Wednesday, October 23, 2013

Jacob's Tower, Level 5: Runewall

Level 5: Runewall 
21,500xp / Max15,050gp (3.5 - 4.5 hours)

After being pulled roughly through the aberrant masterpiece, our heroes find themselves hurtling through a black abyss. Strange and unfamiliar stars dot the void all around them, and, after a few moments, a square silhouette appears far below. They approach at disorienting speed, only to alight gently at the center of the level a few seconds later.

Runewall is clearly brimming with magical energies. It is made entirely of black and shining obsidian, and every square inch of the level is carved with complex runes that glow brightly purple.

There are large, 5 foot thick obsidian walls throughout Runewall. These walls are 20 feet tall and are marked in purple on the map. It is possible and sometimes necessary to climb up on top of these walls, and the runes give the walls a Climb DC of 10.

Random Teleportation

There are many holes in the level that lead back into the abyss. These squares are marked with black on the map. If a character falls through one of these squares, he will tumble down towards the stars below him for the remainder of the turn. On his next turn Runewall will rush up to meet him, and he will land somewhere on the level. To determine where on the level he lands, roll three d6s and add the results, then refer to the numbers running across the top of the level. This determines the column he lands in.  Next, roll three d6s, add the results, and refer to the numbers running across the side of the level. This determines the row he lands in.  Choose the appropriate column and row to place the character in. Although the characters hurtle at immense speed through the abyss, they take only d6 damage when they hit the ground (but they do fall prone).  A DC 15 Acrobatics check negates this damage and results in the character landing on his feet.

The character who touches a rune crystal is also teleported.

Under Runewall

Every time that a character falls through the level, have him make a DC 16 Perception check. On a success, the character notices a Mithral Chain Shirt (small) and +1 Buckler (small) attached with loose straps to the bottom of the level underneath 1a. If a character attempts to fly to get these items, he must pass a DC 18 Fly check or get sucked down into the abyss and fall back onto Runewall. A character may attempt to climb to the items from one of the holes in room 1, but doing so is extremely difficult and requires DC 30 Climb checks. If the Mithral Chain Shirt and +1 Buckler are knocked loose, they will fall to a random square on Runewall.


When our heroes first land in Runewall, they will have a few moments to get their bearings. After a round or two, the runes in the walls start to take effect. Each player feels the symbols around him burning into his vision and seeping into his subconscious. Even blind characters or characters with their eyes closed somehow see the runes searing through their retinas.

All character should quickly make a DC 20 Spellcraft check. If any character makes the check, he can warn the group to focus on his earliest or most important memory. This will grant a +2 to all subsequent Mindswitch Will saves.

Each character (just characters, not eidolons, animal companions, minions and the like) should make a DC 21 Will Save . If a character fails, he feels his mind being ripped from him. The player should pass his character sheet to the next player who failed the check on his left, and receive a new character sheet from the next player who failed the check on his right. The character’s mind, including all his memories, personality, and beliefs, has just transferred to the body of a new character. He has gained all new skills, attributes, abilities, feats, spells, and abilities scores and understands immediately how to use them. He will be shocked to learn that he no longer remembers how to do some things that were basic to his old body, but suddenly understands new and wondrous ideas. Alignment restrictions to classes are temporarily removed.

If a character dies, it is the character controlling the body who suffers the consequences. The mind that controlled the dead body move on to the afterlife. The dead body is brought back to life at the end of the level, ready for its original owner to return.  The body of the dead mind dies at the end of the level and does not advance to the next level.  Spells such as resurrection may bring the dead character back to life.  Additionally, any permanent damage dealt to any body, such as loss of fingers or ability drain, is healed.  The player should be told this rule as a consequence of the mind-switch.

Whenever any character touches a Rune Crystal, Mindswitch occurs again.  Each character should make a DC 21 Will save or switch bodies.  Mindswitch ends when the level ends.

If only one member of the party fails the save, his mind has nowhere to go and stays put.

Note that players can voluntarily fail any of these saves, which they may want to do to get their character back.

Important Note: Runewall functions just fine without the Mindswitch mechanic.  GM's should carefully consider if their players will enjoy the chaos of passing character sheets around and playing somebody else.  If your players are more freeform and into roleplaying, they will likely enjoy it.  If your players are more into the mechanical side of things and looking forward to flexing their muscles, they may not.  Choose wisely, and ask your players if you are unsure.

Protector of the Walls

The walls of this level are fairly easy to climb, requiring a DC 10 Climb check. However, they are not unguarded. The first time a character reaches the top of the walls, he will be attacked by a Flame Drake. The Flame Drake, who lurks in the inky darkness approximately 300 feet away from the level, will fly in to and attack any on the walls.  If no PCs are on the walls, he will turn tail and fly back to his station 300 feet away and obscured by the blackness. The Flame Drake will primarily shoot fireballs from the air, though he will hover above enemies for melee attacks when appropriate.

When the Flame Drake is killed, he will plummet to Runewall. Where he falls, his corpse will smolder and smoke for days, dealing d6 fire damage a round to any in contact with it. Upon his defeat, players may make a DC 10 Knowledge (Arcana) check to reveal that a Flame Drake’s heart is very valuable. A character may spend a turn in contact with the corpse to attempt a DC 15 Knowledge (Arcana) check to retrieve the Drake heart, which can be sold for 1,000gp.  This check may be retried, but each attempt deals d6 fire damage to the player.

The first time somebody climbs the walls, he gains view of most of the level.  This includes the Crystals in Room 2, The Chemosit statue in Room 4, and the various monsters in Room 7.

Room 1: Central Crystal

The center of the floor in this room is divided into nine equal squares, three columns by three rows (1a). The center square is obsidian, but the other squares are made of glass. Each of these eight glass squares corresponds to a rune-crystal that must be activated in Runewall. Touching the rune-crystals throughout the level will activate the nearest square of glass, causing it to glow and hum slightly.

When a player activates a rune-crystal, he transported to a random square on the level as if he had just fallen through one of the holes in the floor.  Additionally, all characters undergo another DC 21 will save to avoid Mindswitch.

Once all eight rune-crystals are activated, the central obsidian center square opens and a crystal shard will rise out of it. When this shard is touched, the final boss will appear.

1b: To the northwest of the center room is a locked box with a complex linguistic cipher.  A DC 14 Linguistics check reveals the passcode, and speaking this word will cause the chest to open. However, failing the linguistics check three times will cause the box to lock permanently. There appears to be no lock or key, so the box cannot be opened with a Disable Device attempt. Inside the chest is a Wand of Charm Animal (CL1), a Potion of Fly (CL5), a Potion of Heroism (CL5), and a Hand of the Mage.

1c: To the northeast of the room is a small wooden chest. Although the chest is unlocked, it is trapped with insanity mist. Inside the chest are five sleep arrows and a +1 Longbow.

1d: To the southeast of the room is a large box made of small iron bars and glass. Inside the box is a fragile and expensive looking Fabergé egg. However, the box itself is poorly made, and there are a few bars blocking the egg. Three beams will have to be carefully removed to access the egg. The character should make three consecutive DC 10 Knowledge (Engineering) checks to remove non-structural beams. If he fails any one of these the box collapses, crushing both the egg and his hand for d6 damage. If he succeeds he retrieves the Faberge egg, worth a tidy sum of 1,000gp.  Alternatively, a DC 22 Sleight of Hand check will access the egg, though failure means the box collapses.

1e: To the southwest of this room is a locked chest. It requires a DC 30 Disable Device check to unlock, though our heroes may make as many attempts as they like. Inside are three bear traps, a magnifying glass, masterwork manacles, a magical vial of incense, and one dose of Dark Reaver Powder. A DC 21 Spellcraft check will reveal the incense to be Incense of Meditation.  However, a DC 31 Spellcraft check will reveal the item's true identity, the cursed Incense of Obsession.

Room 2: The Shiniest Crystal

Eight large crystal shards hover on this raised platform, slowly humming and turning (2a). When our heroes see them, runes and images flash through their heads. They will immediately understand that they must touch only the most valuable crystal, and avoid all others. To determine the most valuable crystal, a character should attempt a DC 20 Appraise check.

If a player fails the check, he touches one of the seven incorrect crystals. The crystal immediately explodes, dealing 2d6+1 damage to all within a 10 foot radius of it. A DC 18 Reflex check halves this damage. The DC of the Appraise check decreases by 2 for each destroyed crystal.

If he succeeds in the check, the character touches the most valuable crystal and it activates as a rune-crystal. At this point, the remaining crystals will melt into piles of gold worth 250gp each.

Room 3: Gauntlet Legends

At the southern edge of the room are three archways of different and varied materials. For as long as at least one character maintains line of sight with at least one of the portals, every portal begins to spawn enemies. There can only be a maximum of 15 spawned enemies at a time. These enemies spawn as if summoned, acting immediately upon appearing. They act on their portal’s turn.

Each portal has hardness 5, 20 hit points, and a break DC of 25. They are medium sized objects with an AC of 3, and, if brought down to 0 hit points, they stop producing enemies.

The portal at the western edge of the room is a hodgepodge of junk – broken weapons, sharpened sticks, and animal bones, all tied together with fraying rope. The portal has an initiative modifier of +6, and each turn it spawns one Goblin.  If any PCs are on the walls, the Goblins will draw their short bows and focus on them. Three small fireworks attached to the arch send off a stream of sparklers from whenever the arch spawns a Goblin.

The center portal is made up of nothing but human bones, primarily femurs and skulls. The portal has an initiative modifier of +6, and each turn it spawns one medium humanoid Skeleton.  Each time a Skeleton spawns, the bones of the portal shake with a horrifying clacking sound.

The eastern portal looks to be the entrance of a sewer. It is an arch of grey-green stone dripping a foul smelling liquid. An iron grate covers most of the portal except for a 2 foot hole gnawed in the bottom. The portal has an initiative modifier of +3, and each turn a Dire Rat shoots forth in a cloud of putrid green mist.

Once all three portals are destroyed, a rune-crystal will rise from the ground (3d).

Room 4: The Stone Ape

Room 4 is on a raised platform, accessible only by scaling the wall. The platform is bare except for a giant statue of what appears to be a fearsome ape (4a). The 10 foot tall creature is shaggy and fearsome, with massive teeth ready to tear away flesh and crush bone. A DC 14 Knowledge (Arcana) check will reveal that this is a statue of a Chemosit,  a powerful magical beast that devours the brains of its enemies.

Atop the feral hulk is a stone crown with a rune-crystal set in the center. If this crystal is touched without touching the Chemosit, then the rune-crystal activates and our heroes can proceed on their way. However, if the Chemosit is touched it will immediately come to life and attack our players. The creature will, whenever possible, attempt to bull rush his opponents off the platform and into the holes in the ground.

During combat with the Chemosit, our heroes may attempt to touch and activate the rune-crystal. Doing so requires a combat maneuver check against the Chemosit's CMD of 26. If the maneuver is successful, then the rune-crystal activates and the Chemosit turns back into stone.

Room 5: Dodging the Waves

At the southern corner of Runewall is a snaking tunnel through the obsidian. This tunnel, represented by the yellow squares, is 15 feet high, with an additional 5 feet of obsidian as a roof closing it in.  The eastern most squares of the tunnel have a wall separating them from the void. The air inside the tunnel is thick with magical energies, and moving through it is akin to moving through water. Thus, the yellow squares act as difficult terrain.

At the end of the tunnel is a rune-crystal, which can only be activated by standing on the final square (5a). Every turn, the rune-crystal sends out a yellow horizontal bar at a random height, which speeds down the tunnel and dissipates at its exit. Characters within the tunnel must make a DC 18 Acrobatics check, or be dealt 2d6 sonic damage and forced four squares backwards.

Once the rune-crystal is touched, it activates and the shockwaves cease.

Room 6: Four Questions

There are four floating gemstones, one in each corner of the room. Each gemstone speaks telepathically as our heroes approach it, letting our heroes know the order to activate them. Each character may only attempt each knowledge check once. Touching a gemstone will cause it to glow, and it will stop glowing after all four gemstones have been touched. Touching these stones does not cause the player to be teleported to a random location.

As our heroes enter this room and see the first gemstone, they will hear a voice in their head, speaking in their native language. “Order matters,” it will say in a gravely tone, “Listen to the stones.” When a gemstone is touched it will glow slightly, but dim and reset after all four have been touched. If the gemstones are touched in the correct order, then the center platform will open revealing a crystal.

However, if the gemstones are touched in the incorrect order, the player touching the final stone will be afflicted with horrible pain to the tune of 3d6+3 damage, DC 20 Will save halves. This pain occurs after the fourth gemstone is touched, and there is no indication of which part of the sequence was incorrect.  Each time the gemstones are touched incorrectly, one of the gemstones transmits which number it is.

In the southeast corner of the room a blue gemstone floats. As our heroes approach, it will ask “How many rulers of Taldor have been named Grand Prince Stavian?” A DC 13 Knowledge (Nobility) check will reveal that the current ruler is Grand Prince Stavian III, so there have been three rulers. This is the third gemstone that must be touched.

In the northeast corner of the room a black gemstone floats. As our heroes approach, it will ask “How many nostrils does a Fen Witch have?” A DC 13 Knowledge (Nature) check will reveal that the answer is one, and this is the first gemstone that must be touched.

In the northwest of the room a white gemstone floats. As our heroes approach, it will ask “Excepting the Okaiyo Ocean, how many oceans are on Golarion?” A DC 13 Knowledge (Geography) check will reveal that there are five oceans total on Golarion, four excepting Okaiyo. This is the fourth gemstone that must be touched.

In the southwest corner of the room a green gemstone floats. As our heroes approach, it will ask “How many gods, known as the ‘First,’ were born from the ‘Seal?’” A DC 13 Knowledge (Religion) check will reveal that the answer is two, Ihys and Asmodeus, and this is the second gemstone that must be touched.

Once all four gemstones are touched in the correct order, a rune-crystal appears at 6d.

Room 7: Monsters on the Walls

A number of monstrous humanoids guard these walls from adventurers. Four Dire Corbies wait on the middle wall, but will leap to engage the heroes once approached.

On the farthest wall stands a single Ceratioidi with a pile of ten spears beside him (7b). The Ceratioidi will throw spears and use his lure ability on the PCs. A rune-crystal is on the same platform as the Ceratioidi (7c).

The area above the outer wall is protected by a permanent wind wall (7d) which will block any projectiles heading through it.  The enemies in this area will watch but not attack the PCs unless they are attacked first or a PC breaches the wind wall.  However, if the enemies are attacked they will leave their area to fight the agressors.

Room 8: A Face in the Wall 

A large, smiling face is carved into the wall around this corner (8a). It has two twinkling ruby eyes and a gigantic smiling mouth. When our heroes approach, he will happily exclaim “Adventurers! It’s been so long, and I’ve been so bored! Would one of you mind entertaining me?” He will continue to ask for entertainment if questioned.

Our heroes will have three chances to make a DC 18 Perform check to gain access to the crystal. If they get a 23 on the check, the face will be so amused he will throw in one of his eyes, worth 600gp. If they get a 28 on the check, he will throw in both of his eyes, each worth 600gp.

If our heroes fail all three DC 18 perform checks, the face will be annoyed and demand 1,000gp in exchange for his crystal. If the money is fed into his mouth, or an items worth at least 2,000gp, he will produce the crystal.

However, the face is a coward. He should flinch if any character draws a weapon of makes any move that could be interpreted as menacing. He can be persuaded into giving up his crystal with a DC 21 Intimidate check. A 26 will intimidate the face into giving up one of his eyes as well, worth 600gp, and a 31 will intimidate the face into giving up both of his eyes, worth 600gp each.  Our heroes will only have one chance to make this intimidate check - otherwise, he will demand the gold.

Alternatively, our heroes can attempt to forcefully remove each eye with a DC 20 strength check.  After each failure, the player must make a DC 16 Reflex check or be dealt d12 damage from the eyelid coming down.  If both eyes are removed, the face will trade the crystal to get them back.

Once he has been persuaded one way or another, the face will open up his mouth, revealing the rune-crystal inside.

Room 9: Spitting Plants

When our heroes enter room 9, it appears to be completely empty. However, the first time a hero crosses the checkerboard pattern, two Calathgars drop suddenly from the sky (9a) and combat begins. One turn later, a rune-crystal drops from the sky and lands softly on the ground (9b).

Final Boss: The Glass Golem 

Once all eight crystals throughout the level have been activated, a larger crystal appears from the ground at 1b. Once this is touched, every character is teleported to a random square on the map. Simultaneously, a Glass Golem appears on 1a and begins to attack. This fight can be very challenging, so remove the golem's listed DR entirely.

Once the Golem is defeated, the entire level disappears beneath their feet, and our heroes find themselves once more hurtling through the abyss.

If our heroes are playing only in Jacob's Tower and ranking up to Level 6, then distribute 8,400 gold amongst them evenly.

Sleeping in Runewall

Each night that our heroes sleep on Runewall, runes and symbols permeate their dreams. Each character should make a DC 14 Will save. If a character fails this save, he has not slept a wink, gets no benefits from sleeping, is now fatigued, and takes 2 Wisdom drain. If a character makes the save then he had a reasonable night’s sleep with all the benefits that it brings.

Level 6: Gauntlet

The below map was made by Jamie "RedClaws" Bosmans.

You may purchase printable PDFs of the entire dungeon, including the secret final level available only with the package, here for $9.99.

Jacob's Tower, Levels 1 - 13 ($9.99)

Monday, October 14, 2013

200+ Random Urban Events

This is straight up pulled from the amazing thread 150 Urban Events on the always awesome Paizo Advice Message Board. I found myself looking over this quite a bit, and I realized that it would be easier to just have the list of events. So here it is! Full credit of course go to all the authors, and I have listed them above their posts. I've made minor spelling and grammatical changes, but it's all essentially their work!

1) A wagon passes by in high speed splashing the Pcs with mud.

2) Three thugs step out of the shadows in an alley, but backs off when they see the well-armed Pcs.

3) A noble challenges another noble (or a Pc) to a duel after his honour has been damage

4) An explosion from inside a nearby building destroys the outer wall of said building and sends rubble cascading into the alley/street. A few seconds later, three ninjas run from the new hole carrying blacks sacks over their shoulders.

5) A wandering street magician (entertainer, not an actual Mage) puts on a show in the market. If the PC's stop to watch, they are promptly pick-picketed by a group of orphan children. The longer they watch, the more they loose. Alternately, the magician could do a private show of pulling coins out of ears and other close-proximity illusions. He steals the highest value item the targeted PC has, and (maybe) gets a tip for his effort.

6) The flying mount of a prominent noble drops its droppings all over the PC's. +2 empathy bonus to Cha checks with the lower class until they're cleaned up.

7) A PC notices a copper piece on the ground. Lucky Day!

8) A PC notices a Platinum Piece on the ground. It's stuck there with sovereign glue.

9) As the PCs pass the local butchery a proper skills reveals a sinister meaning behind an otherwise mundane bit of graffiti "HUMAN CHILD, 8 SILVER PER LB"

10) The contents of a rotten stewpot descend upon a PC from a second story balcony...and it smells.

11) The PCs find themselves in a peculiar tavern where all the patrons are male, and rather flamboyant. Or gnomes.

12) An ad posted in the market reads, "THIS WEEK ONLY! Special reduced price beauty assessment! How fair are you?" Just around the corner is a man with a large mirror. He is loudly proclaiming that the mirror will evaluate your Fairess Rank among your social circle to within 3 places!

13) Street rat with a loaf of bread and a monkey dashes by followed by about a dozen guards.

14) A messenger dashes up to a PC and hands them a message, which promptly explodes when read.

Vod Canockers
15) A troop of the local guard march down the street roughly pushing everyone out of the way.

16) Two groups of kids start throwing rocks, mud, and other things at each other while yelling taunts and insults at each other.

17) A wagon has a broken wheel in the middle of an intersection tying up all traffic in the area.

18) Screams are heard from around a corner, when the PCs look around the corner, they see a web from a web spell spanning the street. In it are a couple of armored figures and several locals. Just then a small fire elemental appears setting the webs on fire. (This actually happened in one of our games. We were jumped and our wizard cast a web, then summoned some sort of fire creature, burning several innocent civilians.)

Mysterious Stranger
19) The players are caught in the middle of a snow ball fight

20) After watching the King or other noble ride by one of the players steps in horse dropping.

21) The obvious religious player (preferable a paladin) is solicited by a prostitute.

Mark Thomas
22) The players exit a tavern right into a burgeoning riot.

23) Players walking through the streets at night hear a woman's scream and men's laughter one street over.

24) Players walk into an inn to find the inn-keeper curled up in a ball beaten on the floor while 3 thugs are pouring lamp oil over everything.

25) Posters with a picture of a PC are found all over town, along with the caption, "WANTED for CONSPIRACY against the throne! REWARD: X gold dead, XX gold alive." 

26) A mutant, turtle-like biped is seen emerging from a back-alley sewer.

27) A noble mistakenly "recognizes" PC from the day before, and invites the party back to her manor for dinner as thanks.

28) The PCs are late arriving at a tavern to meet an employer. A raging fire is engulfing the building

29) Passing by a block of houses, the PCs here shouting and crockery breaking. A small, meek man rushes out with his much larger wife behind him throwing dishes at him. Seeing the PCs watching, she screams "What are you lookin' at?" before throwing a pitcher and beaning one of the PCs with it in the forehead.

30) The PCs walk around a corner to find a city guard brutalizing a civilian.

31) The PCs walk around a corner to find a group of civilians beating a city guard.

32) As the PCs walk along a busy street, a body impacts the cobblestone just in front of them. Looking up to the nearest building, they see the fringe of a cloak swirl just over the eave, and disappear.

33) As the PC's make their way down a deserted alley, they pass under a low stone arch. The lead man (or pair, whoever's in front) runs headlong into the stone wall that's actually there, but is disguised to look like the street goes on via illusion magic. A snicker can be heard from a nearby window.

34) The party is assaulted by swarm of begging, pick-pocketing children.

35) The party passes a temple and witnesses a burning at the stake about to start.

36) A cloaked driver sits upon a slow moving funeray cart. An odd smell rises from the covered coffin. It feels familiar.

37) A random PC is pulled onto a makeshift stage and forced to fill in for a member of a play's cast who has suddenly fallen ill.

38) The entire town is mysteriously transported to Germany a bit less than a third of the way into the fifteenth century.

Vod Canockers Sun
38b) The party rides into a town full of people speaking a strange unknown language. After some spells they discover that it is a town from Germany a bit less than a third of the way into the fifteenth century.

39) Dancing ribbons and bursts of light explode into the night sky. Apparently the king is having a party.

Vod Canockers
40) As the PCs walk through town, a wild eyed man runs and grabs one of the PCs yelling in his face, "The King has been murdered, and they say it was done by someone wearing <describe the PCs clothes>. You'd better run." As soon as he finishes, a group of guards come around a corner, one points at the PCs and yells, "There he is. Get him." (Whether the man is telling the truth and the guards charge after the PCs, or if he is just crazy and the guards are after him is up to the GM.)

41) A swarm of rats, dire rats, and were rats come boiling out of the sewers. (Roll for initiative.)

42) A strangely dressed man with a towel around his neck, walks up to the PCs, whispers "42," nods and winks then walks off.

43) A elderly man in a hooded cloak approaches the PCs, trailed by an entourage of Orcish bodyguards. He explains to the Pcs that he has heard of their deeds, and that he is a very rich man. He offers them 10,000 Gp each if they will recover a piece of jewelry that has been stolen from him by thieves with apparent access to powerful arcane magic, as they entered and left his tower via dimensional portals of some sort. He can recreate the portals (thanks to the uh...magical portal residue left behind, or whatever) the thieves passed through, but can tell them no more about where they are going. (Germany about a third of the way through the 15th century)

44) The party arrives in a large town late on a rainy night, as they make their way to the nearest Inn they hear a high pitched whining, like that of a baby. They look down to find a basket full of kittens, soaked from the rain, with a sign that reads "FREE" in Elvish...

45) Looking down the alley they see what appears to be a trail of either sweets or pieces of baked goods. Further investigating will reveal it leading to a crude cage trap and some local kids hoping to catch a large rodent to use in their pranks.

46) Passing through a particularly crowded area one of the PCs are told to "hold this" and gets a large full body mirror shoes into his or her hands. Some rich noble is out shopping and the entourage apparently needed an extra pair of hands.

47) While walking the PCs encounter a group of men with huge grins on their faces who invite them to sit down on a nearby bench and taste some of their new cider. A perception check will alert the players to the nearby open paint can and wet brush.

48) A cloaked stranger bumps into one of the PCs, apologizing before quickly carrying on his way. A DC 20 Perception check reveals that the stranger had slipped a worn piece of parchment into the person's pocket. Upon closer examination, it turns out to be a spell scroll of some sort...

Mark Hoover
49) Passing through the market the PCs spy an old woman selling apples to young girls. There is a scream and a girl near the party collapses, an apple falling from her hand. The fruit is blackened inside and drips a sickly icor; the old woman is nowhere to be found.

50) As the PCs arrive in town the gate guards are wearing garlands and the streets are festooned. A great pole has been erected in the square beyond with streamers flying from it.

51) As the PCs pass a dreary alleyway the hear a few children intoning an eerie song: "Pogolo Peeps, he comes when you sleeps, into your room in the night; Old Pogolo Peeps, he stalks and he creeps, your eyes to steal with his bite..." they notice the party at the same time that the PCs realize the children don't appear to have slept for days. Despite their lethargy the kids scatter a moment later.

52) An inquisitor suddenly shouts and draws his crossbow in the rain-soaked evening. A scantily clad woman flees from him and the crowd. As if in slow motion he aims and fires, catching her in the back. She stumbles, crashing through several stalls in the square, dead after seven steps. The inquisitor flips up his collar and disappears into the crowd. Investigation will reveal he is part of an inquisition called the Runners of the Blade and is tasked with hunting shape-shifting fey known as Replicants; the woman on the ground is one of them.

53) a troupe of travelers have assembled their caravans near a major intersection either in or out of the city. The Desnan wanderers are dressed provocatively in open vests, silks and a number of bangles and jangling jewelry. They entreat the PCs in different ways; some encircle one of them in a ring for dancing, others display fine wares consisting of jewelry, small weapons and clothing, and others still cast cantrips into the air like dancing lights appearing as flames from their mouth or create water like a rain shower. None of these are attacks and the troupe is completely above-board.

54) A local herbalist is trying her hand at brewing beer for the first time and is offering free samples from her stoop; the smell is... challenging.

55) A Kuthite priest leads a congregation of the faithful on a Walk of Pain to cleanse them; this involves her at the lead of a chain linking all of the four acolytes with manacles, leg irons, a belt and collar. These restraints all have tiny burrs within them to inflict non-lethal discomfort and pain. To heighten the experience the acolytes have their eyes covered with blindfolds and their bodies are exposed to the elements, though their modesty has been mercifully preserved. As they pass, as is tradition, locals take loose stones, fruit and dung and hurl these at the acolytes.

56) A Halfling dressed in leathers and olive drab is putting on a display of balance and accuracy with his sling-staff and a rope suspended between trees; assisting him is a mastiff with a saddle and a trained sparrowhawk.

57) A night-time scuffle in an alleyway draws the PCs' attention. They find a shaken prostitute and the dead body of her erstwhile attacker. With gaping mouth and wide eyes, she silently points upwards where, silhouetted against the moonlight, a hybrid werebat crouches. Much more investigation might reveal that this werebat is actually a local noble who has sworn to fight crime in his city.

58) A crowd are giving a ragged figure a hard time. It turns out to be a half-gnoll (or similar racial hybrid) druid who has been reluctantly forced to come into town for supplies/deliver a message/find someone. He is fairly feral and awkward around people, but will offer to do the party a favour if they perform his mission in the town so that he can get back to the wilds.

59) An awakened donkey in the stables is acting as the 'inside man' for a group of horse thieves. If the PCs don't pick up on his slightly odd behaviour (which should be fairly easy for them to do), any mundane mounts they stable will be stolen.

60) A runaway wagon careens down a hill, headed right for the farmer's market.

61) While walking through the streets, the party hears "Stop! Thief!" A raggedly dressed man is seen bolting into a dark alley with a bundle of garments under his arm. If the PC's chase him, and he makes it all the way back to his hideout, the PC's find five children, all dressed in tatters, waiting for their father's return.

62) A half-dozen Dwarves are selling fine (Masterwork) Dwarven metals (armor and weapons) and gems for a bargain (half price!). An appraise check will show that the weapons and armor are very mundane, and a Detect Magic spell, and a Spellcraft check will show that both the gems and the Dwarves are cloaked in Illusion magic.

Vod Canockers
63) The city guard asks the PCs if they've seen a farm boy and an old wizard with two clockwork servants.

64) As they explore one of the filthier parts of town they see several brightly rainbow colored rats in the area. It turns out the locals have hired a wandering magician to clear out the rats from the area but he has not been very successful so far. A few days later they might see other odd attempts to get rid of the rats such as cat shadows stalking along the walls without cats or fall prey to an ambush of animated mousetraps while exploring a dark alley.

65) In the market the PCs find a man hawking stone statues of cats, rabbits, small dogs and other little animals from his wagon. A few days later can hear rumors about pets disappearing around town. The statue salesman actually has a cockatrice caged up in his wagon and is using it to turn animals into very lifelike statues.

66) A young woman comes storming down the street with eyes filled with enough rage to put a barbarian to shame. Behind her is a man trying to gain her attention to no avail. She marches straight up to one of the PCs and plants a kiss on his lips before turning to the man shouting something at him. At this point the man will challenge the kissed PC to a duel to show himself more worthy of her than the PC, he'll be visibly shaken and have pleading in his eyes if the PC is one that generally looks intimidating.

67) A mistake at the inns stable results in one of the party members ending up with the wrong saddlebags on his or her mount. The bags in reality belong to a knight who confront the party later in the day demanding his bags back. He didn't bring the PCs original bags.

Vod Canockers
68) While enjoying dinner in a tavern, another adventuring party enters led the way by an obvious Paladin. As the last person enters, he states in a somewhat too loud voice, "Sir Anthony, I don't care what you and your mount do at night, but that is NOT where centaurs come from."

69) A plume of black smoke leads the PCs to a burning building. While the town guard and a few able-bodied civilians try to douse the flames bucket-by-bucket, other people simply form a crowd to stare at their efforts. Any inquiries as to what happened will be answered by a beggar who claims to have seen what happened. (The report may not be entirely accurate, however.) The beggar will then follow the PCs for three blocks in hopes of alms or another form of payment for the information; he will go back to the crowd after being paid, the PCs walk more than three blocks away (at which point they get the hint and return to the crowd), or is threatened (at which point they may report to the city guard, making them wary of the PCs as possible arsonists).

70) There's a sale on silk.

71) A wizard's apprentice goes insane/wants revenge and starts using a wand of Grease up and down the main market street that the PCs are shopping on.

Vexanon Ur'Zahl
64) While out shopping at a magic items shop a PC comes across a lovely amulet. Speaking with the shop owner reveals it to be an amulet of (insert useful thing to that PC here) and the owner decides to sell it at a third of the price because they "have a good feeling about you." Just as things seem like they're too good to be true a legion of guards storms the place and arrest all of the shop workers while snatching all of the wares and shoving them into bags. A man who is clearly in charge of the operation personally takes the amulet and eyes it carefully. If the PC inquires as to what's going on the captain reveals that all of the magic items were created using blood sacrifices and are now evidence in their pending trial.  At this point the PC can decide whether or not to try to talk the captain into giving them the amulet anyway. What's one missing piece of evidence?

Cerberus Seven
72) The PCs are passing by a shop when it erupts in a roar of heat and noise. A reckless alchemist accidentally let his newest experiment progress too fast and now there's odd smoke spewing everywhere.

73) A baker is making pies said to be addictive. Also, some of the first customers to consume the pies appear to have disappeared.

74) A sacred prostitute of a local temple runs into the PCs arms, asking for protection. Following her at a run are three very angry battle nuns, dressed for combat with spiked whips and daggers at the ready.

75) A lesser contract devil has opened up a law firm in the city. Some of the more self-righteous denizens of the city are bugging him, though, so he's asking for the party's help with some things.

75) A cute child shows up and begs for the PCs' help. Mommy is being taken off to jail and there's no money to pay the rent. Do they want to buy her younger sibling? (Mommy actually died four years ago and the kids have been running this scam ever since. The younger sibling will escape as soon as the PCs' back is turned -- they're all rogues of moderately useful levels.)

76) Two dwarves are arguing in the middle of the street, in an obscure dialect of Dwarven (-5 to Linguistics checks). As the PCs watch, one of them pulls out a hammer and swings it at the other. (They're brothers, and this is their usual spring bet about who has the harder skull. PCs that attack one will face two infuriated dwarven berserker brothers with teamwork feats.)

77) A small mob is chasing a white-robed woman down the street, throwing stones, dung, wine bottles, et cetera. (The woman is a social worker who is trying to better the lot of the poor, who don't want to be interfered with or have their tipple taken away.)

78) A beggar approaches the PCs and gives them a sealed letter, then waits for an answer. (He has mistaken the PCs for someone else; the invitation is to an exclusive party in a highly decadent nightclub -- just entering the door is probably an alignment violation for a paladin). All the beggar knows is that he is supposed to take the reply back. Oh, and that the PCs are supposed to tip him 10 gp for safe delivery.

79) A random street preacher wanders by, shouting about the end of the world in three days when the dragons attack.

80) A wagon comes rolling down a steep local street and crashes against the wall. A bunch of cages spring open, and a number of very angry animals emerge. They're all very hungry and start attacking if no one offers them food in two rounds.. Three rounds later, the wagon driver comes running down, tearing his hair, and hoping that nobody has killed the very rare, expensive, and ferocious trained animals that were supposed to be performing at a very decadent nightclub tonight.

81) Same as above, but instead of animals, a hatchling dragon emerges and starts attacking local street preachers.

82) A street magician offers to perform a conjuring trick for the PCs' amusement. He asks to hold one of their items, then castsvanish and takes off around the corner, where he casts disguise self.

83) A wagon rolls by with the dolorous chant of "Bring out your dead!" eachoing. It's followed by quite a few children carrying dead dogs, cats, etc. Apparently there's a market for the fur...

84) The PCs come across a child that looks to be lost. If the PCs stop to help, he says that he lost his mommy and they were staying at an inn with a "monster" on the sign. If they help the child return to his mommy, they will find that he is actually a high level Halfling Inquisitor hunting child slavers, if they try to kidnap him, they will find themselves fighting a high level Inquisitor.

85) A group of commoners are dragging a woman dressed as a "witch" before a knight. If they stay and watch, one of the commoners will claim to have been turned into a newt.

86) Two street preachers are fighting over what is going to cause the end of the world in three days.
87) Then mommy dragon lands on a house down the street. Things get interesting.

88) As the party is moving through the city at night they find themselves surrounded by twenty men in black cloaks. As the men draw their weapon one of them says: "Charles, I don't think any of them match I don't see the scar." Then one of them bows and says "Terribly sorry," and they meld into the shadows.

89) As the PCs are moving through the city and their is suddenly right in the middle of the party a loud flash and a bang that temporarily blinds and deafens the party. When their sight (and/or hearing) clears up there is a note on the ground in front of them. On it is written "Sorry" in Common.

Mark Hoover
90) As the PCs are moving through the marketplace a crossbow bolt lands in a tent beam beside them leading a young man all in black with something pressed to his face. "Mr Wizard! Need a little HELP here!" he exclaims into the flat thing on his cheek as he sprints past. No sooner does he do this then another guardsman melts from the crowd drawing a loaded crossbow and firing, missing again. A Perception (DC 20) reveals a random crowd person shape-shifted to become the guardsman, and a moment later that shape is gone, as if the crowd member had been momentarily possessed body and soul.

Vod Canockers
91) As the party is traveling down a street, a human carrying a sheathed rapier, wearing a cloak and dressed in all black and grey appears out of nowhere. He bends over and throws up, muttering about how he hates teleporting. He then enters an apothecary shop and an elderly looking elf walks out sighing, and cleans up the vomit. If the PCs look into the shop the human is nowhere to be seen.

92) A huge (immense, really enormous) funeral procession heads towards the party. The procession takes up the entire street and the party is forced to wait in shop doorways for 2 hours while the entire procession passes at a very slow pace.

Vod Canockers
93) While wandering through town, the PCs keep seeing flyers advertising the upcoming concert by the "World Famous" Justin Bugbear.

94) A scantily clad male approaches the PC with the highest charisma and propositions him or her.

95) The PCs see a very large man riding a bull. He dismounts and ties the bull up in front of a tavern. A stuffy looking aristocrat riding a stately horse, tells the man he can't tie his bull up there. The large man walks over and punches the horse once. The horse collapses unconscious. (Mongo can tie up his bull where ever he wants.)

96) While fighting some enemies one of the PCs is knocked into a vendor cart, destroying it. The vendor screams, "MY CABBAGES!"

Mark Hoover
97) An Old red dragon smashes to the ground in the midst of a grand plaza. Several aristocrats assembled there prostrate themselves and cry out that they don't have the money yet, but that they're working on it...

98) While reclining in the beer garden of a local tavern at sundown the PCs drinks suddenly turn sour. Others around them complain of gross smells and grit in their libations and such. A barmaid screams as dozens, no HUNDREDS of cockroaches begin swarming around her. Over their shoulder a grizzled archaeologist doffs his hat and mutters "Mites...why'd it have to be mites..."

99) An adolescent youth is being accosted by a group of his peers; they are teasing him about weird lenses he's wearing on his eyes. Before the party can react significantly the rowdies knock the boy's glasses off at which point endless red beams, Ray of Frost spells admixtured to be a Force effect, come streaming from his eyes, slamming into the hooligans. A red-haired girl nearby cries out "Scott! NO!" and puts a hand to her temple at which point an unseen force lifts the glasses back toward the ray-shooting lad.

100) It begins raining frogs from a darkened sky. Somewhere near the PCs a religious zealot cries out "It has BEGUN!"

101) A frontier town has recently installed a Decanter of Endless Water as a public service. A local druid (or perhaps a cluster of such) who was already annoyed by the imperialistic behavior of the settlers views this as the last straw, and intends to use their new fountain to drive out the people and return the land to nature's domain. Whether the druid(s) use a proxy to do their dirty work or crash the event in grand style is up to the DM, but if the players intend to stay for any length of time, they'll need to find a way to stop the slowly regenerating vines from ruining the city.

102) A priest of a mystery cult waving a lit censer leads a procession of about two dozen followers. Two of the followers carry a garishly-painted effigy of their god.

103) A group of four stray dogs are fighting over something in an alleyway-- a dismembered humanoid arm.

104) The PCs are roughly shoved aside by burly men who are escorting a veiled palanquin through the streets at a brisk pace.

105) As the PCs pass a bakery, the enticing aroma of freshly-baked pies makes their mouths water.

106) The town crier rings a large handbell, and shouts "Oyez! Oyez!" He then produces a large scroll and reads a proclamation from the city government.

108) A child of about seven chases a chicken through the streets.

109) A blind beggar pleads for alms.

110) Four knights in shining armor riding beautiful barded steeds trot past the PCs. They wear the livery of the city's elite guard.

111) A mail courier bumps into one of the PCs scattering letters around the two. The courier quickly gathers them up and hurries on but misses one. The letter reads "Dear sir Mighty Awful. How doth thou write with thine fighting gauntlets on?"

112) The PC's exit the local inn early, the morning after a heavy snowfall. They spot a dozen tracks of footprints, trailing toward the inn, yet all stopping about twenty feet from the front door, forming a semicircle, where each trail stops. Detect Magic and a Spellcraft check reveals a dozen magic auras of Illusion; each resting directly where its owner's foot trail ends.

113) A group of seven men approaches. They are following the road east, and are making good time, neither tarrying nor running. Their faces are expressionless. One is dressed as a cleric of some sort, and another is dressed as a traveling drummer. The others could be peasants or serfs going from one location to another for the harvest season. Each carries some sort of weapon. It is plain that they are not soldiers by their haphazard way of walking. They do not seem to be joking loudly or singing as they advance.

114) A rain of roof slates clatter down to the street, possibly hitting the PCs. Above them, a man slides down the roof and over the side clinging on by his fingernails. He shouts for help. If not rescued within 4 rounds, he falls off.

115) A wagon loaded with beehives runs out of control. If/when it crashes, angry bees swarm across the marketplace.

116) A woman runs screaming from an alleyway, pursued by a swarm of rats. Behind the rats comes a rushing stream of sewage. Behind the sewage comes an otyugh. You don't want to know what comes behind the otyugh.

Vod Canockers
117) The PCs find a small pouch with 20 silver pieces in it. The writing on the silver pieces is in some unknown language. A successful translation reveals the coins to be from Germany a bit less than a third of the way into the fifteenth century.

118) Late in the evening as the PCs walk past a blind beggar, the beggar calls out "Alms for the poor milord (or milady as appropriate)?" Whether or not they stop to give him a coin, they hear a "tick, tick, tick" followed by a short pause then a louder "tonk" of a small pebble or other piece of debris bouncing down the roof and then hitting the ground. (The beggar isn't blind and is watching out for the thief on the roof.)

119) After a heavy overnight snowfall, a mysterious set of tracks is discovered stretching right across the town. The tracks, cloven and [Tracking] belonging to a biped, run absolutely straight and appear on roof and the tops of walls. Whatever left them apparently climbed vertical surfaces effortlessly. Night guards shamefacedly admit that they saw nothing, although cynics might suggest that they were sheltering from the snow.  If anyone follows the tracks, they appear from an area of desolate scrub and run for several miles beyond the town. Whether their originator is at the other end is up to the DM and campaign.

Mark Hoover
120) a spooky old house up the hillside sits derelict and overgrown with weeds. As the characters pass a pair of adolescent kids hurl rocks, trying to damage the window shutters. If the PCs ask, that's the old Granville house. They say if you can break a window in it you get a wish (but you have to be a pretty good shot nowadays). If the PCs venture in tack on any themed side quest that's appropriate (Scooby Doo, gothic horror, classic adventure, etc.)

121) While following a guide through the city their guide takes the PCs down a street with large red lanterns hanging outside most of the doors and stopping at one of them at the end of the street indicating it as their destination. A Knowledge Local check can clear up the confusion as in this region a red light district is something else than what they are used to but rather used as an indicator for something else such as a religious sign, political affiliation, fashion statement etc.

122) Two loud, angry voices can be heard from the street. Two nobles are arguing over something trivial (like their favorite jouster, whose economic policy would work better, if the house over yonder is white or off white, etc.). Their argument has carried them out of their respective carriages, and they're inches from one another, red-faced. The personal guards of each noble don't seem to know how to handle the situation.
Finally, one says "Enough! Let us agree to disagree."
The other scoffs "Absolutely not; we must settle this here and now!"
The first noble grins. "The old fall-back, then?"
The nobles then turn to the crowd, which has grown quite large, as beggars, commoners, and shop owners have all come to see what all the excitement was about. The nobles spot the PC's and each pick one to fight to the death for his honor, and "the final word".

123) On a particularly hot day, two clerics of Sarenrae have brought barrels and barrels of holy water into the street.
(Gesturing to the blazing sun) "Our Goddess, Sarenrae, has blessed us today with her beautiful face! As mere mortals, though, it is not so easy to bask in her glory. Come, children, let us shower you in our holy water, so the mighty presence of Sarenrae might become more bearable, and we may love her in greater comfort!"
These are actually clerics of Rovagug, who killed two clerics of Sarenrae for their attire. The holy water is actually lamp oil, and they plan on using a wand of burning hands on the people who let them shower them with "holy water". Allow Sense Motive, Perception, Knowledge (Religion), etc for the PC's to have a chance to piece this together before it's too late.

Mark Hoover
124) Flash mob

125) A grippili bard leaps and capers amid a small stand of trees. He has rope and harness, juggling balls and garish attire. The entire time he performs he sings 2 songs; either It's Not Easy Being Green or Rainbow Connection

126) A baker chases rats out of his shop with a pastry roller. He declares all rats should be destroyed and he'd pay to see it so.

127) A massive lye pit spontaneously combusts; 1d6 nearby businesses are currently in the path of cinders and flaming dust but the substance is also caustic.

128) As the PCs walk by night sudden lights catch their attention. They are multicolored, roughly about half a foot tall and moving in impossible ways in the air just at the edge of their vision. If they take any action toward them the lights wink out. If the party inspects the area they find only a stand of oak trees. (Monsters: x6 pixies or sprites, depending on APL)

 Sir Thugsalot
129) Able-bodied young riffraff (alignment CN and CE; ages 8 to 16) greedily beg for coin as the PCs enter town (the PCs have no reason to reward them, as there's plenty of employment in town, and the punks are neither starving nor destitute).  Later in the day, rival gangs have a horse-apple fight in the street; and the PCs are caught in the crossfire.  PCs who paid off the beggars earlier avoid getting hit on a DC 20 Reflex save; PCs who stiffed them are deliberately targeted, Touch-AC 20 splash-attacks (as the softest, gooiest apples are chucked their way). This occurs for three rounds, then they run (unless steel is drawn by the PCs, in which case they scatter sooner).

130) The most disreputable PC (alignment closest to CE, or the player most likely to go for this, in the GM's estimation) is approached privately by a shady character who desires to hire him to supply two humanoid corpses deceased within the last 24 hours. The source or manner of death doesn't matter. Payment is very tempting (for the level of the PC.) If asked what it's for, he (or she) simply answers, "It's none of your concern; do you want the job or not?" If the PC attempts to cast a spell or attack, the other will immediately flee (as a readied action) with a base move of 70 around a corner (and disappear).

If the PC agrees, a time and place are arranged for delivery. When the PC arrives with the bodies, the other is a no-show. If the PC waits more than a few minutes beyond the agreed time, a city watch patrol (1d6 CR-3 warriors) happens by and begins asking nosy questions about the lumps under the tarp in the PC's cart. If a fight breaks out, at least one of the patrol immediately blows an alert whistle and runs for help.

131) (River-front town, summer) Mayfly swarm! Any and all light sources outdoors are smothered by thousands of the harmless insects after dark. Reduce light levels by one category and halve radius of all light sources; bugs will festoon the hair and garments of anyone within the radius. AoE spells will only clear pockets in the monstrous swarm for one round. Mounds of dead bugs pile up a foot deep under stationary lighting. The swarm lasts for three days. The DC for fishing checks is reduced by 10 for the duration.

Vod Canockers
132) As the PCs approach an intersection, they see two large gangs facing each other off. Those on one side seem to be wearing red (shirts, bandanas, cloaks, armbands, etc.) the ones on the other side are wearing blue. Looking closer the two groups seem to be armed with some improvised clubs (chair legs, firewood, etc.). The two groups seem to be yelling incoherently at each other. Various shop keepers are out closing shutters, and bringing in anything sitting outside. Street vendors and entertainers are quickly headed away. From the opposite direction the PCs can see a unit of the local city guard approaching. With a DC 10 Perception check, the PCs will notice a shopkeeper trying to get their attention, waving for them to enter his shop. If the PCs stay in the street to watch, they will get caught up in the riot taking 1d6 subdual damage per round until they can get away a DC 15 CMD or Escape Artist check. If they go into the shop, they can watch as the two groups riot for about 30 minutes. The shopkeeper will explain that they are fans of two rival soccer teams that are set to play a match that afternoon.

133) In the middle of the night the PCs come across an Alchemist and his hunchback associate maneuvering a cart through the street. An inspection of the cart will discover a recently dug up corpse.

134) While walking past a Jewelry store -- a high perception check reveals that nobody is behind the counter, and in fact customers and staff are bound and tied laying about the floor. Numerous NPCs (of comparable level as the PCs) are robbing the place -- and can choose to intervene. Alternatively -- you can make the site a bank, and there is a standoff between a good number of organized criminals and town guards, worried about approaching because of the fate of hostages. Upon seeing the PCs, the guards are emboldened if the party will initiate a covert action or coordinate/lead a breach.

135) A gas fire/explosion in the poor section of town has created a HORRIBLE yellow mold problem. Small colonies of yellow mold have been fed by the flames, causing the stuff to boil out from under the ground, taking over a whole block of run-down, burned-out buildings. The PCs may simply be threatened by the mold, or be somehow obligated/motivated to fight the fire and the yellow mold before it gets out of hand. The fire and poor structural integrity of the run-down buildings are added threats.

136) While walking at night up to a four-way intersection, the party is confronted by a different of three large street gangs coming up each opposing street. If the party doesn't talk fast they will invariably be pulled into a deadly four-way conflict!

137) A distinguishing item or bit of clothing on one of the party members mistakenly labels him as a contact for a spy/saboteur from a nearby country/city. The party member will be approached subtly and asked to come to a meeting point. This will lead the party into some bit of larger intrigue, or at the very least an interesting encounter where they are suddenly expected to have detailed orders and instructions for a group of organized terrorists/mercenaries -- who will no doubt be out for blood once they realize their mistake. You could even have the party member run into somebody wearing the similar ring/cloak/hat on the way to the mysterious unexplained rendevous (the actual contact) and broaden the intrigue -- especially if the actual contact goes to meet the saboteurs and is slain as an impostor!

 Sir Thugsalot
138) The PCs are ambushed in a warren of allies by three 1st-level neutral halfling rogues and a 3rd-level ringleader evil cleric of a ne'er-do-well deity. The attack is precipitated when one of them Invisibly filches a valuable item, then runs. The halflings employ snipe & run tactics. If caught (i.e., grappled) or are unable to escape through a maze of cover, they surrender and plead for their lives. Their only weapons are daggers (four each) and saps.

139) Tainted feed makes the mounts cartoonishly flatulent for the next 1d4 days, and irritable in combat (-4 to all Ride and Handle Animal checks). Remove Disease cures the problem.

140) Quantum magic flux: for the next 24 hours, all no-attack-roll cantrips are permanent and uncontrollable.

141) A group of young fresh-faced street-vendors are arrayed around the street, as the pcs pass each asks for money to help kobolds made homeless by a dragon-slaying.

142) A hole/pit appears in front of the pcs. Determine depth/causality appropriately.

143) A small mangy dog has decided the pcs are its best chance of a meal.

144) Knowing the aforesaid mangy dog is rarely wrong, a small pack of mangy dogs begins following the pcs.

145) A high-class courtesan passes in her carriage, her glance meets a PC, a scented handkerchief flutters from the window with a message on it...

146) Two men are talking, one says: "Germany? No this is Rome." The PC's have ever heard of either of these places.

Vod Canockers 
147) The PCs see a flyer that says that Lil Von Shtupp will be performing at the Dew Drop Inn.

148) At the dock's in the fishmarket an unusual catch is brought in... 

149) An old lady hugs and thanks the pcs then starts weeping. She tries to explain why but fails. Too emotional. Cue awkward silence.

150) There is a momentary eclipse, no sorry it was just a strange cloud scudding across the sky.

151) One pc, determined at random, steps on a caltrop.

152) A small structure such as a market stall collapses, chaos ensues, observant pcs may notice a pick- pocket exploit the situation.

153) A beggar farts. It is loud and extremely noxious.

154) Two prostitutes are helping each other apply make-up to cover up their scabs.

155) A merchant finds god. No, sorry they sold a valuable antique for a tidy profit.

156) The PC's enter a shop. No one is home, yet it's business hours and the door is unlocked. Assuming the PC's don't simply grab a bunch of stuff and run, a Perception check to search around hears a muffled crashing sound from the basement. A dozen zombies are shuffling aimlessly around the basement, half of which are still bumping around inside the large wooden crate labeled "shelving". Two zombies are still feasting on the corpses of the shop keeping and his wife.

157) A notice is pinned to the city message board. There will be a talent show held in the King's hall at the end of the week. Grand Prize: That thing the group really needs.

Hobgoblin Shogun
158) The City Watch's alarm calls as a masked figure escapes on the rooftops just in view with the city's most praised treasure. 

159) Women scream as along prostitute has been cut down in the street, with only the PCs close enough to investigate. Possibly a PCs animal companion can take off into the city and discover the body that way.

160) A sentient rat in the sewer begins talking to a single randomly designated PCs just as they pass the sewer main.

161) A young boy/girl presents a PC with a flower and nervous acclamation that they "are cute" before escaping in a peel of giggles.

162) A PC slips on a banana or PF equivalent, only to fall down a manhole and discover an untouched city of ancient wonder.

163) A PC sees a dead family member for a moment in the crowd, then if they try to seek them out, find them vanished.

164) An overactive bard follows the party insisting they attend the opening night of a new play. Play possibly based on them.

165) A PC is called out in a public place for a duel of honor to the death for an accident transgression.

Mark Hoover
166) As PCs pass a beaten beggar prays for the release that only death will bring

167) A sweaty fat man in silks and finery indulges in one last meat pie before collapsing, clutching at his heart.

168) City government is gridlocked in debate over spending issues; until budgets can be resolved all government employees, including the watch, are suspended. Chaos ensues.

169) Raucous music and floral streamers adorn the PCs favorite watering hole. Inside a group of peasants are celebrating a wedding and the party is invited to join. (To the GM: bonus points if the bride or groom is someone one of the PCs used to date)

170) While the party is passing an alleyway one of them notices a cat sitting on a crate staring at mangy dog; of a sudden there's a flash from the feline's outstretched paw and a beam of pure cold hits the dog clear in the face, killing it dead. If the PCs investigate they find the carcass but no cat.

171) A cart laden with skunk oil or some extremely pungent substance overturns near the PCs. Reflex save, DC 15, to avoid being splashed. Hope the -4 on Diplomacy checks doesn't ruin the rest of their day (or several days).

172) A man runs by trying to hold up his pants. Then the prostitute he was stiffing runs after him with a whip.

173) A child with some random precognitive talents tells the PCs that they're about to have something bad happen to them. It does. Next day the kid shows up with another story... Do the PCs listen? Or is the kid part of a gang pulling an elaborate prank?

Freehold DM
174) A local(and understandably popular/unpopular) fertility religion is starting their annual (mostly)symbolic public copulation ritual in the town square this year, as their temple is being renovated. They have received permission from the city fathers/mothers for this, but due to the meddling of another, more puritanical faith, there is a lot of anger and outcry at this, and a riot could break out.

Mark Hoover
175) A Halfling tinker, little more than a commoner blessed with the power to cast both Mending and Prestidigitation, promises passersby that he can fix any busted/broken gear in just 10 minutes and will have the device looking fit and clean to boot. He offers his services from the back of a simple caravan pulled by a pony for a mere 10 GP. He also has 1d4 fine/masterwork items for sale or barter, as well as a single magic item.

176) As a Saranite bard dances in the town square while performing for the locals, her curved blade shimmers in the sunlight and leaves gleaming trails; puffs of smoke and the flicker of tiny flames dance with it.

177) Two dwarves stand on a street corner arguing over the knotwork of their beard braids; nearby a third dwarf struggles to hold aloft a heavy stone.

178) As the party watches a canny gnome gestures to tent pole in a vegetable stall; the thing mysteriously pulls loose causing the canvas to collapse. As it does the small figure races out the other side with a basket of cabbages floating behind him.

179) A crow descends with a rolled up scroll in it's talons, dropping it at one PC's feet. If unfurled an read, it is nothing more than an arcane shopping list. Every so often the thing plays with a shrunken, mummified hand hanging around it's neck and as it does so small shiny stones nearby lift and present themselves to the bird.

180) A trio of jugglers tell a story as they perform. The tale is about a mischievous youth who hides from the sheriff in plain sight throughout the town with the balls representing the characters. As they pass the spheres they change colors either to all match or for up to two at a time(presumably the youth and the sheriff) to stand out from the others. At appropriate times the devices also issue forth sounds to match the tale; the squeals of the courtesans who discover the rogue among them; the roar of drunkards at the local tavern and the whinny and clatter of horses. The show lasts a full minute and is very good.

181) Some children playing ball, hide and seek, or some such.

182) A lost child crying.

183) A dog fight breaks out.

184) An small momentary humanoid figure of mist is seen dancing in the spray from a water fountain.

185) Bells begin ringing nearby, a wedding or an alarm?

186) A merchant caravan from distant parts arrives.

Mark Hoover
187) A flock of pigeons takes wing, startled by a loud clang (chamber pot)

188) A young man makes an offering to a saintly figure in the cornice of a building

189) A middle aged woman strides by leading 2 boys by the ears; she looks fit to be tied and she is sopping wet

190) Earthquake!

191) Aftershock!

192) Diarrhea! Suddenly. Something must have been wrong with that inn's food

193) Ogre! Suddenly. Like, Right There. Someone's teleport must have gone poorly.

194) Chamber pit! Right in the middle of the road? Who would do that? Then the Create Pit spell ends, the refuse inside is spewed in a geyser skyward, and you make a fort save or gain the sickened condition. Nearby, a gnome is in stitches. That same gnome will be in stitches soon if he doesn't run!

Ugarth the Broken
195) An infestation of rabbits (Like hundreds of rabbits) ravages the vegetables of the market! Later the PCs can hear two merchants speaking about a magically Bunnicorn (Rabbit with a horn) that leads the rabbits.

196) A drunken Half-Orc stumbles out of the tavern, muttering something about Goblins in his shoes before shouting at the PCs, "Who are you calling crazy you spotted Goblins!?" Followed by a quick punch to a random PC's jaw, the swing sending the drunk Half-Or off balance and stumbling to the ground where he proceeds to pass out.

Mark Hoover
197) A middle-aged man collapses to his knees, vomiting blood. Moments later his mad gaze meets yours as he grins "It has begun!" and his jaw proceeds to melt.

198) Iced Cream!

199) As the party is on the street after dark the nearest lamp-light flickers then winks out. There is a shattering of glass, then the light appears to be descending towards the party. "Please," a tiny female voice implores, "help me before it's too late! They're all going to die!"

200) A man holding his pants around his waist races by; behind him a woman with a rolling pin follows, bellowing about infidelity. Just then a BOLT OF DIVINE WRATH STREAMS DOWN INCINERATING THE SINNER AND A VOICE ANNOUNCES "JUDGEMENT." The woman stops short of the smoking pile of ash. "H...Henry?" she begins to whimper.

201) PC's are offered herbal recreation.

202)As above but a sting operation.

203) The pcs pass a café where people imbibe while playing dice/board/strange role playing games.

204) As above but mediated by a dealer/croupier/games-master...

Vod Canockers
205) A group of halflings and gnomes enter town riding large pigs. A local will mention that they come here every year. When the party leaves town they notice a sign: "Thank you for visiting Stirges."

206) A beautiful teenaged girl is tied to a pole mounted on a cart. The cart is being led out of town. If the PCs ask they will be told that she is the monthly sacrifice to the dragon that lives up in the hills. If the PCs interfere later that day a blue dragon (DC should be way above anything the PCs could handle) will show up demanding to know where the sacrifice is. The town folk will immediately point out the PCs, the dragon will capture but not kill the PCs, and force them over the next week to clean its lair (any further shenanigans by the PCs will result in their deaths). During that time, they will see the "sacrifice" in the lair talking to dragon, playing games, and doing other friendly things with the dragon. If the PCs don't interfere, a few days later they will see the "sacrifice" somewhere in town. (The dragon has taken over the town and villages in this area, he protects them from bandits and such, but "owns" all the large animals, etc. The sacrifice goes and entertains and helps the dragon.)

207) A baker struts in front of his store with a loaf calling to a crowded street "Bread for sale!" incessantly. Suddenly, he drops the loaf into the mud, and stiffly walks into the store. Soon afterwards, crashing can be heard inside the store, and smoke begins to pour out the front. The bakery becomes engulfed in flames, and a cloaked figure laughs and runs into a nearby alley.

208) While walking down the crowded street, a PC runs into a cloaked figure. A DC 20 Perception check by any of the party notices the pointed ears of the person. This town has incredible animosity towards elves, and anyone caught aiding or abetting an elf is severely punished, while a (large) reward is given to those who turn them in.

209) A loud boom can be heard from nearby and it would appear that a circus is is town, or perhaps leaving it, as a man and a woman are apparently "blasting off again" as they put it in their shout while flying off into the distance. And was that a cat with them?

210) Ninja bust down the door! Seeing you, they seem confused and hesitate and their leader raises a hand to call off the attack, bowing deeply and saying, "So sorry. Wrong room. Please go back to sleep."

211) While perusing a notice on a street corner, something wet and cold and slimy touches your ankle gently. You look down and a tentacle recoils from your ankle and slinks down into a busted sewer grate. A voice comes up from the grate, "Please me help. Shiny cold sparklies for help." What could an otyugh possibly need your help with? Or is it a ploy to lure fresh meat into the sewers? (His otyugh on-again, off-again girlfriend has gone missing, killed by ghouls infesting that region of the sewers. He needs help killing them so that he can respectfully devour what remains of his ladyfriend, as is otyugh custom. Local criminals dump bodies down a grate across town, and he sometimes finds jewelry on them, which he cannot digest and finds uninteresting, and will trade for this service. One such item is a signet ring, belonging to a local lordling believed to have eloped with a peasant girl, whose family was punished for this, and the existence of the ring in the sewers tells a very different tale. Good aligned folk might also find it useful to know where the town's crooks dump bodies, to help end that practice...)

212) A writer sits outside a tavern, sipping a drink but for those with good perception skills, quite obviously eavesdropping and writing down the pcs 'dialogue'.

213) Some workers come and dig up the road, there is a problem with the sewers. This could be an adventure hook or a mere nuisance.

214) A larger raptor lands. Turns into a druid. They walk off.

215) Town Guard ask to see the pcs weapon permits, permits for dangerous animals, magic licence or some such. A small bribe should suffice or a high bluff check.

216) Someone the pcs know is in the stocks. The pcs may legitimately subject them to abuse by throwing rotten produce if they so wish.

Mark Hoover
217) In the main square the PCs not a great wooden stake and cross-beam amid an unlit bonfire; per the locals its for the witch burning tonight

218) Passing near the city prison sounds of torture can be heard; in a cage dangling from the wall is a nearly naked man, bound in a crouch with manacles betwixt his toes and thumbs. A painful looking ball gag has been inserted in his mouth

219) A darkly-attired inquisitor at the head of brute squad passes. Wherever he glares into the crowd the people avoid his gaze; on one hip swings a fine axe while on the other is a sack of sickening wet lumps

220) From the depths of a dark alley a slice of yellow light reveals a little girl with sickly complexion and bloodshot eyes. She offers the PCs a spot in the Pesh den beyond; if they refuse she begs them saying if they don't she'll be killed

221) The PCs pass a man (elf of half-elf works too) wearing robes and a single scabbard carrying a roll of swords on his back, which radiate a lot of magic. High perception sees that the man is eyeing the PC with prominent weapons. Later there is a rumor at a tavern about a serial killer who targets adventurers to steal their magic weapons.

222) An Astrologer's customer demands their money back.

223) A young noble leaves the tailors in spiffingly fashionable new attire. They look ridiculous.

224) A military unit march down the street on their way to deployment in a war-zone, weeping families bid them farewell.

225) A busker in the street only knows one song and plays it repeatedly.

226) An old beggar leaves an darkened alley dusting himself down. In the ally are a group of unconscious would be muggers. They have been robbed.

227) A construction crew with scaffolds are refacing a three story inn. The expertise is evident. [rogue background AND knowledge/profession check difficult=observing hand/footholds built into outer walls. When finished should be a climb check of 10 despite sheerness.] And look at that, complimentary window treatments as well.

The Quite-big-but-not-BIG Bad
228) A group of various hideous monsters, including a Mindflayer, a Ghoul, a Succubus and several Vampires, one of which a sparkly dwarfish fellow, suddenly burst out from a bar into the streets! After some screams, lots of confusion and some throwing up on part of the Mindflayer, it becomes clear that they are a club of drunk nobles that used Illusions to dress up for a costume party. They got lost on the way home, are now having a spontaneous after party and invite the PCs to come along because of their 'marvelously roguish adventurer costumes'!

229) While passing by a well late at night, you hear a faint splashing noise from within the well. Investigating, you find a young man (Rogue or Bard 1), barely alive, having been treading water for hours, thirty feet down the well. He stole a bunch of money from friends and relatives to buy a ring to give to a rich merchant's daughter he fancied, and she laughed at him and tossed the ring down the well. He tried to clamber down to get it, hoping to sell it back and repay the money he stole, but slipped and now can't get back out.

Rescuing him will make a friend for life, possibly even a henchman or follower, as he's burned his bridges in this town (and feels a fool for his actions). Recovering the ring (worth a kingly sum of 100 gp.), or loaning him the equivalent to replace the stolen money before it is missed, will only make him an even more devoted follower.

Which could be a problem, if nobody wants a follower, for, as previously mentioned, he's really got nowhere else to go. By saving this puppy, you may have adopted him...

230) It's Beerball day! This involves a heavy leather ball, most of the town's young men and lots of alcohol. Each of two teams tries to get the ball to the opposing team's town gate. As the teams number in the hundreds, are very drunk and bear no team markings, this takes most of the day and paralyses the town.

231) Cheeserolling. Several large wheels of cheese are rolled down a steep hill. People chase them.

232) Bullrunning. People are chased through the streets by cattle. This is apparently fun.

233) For obscure religious reasons, a donkey is herded up the steps of a temple tower and pushed out of the window. Other religions object, but it's been done annually for hundreds of years because [woeful disaster] would clearly ensue if the practice was abandoned.

234) The market square is sparse tonight, and the remaining merchants are packing up early, with the town guard showing up and urging people to clear out before sunset. (They are mostly helpful, if insistent, helping merchants break down their stalls, rather than rushing them out at swordpoint.) Within a surprisingly short time, the market square, usually bustling even at this time of night, is deserted, and the guards are headed out as well, warning you to "Get to your homes, or the nearest inn. Nobody will let you in after sunset. It's the Blood Harvest Moon tonight."

If your party doesn't get inside, dozens of shadowy figures emerge from the alleys, from different directions, and assemble in two groups, facing off in the center of the square. They point and gesture threateningly to each other for a few minutes (giving onlookers another chance to flee), but no sound can be heard. Finally their standoff ends and the dust swirls up around their spectral forms, giving them temporary physical bodies of a sort, as they burst into violence. The battle lasts less than a half hour, and ravaged bodies litter the square. Anyone not inside will be attacked by these howling undead gang-members (stats as ghouls, but no paralysis), cursed to relive this bloody night when the two most powerful criminal organizations the city had ever known called upon fell powers in their (mutually successful) attempt to destroy one another. Their bodies crumble back into dust, and the square is quiet once more.

Anyone slain by these undead gangsters is cursed to join them (and the 'gangs' are significantly larger now than they were that first bloody night, due to these 'new recruits,' which is why the battle now can extend well beyond the market square, and the entire district shuts down, just in case).

235) A vaguely luminous ball of light flits past, close up it is a partially naked pixie or sprite giggling. It is moments later by another ball of light, another pixie or sprite of the opposite/or even same sex, laughing lecherously.

236) One of the pcs notices some unusual tracks, they look like a bipedal creature with hooves instead of feet. They eventually lead to the home of a rich but corrupt nobleman...

237) One toothless old man sat drinking with another, the first goes to talk to the second, who leans in to hear him, but the first man coughs into the face of the second spraying beer all over it. They laugh insanely about this. If asked why they will say: "Well we'll all be dead soon!"

238) A pilgrim rolls out his prayer mat and sits praying for ten minutes in the middle of the road, ignoring the backlog of furious cart and coach drivers.

Mark Hoover
239) a belligerent teamster calls for the PCs to get out of the way; he proceeds to insult them shamelessly and tells them to get real jobs

240) near the shop of a prominent dressmaker the mistress of the shop is angrily wielding racial slurs and a heavy wooden spool against 3 urchin children of [oppressed racial minority here] descent; the urchins are starving beggars

241) first thing on a frosty morning one or all of the party members finds a man's corpse frozen to death in an alley. If they take no other actions, the man's ghost haunts the area

242) a local confectioner is offering samples. His name is Uncle Ump and anyone consuming the stuff requires a DC 17 fort save to avoid addiction. Uncle Ump's candies are now tainted due to a deal with the fey

243) A young group of aspiring drama majors busy people watching. Their assignment: Every few minutes or so, the kids would point at a person and a student steps out behind them to mimic their walk and mannerisms with varying degrees of success. Unusual or stand out characters get the whole group swarming with their attempts to outdo each other.

244) A swanky female courtier will try to play the helpless damsel and suggest that it would be in the pcs interest to offer their cloaks to help her cross a muddy street. Your call as to how grateful/vindictive she is.

245) A duck with a brood of chicks take up residence in a large puddle on a busy street.

246) The pcs witness a demonstration of 'bargain basement dentistry' on the edge of the slums.

247) A foreign druid argues with the town guard, he reassures them that the dire bear sized companion is safe but has to concede that it is not fully house-trained.

248) A road-wearied Halfling on an exhausted horse is stalled by the crowds. Urgency obviously on her face, she dismounts with a satchel and disappears into the crowd at full speed, leaving the horse to wander unattended.

249) While the group is moving through a large crowd, a man in flamboyant attire yells from the balcony of the town hall, "Hey, it's Bonkin' Noggin Day! Everyone get out your Bonkers!" This announcement is following by joyous giggles and shouts as the entire crowd pulls out small wooden hammers on 2-foot handles, and begin to "bonk" each other on the head. It is a DC 17 Reflex save to move 5 feet through this crowd without getting "bonked." If you get "bonked," you could go with a DC 10 Will save to not "bonk" them back. Most, if not all, townspeople will be friendly today, as long as you have "bonked" them with an official "bonker."

250) While the group is moving through the crowded town square (DC 10 Perception would see the following: the people are mostly standing, with wooden boxes in their hands, and oversized boots on their feet, with horned helmets on their heads, and there are empty jars titled "MAYO" littering the ground, which is now covered in a whitish substance), a man in flamboyant attire yells from the steps of the square "Hear this! This day has, by official decree, been chosen as a day of celebration! IT'S WEASEL STOMPING DAYYYY!" Upon this shout, the crowd applauds as they open their boxes to release weasels all over the area, and gleefully proceed to chase and stomp on them. DC 10 Reflex to not slip on the greasy substance like many other people. Also, a song has been taken up by the crowd... this is what they are singing.

251) A bottle of strong alcohol sits unopened and unattended at a table. Several people are watching it out of the corner of their eye...

252) One of said drinkers suddenly exclaims: "Oh sh*t! The wife!" and rushes out, comes straight back, finishes their drink in one then rushes out again.

253) A mime engages the pcs in his act pretending to try and push the smallest pc over.

254) A tax collector with associate guards stops the pcs to discuss tithes and taxes due...

255) The pcs see a party of adventurers ahead get stopped by aforementioned tax collector... A tense standoff ensues.

256) A half dozen portly middle aged wizards -- and one slim athletic wizard with a crossbow in his hatband -- are burying a cheerful old wizard in the middle of the busiest crossroad in town.

Mark Hoover
257) An undertaker/mortician/Beloved of Pharasma steps up next to the "fighter"-looking PC of the group. As he moves he deftly draws out a tape measure and begins sizing up the PC for some unspoken reason. If the PC asks, the man merely smiles plaintively and continues his work.

258) A pair of beady, red eyes stare at the party from a darkened alleyway. The may validly bode ill or be the product of a Prestidigitation at the GM's discretion.

259) (Early morning/late at night) there is the sound of a lone baby crying outside. If any of the part investigates they find an infant swaddled in a basket with a note bound to the wicker handle. The note merely reads "Please take care of my Anastasia. I'm so sorry" and the baby girl (if inspected) is revealed to have tiny cloven hooves (half-fey)

260) A gnomish street artist has used chalk and subtle prestidigitations to make it appear as if there is a huge, tentacle-filled pit in the street. Of a sudden 3 robed/hooded figures rush out of the crowd and begin invoking elder gods; Perception (DC 20) sees the tentacles twitch.