approaching river boats with smiles on their faces. As the boat gets closer, one of the boys raises his rock as if he is going to drop it.
104.A crowd of locals gathers, talking about cobblestones that have sunken down in a peculiar line, almost as if the ground has given way underneath. If the PCs follow the indentation, they can see one end appears to go under the cemetery wall.
105.While travelling down by the docks, a ship captain waves the PCs over to talk. He’s in a bind, he explains, saying that some of his dock workers didn’t show up for work and he has a lot of cargo to load onto his ship so he can make the tide. The captain and crew look disreputable, and nervous, but he is willing to pay well for the work.
106.The PCs come upon a sobbing woman holding a teenage boy who looks to have been severely beaten. If the PCs ask the woman if they can help, she explains her youngest son was beaten up by a gang of toughs. Of more immediate danger though, is that her oldest son has gone off to exact revenge on them, and she’s afraid of what they will do to him.
107.Four, strong-smelling, rough-and-tumble characters enter the tavern, obviously looking to make merry. Two saddle up to the bar and pound upon it, demanding grog and hot food. Another, loudly singing a bad, off-key sea shanty, scoops up one of the bar maids and dances around the floor with her. She smiles but shies away from his obvious bad breath and groping hands. Oblivious to her protests, he picks her up and carries her to the stairs toward the bedrooms.
108.Down the dimly lit alley, two guards can be seen beating a kneeling man. One rips a coin purse from the kneeling man’s belt and says, “Don’t be late next month, old man.”
109.Behind a seedy temple, a pretty young woman cries and cowers up against a cold, stone wall. Although her clothes are of poor quality, they are attractive and revealing. A thin, crooked man cruelly twists her arm, spitting epithets and insults, demanding “his money” from her, saying, “if you weren’t so lazy, you’d have earned your quota for the night already!”
110.Walking by the docks, you are surrounded by a group of sailors carrying clubs wrapped in rags. One steps up and says, “The Imperial navy thanks you for enlisting for a term of service!” The men proceed to attack and try to knock the player characters unconscious.
111.While walking on a sunny side-street, a large group of happy and laughing children come skipping and gamboling down into the midst of the PCs. Apparently unafraid of the PCs, they continue to play their silly children’s games, occasionally bumping into characters’ legs and arms, while their gleeful group filters through the PCs. Each child attempts to pick a pocket.


112.A large procession of somber men beating wooden drums and chanting deeply wanders down the street, reverently carrying a large coffin. A second group of hooded men sneaks up on roof tops and emerge from doors and alleys all around, drawing weapons. The two groups are going to converge in a large town square, where the PCs are standing.
113.A tiny, pristine white mouse with pink ears charges out of an alley and leaps onto a PC, cowering behind the character’s back. A lone, dirty figure runs out of the same alley a second later, in one hand a long pole with a looped rope attached to one end. He eyes the PCs and demands they tell him where the rat went, and warn they shouldn’t try to snipe his bounty on it.
114.Storm clouds hang heavy, and thick cold rain pounds down as it has for hours. Gutters gurgle, and the sewers moan as if carrying some great weight. From a drain, a swarm of thousands of black rats burst out and charge the PCs.
115.All the buildings along a street have their front walls separate like bread sliced off a loaf and then come crashing into the street. Who or what caused such an unnatural architectural failure?
116.A goldsmith business celebrates their 200th year with a huge celebration wherein free necklaces are handed out to the public. The next morning the building is gutted with no sign of the business anywhere, then people start getting sick....
117.Every day at noon a particular well won’t draw water, and sobbing is heard from below. Despite many searches, the city guard can find no cause of the sobbing or the daily water shortage.
118.A young woman approaches the PCs, insisting one of the party is her husband who went missing two years ago. Other townsfolk seem to agree, despite the PC not knowing her.
119.When depositing money in the bank, the manager claims to recognise one of the PCs as being the last known heir to a fortune belonging to one of their recently deceased clients. All they have to do to claim it is survive the trials to prove they are a relative.
120.After spurning the romantic advances of a girl, a fruit seller’s wares rot in his stall by midday each day. Despite the law having determined the girl is unconnected to his troubles, the merchant believes otherwise and seeks someone to make her lift the curse from his business before he is forced to take matters into his own hands.
121.A factory is forced to close their doors due to economic woes. Afterwards, the defunct company’s products keep appearing on store shelves even though the store owners are stocking the items and no one is working at the abandoned factory any more.
122.Coins of an unknown origin have begun to appear at the marketplace with no one, not even learned scholars, recognising the supposed source nation. Then the PCs are secretly approached by a person claiming to be an unofficial ambassador from this place and he has terrible news for the future of their nation and his.


123.Two men arrive at the city guard or police station at the same time as the PCs. Each claims the other assaulted him. Eyewitnesses describe a shadowy figure dressed in grey rags from head to toe actually attacked both men. However, the men swear there was no shadowy rag man and they clearly recall the other man directly attacking him.
124.A wizard, perhaps new to the city, sponsors a scavenger hunt to gain material components for his spells (or for the mages’ guild). Each item has a point value, and competing parties have three days to amass as many points as possible. Some are easy; some are not. Some require combat, others require ingenuity. Astute PC wizards may notice that components on the list are used to cast terrible or destructive spells (perhaps forbidden by the authorities or the guild). The reward promised is huge, and greedy parties may fight each other during the hunt. Perhaps the wizard plans to destroy the city or the guild.
125.While walking down a street, a VIP bumps into one of the PCs and yells at him to watch his step. The VIP has bodyguards who threaten the PCs, and if they want a fight they got it. Make it as easy or as deadly as you like. The VIP can also be an NPC the PCs have encountered before, or are about to encounter later in the campaign.
126.The PCs spot a kobold rogue being chased by three city guards. Do they help the guards stop the kobold, or do they help the kobold get away?
127.A mage duel gets out of hand and one participant gets his equilibrium off kilter. In a rage, the mage continues to attempt to kill his foe, but he accidentally targets random individuals in the area, including the PCs. Do the PCs kill the mage or incapacitate him? The mage, in appreciation for assistance in controlling himself, offers to make a free magic item for the group.
128.A pack of thieves working in tandem with children attempt to pick the PCs clean by acting as drunken sailors who sing bad limericks at the top of their lungs. The rogues attempt to get the PCs to join their rollicking while picking their pockets. If discovered, the would-be muggers try to escape via city roofs.
129.As the group walks down the road, a psychopath chooses to take his angst against life out on the PCs. He release 25 lbs. of marbles in the general area and then begins shooting poison bolts at the group and other bystanders. The marbles make the terrain very slippery for everyone but himself because he does not move.
130.As the PCs are travelling from one district to another they are confronted by a traffic jam. A building has fallen in and the umber hulk responsible is hiding, waiting for a snack to move near it.
131.A famine has hit the city hard with grain riots, hoarding, and a crumbling sense of order. The PCs may need to help the authorities, protect their friends and relatives or take the chance to settle old scores in the confusion.


132.A plague has struck the city and brutal sacrifices are being made to appease a dark plague cult that has usurped the regular religions. Friends and allies will soon be sacrificed, and the PCs could be next on the list. Perhaps the sacrifices really do help stop the spread of disease, adding a dilemma to the situation.
133.It is the Great Annual (Boat, Horse, Chariot, Foot, Flying Animal) Race. This city takes the race so seriously the different permanent teams have turned into the symbols of social and political factions, and post race rioting (and even violent changes of government) are obligatory. If sufficiently skilled, the PCs are recruited as substitute racers for a down-on-their luck faction after a mysterious “accident” disabled the previous team. PCs might also be hired as security for a faction or the supposedly impartial judges, and consequently get involved in the political machinations, race-fixing and hobbling attempts.
134.Shortly after entering the city, the PCs discover everyone they interact with dies that night. The first few deaths might be accidents, but it becomes increasingly clear this is no coincidence. Are the PCs cursed or is someone out to get them? The city folk will start to blame the PCs soon if it doesn’t stop.
135.The city is celebrating a Saturnalia festival during which usual social roles are reversed and everyone gets inebriated, exchanges presents, wears flashy satirical costumes, and has a fun time while letting off some social conflict steam in a harmless way. This time, however, an internal faction is planning to use the festivities to launch a violent coup. With no one in their usual job who can stop them but the PCs?
136.The city is celebrating an unusual religious festival where random people or strangers are given temporary offices of authority. While this lasts only for a day or two, appointees are expected to take it seriously as a matter of religious devotion. The PCs get chosen to be judges, magistrates, bailiffs, or other authority figures and have to do their best or face dire consequences.
137.The PCs are hired as security for the auction of a mysterious artifact. While stopping repeated theft and auction-rigging attempts, they eventually learn of its evil nature and have to debate breaking their contract and destroying the thing while getting away with it.
138.The PCs are mistaken for leaders of an important underworld faction visiting for a clandestine meeting and receive a stream of mysterious (and incomprehensible to the PCs) messages, bribes and trouble. Eventually, they are invited to the biggest underworld rendezvous in a century.
139.The PCs secure invites to the social event of the year, a formal masked ball held on the largest estate and gardens in the city. While invites are dearly coveted and could lead to immense influence and future prospects, the PCs could easily ruin their reputation and social contacts forever through the slightest etiquette misstep: stepping on someone’s toes dancing, wearing last season’s outfit, or eating exotic hor d’oeuvres incorrectly.


140.The party finds an abandoned half-orc baby in the gutter, newly born and mother nowhere in sight. As the savage orcs are a hated race within the city walls, what shall the party do with it?
141.Someone falls out the window of a high building. It wasn’t suicide as he had his hands and feet bound together and three large sacks of gold tied around his neck. What will be more important, the murder or the money?
142.A small war erupts between gangs and the party gets caught in the middle. They have two options: join a gang and fight, or find a way to prevent a larger war that will engulf the whole city.
143.The party is robbing a bank with heavy security. They must avoid traps and patrolling guards. Once they’re in the safe it turns out all the gold and money is fake.
144.A mysterious and physically devastating illness quietly sweeps through the upper circle of the city and the Prince is dying. The court physician is certain it is the work of a powerful magic user secreted in the court. The PCs must locate the source while a key party member finds himself succumbing to the effects of the mysterious disease.
145.A rich man walks through a bad part of town with obvious riches and money. If mugged, he gives it willingly. He has been doing this for the last three days.
146.A small animal brushes past the PCs as they walk along a dock. After it jumps into the water, a group of sailors rushes onto the dock, firing crossbows and flinging harpoons at the ripples the animal left in the water. While the sailors curse and fire the last few missiles they have, one of the PCs notices the animal left a muddy gem on the top of her shoe.
147.As representatives of the Prince, the party must track down the culprit of a spate of vampiric murders throughout the city (clear Masquerade violations). While locating the rogue kindred, a party member notices the murder victims bear a striking resemblance to their sire; is it possible the murders are not random?
148.Cart Driver. An empty cart slowly passes by, driven by a man dressed in clothes of a foreign- looking cut. He appears to study an ordinary-looking house intently, but if he notices the PCs watching him, he will quickly leave the area.
149.Fight Club. Access to the market area is blocked by a number of burly trade apprentices and a barricade of wagons. They advise PCs the area is off limits - they should move along. Sounds of combat and cheering can be faintly heard coming from behind the blockade.
150.Greygrocer. A greengrocer in the market motions the PCs behind his cart. In a low voice, he advises that a rival purveyor of vegetables has somehow sabotaged the farms the grocer relies on, and as a result he is forced to sell stale imported wares at inflated prices. Would the PCs be interested in investigating, or perhaps taking more direct action against the accused party, for a reward?


151.It’s been an unusually cold and dry spring, followed by hot and arid summer weeks. Crops and supplies are in bad shape. The streams are dried out and water reservoirs are low, but the annual fair and the visiting crowds are drawing near. Let’s just hope there will be no epidemic.
152.Just as the PCs enter the city they find themselves smack in the middle of a riot against the slum dwelling outlanders who have been hysterically blamed for the recent crime wave. The party must decide whether or not to fight against the majority of the city to defend the slum dwellers, to hide their traveling gear and blend in with the rioters, or to turn tail and leave this city to the dogs.
153.Legal Obligation. A harried man approaches the PCs. He looks as if he hasn’t slept in days. He states he has been framed for his lover’s murder by her husband, and fears he will not get a fair trial as her husband is well connected in the community. He begs the characters for assistance. He can offer them nothing. Will they help him escape, or at least represent him before the city tribunal to ensure justice is not miscarried?
154.The characters are in a market when rival ethnic groups begin battling in the street. The initial incident escalates from insults and thrown rocks and might be stopped by the characters if quickly acted upon.
155.The defences of a shop of valuables are temporarily out of order, and the shopkeeper asks the PCs to guard the stuff. However, a lot of different forces are interested in some of the valuable objects. Somebody manages to steal something. Do the PCs follow the thief and leave the shop unguarded? (The shopkeeper will suspect that the PCs have taken the missing object for themselves.)
156.The main temple is dilapidated, but the municipality has no money to pay the workmen. Tiles from the steeple roof came down on the adjacent city guard headquarters and jail during the last winter storm. People are afraid the next storm might bring the whole tower down as divine punishment for the neglected repairs.
157.The PCs spot a previously well-known super hero (complete with tattered cape and costume) on a street corner, wearing a sandwich board advertising a greasy spoon. A group of pre-teens skate past, heckle the hero and pelt him with small stones. The hero sighs and hangs his head as he passively takes the abuse.
158.While en route to another place, the party runs into another kindred tormenting a young woman in the park; she is bleeding and terrified. The pursuer is recognised as the city’s respected Seneschal. What do the PCs do?
159.While on the hunt for an old man who promised them important information about the lord of the city, the party enters his house only to find him still warm but dead. Then the city guards break in the door; the corrupt city lord has set them up.
160.An overweight copper, panting heavily, chases someone who nears the PCs.


161.A character attempts to buy food from a vendor in the market, but the merchant gets angry and refuses because the character does not have any local currency, only foreign coins.
162.The owner of magical creatures contacts the adventurers because the rogues’ guild has let loose a number of his creatures in his shop: a hatchling cockatrice, a frost toad, a salamander and a baby manticore. While his shop is adequate to contain the creatures, he is not capable of recapturing them and thus cannot reopen his business. He will pay a premium price to the adventurers to capture the animals alive, 25% of the amount for any creatures killed, and he expects residual damage to be kept to a minimum, with contractual penalties!
163.The party is bowled over by a crowd of street urchins taunting and chasing a pregnant rat through the streets. Is the rat one of many infesting an inn, an herbalist’s pet or the prize breeder for an underground meat market?
164.Prostitutes are becoming pregnant at alarming rates despite the best remedies known to prevent it. Within three weeks the mother gives birth to a healthy ogre-baby that grows to full size only three weeks again after birth! There are no known ogres in the town or countryside, nor have any of the ladies helped such an unusual patron.
165.During a magical performance by a gnome mage something goes wrong. A simple trick summons a beast from another dimension and it attacks the audience and PCs. After a long battle the PCs must decide what to do with the gnome. Is he responsible for all that pain or is there more than meets the eye?
166.Reports come in about a ghost haunting a dark alley in a city, and anyone investigating the ghost ends up dead in that alley. Most people who live near the alley avoid it and stay in after dark, which is when the ghost is said to come out. The PCs investigate, which will lead them to an elaborate operation in the sewers where crooks are attempting to break into a vault of a nearby building. They created the ghost story to keep people away. They kill those who investigate, to build up the ghost story.
167.A character twists his ankle on the city cobblestones. While treating the injury, which will not yield to traditional cleric ministrations due to an unfortunate allergy, the chirurgeon attempts to apply the virus of an incurable infection. When detected, he uses a Cloak of Darkness to escape and leads the party into a hostile mob.
168.A large flood comes from the hills and washes away many residents of a bayside fishing town. Drowned people return as reanimated water abominations that stalk the streets looking for solids to ravage. The PCs must fight their way out of the town and find the source of this bizarre magic.
169.A young girl wants the party to find her doll. The girl is the daughter of a mage, and the doll is a miniature golem.


170.The party finds a neighborhood’s city watch in a tizzy. Asking questions reveals that a would- be assassin’s poisonous pet snake has gotten loose into the sewer system and is coming up at random. It’s already bitten one person (who survived because their father is a priest) and everyone else who lives in the neighborhood is in grave danger unless the beast can be rooted out.
171.The PCs are approached by an ill-looking man who asks them if they know where to find  a famous healer. A passerby who ‚Äòoverhears’ the exchange tells them he knows the healer’s location, and volunteers to bring the man and the PCs to the healer, where they may get healing spells or potions. In reality, both men are in cahoots and will lead the PCs to their partners, who are con men or robbers.
172.A crowd has gathered on the outskirts of town to listen to a snake oil salesman (magical potions, cure-alls, inventions). The salesman spots the PCs and calls them out to demonstrate his products and the crowd won’t take no for an answer. Do the PCs try to talk the crowd down or try to sell the con artist’s products when they have no idea what they’re supposed to do?
173.A drunk wizard stumbles out of a pub into the street before the PCs, and challenges the toughest member of the party to a duel. Before anything can happen, the wizard’s apprentices rush out of the pub and beg the PCs not to hurt their master. The wizard will sling spells regardless of his apprentices’ entreaties, and the PCs must decide whether or not to subdue the wizard, who is blasting at them somewhat ineffectively with his full complement of spells, or to kill the mage to spare themselves, and the surrounding neighborhood, further harm.
174.The characters start discovering dead bodies in alleys, in their bedrooms, in the stables. All the victims have been drained of blood. It appears that a recently deceased individual has returned as a vampire and is now hunting in the city.
175.While crossing a well-traveled bridge in the middle of town, a troll leaps in front of the PCs in broad daylight. He demands one coin for each traveler who wishes to cross. Although the streets are filled with people, no one is making a fuss, nor is the troll addressing anyone else.
176.A powerful fighter hires the characters to lock him up for the night. He has contracted lycanthropy and is afraid he will do something he will regret. He is also afraid the pack that infected him might come to find him.
177.A thriving and beautiful town lies in the middle of a thick forest for its protection. It’s scenic, old, ancient and peaceful. The PCs decide to spend the night as it’s late in the evening. When they awaken, it’s to people crying and screaming in disbelief. The entire forest has disappeared! The town is now in the middle of a dirt patch as far as the eye can see. No one knows what happened or has seen anything. There are no trails of anything, no digging equipment, no sawdust.


178.During a dice game in an alley claims of cheating erupt and the characters see one of the gamblers stab and kill the dice roller. The party gets a good look at the fellow, who flees, and the other witnesses see that the party gets a good look, but none of the other witnesses do as the boy was wearing a hood and scarf.
179.A storyteller tells a random story about a creature from an exotic “Monster Guide Book.” The creature suddenly appears from around the corner!
180.The PCs encounter a hooded person travelling down the street being followed by two well- built men. The first person is an adolescent of the Imperial family who has escaped to see the city unhindered. The men behind him are guards from the palace sent to keep an unobtrusive eye on the teen in case he gets into trouble.
181.A small insect continuously buzzes the PCs’ ears. The insect, if listened to closely, can be heard giving warnings, secrets or other vital information to the PCs’ quest. The insect can be an NPC transformed or simply an intelligent being in disguise.
182.A landlord is convinced one of his tenants is actually a dragon disguised as a human. He wants the tenant out but is afraid to evict them himself. He wants the PCs to evict the tenant without causing damage to the building.
183.A group of women are attempting to lynch a beautiful girl claiming she is a witch and that she has bewitched their men folk. None of the men folk are around, so the women are taking this chance to kill the girl. Is the girl a witch, a succubus or innocent?
184.The PCs pass through an ethnic district and accidentally break several taboos, possibly resulting in their expulsion by a mob.
185.Magic items in the PCs’ possession lose all magical qualities while in a certain part of town.
186.An apparition of a drowned sailor has been seen going into taverns along the waterfront. It enters the tavern, goes to the bar, asks for someone named Penny, then leaves.
187.As the party wanders, a surly fellow approaches: “We don’t like yer kind here!”
188.A merchant approaches the PCs with a box. He is willing to pay above-average rates for delivery, but the box must be kept chilled and airtight. An inventive (or cruel) referee will have many ideas about what could be waiting inside if the box is opened.
189.One of the PCs is invited to volunteer as a guest in a “smoke and mirrors” magic show. The PC fails to follow directions and exposes the trickery used by the performer, causing the audience members to become hateful and angry, and then rush the stage for a refund.
190.One of the city wells has dried up. As the PCs pass the well, they can hear a scrabbling sound coming from inside it.
191.A daily stagecoach fails to arrive. Do the PCs investigate?


192.A half-orc sells kittens by the roadside. Do the PCs investigate?
193.One of the PCs is able to outperform a local performer. This shames the celebrity, who then forms a hatred for the PC and begins to find ways to save their own reputation while bringing down the PC.
194.An explosion occurs in a tower owned by a solitary wizard. Someone should make sure he’s okay, but is it wise to disturb a wizard who wants to be left alone?
195.A man on a unicycle juggles three bags as he weaves through the crowd. He then crashes into a PC, possibly causing the character to drop or spill something.
196.A man dressed in tweed with a bow tie teleports into the street, runs screaming across it, and teleports away.
197.A guild needs a special ingredient or piece of equipment to finish their project in an annual competition. The PCs are hired to infiltrate a competing guild to steal said thing.
198.A circus has camped just outside of town, and the locals are enjoying the show. One of the stars of the circus goes missing, and the circus master blames a prominent citizen of the town.
199.Townsfolk gather for a hanging while the PCs spot a group of NPCs gathering behind a nearby building readying to rescue their falsely convicted friend.
200.Citizens are scared to death of a creature ravaging the region. The creature is actually    an escaped exotic pet that still carries the chains and tethers of its captivity, making it seem extraordinary when seen at night, from a distance or at a glance.
201.The corner of a prominent temple has collapsed. The building was in good repair, there are no sewer tunnels under that corner, and there has been no authorized construction in or under the building.
202.A little boy confronts the party and shoots them with an imaginary gun.
203.The party stumbles onto an amorous couple, one of whom is married to a PC’s friend.
204.The PCs are invited by the ruling party to a public religious ceremony. The person whom the PCs need to talk to is being sacrificed in the ceremony for the good of the community (to protect them from a monster, to abate an evil god, etc.).
205.A famous adventurer was found dead outside the main gate and his body laid to rest in one of the temples. What’s he doing walking into the tavern? And why is he coming toward your table?
206.A bunch of hombres wander around looking for a “waffle-house.” One of them is nursing a black eye.


207.Two teenagers are racing wagons when one smashes into the front of a shop. You notice people carrying a pair of trunks out of another store down the street while the locals are distracted by the wreck. Should you alert the watchmen or deal with it yourselves?
208.A wild-eyed zealot tries to incite a riot. If the party does not act quickly to calm the gathering crowd they could get caught up in the violence. The fellow is calling for the overthrow of the authorities and a form of anarchy.
209.A bee stings a nearby child who blindly runs to a party member for soothing.
210.A thief makes sure he is caught pick the pocket of a PC. As soon as he is detected, he makes a break around the corner. He should take something relatively important to ensure the PCs chase him. The thief will lead them down a nearby alley, where his fellows are waiting in second floor windows to snipe out the party.
211.Goods are going missing from stores in broad daylight. Owners have gaps in their memories, and if pressed, can be made to vaguely remember a kindly soul offering to help hide their more valuable items from thieves.
212.While moving through a marketplace, a character notices an old foe watching him from a window of a building across the street. The old enemy quickly disappears when noticed, and before the character can go to investigate, something else starts happening with other members of the group nearby.
213.The Scaly Schooner on the Fisherman’s Wharf explodes as the PCs pass by. Amongst the screams and fire, a badly burnt, wild-eyed man in scorched pirate’s garb stumbles over to the PCs and hands them an enormous red ruby. “It’s not the last one, but don’t seek the treasure!” he hisses at the PCs before collapsing at their feet.
214.Every purchase made by a PC nets them extra change or additional items. Something on their clothing - a symbol, insignia, brooch - entitles him to these boons.
215.A child is crying in a dark alley. If PCs decide to help the child, it attacks them with blood covered face and black eyes. Will the PCs kill a young and innocent child?
216.On the night of the new moon for the past three months, two ships with black sails have put into the city port, arriving and leaving in the dark of night. None of the watchmen at the port have seen them discharge or take on any cargo or passengers. Tomorrow night is another new moon.
217.PCs meet a bounty hunter at a tavern. They are asked to help him capture a villain holed up in a nearby building.
218.The party evades the watch by means of an abandoned branch of the city sewers. They surprise a group of giant otters escorting a person to the river. Do the PCs fight or parley with the initially hostile otters?


219.At a tavern, the party finds an immaculately dressed half-ogre (who is wearing clothing fit for royalty and a massive belt) challenging patrons to a drinking contest at a fee of 5 GP to enter and 1 CP per shot; the prize is 1,000 GP. The half-ogre’s belt is actually a Girdle of Slow Poison, which coupled with his high constitution, gives him an unfair advantage over the competition. The party must somehow get his belt away from him to win.
220.The PCs are shopping during market day in a city when a preacher telling of the horrific doings of an oppressive government is arrested and forcefully taken away, screaming. Do the PCs intervene and risk being noticed by the city guardsmen and hunted down, or do they let this injustice slip to avenge the preacher another day?
221.A foreign dignitary is murdered at an out-of-the-way inn and the dignitary’s escorts all suspect each another. As a group of objective outsiders, the PCs are brought in to investigate the murder when all they want to do is rest for the night.
222.A merchant is whipping the bejeezus out of an intelligent talking mule who is desperately trying to explain that the load the merchant wants it to carry is too heavy. The merchant is too furious with the mule to listen, and the mule is stubbornly refusing to obey, which only makes the merchant angrier. The load may or may not be too heavy, but the beating is severe and getting worse. The mule appeals to the gathered crowd, watching and mostly silent, for help.
223.A young man, who is obviously not an adventurer, claims he has a map showing the location of the cache of an adventuring group that went missing. He offers to sell the map to the PCs.
224.One of the party has an allergic reaction to an exotic spice or pollen in the air.
225.A merchant’s son decided to go adventuring and got killed. His adventuring companions refuse to relinquish his sword back to his family, although the family has a legal will documenting their rights to all his property. The PCs have been contracted to recover the boy’s possessions.
226.Rats have been seen exiting the sewers in large numbers in one section of town. Sewer workers have explored the region and reported nothing except an eerie calm and a feeling of being watched. The PCs find a homeless man, stripped naked and beaten, huddling near a sewer entrance and babbling that “the Master has arrived.”
227.A chatty bard walks alongside the party repeating random bits of conversation.
228.A small group of goblins wants to enter the town. They claim they want to settle down and open a tinker shop. Is this some kind of ruse?
229.A geezer follows a young and handsome dandy wearing a sword: “Yeah, now yer talkin’, Roy!”
230.A prominent businessman, known for being honest and good-natured, disappears. The PCs stumble across his body, tattooed with symbols of an evil deity and garbed in dark robes. Was he a cult’s victim or member?


231.The boards in front of the general store creak as the PCs approach, but no one can be seen walking across them.
232.A merchant is hosting a party and hires the PCs to find and furnish the main course for the feast. The problem is the merchant wants them to capture it and render it harmless so it can be slaughtered at the feast. But where do you find a basilisk, and how do you make one harmless without killing it?
233.One of the party members steps in a pile of poo. Someone with wilderness lore can identify that the dung belongs to a dangerous predator.
234.A cat stuck in a tree mewls at the party.
235.As the party enters town someone crashes through the big window of the saloon during a brawl.
236.A door bursts open as 2d6 drunks fill the street in a fist fight.
237.The characters pass a storyteller who seems to be describing the party’s current adventure. The names have been changed, and the storyteller claims it is just a story, but is it? Does the story contain a clue that the party needs, but perhaps overlooked, or is the clue a red herring?
238.The sheriff holds off a lynch mob intent on dragging away his prisoner.
239.A rival’s henchman the PCs defeated is now being made to fight every night in the pits as a punishment for failing his master. Do the characters rescue him from certain death, or enjoy a night at the games betting on how long he lasts.
240.Kali, a common low-life, murdered a family of dwarves several months ago. Since then, he has been making a lot of money selling the supply of explosives they kept in their store. Now, his supply is running out and he’ll do anything to find someone who can unlock its secrets.
241.The PCs encounter an angry guard at a merchant stand. After a few harsh words, the guard draws his weapon and kills the merchant. Should anyone be caught staring at the scene, the guard reacts rashly, threatening observers, maybe even killing one or two. If the PCs challenge the guard, they will be persecuted by the law. No one will testify on their behalf for fear of the same outcome.
242.As a PC enjoys food at the market, several children run up and gather around, hungrily eyeballing the food the character is eating.
243.The most renowned chocolateer in all the land has gone missing. The rewards for his safe return are substantial and posted all over town. His wife claims something large came through the roof and snatched him away in the middle of the night.


244.As the PCs catch a pickpocket, the thief tries to plant a bauble in their pockets instead of stealing. As the PCs interrogate him, he turns invisible while a small cloud of smoke hides his transformation (or other bizarre description hides his escape) as town guards come to apprehend the thief.
245.A group of well-intentioned necromancers are dedicated to performing a ritual to animate the dead corpses in a city graveyard to act as public servants. The question is, can they control this magic or will it be a hazard to everyone? And will the society react well or will there be public outcry as their long-dead grandparents take out the trash? The PCs can try to convince the necromancers to stop their ritual or slay them. If they cannot do either of those, they’re in for a treat of either rioting citizens or mobs of uncontrollable undead unearthing themselves from their graves.
246.A large house on a hill in the city has been unoccupied for years but is perfectly maintained. Occasionally, eerie blue lights are seen glowing in its windows. When teenagers dare each other to go into the house one of them disappears.
247.A man the PCs know is found murdered in his room. The only evidence of the killer is an ancient symbol of a cult painted on the wall in the victim’s blood. Upon investigating further, the victim left a note hidden before he died, located in the pot of a rose plant down the street at a flower shop. When they get to the shop to get the note, they find out that all the plants and flowers have been sent to a wedding taking place nearby. When they get the note back (however they pull that off) they will get more insight to this small but deadly cult operating outside of town and they must shut it down before anyone else gets killed, and to avenge their friend.
248.An amateur bard’s music is so terrible that anyone who listens to it gets a screeching headache. The bard is vain to the point that he thinks he’s a virtuoso, and refuses to believe he’s the cause of so much suffering. The innkeeper offers free food and lodging to the first person who can get him to change his tune.
249.The PCs are approached by a beggar girl, who pesters them for money. If they refuse to give her any money, she begins to cry and several large men claiming to be her family emerge from a side-street and accuse them of molesting the girl and demand compensation. An unsympathetic crowd begins to gather and the city watch is nowhere in sight.
250.When the PCs arrive, people are afraid of one PC. They run away, close their shops, scream. The PCs are then approached by the guards and thrown in jail.
251.While walking to town a PC stumbles and falls into an old mine shaft and finds a corpse holding a map. The maps leads to quick treasure but is guarded by a villain.
252.The Overlord challenges everyone to recover decorative tiles that bear parts of a message. It concerns a future quest to a neighbouring town’s temple. The party runs afoul of a competing party of searchers.


253.An orphanage has caught fire, and most of the children are trapped inside. The building is threatening to collapse, and the cries of children can be heard, even over the roar of the flames.
254.The PCs are contracted to get a rare item in a city but learn its owner is offering it as a reward in a tournament. Do the PCs lie their way into the tournament so they can win the item, or do they try to steal it from under the entire town’s nose?
255.A young woman is in the middle of the walkway on her hands and knees. She seems to be desperately searching for something. There is a pair of glasses at the party’s feet.
256.A house cat is in the tree. It is not distressed. In fact, it looks like it is stalking someone, about to pounce on the party or some other unwary traveler.
257.A few sun bleached papers blow by. Soon after, a harried scribe runs past. He offers a copper piece to recover any of the papers.
258.Upon arriving in town, people stare at the party from every window, door, balcony and street corner. Someone offers a funny insult, and soon everyone is gutting themselves, laughing at the PCs.
259.A PC surprises a peeing drunk who jumps and starts hitting the PC’s shoes.
260.In a store window, a living mannequin sneezes, swears, and gets back into character.
261.A little kid asks the party what they are doing in town. A shadowy figure hides nearby, whispering into the air at no one.
262.A hat rolls along in the wind. In the headband is sewn a map. The hat is covered in dried blood.
263.A dog slinks up to the party and begs for scraps. A bloody mark has been carved into its flank. The mark might be a clue or cult symbol or just a warning.
264.A group of young nobles are racing horses through the streets and nearly ride down the characters. The nobles are arrogant, rude and more than slightly drunk. How the party handles this situation will determine how well they are received by the various factions in that city.
265.A bride and groom ride down the street in a horse drawn carriage. The horses suddenly rear up and the cart threatens to topple. A terrified goblin tries to dodge flailing hooves. Do the PCs go to the cart, horses or goblin?
266.Someone is targeting prostitutes the PCs have had dalliances with. They soon become unwelcome in the local fleshpots and may become suspects in the investigations of the local gendarmes.


267.The Curling Shovel tavern is not the wealthiest in town, but it does have a base of returning customers. This is despite their lacklustre swill and dog trough meals. Something must keep all those patrons coming back, but what is it and does it have anything to do with the nightly
即便签名档受限,我也要呐喊——和(带)女朋友跑团♾️/♾️!分手了,绝赞单身中
跑团三年,敢称无团不开,带团三年,方知无团可跑,迩来已有一十二年。
“你是律师吗?”“是啊,你要看资格证吗?”

人物卡收集:【DND5E】弗莱格索斯·冯·赫鲁斯瓦|【七海】约翰·墨瑟|【TOC】严唯纶|【魔导书大战】凯斯·阿妮塔|【战国异闻录·神威】御崎光王|【DX3】提提维鲁斯(九条澄子)|【COC】洄流川深作|

未曾出生,亦无所谓死亡。游离不知归所,精神普罗维登斯人。撕裂自己的过去,却不为了奔向美好未来。在永恒中连死神的邀约也不赴往,我名南村辉。赞颂绝望者。