Town¶
Towns are settlements of 1,000 to 6,000 souls. A Town is made of districts (see Village blueprint) plus town institutions such as rulers and guards. A town is roughly half a mile across; districts are a few hundred yards each.
Theme: Market Town¶
Walled town grown around a regular market with regional trade reach. Weekly market days pull farmers, buyers, and travelers from a day's travel around. Merchant Households live above their shops; Artisans work in workshops behind their homes.
| Scale | Districts | Creatures | Features | Locations |
|---|---|---|---|---|
| Town | Trade, Craft; 1-2 of Fishing / Farming / Herding | Council, Guilds, Watch, Smugglers, Gang, Thieves' Guild, Merchant Caravans optional: Hermitage |
Walls, Town Bell optional: Sewers, Aqueduct |
Common Shops, Gates, Inn, Guild Halls, Market Square, Town Hall optional: Amphitheatre, Baths, Library |
| Quarter | Trade, Craft | Guilds, Gang, Merchant Caravans | — | Common Shops, Inn, Guild Halls, Market Square |
Theme: Port Town¶
Walled coastal town built around a proper harbor. Piers, wharves, warehouses, and ship traffic. Fisher Households line the waterfront; Merchant Households run import and export from the wharves. Salt in the air, tar and rope on the docks.
| Scale | Districts | Creatures | Features | Locations |
|---|---|---|---|---|
| Town | Fishing, Trade, Craft; 1 of Farming / Herding | Council, Harbor Master, Guilds, Watch, Smugglers, Gang, Thieves' Guild, Merchant Caravans, Merchant Ships | Walls, Town Bell optional: Sewers, Sea Gate |
Common Shops, Gates, Inn, Guild Halls, Harbor, Shipyard, Market Square, Town Hall optional: Baths |
| Quarter | Fishing, Trade, Craft | Harbor Master, Guilds, Gang, Merchant Caravans, Merchant Ships | — | Common Shops, Inn, Guild Halls, Harbor, Shipyard, Market Square |
Theme: Temple Town¶
A town built around a Temple, seat of a High Priest. Pilgrims come for holy days; hostels line the road to the temple square; craftsmen serve the temple's needs (incense, illuminated books, furnishings). The High Priest's word carries weight in Council beyond his single seat, and the temple's lands and offerings shape the surrounding countryside.
| Scale | Districts | Creatures | Features | Locations |
|---|---|---|---|---|
| Town | Trade, Craft; 1-2 of Farming / Herding / Fishing | Council, High Priest, Guilds, Watch, Smugglers, Gang, Thieves' Guild optional: Hermitage, Merchant Caravans |
Walls, Town Bell optional: Sewers, Aqueduct |
Common Shops, Gates, Inn, Temple, Guild Halls, Pilgrim Hostels, Market Square, Town Hall optional: Amphitheatre, Baths, Library |
| Quarter | Trade, Craft | Guilds, Gang optional: Hermitage, Merchant Caravans |
— | Common Shops, Inn, Temple, Guild Halls, Pilgrim Hostels, Market Square |
Theme: Court Town¶
A town built around a lord's court and residence. The Lord runs the town from his Palace while his representative administers day to day. Courtiers advise and guards enforce. Petitioners come all around to plead their causes. Tournaments and revels draw crowds, and the Court Town is often quite wealthy.
| Scale | Districts | Creatures | Features | Locations |
|---|---|---|---|---|
| Town | Trade, Craft; 1-2 of Farming / Herding / Fishing | Court, Guilds, Watch, Smugglers, Gang, Thieves' Guild, Merchant Caravans optional: Assassins' Guild |
Walls, Town Bell optional: Sewers, Aqueduct |
Common Shops, Gates, Inn, Guild Halls, Palace, Market Square optional: Amphitheatre, Arena, Baths, Library |
| Quarter | Trade, Craft | Guilds, Merchant Caravans | — | Common Shops, Inn, Guild Halls, Palace, Market Square |
Theme: Guild Town¶
A town dominated by a specific trade and the guild that runs it. The dominant guild's Guild Hall is larger and more richly appointed than the others. Wealth concentrates at the top of the dominant guild; smaller guilds may support or vie for power. Choose the dominant guild's Specialty. See Traders: Guild Hall (theme).
| Scale | Districts | Creatures | Features | Locations |
|---|---|---|---|---|
| Town | 2-3 of Trade / Craft / Fishing / Mining / Logging (one district is the town's focus) | Syndicate, Guilds, Watch, Smugglers, Gang, Thieves' Guild, Merchant Caravans optional: Assassins' Guild |
Walls, Town Bell optional: Sewers, Aqueduct |
Common Shops, Gates, Inn, Guild Halls, Syndicate Hall, Market Square optional: Amphitheatre, Arena, Baths, Library |
| Quarter | Trade, Craft (aligned with the dominant guild) | Dominant Guildmaster, Guilds, Gang, Merchant Caravans | — | Common Shops, Inn, Guild Halls, Market Square |
Theme: Border Town¶
Fortified frontier town near hostile or contested territory. Heavier walls, a larger militia mustered on top of the Watch, constant traffic of soldiers, traders, refugees, and spies. Trade still flows but under careful eyes; the Customs Officer weighs cargo at the outbound gate and collects duty on cross-border trade. The town profits from the border and pays for it in vigilance. Every family has a spear at the door and the muster horn is answered fast. Smuggling here runs across the border, not just around the tolls.
| Scale | Districts | Creatures | Features | Locations |
|---|---|---|---|---|
| Town | Trade, Craft; 1-2 of Farming / Herding | Council, Customs Officer, Guilds, Watch, Militia, Smugglers, Gang, Thieves' Guild, Merchant Caravans | Walls, Town Bell optional: Sewers |
Common Shops, Customs Hall, Gates, Inn, Guild Halls, Muster Hall, Market Square, Town Hall |
Theme: Academy Town¶
A town grown around an Academy of higher learning: mages, sages, theologians, physicians, or scholars of some other stripe. Students and their Masters shape the town's character. Booksellers, stationers, apothecaries, and lodgings for visiting scholars cluster near the Academy. The Headmaster's word carries weight in Council beyond his single seat, and the Academy's charter shapes the town's laws around scholarship and inquiry.
| Scale | Districts | Creatures | Features | Locations |
|---|---|---|---|---|
| Town | Trade, Craft; 1-2 of Farming / Herding / Fishing | Council, Guilds, Watch, Smugglers, Gang, Thieves' Guild optional: Hermitage, Merchant Caravans |
Walls, Town Bell optional: Sewers, Aqueduct |
Academy, Common Shops, Gates, Inn, Guild Halls, Scholar's Quarter, Market Square, Town Hall optional: Amphitheatre, Baths, Library |
| Quarter | Trade, Craft | Guilds, Gang optional: Hermitage, Merchant Caravans |
— | Academy, Common Shops, Inn, Guild Halls, Scholar's Quarter, Market Square |
Theme: Industry Town¶
A walled town grown around industrial production: a mill, foundry, tannery, or similar. The industry drives the town. Feedstocks arrive by caravan or river; finished goods leave. The Master attends Council, and his word carries weight. Choose the town's Industry; districts match the Industry's feedstock (Farming for a grist or flax mill, Logging for a sawmill, Mining for a foundry, etc.).
| Scale | Districts | Creatures | Features | Locations |
|---|---|---|---|---|
| Town | Craft, Trade; 1-2 of Farming / Mining / Logging / Herding | Council, Industry Master, Guilds, Watch, Smugglers, Gang, Thieves' Guild, Merchant Caravans | Walls, Town Bell optional: Sewers, Aqueduct |
Common Shops, Gates, Inn, Guild Halls, Industry, Master's Seat, Market Square, Town Hall |
| Quarter | Craft, Trade; 1 of Farming / Mining / Logging / Herding | Industry Master, Guilds, Gang, Merchant Caravans | — | Common Shops, Inn, Guild Halls, Industry, Master's Seat, Market Square |
If a town has more than one significant industry, treat each as dominant. However, if industry masters are the civic authority, consider using Guild Town.
Theme: Citadel Town¶
A town grown around a great fortified Stronghold. The Stronghold dominates physically and politically. Trade and craft serve the Stronghold: provisioning the garrison, arming the knights, housing soldiers on leave. Wealthier houses are closer to it.
| Scale | Districts | Creatures | Features | Locations |
|---|---|---|---|---|
| Town | Trade, Craft; 1 of Farming / Herding | Court, Guilds, Watch, Smugglers, Gang, Thieves' Guild, Merchant Caravans optional: Militia, Assassins' Guild |
Walls, Town Bell optional: Sewers, Aqueduct |
Common Shops, Gates, Inn, Guild Halls, Stronghold, Market Square optional: Amphitheatre, Arena, Baths, Library, Muster Hall |
| Quarter | Trade, Craft | Guilds, Gang, Merchant Caravans | — | Common Shops, Inn, Guild Halls, Stronghold, Market Square |
Details¶
Districts¶
Craft District. See Village: Craft (theme, district).
Farming District. See Village: Farming (theme, district).
Fishing District. See Village: Fishing (theme, district).
Herding District. See Village: Herding (theme, district).
Logging District. See Village: Logging (theme, district).
Mining District. See Village: Mining (theme, district).
Trade District. See Village: Trade (theme, district).
Creatures¶
Assassins' Guild. See Criminals: Assassins' Guild (theme, town).
Council. See Rulers: Council (theme, town).
Court. See Rulers: Court (theme, town).
Customs Officer. The town's Steward, in charge of the Customs Hall and the border checkpoint. Regulates cross-border trade, collects duties on incoming and outgoing goods, and coordinates with the Watch and Militia on interdiction. Professional, or Noble for a strategically important border. See Rulers: Steward (theme). Loot: signet, ledger, customs keys, 5d10 gp coin purse.
Dominant Guildmaster. See Traders: Guild Hall (theme). The Guildmaster of the town's dominant guild, seated at the signature quarter's Guild Hall; a leader in the Syndicate if one is present.
Foreign Compounds. See Fortifications: Foreign Compound (theme). Typically in a Court Town large enough to attract them.
Gang. See Criminals: Gang (theme, town). Where a Thieves' Guild is present, the Gang usually works beneath it.
Guilds. One trade organization per commercial district. For most crafts, a Guild — Merchants' Guild for Trade, a trade-specific Guild for Craft, Miners' Guild for Mining, Loggers' Guild for Logging. See Traders: Guild Hall (theme). For Fishing districts, a Trade League — Fishers' or Sailors' League. See Traders: Trade League (theme). Farming and Herding districts do not add a trade organization. In a Syndicate town, the Guilds are the Rulers.
Harbor Master. The port's Steward, in charge of the Harbor. Regulates ship traffic, collects docking fees, manages the wharves and warehouses. Professional, or Noble for a wealthy port. See Rulers: Steward (theme). Loot: signet, ledger, harbor keys, 5d10 gp coin purse.
Hermitage. See The Faithful: Hermitage (theme, town).
High Priest. The seat of the Temple's clergy; sits on Council and carries influence beyond his single seat. See The Faithful: Temple (theme, town).
Industry Master. The head of the town's industrial operation: a mill, foundry, tannery, or similar. A Master runs the works, employing workers from the town's Households and buying feedstocks through Traders: Merchant (theme). He attends Council. See Traders: Artisan (theme); use Master Miller, Master Tanner, etc. as appropriate. Professional, or Noble for a wealthy industry.
Merchant Caravans. See Caravans: Merchant Caravan (theme, town). Count: 1 caravan company per commercial district (Trade, Craft, Mining, Logging, Fishing). Farming and Herding districts do not add a caravan company. Each caravan's Depot sits in its home commercial district. Bandits on the roads between towns regularly threaten the caravans; see Bandits: Highway Robbers (theme).
Merchant Ships. See Caravans: Merchant Ship (theme, town). Count: 1-2 shipping companies at a town Harbor; more only if the town is exceptionally maritime. Each ship's Depot sits at a wharf on the Harbor. Pirates on the water regularly threaten the ships; see Bandits: Pirates (theme).
Militia. See Military: Militia (theme, town). Only present in a Border Town, alongside the Watch. The two coordinate but stand distinct: the Watch handles streets, the Militia handles the walls.
Smugglers. See Criminals: Smugglers (theme, town).
Syndicate. See Rulers: Syndicate (theme, town). Present in place of the Council in Guild Town and in any other town where the guilds have taken over civic authority.
Thieves' Guild. See Criminals: Thieves' Guild (theme, town).
Watch. See Military: Watch (theme, town).
Features¶
Aqueduct. See Civic Facilities: Aqueduct. Not universal in towns; only settlements built or funded by a wealthy patron or an old empire have one.
Sea Gate. See Civic Facilities: Sea Gate. Can be closed to protect the harbor mouth against hostile ships.
Sewers. See Civic Facilities: Sewers. Optional in towns; standard in cities and their quarters.
Town Bell. The town's central alarm bell, larger and louder than a district Watch Bell. Usually hangs at the ruler seat (Town Hall, Syndicate Hall, or a Palace bell tower in a Court Town), on a bell tower near the Market Square, on the Temple bell tower in a Temple Town, on an Academy bell tower in an Academy Town, or on the Industry building's bell tower in an Industry Town (where the shift horn also lives). Rung when any Watch Bell rings and the threat is big enough, or for fires, civic events, or funerals of prominent citizens. Loot: the bell is worth 200 gp.
Walls. 20- to 30-foot stone or timber walls around the town, with towers at intervals. Each district's Watchtower stands on its stretch of the wall. Gates at cardinal points; walkway on the inside for defenders. A DC 20 Strength (Athletics) check to climb the exterior.
Locations¶
Academy. See Arcane: Academy (location).
Amphitheatre. See Civic Facilities: Amphitheatre.
Arena. See Civic Facilities: Arena. Rare in towns; only in towns of wealth and imperial ambition.
Baths. See Civic Facilities: Baths.
Common Shops. There are at least seven shops: blacksmith (general ironwork), armor smith, weapon smith, general store (rations, torches, oil, rope, candles, sacks, waterskins, boot repair; larger and better stocked than a village store), apothecary (herbs, poultices), bowyer/fletcher, and leatherworker. Add specialty shops as the town's commercial districts warrant: stationer for a scholarly town, ironmonger for a mining town, wainwright for a trade town on a wagon road, and so on. Market days may bring visiting specialists as well. There are also bakers, butchers, brewers, tailors etc. to support common people. For each shop use Traders: Shopkeeper (theme, town).
Customs Hall. The town's customs office and inspection post at the outbound gate. Weighing floor, ledger room, holding cells for detained travelers and contraband, and a strongbox for collected duties. The Customs Officer's office is here, with staff quarters above. Loot: the day's duties (2d100 gp on a busy day, less otherwise); ledgers of cross-border trade; keys to holding cells; contraband awaiting adjudication.
Gates. The town's entry points at cardinal walls. Timber or stone gatehouses with heavy doors banded with iron, gatekeepers, and toll collectors on market days. The walls at gatehouses are 25 feet tall (a DC 20 Strength (Athletics) check to climb); the doors require siege equipment to breach. Loot: duty roster, gate keys, toll cashbox (5d10 gp on market days, less otherwise).
Temple. The Temple's building, seat of the High Priest; often the tallest in the town. See The Faithful: Temple (theme, town) for details.
Guild Halls. Each guild's headquarters, run by a Guildmaster. Located in the guild's commercial district (Merchants' Guild in Trade, craft-specific guilds in Craft, and so on). See Traders: Guild Hall (theme) for details.
Harbor. The town's port. Piers stretching into the water, quays for cargo, moorings for larger vessels. Ships come and go with the tides. The Harbor Master's office is at the head of the main pier. The Harbor may sit outside the town walls, protected by a low sea wall against spray and storm; or inside the walls, protected by a Sea Gate at the harbor mouth. Local threats decide which. The Harbor is absorbed by a Grand Harbor. Loot: cargo in transit (5d100 gp); ships alongside; the Harbor Master's cashbox in his office.
Industry. The industrial building itself: the mill house, the foundry hall, etc. Stone or heavy timber. Water access (a mill race, a river frontage) for mills that need it; charcoal and ore stockpiles for a foundry. A watchman's post at the gate; the Master keeps the keys. Loot: finished goods on hand (2d100 gp); feedstocks in the stockpile (1d100 gp); the Master's cashbox with weekly payroll (5d10 gp; more at settlement day).
Inn. See Hospitality: Inn. In a town the Inn is a stop on the coaching route between larger towns.
Library. See Civic Facilities: Library.
Market Square. The town's central market. Permanent stalls and warehouses along the perimeter; open space for setups on market days. The Watch is present in force on market days. The Market Square is absorbed by a Grand Market.
Master's Seat. The Master's residence, usually a fine house near the Industry building or attached to it. Private study, sleeping quarters for the Master's family, a hall for hosting visiting Traders: Merchant (theme) and Guild officers. Loot: private strongbox (3d100 gp); ledgers of the Industry's accounts; trade samples of the finished goods.
Mine. See Civic Works: Mine.
Muster Hall. See Fortifications: Barracks.
Palace. The Lord's residence and the Court's seat; a town's largest and most secure building. See Rulers: Court (theme, town). If a Palace already exists in the settlement (as part of a City, for example), do not add a Palace for the Quarter.
Pilgrim Hostels. See Hospitality: Pilgrim Hostels.
Scholar's Quarter. The streets of dormitories, cheap lodgings, tavern-scriptoria, and bookstalls clustered along the road from the Gates to the Academy. Visiting scholars, apprentices, and unranked students eat, sleep, drink, and copy manuscripts here. Loot: the dormitories hold student purses and books (2d10 gp per dormitory); a bookstall may hold a rare volume being fenced (25-100 gp).
Shipyard. See Civic Facilities: Shipyard. Only in Port Towns with a real shipbuilding trade; smaller ports simply careen ships on the beach for repairs.
Stronghold. See Fortifications: Stronghold (theme). The town's central fortification and the Lord's seat.
Syndicate Hall. The Syndicate's chamber where the Guildmasters meet; often stands with the Guild Halls near the Market Square. See Rulers: Syndicate (theme, town) for details.
Town Hall. The Council's chamber and the town's civic seat; ceremonial mace and community treasury kept here. See Rulers: Council (theme, town) for details.
Local Troubles¶
| d100 | Trouble |
|---|---|
| 01 | A Merchant Caravan is a week overdue. |
| 02 | The Merchants' Guildmaster died in his sleep last night. His will names an outsider as successor. The other Officers refuse. |
| 03 | A deposit brought to the Counting House was less than what the depositor swears he handed over. |
| 04 | A page of the Counting House ledger was altered during the night. The Banker has cancelled appointments and doubled the Guard on the door. |
| 05 | A Guild Hall's dues chest was found empty on the morning of the annual audit. The Guildmaster has quietly borrowed from the Counting House to make it whole before the meeting. |
| 06 | The town's grain silo was found empty. |
| 07 | A prominent Councilor was found dead in his private study, still holding the pen. Ink has spilled over an unfinished letter. |
| 08 | Two towns are fighting over the tolls of a bridge that sits between them. A Magistrate from the distant Court is riding out within the fortnight to decide. Both towns are looking for outside help. |
| 09 | A rider from the crown arrived last night demanding the Watch turn over a named fugitive by week's end. |
| 10 | The Counting House was broken into last night. Nothing was taken, but the Banker's ledger was left open on his desk with a single name circled. He is looking for outside help. |
| 11-12 | A Gang boss was found floating in the sewers. Two rival Gangs are hurrying to claim credit. |
| 13 | Silver-plated lead coin is circulating through the Market Square. |
| 14 | A prisoner escaped from the local labor camp, killed a guard and stole a horse. His name is at the top of the Merchants' Guild's list of enemies. |
| 15 | A body of a well-known fence was left on the steps of the Town Hall, throat slit. |
| 16 | A Merchant Caravan was robbed on the road. Only money, not goods, were taken. The caravan refuses to give names. |
| 17 | The Thieves' Guild pays the Watch Captain a quiet monthly tribute to look the other way. But not this month. |
| 18 | A witness scheduled to testify has vanished. |
| 19 | A wealthy Councilor has put a contract on his rival. The rival is now bidding to have the contract withdrawn. Or aimed the other way. |
| 20 | The town's Priest was found dead at the altar this morning. |
| 21 | A famous pilgrim expected at the Temple for the holy day never arrived. |
| 22 | Two novices who slipped out of the Hermitage one night have not been seen since. |
| 23 | The Temple altar was found smeared with blood at dawn. The Priest calls it a sign; the Watch has arrested a butcher. |
| 24 | A Priest was caught burning a sacred text at midnight in the temple furnace. He will not explain. |
| 25 | A student at the Academy has been missing for three days. His Master has been evasive. |
| 26-27 | A dangerous magical creature escaped from a Master's workroom last night. The Watch has cordoned the block. |
| 28 | The town's hedge witch has been found dead in her cottage. |
| 29-30 | Small animals have been going missing near the sewers. |
| 31 | A magical item up for auction is thought to have been stolen from the Academy's Reliquary. |
| 32 | A wealthy family's son has not woken in three days. No physician can find cause. |
| 33 | A prominent Master at the Academy has challenged a rival Master to a public spell duel . The Watch is worried about damage to a whole block. |
| 34-35 | A cursed sword has been passed through three owners this month. Each was found dead within days. The current owner cannot give it away; it always comes back. |
| 36 | Two prominent Merchant Houses have been feuding. One's caravan just went missing. |
| 37 | A brother has returned from exile with a wagon of wealth. The family is refusing him and looking for the source of his riches. |
| 38 | A prominent household is hosting a feast, but a servant was caught trying to poison the wine. |
| 39-40 | The youngest son of a prominent household has been kidnapped. There is a ransom demand. |
| 41 | A wealthy family's youngest child was found last night on the road. She cannot say how she got there. |
| 42 | A stranger has been seen following a Councilor. When approached, he vanishes into the crowd. |
| 43-44 | A body has been found at the same corner each dawn for two days. Always a stray dog. Yesterday it was a man. |
| 45 | A merchant has received identical letters in five different hands warning him not to travel this month. If he stays, his House loses its charter. |
| 46 | A prominent citizen's portrait in the Town Hall gallery has been altered slightly. The citizen has since died in his sleep. |
| 47 | A brass key was left in the Watch station's evidence box overnight. No one placed it there. |
| 48 | A wagon of refugees arrived at the Gates yesterday, fleeing a burning village. The Council has locked the Gates while they decide who to let in. |
| 49 | An envoy from a rival power has demanded audience with the Council. |
| 50 | A caravan from a distant port arrived last night. Two of its members have not risen this morning. |
| 51-52 | Bandits have closed the road and no caravans have arrived in a week. The Merchants' Guild is petitioning the Lord to hire mercenaries. |
| 53 | A rider from a distant lord claims a runaway servant of his master is hiding in the town. He has offered gold for the servant's return. Dead or alive. |
| 54 | A foreign warship has anchored at the mouth of the river a day's ride downstream. Its flag is not one the town has seen. |
| 55 | A wagon bearing an unfamiliar seal was found at the outbound Gate, its driver missing and its team cut loose. |
| 56 | A distant war has spilled deserters onto the trade roads. Half a dozen have already arrived at the Gates seeking sanctuary, but some are wanted men in their home country. |
| 57-58 | The town's main well has begun to taste sour. When a Watch officer looked, the reflection at the bottom moved when he did not. |
| 59 | A section of the wall between two towers collapsed in the night. The Chancellor has hushed the news and hired workers who don't ask questions. |
| 60-61 | Giant rats have taken over the sewers under the Trade district. Merchants are calling for hired swords. |
| 62-63 | A stench has begun rising from the sewers under the Watch Hall. Three prisoners in the cells below have died in their sleep since. |
| 64-65 | A section of street collapsed revealing an old tunnel nobody has records of. Two Watchmen sent to investigate have not come back. |
| 66 | A sudden fog has held over the town for two days and refuses to lift. The Merchants' Guild is losing coin while trade is stalled. |
| 67 | The town's grain stores were opened this morning and found riddled with rot. |
| 68-69 | A sinkhole opened at the edge of a farm, swallowing a small field and a farmhouse. The family has not been seen. The ground continues to slump. |
| 70-71 | A family has gone missing. The Watch found no bodies and no signs of struggle, just the dinner gone cold. |
| 72-73 | Fresh graves in the town's cemetery have been found opened, bodies missing except one. One had an old man's corpse in a young woman's coffin. |
| 74-75 | Every dog in the town has begun howling at the same hour after midnight. On the fourth night, a beggar who slept beside the Temple was found dead. |
| 76-77 | Something has been leaving strange tracks in the mud at the sewer outfall. |
| 78-79 | Something has been prowling the roads at night within sight of the walls. Two travelers were killed last week. |
| 80-81 | A body was found on the wharf. The physician does not know what killed it or who it is. It does not rot. |
| 82-83 | A statue has moved from the Temple's roof. |
| 84-85 | Something has been killing livestock at the edge of the town. |
| 86-87 | A shape has been rising from the river at night for a week. A man who took a boat to see has not come back. |
| 88-89 | A savage creature was captured at the Gate trying to sell a stolen ceremonial dagger. He speaks the local tongue. |
| 90-91 | Cattle have been found drained, ribs cracked outward as though something climbed out. Tracks lead to the sewer. |
| 92-93 | A caravan arrived last night with a caged creature. It has since escaped. The Watch has cordoned the district. |
| 94-95 | Something has been digging in the cemetery each night. Two graves have been disturbed and the corpses partially eaten. |
| 96 | A large mercenary company has camped outside the walls seeking a contract. |
| 97 | An old adventurer of some fame has taken a room at the Inn. He has begun receiving visitors after dark. |
| 98 | Exiles from a distant war have arrived at the Gates. They ask sanctuary, but their story does not add up. |
| 99 | A famous singer has arrived to perform the Inn. Each of the last two towns the singer performed in has since suffered a fire. |
| 100 | A young lord has arrived at the town gates alone, on foot, and dirty. He carries the seal of a house nobody has heard of in fifty years. |