Skydark

The city of Sky Dark sits atop the cliffs of Storm King Rise, carved on the cliff face below the city are gigantic faces, though who these titanic carvings actually represent is a matter of some conjecture—the vanished runelords of ancient Melniboneans, forgotten kings, dead gods, or someone else.

Some of these massive sculptures lead into the Nox Urbs, a dizzying network of caverns, tunnels, and chambers, both natural and man-made, that riddle the cliffs beneath Sky Dark.

One of the most famous entrances to the Nox Urbs lies in the mouth of one of the giant faces known as the Unnamed King, and opens onto a series of ancient catacombs where the honored Melnibonean dead were interred.

The cloud giant's Cloud Island is 9 miles long and 3 miles wide. It permanently hovers over the city and rains almost everyday. In the half-flooded ruins of Skydark the cacophony of croaking frogs and buzzing insects is only silenced when the wyverns swoop down for a feast.

Notable Places

1. Bathhouse/Embassy - Canals from three cisterns lead to a dilapidated Bathhouse: A dozen sarcophagi carved with one-eyed crows line the western wall. The eastern wall is lined with pillars holding up the crumbling ceiling leading to the embassy of some forgotten semi-aquatic race. The embassy is swarming with frogs (normal ones) and the exits are all blocked by rubble.

This is where the tengu have settled, feasting on frog legs and cat tails. The elders have forbidden anyone from opening the sarcophagi, lest they unleash some undead horror in the area they are living in.

2. The ancient Convent/Asylum - Run by three melnibonean construct nuns who speak in rhymes, also the lair of a dozen skulks and their leader, Uncle Tongue-eater (a 6th level bard). The nuns believe the skulks are their patients and will protect them.

3. Long ago this was a Courthouse/Aviary for some winged goddess of justice and a flock of giant buzzards. Now the place is called the Witch's Catapult - A cliff side tavern run by a dozen horkists where visitors must sit in the catapult by the entrance and sing for the patrons before being served. Really crappy performers are launched off the mountain.

The trio of bartenders wear powdered wigs and sit behind a large marble podium dispensing "justice" to first time visitors. The usual punishment is 1d6 shots of the house special, dragonfly rum. Uncle Tongue-eater hangs out here on the week ends and holidays with a friend or two.

4. The Flooded Arena has a froghemoth (CR 13 pg 136) living in the deep end and there are several patches of yellow musk creeper (pg 285) on the sides of the reed covered shallow end.

5. Wyverns nest in the towers.

6. The Cloud itself is inhabited by a dozen drug addicted cannibal apes dressed in filthy courtiers outfits, the last remnants of the cloud giant's slaves after he abandoned them a century ago.

Roll percentile and add 30 to the result for each encounter. (the plus 30 is temporary, see the city stats below if you wanna know why)

Skydark CR 6

d% / Encounter / Avg. CR / Page

1–4 1 spider swarm  /CR 1 pg 258

5–8 1 giant frog  /CR 1 pg 135

9–16 1 constrictor snake  /CR 2 pg 255

17–24 1d6 stirges  /CR 3 pg 260

25–28 1 assassin vine  /CR 3 pg 22

29–36 1 gray ooze  /CR 4 pg 166

37–38 1 leech swarm  /CR 4 pg 187

39–40 1 ochre jelly  /CR 5 pg 218

41–42 2d6 stirges  /CR 5 pg 260

43–54 2d6 giant frogs  /CR 6 pg 135

55–56 1d6 shadows  /CR 6 pg 245

57–58 1d6 wights  /CR 6 pg 276

59–68 1 wyvern  /CR 6 pg 282

69–76 2d6 boggards  /CR 7 pg 37

77–84 1d8 gargoyles  /CR 8 pg 137

85–86 1 giant slug  /CR 8 pg 254

87–92 2 wyverns  /CR 8 pg 282

93–94 1d6 will-o'-wisps  /CR 9 pg 277

95–96 1d6 shambling mounds  /CR 9 pg 246

97–98 1d4 chuuls  /CR 9 pg 46

99–100 1d6 wyverns  /CR 9 pg 282

General Townsfolk

1st level expert

LG or LN (10% are Neutral), human male or female

AC 10, hp 13

Feats: Endurance, Toughness.

Skills: Craft (pick one) 5, Disable Device 4, Escape Artist 4, Heal 3, Perception 3, Profession (pick one) 3, Stealth 4.

Fort +1 Ref 0 Will +1

Str 10, Dex 11, Con 12, Int 13, Wis 8 Cha 9

Having been slaves for generations the humans of Skydark are tough, quiet and hard working. By law the townsfolk are unarmed and unarmored. They are also skilled in sneaking around and getting out of their slave pens.

A few are more than just skilled slaves

Ninja (10 point build)

Human Level 1 Ninja

Lawful Neutral

Str   14

Dex  13

Con  14

Int    10

Wis  10

Cha  10

AC 11 HP 16

Unarmed Strike +3 to hit, 1d6+2 damage

TRAITS

Carefully Hidden: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects..

Sacred Touch: Any who made it to be elders are gifted healers. As a standard action, you may automatically stabilize a dying creature merely by touching it.

FEATS

Toughness

Ninja Training

You have learned the ninja secret of taking an ass whipping and recovering

Prerequisite: Toughness.

Benefit: When you have half your total hit points or fewer, you may heal yourself of 1d4+1 point of damage per level as a move action. You may only use this ability once per day.

Special: You can take this feat more than once. Each time you do, you may heal yourself one additional time per day

SKILLS

Acrobatics 5 (1 rank)

Climb 6 (1 rank)

Perception 4 (1 rank)

Profession (oenologist) 4 (1 rank)

Stealth 5 (1 rank)

No matter how illogical the random result may seem, take enough time to consider all the possible ramifications. The result might be something totally unique.

Procedure

To generate an encounter, start with Table 1 NPC Race. The result from that table will tell you what table to roll on next.

If a result is impossible according to the rules, for example, a spirit folk ninja, simply re-roll the impossible condition.

Table 1 Race (1d20)

1-12 Townsfolk (human) (Table 2)

13-16 Tengu (Table 2)

17 Toad (Table 2)

18 Boggard (Table 2)

19 Half-Melnibonean (Table 2)

20 Melnibonean Clockwork (Table 2)

Table 2 Occupation (1d20)

1-3 Pilgrim (Table 4)

4 Farmer (Table 4)

5 Grain merchant (Table 4)

6 Grocer (Table 4)

7 Carpenter/Builder (Table 4)

8 Gardener (Table 4)

9 Artist (Table 4)

10 Musician (Table 4)

11 Laborer (Table 4)

12 Peddlar (Table 4)

13 Food seller (Table 4)

14 Animal handler (Table 4)

15 Garment maker (Table 4)

16 Weapon maker/seller (Table 4)

17 Cook (Table 4)

18 Jeweler (Table 4)

19 Town official (Table 4)

20 Character class (Table 3)

Table 3 Character Class (1d20)

1-2 Barbarian (Table 4)

3-7 Fighter (Table 4)

8-10 Monk (Table 4)

11 Ninja (Table 4)

12-14 Pirate (Table 4)

15-16 Cleric (Table 4)

17 Sorcerer (Table 4)

18 Wizard (Table 4)

19-20 Rogue (Table 4)

Table 4 NPC Motivation/Action (d%)

After checking this table, go to Table 7 unless otherwise

marked.

01-03 Wants to buy something

04-06 Wants to sell something

07 Pursuing someone/thing

08 Being pursued

09-11 Needs information

12-13 Lost

14 Malign intentions

15-16 Asks for help

17-19 Wants to be hired

20-21 Wants to hire someone

22 Involved in a fight

23-26 Idle conversation

27 Mistaken identity

28-29 Wants PCs. opinion on some issue

30-31 Opinionated comments

32-33 Rude comments

34-37 Curiosity

38-39 Unexplained interest

40-43 Eating

44-47 Drinking

48-49 Hates a character class (Table 5)

50-52 Hates a race (Table 6)

53-56 Practicing a skill

57-61 Accidentally bumps into PCs

62-64 Crowd forces NPC and PCs together

65-66 Asks for a favor

67-69 Drunk

70-72 Wants PCs to settle dispute

73-75 Loud argument

76-77 Being chased/attacked by non-monstrous animal (cat, dog)

78-80 Knocked over by someone else

81-83 Sleeping in inappropriate place

84-86 Being hassled by constabulary

87-89 Looking for lost item

90-93 Doing job

94-96 Compliments PC for some reason

97-99 Having pocket picked

00 Attacks PC for no apparent reason

Skydark (Ruined Metropolis)

LN Small Town

Corruption -2; Crime +0; Economy -4; Law -6; Lore -2; Society +0

Qualities holy site, insular, notorious

Danger +30; Disadvantages hunted

Demographics

Government Council of 6 family elders

Population 500 (300 tengus, 50 humans, 100 skulks, 50 other (outcast boggards, toads, horkist))

Notable NPCs

Duskwing family elder Dart Duskwing (LN male tengu rogue 8)

Burntfeather family elder Vill Burntfeather (LN male tengu rogue 7)

Skulk leader Uncle Tongue-eater (CE male skulk bard 6)

Marketplace

Base Value 1,100 gp; Purchase Limit 7,500 gp; Spellcasting 6th

Minor Items all available; Medium Items 1; Major Items 0

http://www.d20pfsrd.com/gamemastering/settlements 

Alignment

A lawful component to a settlement's alignment increases its law modifier by 1.

A neutral component increases its lore modifier by 1.

Government

Council: A group of councilors, often composed of guild masters or members of the aristocracy, leads the settlement. (Society +4; Law and Lore –2)

Qualities

Holy Site: A large ruined temple of Brigh (The Whisper in the Bronze). (Corruption –2; increase spellcasting by 2 levels)

Insular: Isolated physically, its citizens are fiercely loyal to one another. (Law +1; Crime –1)

Notorious: Reputation for thieves, rogues, and cutthroats. (Crime +1; Law –1; Danger +10; increase base value by 30%; increase purchase limit by 50%)

Disadvantages

Hunted: A powerful group of wyverns and skulks use the city as its hunting ground. Citizens live in fear and avoid going out on the streets unless necessary. (Economy, Law, and Society –4; Danger +20; reduce base value by 20%)

Table 5 Hated Class (1d20)

Go to Table 7 after rolling on this table.

1-6 Barbarian

7-8 Fighter

9 Monk

10-11 Ninja

12-14 Pirate

15-16 Cleric

17 Sorcerer

18 Wizard

19-20 Rogue

Table 6 Hated Race (1d8)

Go to Table 7 after rolling on this table.

1 Human

2-3 Melnibonean

4-5 Tengu

6-8 Toads

Table 7 NPC Quirks (d100)

01-02 Ugly

03-04 Handsome/Beautiful

05-06 Very old

07-08 Surprisingly young

09-10 Disreputable

11-12 Dirty

13-14 Sloppy

15-16 Fastidious

17 Speaks foreign language

18-19 Talks a lot

20-21 Taciturn

22 Angry

23-24 Sad

25 ill

26 Injured

27 Seriously injured

28-29 Wise

30-31 Foolish

32-33 Dressed inappropriately

34-35 Very quiet

36-37 Witty

38-39 Cultured

40-41 Rude

42-43 Stupid

44-45 Personable

46-47 Uncouth

48-49 Deadbeat look

50-51 Charismatic

52-53 Tells bad jokes

54 Stutters

55-56 Naive

57-59 Stranger to town

60-61 Arrogant

62-63 Impatient

64-65 Trusting

66-67 Liar

68-69 Generous

70-71 Stingy

72-73 Poor

74-75 Surprisingly wealthy

76-77 Religious fanatic

78-79 Non-religious fanaticism

80-81 Brave

82-83 Cowardly

84-85 Reckless

86-87 Passive

88-89 Full of energy

90 Paranoid

91 Manic

92-93 Depressed

94-95 Boring

96 Half-asleep

97-98 Nondescript

99 Notable possession

00 Roll twice*