"A group of talented kenku are performing as a band. A half-ogre represents them and hopes to attract a rich patron."
Tables for Non-Combat Encounters, Quick NPCs and Hazards & Obstacles for Urban. Result is from Urban Non-Combat Encounters.
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Urban Non-Combat, NPCs & Hazards
Cities are home to watchful urchins, wily traders, grizzled labourers and apprentices of all kinds. A doppelganger may pose as a city guide or a family of halflings might be having a picnic. Meet NPCs from clerk in a red hat with a wager for you to an artistic thug with messenger birds. Deal with angry mobs, talking fountains and pickpockets.
Urban Non-Combat Encounters
|Urban Non-Combat Encounters
|A clay golem carrying a platform drops off passenger nearby and waits for next fare. A board has a coin slot and details of prices.
|A cultist with an imp wants people to sign up to insurance contracts.
|A dryad from a small park is worried about a friend, a talking squirrel.
|A gnome druid is selling amazing pies from a handcart. They have tastes that are hard to identify. One has a message concealed inside.
|An ogre (Intelligence 10, speaks Common) is looking for mercenary work. They explain economic benefits of pay in food instead of coin.
|A doppelganger poses as a city guide. Marks targets for a crime boss.
|Several commoners and a spy queue outside a door but unsure why.
|A few merry nobles with a harrassed guard ask a character to guide them around the best spots of the area.
|A stray mastiff with recent scars follows a character, looking sad.
|Several cultists and a cult fanatic are leading a protest about politics.
|A few miserable acolytes marked as plague carriers ask for charity.
|A group of talented kenku are performing as a band. A half-ogre represents them and hopes to attract a rich patron.
|A family of halfling commoners are having a picnic. They recognize one character and offer to share food. Family recently arrived here.
|A priest preaches about an obscure god. Wants volunteer for a spell.
|A scout messenger falls from above and is knocked unconscious.
|A tattooed mage in rags has lost everything and has no spells or spellbook. Try convincing group to help their risky comeback plan.
|A gargoyle, bored of sentry work, wants some decent conversation.
|A stone giant is landscaping a garden but needs decorations. Asks group to fetch some stone heads from a tomb it can't fit into.
|A otyugh (speaks Common) living among waste offers help in exchange for suitable donations to their "treaure trove".
Urban Quick NPCs
|Urban Quick NPCs
|Carp is a loud kenku (Deception +2) with a bright green bag. They claim to represent locals of note. They love making animal noises.
|A grizzled priest, Miotri bears a shield with the city heraldry. They have many local contacts and love telling tales from adventuring days.
|Urshar is a gaunt butcher (bandit captain stats) with moon-themed symbols. They are captain of a local militia. Although knowledgeable on a number of topics don't answer questions about their past.
|Corrin is an apologetic noble (speaks Draconic) in rich clothes with draconic sigils. He is always seeking opponents for dragonchess
|Mordala is a squat commoner clerk with a fine red hat. She seems to know everyone and loves gambling. Has a wager for one of the group.
|Azaki is an animated street guide (spy stats) with a few metal teeth and a bottle of cider in hand. They know all the best places for carousing and talk to one of the characters like they know them.
|Diero is a stooped thug with a dangerous smile and a bird on each shoulder. They make drawings of buildings, which his pets carry off.
|Yevelda is a fidgety wererat (Sleight of Hand +4) with bloodied fingers. He is unable to relax and often stops mid-sentence, staring into nothing. Has a message for one of the characters.
|Torinn is a deliriously happy gladiator with dirty clothes and one eye. They talk of lurid dreams and donating wealth to newly-made friends.
Urban Hazards and Obstacles
|Urban Hazards and Obstacles
|Spooky ruins that act as a Shadowfell crossing (or planar portal)
|Someone uses a wand of fear (or fear spell) in crowded area.
|An earthquake causing fissures and damage to structures
|A building (or several buildings) at risk of collapse or stampede of domesticated beasts
|A talking fountain (or wall) which can cause a curse (or geas)
|An unruly mob searching for food (or hunting for bargains in a sale); or an area of razorvine (DMG pg 110)
|Large amounts of dust (or harmless insects). Disturbing causes light or heavy obscurement. or a brawl spills out into the street
|Heavy rain (or snow) (Heavy Precipitation - DMG pg 110) or street vendors who won't take no for an answer
|Several beasts (or corpses) infected with disease (DMG pg 257)
|Street blocked by angry mob (or protesters); or thick cloying mist
|A heavy (or ghostly) mist descends around party or road works with uncovered pits
|A building fire at risk of spreading or scavengers follow the group
|An abandoned wagon with trapped beasts (or toxic substances)
|A gang of pickpockets or an area of thick webs (DMG pg 105)
|A wagon pulled by draft horses comes around a corner (or down the street) out of control or rioting in the streets
|A pile of corpses is infected with disease or crossroads that send people the wrong way
|A programmed illusion with a puzzle (or advertising nearby shop)
|An area protected by forbiddance; or a localized earthquake (as spell)
|An area of dead magic (functions as antimagic field)