Urban Dressing - Theatres
Urban Dressing - Theatres
Urban Dressing - Theatres
U RBAN D RESSING :
T HEATRES
P REPARE Q UICKER , P REPARE B ET TER
ragingswan.com/gmsresource
U RBAN D RESSING : T HEATRES
Tired of your towns and cities being boring, bland places in which your PCs show little or no interest? Want to bring your towns and cities
alive with cool, interesting minor features of note? Then Urban Dressing is for you! Each instalment in the line focuses on a different
common urban fixture such as shops, stalls, thieves and so on and gives the harried GM the tools to bring such features to life with
interesting and noteworthy features.
This instalment of Urban Dressing presents loads of great features to add to the theatres in your campaign. Designed to be used both
during preparation or actual play, Urban Dressing: Theatres is an invaluable addition to any GM's armoury!
Design: Liz Smith Product Identity: All trademarks, registered trademarks, proper
Development: Creighton Broadhurst names (characters, deities, artefacts, places and so on), dialogue,
Editing: Creighton Broadhurst plots, storylines, language, incidents, locations, characters,
Cover Design: Creighton Broadhurst artwork and trade dress are product identity as defined in the
Layout: Creighton Broadhurst Open Game License version 1.0a, Section 1(e) and are not Open
Interior Art: Dave Peterson and Maciej Zagorski (The Forge Content.
Studios). Some images copyright Erisian Entertainment, used
with permission. Open Content: Except material designated as Product Identity,
the contents of Urban Dressing: Theatres are Open Game
Thank you for purchasing Urban Dressing: Theatres; we hope Content as defined in the Open Gaming License version 1.0a
you enjoy it and that you check out our other fine print and PDF Section 1(d). No portion of this work other than the material
products. designated as Open Game Content may be reproduced in any
form without written permission. The moral right of Liz Smith to
Published by Raging Swan Press be identified as the author of this work has been asserted in
January 2014 accordance with the Copyright Designs and Patents Act 1988.
©Raging Swan Press 2014.
ragingswan.com
gatekeeper@ragingswan.com Pathfinder is a registered trademark of Paizo Publishing, LLC, and
the Pathfinder Roleplaying Game and the Pathfinder Roleplaying
CONTENTS Game Compatibility Logo are trademarks of Paizo Publishing,
LLC, and are used under the Pathfinder Roleplaying Game
A: Characteristics & Appearance (External) ................................. 2
Compatibility License. See
B: Characteristics & Appearance (Internal).................................. 4
http://paizo.com/pathfinderRPG/compatibility for more
C: Hooks, Complications & Opportunities ................................... 5
information on the compatibility license.
D: Sights & Sounds ....................................................................... 6
E: Associated NPCs....................................................................... 7
Compatibility with the Pathfinder Roleplaying Game requires the
Pathfinder Roleplaying Game from Paizo Publishing, LLC. See
http://paizo.com/pathfinderRPG for more information on the
Pathfinder Roleplaying Game. Paizo Publishing, LLC does not
guarantee compatibility, and does not endorse this product.
2
A glittering white ballroom attended by liveried A stone platform, set on a low ridge of ground,
77‐78 footmen. Violin music drifts from an open 99 and surrounded by trees trained to grow in the
window. shape of seats.
An oval amphitheatre in red‐veined marble, used An unobtrusive side door tucked away in a wall
equally for acting and creature‐racing. The smell niche. Engraved above the heart shaped handle
79‐80 100
of smoke and dung drifts from the attached are the words “My heart opens only to music.
stables. Sing to me.”
A stage constructed of heavy cloth and wire,
81‐82
stretched rigid between three trees.
A circle of tightly‐fitted wooden slabs,
hammered into the ground. A woven sling chair
83‐84
hangs from a high pole, just visible over the top
of the slabs.
A wide and shallow hollow in the ground, about
85‐86 chin high to a dwarf. A circle of red bricks inset in
the ground marks the centre.
An archway carved into a cliff face and roped off
with a silken ribbon. The rock around the arch
87‐88
displays intricate carvings of the deities of music
and love.
An open door in a limestone wall, with a tapestry
hanging just inside to block the view. The
89
tapestry shows a set of bagpipes playing without
a musician’s hand to guide them.
A high, narrow theatre wedged between two
larger ones, its windows outlined in tiny mother‐
90
of‐pearl tiles. A magic mouth murmurs the show
titles to anyone approaching the entrance.
An oak trapdoor, embossed with brass studs and
91 pokerworked with stars and musical notes.
Under it, stairs lead down into darkness.
A colonnaded combined ballroom and concert
hall, plastered and painted with ivy, butterflies
92 and tiny birds. The sound of bird song fills the air,
but falling bird excrement is a common danger
here for visitors.
The edifice of this theatre is festooned with
intricate carvings depicting scenes from famous
93 plays and operas. When the theatre puts on
special events the owner hires illusionists to
bring the carvings to life.
This colonnaded building is faced with white
94 marble. A sweeping set of steps leads up to the
main entrance.
Many‐hued everburning torches in black cast‐
iron sconces are set above the windows of this
95
theatre. They bathe the street in a bizarre
mishmash of colours.
The skulls of large monsters – dragons, giants,
96 manticores and so on – are set into the wall
about this theatre’s main entrance.
The flags of many different nations flutter from
97 the roof of this theatre. One flagpole is
conspicuously unused.
A huge banner hangs down from the roof of this
theatre. The banner advertises the upcoming
98
appearance of a famous bard performing a
recently discovered play by a famous playwright.
3
B: CHARACTERISTICS & APPEARANCE (INTERNAL)
Inside, every theatre is different. Use this table, to make the Curtains, gaudily stitched with bawdy jokes in a
43‐44
interior of the theatre interesting. Some features may be flowing foreign script, frame an alcove.
inappropriate based on the locale’s set up. Ignore such results 45‐46 Dried leaves cover the floor.
and simply re‐roll. 47‐48 An incense burner fills the air with a spicy scent.
The inside of the amphitheatre smells of smoke,
49‐50
D% blood and old sweat.
51‐52 Layers of rushes cover uneven stone flags.
A grandfather clock in the entrance hall hides a
01‐02 secret door (DC 20 Perception spots) to the Paintings of musicians and scantily clad dancers
53‐54
backstage passages. cover the plastered walls.
Diaphanous golden curtains divide the audience A geometric mosaic marks the path from outer
55‐56
03‐04 area into sections radiating out from the stage at entrance to main auditorium.
one side of the tent. Ropes hang against all the walls, with one end
57‐58
Warped, but well‐scrubbed, pine boards cover vanishing up through the ceiling and out of sight.
05‐06 Muffled thumps and laughing voices echo from
the floor. 59‐60
A vaulted stone ceiling bears carved bosses of behind a row of closed doors.
07‐08 Flute music starts playing from nowhere as soon
famous heroes and villains. 61‐62
Simple swirls of yellowed plaster grace the walls as anyone steps through the inner door.
09‐10 The room boasts a shifting colour scheme that
and ceiling of the music hall.
Trestles and bench boards sit stacked in a pile 63‐64 automatically changes to match the clothing of
11‐12 beside the battered stage with a length of each person who steps onto the centre stage.
stained canvas stretched above them. The large central stage is surrounded by a
65‐66
Weathered boards form a crude stage. A streak sloping auditorium.
of something smelling strongly of rotten A basket of withered fruit and vegetables is on
13‐14 67‐68
vegetables runs diagonally down the wall behind sale for a few coppers apiece.
the stage. A half‐eaten apple bounces down a flight of
69‐70
An illusion forms the stage backdrop, displaying steps as if just dropped.
15‐16 A motley collection of rugs in different colours
fields of ripe grain. 71‐72
17‐18 A small shrine to the music gods flanks the stage. cover the floor.
The intricately carved walls of the concert hall 73‐74 Clashing, overlapping curtains cover the walls.
make even the worst players produce a sweeter An underground chamber, chiselled in deep
19‐20 75‐76
sound (playing on stage grants a +2 circumstance steps for seats, slopes down to a tiny stage.
bonus to Perform checks) Five staircases spiral off in different directions
77‐78
Instead of scenery, wands of minor image and with no indication of what leads where.
21‐22 Paint and padding makes the room resemble a
silent image are racked beside the stage.
Silvery cloth covers the walls and comfortable 79‐80 dragon’s open mouth, with the tongue as a ramp
23‐24 leading up to the throat and a black door.
couches face the stage.
A musicians’ gallery high on the right‐hand wall Tiny twisting galleries lead off from the foyer,
25‐26 81‐82
overlooks the stage. each painted in a different shade of the rainbow.
A sloped floor offers standing room for the 83‐84 A blazing light overhangs the stage
27‐28 A light hangs from the centre point of the ceiling,
audience. There are no seats or barriers. 85‐86
Boxes of disturbingly life‐like marionettes line like a miniature moon.
29‐30 A whisper of sound like heavy breathing comes
the walls of the puppet theatre. 87‐88
Two rope tricks form a pair of ultra‐discrete from everywhere and nowhere.
31‐32 Drumming fills the air, making even the floor and
boxes in the auditorium. 89‐90
Each of the torch sconces lining the theatre walls walls seem to vibrate in time.
33‐34 Flowers cram the area, filling the air with an
is modelled on a different songbird. 91‐92
Pieces of partly painted scenery lie scattered overpowering, cloyingly sweet scent.
35‐36 This room appears to be an open glade in a
either side of the stage. 93‐94
Every room of the dancehall contains at least moonlit forest, complete with trees and flowers.
37‐38 A red‐lit sauna set up ready for use with a firepit,
two clocks; none tell exactly the same time. 95‐96
A harp almost twice the height of a human water, stones for heating and low stone seats.
39‐40 97‐98 Glittering glass crystals stud the walls.
stands in the very centre of the stage.
A bank of dark wooden pigeonholes for letters 99‐100 This room’s walls are as black as obsidian.
41‐42
line the entrance wall.
4
C: HOOKS, COMPLICATIONS & OPPORTUNITIES
Although the PCs may simply want to visit the theatre, or view a The crowd goes wild and throws the performers
14
show, sometimes fate intervenes. Use this table to determine out of the theatre.
the opportunities or complications the PCs encounter. The crowd goes wild and mobs the performers with
15
delight.
D20 Tokens of appreciation are thrown at the stage
Three pickpockets (rogue 1) working the audience during the performance. One hits the star
16
1 targets the PCs (Sleight of Hand +9). They flee if performer in the head and stuns him. A
detected, using the crowd as cover to get away. replacement is urgently sought.
Two dogs chase a cat through a crowded entrance Tokens of disgust are thrown at the stage during
2 17
way, oblivious to the people in the way. the performance. One of the performers is injured.
A local noble has hired the theatre company to put The stage manager is desperately hunting for an
on derogatory plays, slandering and defaming one 18 unusual stage prop and offers a reward to the PCs
3 of his rivals. The slandered noble has just if they can provide it.
discovered he has been slandered and is making a Someone swaps the theatres illusion‐crafting
grand scene in front of the theatre. 19 wands for evocation wands, causing a deadly
The theatre is really a living dropbox for a group of “scene‐changing” moment.
spies and saboteurs. As they, the audience, and the The theatre catches fire in mid‐performance,
actors mingle, coded letters slip from one person to 20 causing panic and a frantic rush for everyone to
4 another. The PCs must intercept a message unseen. escape, or deal with the fire.
Alternatively, a perceptive PC spots the exchange
and might wonder what is going on or a PC receives SHOWS
a message through mistaken identity.
Theatres generally have 1d4‐1 shows running at any one time.
Calamity strikes during the performance. Perhaps a
Use the table below to generate show titles for the theatre.
large piece of scenery collapses or the stage
5 suddenly gives way. This might simply be a random Some may be inappropriate, depending on the type of theatre
act of misfortune or the culminations of a sinister desired. Ignore such results and simply reroll.
plot against the theatre or a specific performer.
A child starts to cry during the performance – D20
scared by some aspect of the play or show. After a 1 Mrs Vansome Dances
6
few minutes, the child’s parents lead him outside 2 Cyanide and Supple Silks
where they can be heard scolding him loudly. Three‐handed Frikke and the Greedy Dragon
3
One of the actors is a local aristocrat’s runaway
4 The Magician and the Mousetrap
child, and the aristocrat has filled the audience
7 5 Foxy Lady
with loyal retainers to recapture them, but Cammy
(page 7) has taken the actor’s shape for the show. 6 Journey into Knight
The PCs are mistaken for a local notable and 7 Mystical Magic
8 retinue, and plied with extras, bonuses and offers 8 Across the Blue Yonder
in hopes of a reward. 9 Willem Do Tell
The PCs are mistaken for an infamous local notable
10 Pretty Pretty Please
9 and retinue, and the company calls all hands to
11 Butterfly Heart
drive them away from the theatre.
Political rivals both try to woo the theatre company 12 Queen Midnight and the Iron Cobra
over to their side, for the propaganda value, 13 A Bachelor’s Bacchanalia
10
resulting in constant one‐upping of gifts and 14 Soliloquy No. 3
favours poured into the theatre and company. 15 All Gingered Up
An assassin mingles with the crowd, waiting for the 16 Fugue in A‐minor For Flute and Harp
11
show’s climax to strike his target.
17 Valtyra
The stage manager decides one of the PCs is
12 perfect for a role in the next performance and tries 18 Who Took the Raw Maiden?
to recruit the PC on a temporary basis. 19 Imaginary Happiness
During the performance a couple begin to row 20 Lost Rainbow
about something seemingly inconsequential. As it
13 continues their voices get louder and louder. Soon,
their argument threatens to disrupt the
performance all together.
5
D: SIGHTS & SOUNDS
D% A crowd of patrons pours out of the theatre,
An illusory, scantily‐clad man (or woman) 55‐56 excitedly discussing the show they have just
01‐02 seen.
beckons patrons inside.
The sound of a large argument – on the merits of A cook sprints out the door with a pan on fire,
03‐04 57‐58
different acting styles – is easily audible. and thrusts it into the nearest water source.
A cat stares haughtily down from halfway up a Someone has polished the wooden theatre
05‐06 59‐60 floors to a high gleam with the side effect that
spiral staircase.
07‐08 Apprentices practise tumbling in the yard the floor is nearly as slippery as ice.
Actors are rehearsing their lines on and off stage, A female elf has four identical dogs lined up and
09‐10 61‐62
in multiple small clusters. is teaching them to bark on note on command.
A drunk picks a fight with another patron or a A pair of singers rehearses, repeating the same
11‐12 63‐64
bouncer after being thrown out. few phrases over and over again.
Two people carry a length of scenery along a A trapdoor in the stage comes loose and an actor
13‐14 65‐66
hallway. drops through unexpectedly.
A man tries to wheedle his way in without paying A supporting rope comes loose, dropping a piece
15‐16 67‐68
so he can visit one of the actors. of scenery flat on the stage.
A woman tries to wheedle her way in without A gale takes a stretch of tiles off the roof, turning
17‐18 69‐70 the show’s storm scene into something much
paying so she can see one of the dancers.
A child tries to creep in unseen and watch the realer and wetter.
19‐20 A clerk shoos patrons into a neat line for tickets,
show without paying. 71‐72
Musicians rehearse in a side room, still tuning up then takes a long time with each one.
21‐22 The star of the show gets stuck out of sight, and
with each other.
A mage argues loudly with the stage manager 73‐74 the rest of the company try to free him without
23‐24 about the merits and ease of the desired scenery letting the audience know anything is wrong.
illusions. 75‐76 A mage tests out illusory scenery for effect.
Three actresses practise a stage fight across the A little old man briskly sweeps the theatre foyer,
77‐78
25‐26 floor, while a surprised visitor tries to break ignored by the patrons.
them up. A clock chimes, and then sticks and keeps
79‐80
A writer scribbles alterations to a script hung on chiming without stopping.
27‐28 Political rivals use the theatre as a neutral venue
the wall beside the stage.
An instructor drills the chorus in a long, 81‐82 to meet and discuss problems, a discussion that
29‐30 quickly turns icy.
complicated dance, which they do badly.
An instructor drills the chorus in a long, The theatre’s cat takes a liking to the PCs and
31‐32 83‐84
complicated dance, which they do well. winds around their ankles, purring.
A gnome with a tray of pies patrols by the A halfling with a tray of drinks and snacks patrols
33‐34 85‐86 the inside of the theatre, cheerfully crying his
theatre, calling his wares loudly.
A child actor runs up with a script and demands wares between acts.
35‐36 A strand of ivy wriggles through a window and
the PCs hear the child’s lines for the next play. 87‐88
A scantily‐clad man or woman beckons patrons grows happily in the internal warmth.
37‐38 A shower of rain sweeps across the theatre
inside.
39‐40 A loud thump echoes from within the theatre. 89‐90 drumming loudly on the roof and drowning out
A uniformed usher moves back and forth, the show temporarily.
41‐42 A cluster of children build a small replica theatre
leading people to their seats.
A painter is hastily finishing scenery for the next 91‐92 next to it, and play there using half‐remembered
43‐44 scripts.
play.
A cat runs through a toppled paint pot, and then Someone catches a cutpurse in the act and beats
45‐46 93‐94
up a piece of scenery, leaving pawprints behind. them half to death before anyone can interfere.
A dog runs into a piece of scenery, knocking it The town guard arrives looking for an escaped
47‐48 95‐96
down into a pool of paint. criminal.
An actor argues with the stage manager, then An alchemy stage trick goes horribly wrong, with
49‐50 97‐98 a loud explosion and huge amounts of multi‐
storms out of the theatre.
A patron proposes marriage to one of the coloured smoke.
51‐52 A patron propositions one of the dancers and is
dancers, and a crowd gathers to watch the reply. 99‐100
A handful of performers stand on stools while a immediately slapped for it.
53‐54
dresser scurries around fitting costumes to them.
6
E: ASSOCIATED NPCS
Use the NPC bios below to portray the folk encountered in the Personality: Mischievous, commonly laughing or smiling off‐
theatre. Either determine randomly which NPC the PCs stage, and prone to shift shape for pranks and jokes.
encounter or choose a suitable candidate. These NPCs can work Mannerisms: Rubs ankle with toe of other foot. Folds hands
both individually and in a theatre company from Ultimate over belt and opens eyes wide and innocent.
Campaign. (A theatre company comprises five apprentices Hooks: Secretly helps Zarky pin down secrets. Recently dyed
teams, one bureaucrat team, one craftsperson team and one Pascale on Zarky’s request, while wearing Gulan’s shape.
labourers team; refer to chapter 2 for more information).
GRIPPA SALTBEARD
D20 NPC CN female dwarf fighter 5
1 Avrey Fitzodem (team: craftspeople) Appearance: Red hair in a sailor’s pigtail, wide hands, dark
2 Erotaisytu ‘Cammy’ Aenusoch (team: labourers)
gray clothes streaked with paint and dust, slight limp.
3 Grippa Saltbeard (team: labourers)
Personality: Sharp‐tongued, practical and pragmatic. Quickly
4 Gulan ap Matham (team: bureaucrats)
5 Jean Pierrot (team: apprentice 5) exasperated by slower people.
6 Laverne Dunstan (team: labourers) Mannerisms: Rubs shoulder slowly when thinking. Flips
7 Leif Hallard (no team) pigtail over shoulder with a toss of her head.
8 Leona Crystalnails (team: apprentice 2) Hooks: Planning to drop stage weight on Lorenzo after he
9 Lorenzo Larksong (team: apprentice 4) spite‐killed her wife.
10 Mayra (team: apprentice 3)
11 Orthida Twitterpate (no team) GULAN AP MATHAM
12 Pascale Pariel (team: bureaucrats)
LN male half‐orc adept 4
13 Sautha (team: bureaucrats)
Appearance: Gray‐brown skin, yellow eyes, white robe with
14 Skat (team: craftspeople)
15 Starlyre (team: labourers) lilac embroidery around the collar.
16 Tahinoll Calmstar (team: apprentice 1) Personality: Super‐enthusiastic about latest fad, discards
17 Tamika Salas (team: bureaucrats) others. Changes every few weeks, only steadfast to his god.
18 Ty Silverson (team: bureaucrats) Mannerisms: Slides the heel of one shoe up and down the
19 Ullari (team: labourers) side of the other shoe.
20 Zarky Halfpint (team: craftspeople) Hooks: Accidenally imparted information about poison to
Lorenzo during that fad, giving enough knowledge to poison a
AVREY FITZODEM dwarf. Worried dwarf’s partner will take revenge.
N male human wizard (illusionist) 2
Appearance: Dark hair threaded with gray, dark, lined skin, JEAN PIERROT
immaculately dressed in deep crimson and russet. LG male human wizard (universalist) 4
Personality: Jealous, obsessive, falls quickly in and out of Appearance: Rat‐like nose, tiny dark eyes,
love at any excuse. shabby red robe, slight hunch.
Mannerisms: Sniffs quickly at everything he comes Personality: Darts rapidly from subject to
across. Stares meaningfully at his latest flame. subject. Has an answer to everything. Cocky.
Hooks: Fell in love with Leona, then out when she Mannerisms: Shoots head forward to look at
chased him. Last week smelt an unknown perfume people. Runs thumbs along inside belt.
lingering in his workroom, and wants to know who Hooks: Belt is a money belt, after losing spell
entered. component pouch with valuable materials to a cutpurse, he
doesn’t want to lose anything else. Would also like his pouch
EROTAISYTU ‘CAMMY’ back, if possible.
AENUSOCH
N doppleganger ranger 1
Appearance: Variable, sometimes
whichever minor role was last played,
sometimes a half‐elven child with dusky‐
brown skin, hair and eyes.
7
LAVERNE DUNSTAN MAYRA
CG male human cleric 4 CN female human sorcerer (destined) 3
Appearance: Dark blond hair and beard. One blue eye, one Appearance: Almost albino except for striking blue eyes.
gray. Patched, motley, layers of gray and brown clothing. Faded blue shirt and breeches, scarf over her hair.
Personality: Thrown out of his temple for gambling, he Personality: Wary, uneasy, often mistaken for shy. Talks very
swings from upbeat and cheery to morose depending how his little off‐stage, and when she does, her accent betrays her
luck runs. distant origins.
Mannerisms: Twists strands of beard in his fingers when Mannerisms: Ducks her head and looks a little sideways at
listening. people. Tugs at the frayed cuff of her shirt.
Hooks: Won big, wants to invest it into the company without Hooks: Mayra killed a noble by accident and fled, seeking
anyone knowing; needs a front person. training for her wild magic. She made a new life for herself, but
the noble’s heir has sent assassins after her in revenge.
LEIF HALLARD
LN male human rogue 8 ORTHIDA TWITTERPATE
Appearance: Looks much younger than actually is, blond NG female gnome cleric 1
hair, gray eyes. Immaculate but nondescript clothes. Appearance: Blue hair, braided and coiled like a birdnest.
Personality: Suave, charming, ruthless. Leader of the local Navy skin, lots of pink freckles. Wears silver shirt, black skirt and
pickpockets. shoes.
Mannerisms: Purses lower lip in thought. Picks ‘dust’ off Personality: Flits from one topic to another, easily
sleeve or knee. distracted, adores birds and children. Eternal optimist.
Hooks: Hunting the members of a spy group muscling in on Mannerisms: Tilts head on one side like a bird. Picks absently
his turf, so he can get rid of them. at eyebrows.
Hooks: Wants to rescue and redeem Lorenzo without
LEONA CRYSTALNAILS spoiling the wonderful theatre shows.
LN female human wizard (diviner) 3
Appearance: Mousy curls and skin, gray eyes, bitten nails PASCALE PARIEL
alternately painted white and red and decorated with tiny chips LN male halfling rogue 3
of crystal of the opposite colour. Grubby lace spills over her tight Appearance: Fair haired, freckled skin, brown eyes. Severe
red dress. black coat and breeches over a plain white shirt.
Personality: Intensely curious. Collects books and scrolls of Personality: Cold, haughty and very precise about his speech
all types, with a particular focus on history. and actions.
Mannerisms: Constantly fidgeting, chewing nails, picking at Mannerisms: Purses lips and puckers face as if about to
the lace of her collar and cuffs, drumming fingers on the nearest sneeze. Smooths a hand down his coat.
wall. Hooks: Someone recently tipped dye into Pascale’s bath
Hooks: Wants to know why Avrey is so flighty around her. after he fell asleep, leaving him streaked and mottled with lurid
Someone stole a rare book she had only just acquired, and she colours. Furious, Pascale wants the culprit found.
wants it found, no questions asked
SAUTHA
LORENZO LARKSONG CN female lizardfolk aristocrat 3
NE male human bard 5 Appearance: Polished green scales, yellow eyes, yellow frill.
Appearance: Scrawny in black and silver, aiming for elegant. Simple beige tunic, belt with pencase and rapier.
Black hair, pale skin, hazel eyes. Personality: Once happy‐go‐lucky human, reincarnated after
Personality: Superficially charming, spiteful and dying defending a druid, now testy and unhappy.
manipulative underneath. Mannerisms: Tugs tunic down, smoothes out invisible
Mannerisms: Folds arms, hidden fingers tap impatiently on wrinkles. Goes to run fingers through hair, then changes to tug
ribs. Lays one finger along jaw. frill.
Hooks: Wants a letter quietly delivered to Orthida, spinning Hooks: Seeking a method of becoming human again; asks for
a sob‐story of how Zarky is blackmailing him. help from the PCs.
8
SKAT Personality: Chatterbox, spinning stories as easily as true
anecdotes, but always with her eye to the money or the
NE female goblin expert 3
opportunity.
Appearance: Green skin with blue tattoos instead of hair.
Mannerisms: Runs her fingers through her hair while
Enveloping yellow apron covered in pockets and tools.
writing, sometimes forgets to put the pen down first.
Personality: Jumpy, nervous, always running somewhere.
Hooks: Annoyed a noble with a story, left town in a hurry,
Prefers to work alone but takes pride in her ability to make
but circuit is now taking her back there. Needs someone to
anything needed at short notice.
check if he remembers her.
Mannerisms: Mutters under her breath as she works.
Constantly pats her pockets as if looking for a tool.
TY SILVERSON
Hooks: Managed to set fire to a set of stage backdrop and
loved the sight and smell of the conflagration. Awed, and looking LN male human monk 2
to repeat the effect. Appearance: Blue‐black skin, iron‐gray stubble, scarred
knuckles, broken nose. Maroon tunic over loose gold breeches
and boots.
STARLYRE Personality: Cheerfully dutiful in all circumstances, terse‐
LN female elf druid 1 spoken but probing, careful and accurate in action.
Appearance: Ankle length hair dyed in leaf‐ Mannerisms: Runs a hand over his head. Adopts
patterns, gold skin and eyes, leather armour and fight‐ready foot‐stance whenever day dreaming.
twin daggers. A scar lifts the left corner of her Hooks: Looking for a sparring partner to keep
mouth. his skills sharp.
Personality: Patient with children and animals, less
so with adults. Propositions receive a knife or fist to ULLARI
the face. LE female orc fighter 2
Mannerisms: Always works clockwise Appearance: Long black hair, dull
around any area, from room to plate of gray skin, broken nose and tusks,
food. Cleans her nails with the point armour glamoured into a
of a dagger. fashionable green dress.
Hooks: She is teaching a Personality: Friendly, but aloof
hound chorus, but is short one and vengeful. Very interested in
animal; can the PCs find one fashion, almost dandyish.
that barks the right note? Mannerisms: Taps a finger on
her left tusk when she thinks.
TAHINOLL CALMSTAR Hooks: Hears of a place where
LG male elf bard 2 she can be star performer instead
Appearance: Copper hair and of playing only minor roles and
skin, blue‐green eyes, dozens of asks PCs to investigate and report
clashing earrings up long ears, plain back.
brown clothing.
Personality: Dreamy, easygoing and easily trusting, yet firm ZARKY HALFPINT
in his wishes, even forceful. NG male halfling witch 4
Mannerisms: Blinks rapidly when spoken to. Runs fingers up Appearance: Short even for halflings. Sun‐streaked brown
the line of earrings. hair, hazel eyes. Purple shirt, black breeches. Tabby cat familiar.
Hooks: Entered Avrey’s workroom by accident, saw a Personality: Sharp‐eyed, studious, catches secrets from
beautiful stone there, wants it for a new earring, but unsure how everyone.
to broach the subject. Mannerisms: Constant running commentary on everything
under breath.
TAMIKA SALAS Hooks: Uses Lorenzo’s secrets to keep him from wrecking
CN female human rogue 8 the company. Keeps an eye on him all the same.
Appearance: Gold‐skin, dark‐green eyes, wispy white hair
streaked with ink, low‐cut top hides leather armour.
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10
T ITLE
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