d20 - FGG - Bard's Gate - Random Encounter Tables (Cut From Final Version)
d20 - FGG - Bard's Gate - Random Encounter Tables (Cut From Final Version)
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Random Encounters: Bards Gate
The random encounter tables for Bards Gate are included here. These tables may be used
in several ways to create free form encounters that use the city as a backdrop for adventure.
Prepared before a gaming session, these encounters may serve as plot hooks and story de-
vices to get the players directly involved in the fast paced action of city life.
The tables included here are intended to be an easy to use tool for running exciting and
fast paced encounters in Bards Gate, but are in no way meant to be a straight jacket as to
they types and sort of encounter that “could” take place in your own home campaign..
Instead the table may be used to easily flesh out NPCs for “on the fly” gaming, or may be
used to generate potential adventures and encounters. Should you prefer a different set of
tables or have your own system for generating random encounters, feel free to do so.
When used in conjunction with the district chapters and the district chapters and the NPC
Appendix, these tables should prove invaluable to maintaining a thrilling urban adventure
campaign with limitless re-playability.
Encounters are set for daytime and night-time in the event there is a difference between the
two as far as encounters to be had.
Each set of encounters includes a “Special” encounter for its area or district. Special en-
counters may take place if a natural 20 is rolled on a random encounter check. In this
event there is the potential of encountering a local personality as mentioned in the District
Chapters. Likewise there are certain areas where a distinctly unique encounter may occur,
or in some cases, no encounter at all. Not all areas may have a “special” table despite having
a special descriptor.
Tent City
Day Night
1. Local Watch 1. Drunk
2. Druid 2. Merchant Encampment
3. Ranger/Farseeker 3. Barbarian Encampment
4. Horse Trader 4. Mercenary Encampment
5. Horse Race 5. Minstrel/Storyteller
6. Wine Peddler 6. Mugger
7. Lyreguard Patrol 7. Bandit Gang
8. Caravan 8. Tent Revival
9. Centaur Band 9. Gamblers
10. Fur Trader 10. Hustler/Shyster
11. Monk 11. Ale Tent
12. Half-orc/Wanderers 12. Roll Daytime Encounter
13. Pickpocket 13. Lyreguard Patrol
14. Mercenary band (Blackfingers) 14. Were-creature
15. Ranger/Longhunter 15. Vampire Spawn
16. Pilgrims 16. Druid
17. Food Vender 17. Goblin Spies
18. Charlatan/Shyster 18. Adventuring Band
19. Troupe of Performers 19. Will-o-wisp
20. Special 20. Special
Canal
Day Night
1. Sheriffs Patrol 1.Shadowmask
2. Fisherman 2. Wheelwright
3. Gondolier 3. Gondolier
4. Pickpocket 4. Drunk
5. Thug/Bully 5. Beggar
6. Shadowmask 6. Harlot
7. Beggar 7. Streetwalker
8. Harlot 8. Pickpocket
9. Laborer 9. Thug/Bully
10. Gambler 10. Enforcer
11. Drunk 11. Gambler
12. Merchant 12. Sailor
13. Wine Seller 13. Adventuring Party
14. Food Vendor 14. Bounty Hunter
15. Enforcer 15. Sewer/Canal Worker
16. Scullery Maid 16. Monster
17. Sailor 17. Red Blade
18. Adventuring Party 18. Bandit/River Pirate
19. Sewer/Canal Worker 19. Street Urchin
20. Special 20. Special
The Hill
Day Night
1. Merchant 1. Local Guard
2. Local guard 2. Aristocrat/Noble
3. Scullery Maid 3. Valet
4. Valet 4. Paladin
5. Guildsman 5. Wizard
6. Dandy 6. Sorcerer
7. Fighter 7. Rake
8. Paladin 8. Civic Official
9. Wizard 9. Carriage
10. Sorcerer 10. Butler
11. Rake 11. Herald
12. Civic Official 12. Courtesan
13. Aristocrat/Noble 13. Dandy
14. City Watch 14. Drunk
15. Carriage 15. Bard
16. Butler 16. Debutante
17. Bodyguard 17. Cleric
18. Herald 18. Burglar
19. Cleric 19. Lovers
20. Special 20. Special
Turlin’s Well
Day Night
1. Merchant 1. Merchant
2. Wine Seller 2. Wine Seller
3. Local Watch 3. Local Watch
4. Sheriffs Patrol 4. Sheriffs Patrol
5. Rake 5. Drunk
6. Adventuring Band 6. Adventuring Band
7. Civic Official 7. Streetwalker
8. Carriage 8. Dandy
9. Dandy 9. Bard
10. Troup of Performers 10. Courtesan
11. Pickpocket 11. Burglar
12. Guildsman 12. Laborer
13. Wheelwright 13. Shadow Mask
14. Aristocrat/Noble 14. Lovers
15. Pilgrims 15. Gambler
16. Artist 16. Debutante
17. Shyster 17. Artist
18. Food Vendor 18. Carriage
19. Trash Collector 19. Monster
20. Special 20. Special
North Wall
Day Night
1. Merchant 1. Merchant
2. Food Vendor 2. Wine Peddler
3. Local Watch 3. Local Watch
4. Caravan 4. Caravan Encampment
5. Shyster 5. Drunk
6. Trash Collector 6. Harlot
7. Wheelwright 7. Wheelwright
8. Pickpocket 8. Burglar
9. Rake 9. Rake
10. Dandy 10. Dandy
11. Scullery Maid 11. Gambler
12. Fighter 12. Bard
13. Sorcerer 13. Wizard
14. Artist 14. Aristocrat/Noble
15. Scullery Maid 15. Local Bully/Thug
16. Civic Official 16. Civic Official
17. Pilgrims 17. Beggar
18. Laborer 18. Streetwalker
19. Civic Official 19. Monster
20. Special 20. Special
Bridge District
Day Night
1. Local Watch 1. City Watch
2. City Watch 2. Local Watch
3. Wine Peddler 3. Drunk
4. Merchant 4. Harlot
5. Cleric 5. Gambler
6. Pilgrims 6. Pilgrims
7. Wheelwright 7. Wheelwright
8. Paladin 8. Cleric
9. Temple Guard 9. Temple Guard
10. Laborer 10. Civic Official
11. Civic Official 11. Dandy
12. Lawyer 12. Adventuring Party
13. Pickpocket 13. Shadowmask
14. Food Vendor 14. Streetwalker
15. Scullery Maid 15. Burglar
16. Artist 16. Author
17. Troup of Performers 17. Wheelwright
18. Prisoner Wagon 18. Carriage
19. Aristocrat/Noble 19. Courtesan
20. Special 20. Special
The Keep
Day Night
1. City Watch 1.City Watch
2. Lyreguard Patrol 2. Food Vendor
3. Food Vendor 3. Merchant
4. Merchant 4. Lawyer
5. Lawyer 5. Sheriffs Patrol
6. Civic Official 6. Prisoner Wagon
7. Execution 7. Civic Official
8. Aristocrat/Noble 8. Aristocrat/Noble
9. Sheriffs Patrol 9. Guildsman
10. Prisoner Wagon 10. Carriage
11. Guildsman 11. Herald
12. Carriage 12. Drunk
13. Herald 13. Beggar
14. Paladin 14. Cleric
15. Cleric 15. Scribe
16. Wizard 16. Paladin
17. Sorcerer 17. Bounty Hunter
18. Fighter 18. Mercenary
19. Scribe 19. Wizard
20. Special 20. Special
Thieves Quarter
Day Night
1. City Watch 1. City Watch
2. Local Watch 2. Local Watch
3. Merchant 3. Merchant
4. Wheelwright 4. Wheelwright
5. Aristocrat/Noble 5. Drunk
6. Carriage 6. Carriage
7. Pickpocket 7. Pickpocket
8. Troup of Performers 8. Bard
9. Gambler 9. Gambler
10. Food Vendor 10. Rake
11. Rake 11. Lovers
12. Author 12. Dandy
13. Artist 13. Shadowmask
14. Herald 14. Black Brotherhood
15. Street Urchin 15. Red Blade
16. Debutante 16. Debutante
17. Sheriffs Patrol 17. Burglar
18. Lovers 18. Lovers
19. Adventuring Band 19. Adventuring Band
20. Special 20. Special
Bards College
Day Night
1. City Watch 1. City Watch
2. Local Watch 2. Troup of Performers
3. Merchant 3. Local Watch
4. Troup of Performers 4. Wine Peddler
5. Pickpocket 5. Food Vendor
6. Rake 6. Rake
7. Dandy 7. Dandy
8. Author 8. Author
9. Artist 9. Shyster
10. Carriage 10. Gambler
11. Debutante 11. Pickpocket
12. Bard 12. Shadowmask
13. Gambler 13. Civic Official
14. Food Vendor 14. Drunk
15. Wine Peddler 15. Carriage
16. Civic Official 16. Burglar
17. Aristocrat/Noble 17. Bard
18. Scribe 18. Streetwalker
19. Sage 19. Courtesan
20. Special 20. Special
Outer Quarter
Day Night
1. Beggar 1. Beggar
2. Merchant 2. Drunk
3. Caravan 3. Harlot
4. Mercenary 4. Streetwalker
5. Local Watch 5. Local Watch
6. Sheriffs Patrol 6. Pickpocket
7. Barbarian 7. Burglar
8. Pickpocket 8. Wall Watcher
9. Street urchin 9. Street Urchin
10. Mercenary 10. Mercenary
11. Wizard 11. Monster
12. Sorcerer 12. Shyster
13. Wall Watcher 13. Fighter
14. Cleric 14. Barbarian
15. Food Vender 15. Civic Official
16. Civic Official 16. Gambler
17. Trash Collector 17. Wheelwright
18. Troupe of Performers 18. Shadow Mask
19. Wine Peddler 19. Bounty Hunter
20. Special 20. Special
Stables Row
Day Night
1. Caravan 1. Merchant Encampment
2. Mercenary 2. Mercenary Encampment
3. Merchant 3. Food Vendor
4. Food Vendor 4. Farmer
5. Wine Peddler 5. Herdsman
6. Horse Trader 6. Tent Revival
7. Horse Race 7. Pickpocket
8. Ranger/Farseeker 8. Refugee Encampment
9. Herdsman 9. Adventuring Party
10. Fur Trader 10. Hustler/Shyster
11. Hunter 11. Ale Tent
12. Cleric 12. Bandit Gang
13. Pickpocket 13. Lyreguard Patrol
14. Farmer 14. Were-creature
15. Ranger/Longhunter 15. Vampire Spawn
16. Pilgrims 16. Druid
17. Adventuring Party 17. Goblin Spies
18. Charlatan/Shyster 18. Adventuring Band
19. Troupe of Performers 19. Monster
20. Special 20. Special
Sewers
Day/Night
1. Bandit Gang
2. Beggar
3. Sewer Cleaner
4. Goblin Spies
5. Ooze
6. Blockage
7. Dire Rats/Rat swarm
8. Shadowmask
9. Adventuring Party
10. Ratmen
11. Kobolds
12. Were-creature
13. Vampire Spawn
14. Ghoul
15. Zombie/Skeleton
16. Bat-swarm
17. Monstrous Centipede/centipede swarm
18. Monstrous Spider/Spider swarm
19. Choker
20. Special
City of Ashes
Day Night
Roll d8. Roll d10
1. Mourner 1. Mourner
2. Cleric 2. Bandit Gang
3. Wizard (Necromancer) 3. Goblin Spies
4. Undertaker 4. Undertaker
5. Bard 5. Bat Swarm
6. Charlatan/Shyster 6. Drunk
7. Funeral 7. Grave Robber
8. Special 9. Undead
10. Special
Undead
1. Ghoul
2. Zombie
3. Mohrg
4. Skeleton
5. Wraith
6. Specter
7. Ghost
8. Shadow
Claws of Orcus
Day/Night
1. Cleric
2. Paladin
3. Goblin Spies
4. Bandit Gang
5. Fighter
6. Undead
7. Black Orcs
8. Wizard (Necromancer)
9. Gargoyle
10. Special
Black Orcs: This rare encounter is with 1d6+2 Black Orcs in the service of the Cult of
Orcus hidden near the environs of the Claws of Orcus. The Black Orcs typically remain
hidden from large bands and soldiers, but see that snoopy individuals (such as paladins and
rangers) never return to Bards Gate to report on the things they may have discovered.
Sewer Cleaner: This encounter is with 2d4 members of the Sewer Cleaners. They are Ex-
pert 2/Warrior 1.
Gargoyle: This encounter is with 1d6+2 gargoyles. There is a 50% chance that at least one is
a green guardian gargoyle; part of the furthering curse of Rappan Athuk.
Choker: This encounter is with 1d4 wicked chokers who reach out to strangle victims that
have traveled too deeply into the cities sewer system.
Grave Robber: This is an encounter with a greedy adventuring band bent on cracking open
tombs or mausoleums and making off with what valuables they can get their hands on.
Mourner: This encounter is with 1d6 family members or friends of a recently deceased
individual. The mourner may be of any race or class.
Debutant: This encounter is with the spoiled child of an aristocrat or noble. The debutant
may be slumming in a bad part of town, or shopping on her parents dime. The Debutant is
typically a pretender or gentry. See NPC appendix.
Scribe: The scribe takes makes detailed records of conversations, facts, and court records,
and is thus a wealth of knowledge in local history and politics. There is a 10% chance that
the scribe is also decent at forgery and may forge legal documents for the right price.
See NPC appendix.
Execution: Held near the gates of the Keep in broad daylight, executions take place for
those convicted of only the most heinous crimes. Although Bards Gate is by and large a
“Good” aligned city, the executions serve as a reminder to its more liberal population that
true malevolent evil does exist in the world. Most executions coincide with a protest led by
followers of Zors.
Prisoner Wagon: Several times per day, district constable and guard stations haul prison-
ers charged with serious crimes to the Keep. The prisoner wagon holds 1d6+2 prisoners
cramped into a wagon affixed with wooden bars and an excellent quality lock. The prison
wagon is driven by two City Watchmen, and guarded by an additional 2d4+2 watchmen or
constables. See NPC appendix.
Author: The author may be a fiction writer, biographer, or restaurant and local lodgings
reviewer preparing travel guides and the like. If the author takes an interest in the PCs he
may offer to pay them 1d10x5 gps to “buy” their story. Likewise the author may simply steal
their stories and pass them off as his own. The author is the equivalent of a master crafts-
man. See NPC appendix for details.
Lawyer: This encounter is with a legal professional. The lawyer may be on their way to court
or to speak with an incarcerated client. Likewise the lawyer could be advertising their ser-
vices in the “unfortunate event” that such services be needed. See NPC appendix.
Artist: This encounter is with an artist or artisan. They may be a sculptor, painter. The
artist could be working on a public arts piece, painting by the side of the street, or drawing
pen and ink portraits for silvers. Likewise the artist may be working with the authorities to
make wanted posters. The artist is a master craftsman. See NPC appendix for details.
Heretic: This encounter is with a cleric or paladin who has fallen from favor with their
deity. The heretic stands forth and denounces the faith and the religion. 10-30% of the
gathering crowd agrees with the heretic or practices a different faith. The rest of the crowd
is hostile towards the heretic. If trouble breaks out, guards arrive in 1d6 rounds to disperse
the crowd. The heretic is a paladin or cleric with no spells or divine abilities.
Courtesan: A high priced lady of the evening being escorted by bodyguard or carriage to an
evening interlude with a customer. See NPC appendix.
Lovers: This encounter is with a young couple, obviously in love, sharing an intimate and
discreet moment by lantern light.
Burglar: PCs must make a successful Spot or Listen check to notice this rogue coming from
or heading to a bit of burglary. The spot check is opposed to the rogues Hide and Move
silent checks. See NPC appendix for a variety of suitable rogues.
Valet: This encounter is with a personal porter or squire of a noble or aristocrat. The valet
is on an errand for their master. The valet is usually a pretender or warrior. See NPC ap-
pendix.
City Watch: This patrol is on official city business and consists of 2d4 individuals and one
officer. See NPC appendix
Carriage: This encounter is with a low level aristocrat, their valet, bodyguard and servant.
The carriage may stop if the PCs have developed a reputation as heroes or due to a case of
mistaken identity. The PCs are invited to a party hosted by the aristocrat as a showcase and
talking point. Likewise the carriage may be empty except for driver or valet, and is awaiting
the master’s return outside of an estate.
Butler: This encounter is with the chief servant and confidant of a noble or aristocratic
household. The Butler is on a specific important mission. The butler is typically an Expert
of level 2-6.
Bodyguard: This encounter is with an off duty bodyguard for a noble or aristocratic house-
hold. Bodyguards are also employed by the Harlots Guild to protect their members when
they are on assignment. The bodyguard may be of any character class.
Herald: An encounter with a herald may be with the chief historian and spokesperson of a
noble or aristocrat. In this fashion, heralds are employed as a matter of good public rela-
tions to go about the city speaking of the civic works and good deeds of their employer.
Likewise heralds may serve in the guard to remind the folk of any new laws, warnings or
ordinances. Furthermore, some heralds are employed as “town criers” giving news and
information to the populace directly from the city council and mayor’s office. Typically the
Herald is typically a bard of level 2-8.
Fisherman: This encounter is with 1d4 fishermen. They may be hawking wares, bringing in
a catch or making ready to hit the waterways. See NPC appendix.
Wheelwright: This encounter is with 1d4 members of the Wheelwrights Guild. These thug-
gish brutes are the eyes and ears of Duloth and operate his black market. There is a 5 in 10
chance that the wheelwrights have set up a back alley shop, selling stolen or smuggled goods
and contraband. Wheelwrights may serve as a moving “fence” for stolen property, able
to purchase up to 500 gps worth of illicit property or materials. In either event they have
employed a pair of Shadowmasks to act as lookouts. When suspicion arises, they depart and
blend with other carriage and wagon traffic, one of the faceless crowd. Wheelwrights typi-
cally have 1d4 types of contraband for sale at any given time.
Wheelwright Contraband
Roll d8
1. Stolen Jewelry/Objects of Art. 80% normal Cost
2. Exotic Foodstuff or Spice
3. Untaxed Trade Goods (20% off standard price).
4. Illegal Substances (drugs, narcotics, poison)
5. Rare/Illegal Spell Components
6. Treasure Map (15% chance real)
7. Weapons and Armor (15% chance it is recognized by previous owner)
8. Finery. (20% discount, 10% chance it is recognizable by previous owner)
Stolen Jewelry/Objects of Art: This jewelry was stolen from a member of the upper middle
class or higher. See DMG for types of jewelry or objects of art. There is a 5% chance that
the objects may be recognized by their original owner or an associate of the owner.
Exotic Foodstuff or Spice: The wheelwrights have smuggled in saffron, cinnamon, or other
substance worth more than its weight in gold. Likewise the wheelwrights may have the
butchered fresh remains of a griffon, owlbear, or other such exotic magical beast for sale at
10-40 gps per pound.
Untaxed Trade Goods: The wheelwrights have smuggled a barge worth of trade goods into
the city untaxed. For examples of trade goods see the PHB.
Illegal/Substances/Poison: This could be any sort of poison or drug found in your cam-
paign setting. For a list of types of poisons see the DMG.
Rare/Illegal Spell Components: Components used in the casting of evil spells, or compo-
nents used in the practice of necromancy are found amongst the Wheelwrights stocks at a
15-25% markup of actual value.
Treasure Map: This could be anything from a map to a treasure room in a famous nearby
dungeon to the blueprints of a local temple or estate. Most of these maps are forgeries but
some 15% are the bona fide deal and lead to a substantial treasure. Of course it is likely
that any real map may have been placed out amongst the populace in hopes of later reliev-
ing the PCs of their newfound wealth, without having to sacrifice any of Duloth’s own
people to gain it.
Weapons and Armor: These items may have been collected off of bodies found in back al-
leys, or stolen from naïve adventurers. The items are used, so thus only cost 80% of actual
value. There is a 15% chance that the armor or weapon is easily recognizable by its previ-
ous owner.
Finery: This may include various articles of clothing or bedding/draperies that were
pinched from a wealthy individuals domicile. The items are sold for 20% of their actual
value. There is a 15% chance however that wearing a gown or doublet once belonging to a
wealthy aristocrat may draw attention to the articles burgled origins.
<end sidebar>
Sailor: This is an encounter with a sailor who is experienced in negotiating oceans, rivers
and great lakes. The sailor is spending his earnings on a wild fortnight in the city. The
sailor is a wealth of information and misinformation about the world beyond the Stone-
heart Valley. See NPC Appendix.
Street Urchin: This encounter is with 1d4 street urchins who are looking to pinch food
and coin from unsuspecting travelers or shoplift from the stalls and shops. See NPC Ap-
pendix.
Temple Guard: Encounters with temple guards, involve warriors or fighters trained to pro-
tect the temple serving as bodyguard to one of the temple’s high priests or visiting dignitar-
ies.
Cleric: A cleric encounter is with a cleric of one of the gods worshipped in bards gate. The
cleric is either performing civic duty, preaching, or on a special mission from the temple.
See NPC Appendix.
Dandy: This encounter is with a foppish pretty lad or girlie girl, who also happens to be
skilled with a rapier. The dandy plays the role in order to lure ruffians to attack them, then
soundly mops the floor with their adversaries.
Guildsman: This is an encounter with a member of one of the various guilds of the city
who is on official guild business. In general this is a paid professional of some skill. To de-
termine the sort of guild member encountered, roll on the table below. See NPC Appendix
for a selection of appropriately leveled NPCs.
1. Gem Cutter
2. Scribe
3. Stone Cutter
4. Glassblower
5. Wheelwright
6. Rivermans
7. Brewers
8. Weavers
9. Harlots
10. Caretakers
11. Beggars
12. Herbalists
13. Innkeepers
14. Tavern
15. Wizards
16-20. Roll Again or DMs choice
Laborers: 2-8 workmen (Com 2) led by a Guildsman on their way to or from a worksite.
Wizard: A wizard is set out on an appointment to collect magical ingredients or seek out
the owner of a scroll which possesses a new spell for them to learn. See NPC appendix for
types of wizard encountered.
Aristocrat/Noble: An aristocrat or noble and their retinue block up a large portion of the
street. Alternately, the PCs bump into an Aristocrat or Noble being somewhere and doing
something that they should not be doing. For types of Aristocrat or Noble, see NPC appen-
dix.
Local Bully/Thug: The biggest meanest bully on the street tries to pick a fight with the
smallest and most fragile looking PC. Stats for various thugs are located in the NPC appen-
dix.
Beggar: This encounter is with a beggar or other lowly panhandler. There is a 10% chance
that the beggar was once a hero or other member of a PC class.
Streetwalker: These territorial members of the Harlots Guild command entire streets after
the sun goes down as they prowl for potential customers. See NPC appendix.
Bard: Most typically encountered are students or teachers. They bard may recognize the PCs
(Bardic Knowledge check) and begin recounting their deeds to passers bye. Likewise a failed
roll means the bard has suffered a case of mistaken identity and regales the party with un-
true stories of their heinous and foul deeds, calls them all by different names, and generally
sets out to murder their reputation.
For 1d12 days after a bad encounter with a bard, the PCs are called by different names com-
mon folk and generally shunned.
Trash Collector: 2d4 trash collectors (Com 1) go about sweeping the streets and cleaning up
refuse. There is one trash wagon and two mules for every two trash collectors.
Harlot: This encounter is off of the main streets even during night time hours and is with
1d2 Harlots and their bodyguard. See NPC appendix.
Shadow Masks: Members of the notorious Shadow Masks gang make their presence felt in
this neighborhood. Lookouts are posted to avoid capture by any nearby guard patrols. The
demand a little “street tax” from the PCs for passing through their territory.
Grocer: A cart operated by a 2nd level Commoner selling fresh vegetables and produce.
Merchant: This encounter is with a merchant peddling common wares such as tables,
chairs, mirrors, combs, and the like. Select the appropriate merchant type from the NPCs
provided in the NPC appendix. A roll of 100 on % dice indicates that the merchant is un-
wittingly selling a valuable magic item.
Scullery Maid: This encounter is with a maid or housekeeper for a neighborhood shop
keeper or merchant. The maid (Com 2) is carrying supplies or clean laundry to her master’s
home. On a roll of 90-100 on % dice, the maid is being accosted by a neighborhood gang,
ruffian, or other dastardly cur.
Civic Official: This encounter is with a lesser aristocrat and a pair of City Watchmen who
serve as bodyguards. The official is typically an inspector, tax collector, census taker or other
such civil servant of the cities bureaucracy. The civic official is typically a pretender with
tenuous ties to the noble families which allowed for their appointment. See NPC appendix.
Paladin: An encounter with a knight errant, come to worship and pay penance at the
Temple of Muir. A roll of 100 on % dice indicates that the paladin is pursued by some
unknown devil, demon, or undead which manifests within two rounds of the paladins en-
counter. The Paladin is of 4th-6th level. If the PCs assist, they are introduced to Bofred.
Fighter: This is an encounter with a fighting man who is currently between employers or
adventuring parties. The fighter is of 4th-6th level.
Sorcerer: This is an encounter with a foreign sorcerer who has come to study magic with the
Dominion Arcane. The sorcerer is of 4th-6th level. On a roll of 100 on % dice the sorcerer
has miscast a newly manifesting spell of the sorcerer’s highest spell level with random and
potentially damaging results.
Sheriffs Patrol: A sheriff and 1d4+2 constables. The patrol is on its way to pick up a crimi-
nal or drop one off at the Keep. (See NPC appendix)
Wall Watcher: This encounter is with a patrol of the wall watchers. If the encounter is near
a city wall, the wall watchers call down to the PCs to ask what they are doing or if they have
seen a suspicious character. If encountered away from the wall, it is with off duty wall watch-
ers on their way home from a shift.
Adventuring Band: This encounter is with a mixed band of 2-6 adventurers. There is a 50%
chance of their being mostly good or mostly evil aligned. The adventurers are of various
classes ranging from level 2-6. The Company of the Silver Spear or The Accursed serve as
good examples of ready made adventuring bands. If the PCs have recently been successful,
there is a good chance that the adventuring band is jealous. Likewise if the PCs have had
several recent setbacks, it is likely that the adventuring band may make fun of them.
Will-o-wisp: These creatures occasionally prey on folk living near the banks of the river on
foggy evenings. There are 1d4 will-o-wisps.
Goblin Spies: An encounter with 2d4 goblin spies, who are disguised as Halflings. These
goblins report directly to their masters in Rappan Athuk about the troop strength and dis-
position of the forces located in the Stoneheart Valley and City of Bards Gate. The goblin
leader is a 4th level Rogue. If discovered, the goblins seek to escape the city by any and all
available means.
Lyreguard Patrol: 1d4 Lyreguardsmen pass through the area. There is a 1 in 6 chance that
they are led by a Lyreguard honor guard. On a roll of 90-100 on % dice the encounter is
with 2-4 griffon riders. The lyreguard are preceded with cheers and jubilation when they
pass through the more affluent districts of the city. Hoodlums and gangsters scurry like
roaches before them in the poorer districts. (See NPC appendix)
These lycanthropes do their best to hide their identities but have been known, as in the
case of werewolves and wererats to account for a vast number of missing persons cases
throughout the years.
Vampire Spawn: This encounter takes place near to a funeral home or abandoned areas
in and out of the city, but only during the night time hours. The encounter is with 1d6
vampire spawn. A roll of 100 on % dice indicates the PCs have encountered Felicity the
vampire, who accounts for the majority of new vampire spawn in the Bards Gate.
Gamblers: 1d4 gamblers are trying to find a game of chance and offer the PCs a chance
to try their luck at a toss of the dice or a hand of cards. The gambler may be of any race or
class. The gambler can cover 100gp in wagers.
Shyster: This encounter may be with a pimp, peddler of contraband, or other unsavory
character displaying their wares. There is a 50% chance that the hustler intends to rip off
the PCs in some way.
Ale Tent: This marquis or larger size tent is set up as a makeshift tavern. There is at least
one bouncer, 2-4 serving/dancing girls and 1-2 proprietors/barkeepers. The tent capacity
is based on % rolls and may have as many patrons as the size of the tent minus the number
of workers provides space for. Ale, beer, and food are standard prices for average or better
quality.
Tent Revival: A wandering cleric and retinue set up a grand pavilion and preach the teach-
ings of their deity. 1d100+50 persons are in attendance. The cleric may be of any random
non-evil deity and is 6th to 9th level. The revival lasts for 1d4 days.
Mugger: This is an encounter with an individual or gang who threatens a PC that is sepa-
rated from the party, or attacks them outright with a sap. The mugger switches to lethal
assaults if the PCs reply in kind. The encounter is with 1d4 Robbers led by an enforcer or
1 enforcer. (See NPC appendix).
Bandit Gang: A wanted band of disguised highwaymen have snuck into the city and are
looking for a bar, brothel, or other trouble. If noticed they attempt to flee, fighting their
way away from any guards, and possibly taking hostages in the process. It is possible that
the bandits have rented a place or have some other hidden lair. There are 2d8 bandits, (Ftr
2) and a leader (Ftr 3/Rogue4).
Barbarian Encampment: Only encountered outside the city walls, a barbarian encampment
consists of 1d10+10 adults and half that number of children. The barbarians are here for
trade, horses and weapons. The barbarian encampment mostly consists of Barbarians, Lvl
1, with a 4-8th level leader.
Mercenary Encampment: A random band of mercenaries and their captain have set up
camp. There are 2d6 sells-words, 1d6 mercenaries, and one veteran in the encampment.
Merchant Encampment: This encounter is with a circle of merchant wagons, camped for
the night with some guards set as sentries. Otherwise this encounter is identical to a Cara-
van encounter.
Local Watch: This encounter is with a patrol of a districts own privately funded and ap-
pointed guard. For example, dog soldiers are the local guard for Tent City, and the Mar-
ket Guard is the local guard for the Market District. There are 1d4+2 local guards in the
patrol. See district chapter and NPC appendix for further details.
Minstrel/Storyteller: A minstrel or storyteller has gathered a crowd of folk who are listen-
ing to his or her performance or oratory. The encounter is with a bard of level 4-6. Roll a
Perform skill check (Perform skill equals level +6) to gage the audience reaction to the tale
spinner. Positive reactions mean the performer is tipped for their services. Negative reac-
tions may involve baskets of rotten vegetables and fruits being hurled at the performer.
Troupe of Performers: A troupe 1d6 of acrobats, clowns, jugglers, fire eaters, singers and
dancers perform for a gathering crowd. PCs reactions to the event may lead to new con-
tacts or new enemies in the city. Consider the entire troupe to have Perform +10, +1 per
performer for purposes of skill checks. The troupe is led by a Bard, Level 3-6, but may be
made up of monks, rogues, and bards of level 1-2.
Drunk: An encounter with a drunk may range from 1d4 loud partiers who have had one
or more too many. When a drunk is encountered roll on the table below to determine the
makeup of the drunk and any additional cavorters.
Type of Drunk
1. Red Blade (Assassin)
2. Shadow Mask (Rogue)
3. Guild Member (Any)
4. Barbarian
5. Rogue
6. Cleric
7. Local Guard
8. Wizard
9. Sorcerer
10. Merchant (Expert 2-4)
11. Civic Official
12. Bandit
13. Mercenary
14. Beggar
15. Ranger
16. Harlot
17. Bard
18. Monk
19. Ranger
20. Druid
Effects of Alcohol
Typically a drinker may consume one alcoholic beverage for every point of Constitution
divided by 4 and rounded down before suffering the effects of alcohol consumption. Thus
a drinker with a Constitution of score of 18 may consume 4 alcoholic beverages before
becoming intoxicated.
Intoxicated individuals suffer a -2 to all attack and damage rolls and any Skill checks. The
drinker loses any Dexterity related bonuses to armor class, including the ability to use the
Dodge or Mobility feats. For every two alcoholic beverages consumed after reaching the
level of intoxication, the drinker suffers an additional -1 to attack and all Skill checks.
Intoxicated individuals receive 2 temporary hit points for every beverage they consume
beyond their minimum.
A drinker may consume up to one alcoholic beverage for every point of constitution score.
If the drinker drinks more than their Constitution score in alcoholic beverages they must
make a Fortitude save (DC 10+the number of beverages consumed), or fall unconscious.
Failing on a natural 1 means that the drinker must make a second Fortitude save or die
of alcohol poisoning in 1d4 minutes unless some restorative magic such as Heal or Cure
Disease is cast upon the subject. <end sidebar>
The drunk encountered is identical to its sober counterpart detailed here. The difference
being that the drunk has an attitude towards whomever they meet that is completely ran-
dom.
Drunk Attitude
1. Friendly
2. Unfriendly
3. Helpful
4. Indifferent
5. Hostile
6. Drunk exhibits a different random attitude every 2 minutes.
Pilgrims: This encounter is with 3d10 recent converts to a faith that is practiced in Bards
Gate (Such as worship of Zors). Pilgrims are typically level 1-3 commoners, dressed in the
garb of a worshipper of the chosen deity. They offer prayers and penance and spout the
dogma of their faith as their processional passes towards their Deities shrine or temple.
Food Vendor: This encounter is with a vendors cart where a merchant hawks prepared
meals. The meals are of common quality and cost 3 sp. The merchant is typically a com-
moner of level 1-3.
Charlatan: This encounter is with a scoundrel hawking fake potions, a false prophecy or
similar con. The charlatan is typically a shyster (See NPC appendix). False potions (Snake
Oil) typically sell for 1-10 gps and are nothing more than whiskey mixed with mineral water,
seasoned with hot peppers, herbs and flower petals. If exposed as a fraud the charlatan
flees the scene to escape prosecution. The fraud later keeps tabs on the PCs in order to
spring some complex revenge or smear campaign against them.
Mercenary Band: This encounter is with a mercenary band of 2-6 members. The mercenar-
ies may be escorting a VIP, guarding a special caravan, or undergoing training and martial
exercises. The band is typically comprised of sell-swords, led by a full mercenary or veteran.
(See NPC appendix). On a roll of 100 on % dice the encounter is with Dennin Blackfinger
or one of his lieutenants.
Pickpocket: Encounters with a pickpocket may involve 1d4 footpads. This rogue or rogues
attempts to lift a small valuable item from a party member. If more than one pickpocket is
encountered the leader will be a cutpurse. (See NPC appendix)
Half-orc: This encounter is with a halforc member of Mamma Bobo’s wanderers. They are
surly and intimidating, but generally harmless. Half-orc, Fighter 2/Rogue 2.
Monk: A wandering monk with no name is taking challenges to all comers in unarmed
non-lethal combat in the center of the encampment. Betting is running high and a large
crowd has gathered, fascinated by his unique fighting style. The monk is of level 4-8.
Fur Trader: This encounter is with an un-affiliated ranger or barbarian of level 4-6 who
actively traps and sells furs in the stone-heart mountains, despite the threat of orcs and
other dangerous monsters. Fur Traders are generally solitary but may have 1-4 sub-ordinates
of level 1-2. Fur traders winter in the mountains and are thus found at the Tent City only
in summer months. Arriving fur traders have 3d100+50 gps worth of valuable pelts. Leav-
ing traders have 1d100+20 gps worth of new materials, supplies and trade goods when they
leave tent city. It may be assumed that much of this discrepancy is due to heavy gambling
losses and lavish expenditure during their stay.
Dog Soldiers: 1d4 dog soldiers examine the PCs closely and watch them for trouble. The
dog soldiers are Warrior 2, or Barbarian 1-2.
Druid: Druids are typically encountered outside the city walls, as their many animal com-
panions may cause the citizens special discomfort. A druid encounter will be with a 3-6th
level druid and their animal companions.
Ranger/Farseeker: Rarely encountered within sight of the city walls, these rangers typically
visit the city to fix broken equipment, purchase new weapons, or pass along vital informa-
tion. Rarely they are seen around the temple of Darach-Albith. An encounter with a Far-
seeker is with an elven ranger of 2-5th level. On a roll of 100 on % dice, Oberon Thanlaus
is encountered.
Ranger/Longhunter: Like Farseekes, Longhunters rarely enter the city proper, but may be
encountered outside its walls, trading information and equipment or collecting bounties.
On a roll of 100 on % dice, PCs encounter Rankir, Master of the longhunters.
Horse Trader: Encounters with horse traders are with an Expert of 2nd-4th level who has
1d4 fine horses to sell. On a roll of 100 on % dice, Knotaloke is encountered. She is willing
to hire PCs to help her move wild horses to her stables.
Horse Race: A horse race is about to begin. 2d4 contestants vie for a 200gp prize.
Wine Peddler: This is an encounter with a Commoner of 1st-2nd level. The commoner has
several pots of wine to sell. The wine costs 1sp per earthenware crock.
Lyre Guard patrol: 2d4 Lyreguardsmen make a sweep through the tent city accompanied by
dog soldiers as they seek out a bandit or well known criminal. On a roll of 100 on % Dice,
Imril himself is encountered.
Caravan: A caravan encounter is typically with 2d6 wagons or 2d8 pack animals. The
caravan hauls 2d20+20 gps worth of materials per wagon and 1d20+10 gps worth of materi-
als per pack animal. The caravan has 1 commoner per wagon or pack animal, and 1 guard
(Warrior 1) per two wagons or animals. The guards are managed by a Fighter level 1-6 and
one merchant (Expert, level 2-6). Several small caravans may combine under powerful mer-
chants to form larger caravans.
Centaur Band: 5-8 centaurs have come up from the woodlands and the southern plains.
May be fur traders or seeking bounties on slain monsters from the lyreguard and have come
to the tent city, lured by wine and weapons. On a roll of 100 on % dice, Silfus Sharphoof is
encountered on a day off.
Monster: This is an encounter with a monster which has managed to find its way into the
city or has a residency somewhere in the city and remains hidden from the watchful eyes of
the citizens. Roll on the table below to determine the sort of monster encountered. See the
Random City Monster (Table X).
Random City Monsters
1. Ratman (Canal and Docks Only)
2. Dire Rat (pack or swarm 50%)
3. Familiar
4. Kobold
5. Goblin
6. Centipede, Monstrous Large or Swarm
7. Spider, Monstrous Large or Swarm
8. Ooze
9. Swarm, Bat
10. Elemental/Golem
11. Mimic
12. Shadow
13. Wraith
14. Ghoul
15. Ghast
16. Vampire Spawn
17. Skeleton
18. Demon or Devil
19. Otyugh
20. Specter
Ratman:This encounter is with 2d4 ratmen who have come up from a canal, dock, or sewer
grate. The ratmen are scavenging for food and valuables and attempt to flee back to the
sewers if spotted. They dress in raggedy cloaks to disguise their appearance. It is possible
that the ratmen are seeking sacrificial victims for their god.
Dire Rat: This encounter is with a pack of 2d4 or 1d2 swarms of rats, flushed up from the
sewer system by the pipe cleaners. The rats come pouring from a sewer grate our out of the
lower story of an abandoned home.
Familiar: This encounter is with a wizards familiar, who is out on some errand, possibly spy-
ing on the PCs for its master. For types and powers of familiars see the PHB.
Kobold: A warren of kobolds has snuck into the city and established a lair in the sub base-
ments of an abandoned building. The kobolds have murdered several missing residents,
whose bones line the floor of their lair. The encounter is with 1d6+4 of these kobolds.
Goblin: A nest of goblin spies have infiltrated the city and set up a base in an abandoned
structure. The encounter is with 1d4+2 of these goblins out on the prowl for drunks and
solitary wanderers.
Centipede: This encounter is with a monstrous centipede, or a centipede swarm that has
fled the sewers into the streets or back alleyways.
Spider: This encounter is with a monstrous spider or spider swarm within the area of an
abandoned structure.
Ooze: An ooze has found its way out of the sewers or a magicians laboratory. See MM or
other Tome of Horrors for various types of ooze and or pudding.
Bat Swarm: This encounter is with a swarm of frightened bats who swoop down from an
attic or high raftered temple.
Elemental/Golem: This encounter is with an elemental or golem that has lost contact with
its summoner or creator. The creature is berserk and causes havoc throughout the neigh-
borhood until it is defeated. The spellcaster who summoned or created it is nowhere to be
found. See MM or other Tome of Horrors for various types of construct or elemental.
Mimic: A mimic has taken on the appearance of a refuse bin or public privy.
Shadow: This encounter is with 1d4+1 shadows that haunt a darkened alley or the home
where a murder/suicide took place.
Wraith: This encounter is with a wraith. The wraith is the unkind spirit of a convicted mur-
derer, now out to get revenge upon the sheriffs who caught him in the act of his crime.
Ghoul: These fiends were created from the corpses of criminals by a cleric or necromancer
of Orcus who has set the beasts loose within the city. The encounter is with 2d4 ghouls and
possibly one ghast.
Vampire Spawn: 1d4 vampire spawn stalk the benighted streets in search of prey. These
unfortunate beings were created by Felicity.
Demon or Devil: This encounter is with a demon who has escaped his summoner or a devil
who tempts the good to commit evil acts or bargain for their soul. For a variety of demons
or devils see the MM or other Tome of Horrors.
Otyugh: This beast was likely once the pet of a local wizard or crime lord which has escaped
and now resides in a trash heap off of the main roads.
Specter: This encounter is with the specter of a cruel old resident of the neighborhood or
one of its victims. The original specter is likely the mean old man from up the street, or the
creepy cat lady.
Legal Appendix
This printing of Bard’s Gate is done under version 1.0a of the of the Open Game License, below, and ver-
sion 6.0 of the d20 System Trademark License and version 5.0 of the d20 System Trademark Logo Guide.
Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game
License, below. Open Game Content may only be Used under and in terms of the Open Game License.
Designation of Open Game Content: All text containing game-related content within this product—exclud-
ing any text on the inside or outside of the front or back cover or on the Credits page—is hereby designat-
ed as Open Game Content, subject to the Product Identity designation below. Any questions regarding the
Open Game Content within this module should be directed to Clark Peterson at clark@necromancergames.
com.
Contribution of New Open Game Content: All game content contained in the Gods of Bard’s Gate Ap-
pendix, New Magic Appendix and NPCs of Bard’s Gate Appendix is new Open Game Content and may be
cited by reference to this product only, subject to the Product Identity designation below.
Use of Content from Tome of Horrors: This product contains or references content from the Tome of
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Use of Content from Creature Collection, Creature Collection Revised and Relics & Rituals: This product
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Designation of Product Identity: The following items are hereby designated as Product Identity as provided
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Any and all material or content that could be claimed as Product Identity pursuant to section 1(e), below, is
hereby claimed as product identity, including but not limited to:
1. The name “Necromancer Games” as well as all logos and identifying marks of Necromancer Games,
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4. The proper names, personality, descriptions and/or motivations of all artifacts, characters, races, coun-
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is used with permission and/or pursuant to license.
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC-named spells from the
Player’s Handbook that were renamed in the System Reference Document. The Compendium can be found
on the legal page of www.necromancergames.com.
Bard’s Gate Copyright 2006 Necromancer Games, Inc.; Authors Clark Peterson, Casey Christofferson and
Shane Glodoski based on original material created by Clark Peterson and Bill Webb.
The Wizard’s Amulet Copyright 2000-2002, Necromancer Games, Inc.
Crucible of Freya Copyright 2000 Clark Peterson and Bill Webb, Necromancer Games, Inc.
Tomb of Abysthor Copyright 2001, Necromancer Games, Inc., Authors Clark Peterson and Bill Webb.
Rappan Athuk—The Dungeon of Graves: The Upper Levels Copyright 2000 Clark Peterson and Bill Webb,
Necromancer Games, Inc.
Rappan Athuk II—The Dungeon of Graves: The Middle Levels Copyright 2001 Bill Webb and Clark Pe-
terson, Necromancer Games, Inc.
Rappan Athuk III—The Dungeon of Graves: The Lower Levels Copyright 2002 Necromancer Games, Inc.,
Authors Bill Webb, W.D.B. Kenower and Clark Peterson.
Creature Collection Copyright 2000, Clark Peterson.
Creature Collection Revised Copyright 2003, White Wolf Publishing, Inc.
Relics & Rituals Copyright 2001, Clark Peterson.
Tome of Horrors Copyright 2002 Necromancer Games, Inc.; Author: Scott Greene, with Clark Peter-
son, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick
Lawinger and Bill Webb; Based on original content from TSR.
Tome of Horrors II Copyright 2004 Necromancer Games, Inc.; Author: Scott Greene; Additional Authors:
Erica Balsley, Kevin Baase, Casey Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Bill
Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook.