Occupations

Roll a d00 and consult the chart.

  1. Alchemist’s Apprentice, you have a flask of acid and a staff
  2. Alchemist’s Apprentice, you have a potion of healing and a club
  3. Bariaur Drunk, you have a bottle of grog and a warhammer
  4. Bariaur Scout, you have a battleaxe and a spyglass
  5. Bariaur Minstrel, you have a musical instrument, and a shortbow with 5 arrows
  6. Blacksmith’s Apprentice, you have steel tongs and a hammer
  7. Blacksmith’s Apprentice, you have a bag of coal and a hammer
  8. Beggar, you have a begging bowl
  9. Beggar, you have a begging bowl and 1d3 copper pieces
  10. Beggar, you have a begging bowl and 1d6 copper pieces
  11. Beggar, you have a begging bowl and 1d6 + 1 copper pieces
  12. Beggar, you have a begging bowl and 1d6 + 2 copper pieces
  13. Castrati, you have a wooden holy symbol
  14. Child Prostitute, you have a torn cloak and 2d3 copper pieces
  15. Child Prostitute, you have a red lantern and 3d3 copper pieces
  16. Cobber’s Apprentice, you have a pair of old shoes
  17. Cobber’s Apprentice, you have a pair of new boots
  18. Coin Clipper, you have 1d4 quarters of one silver piece
  19. Coin Clipper you have one silver piece.
  20. Cooper’s Apprentice, you have a leaky barrel
  21. Cooper’s Apprentice, you have a barrel
  22. Cultist, you have a stained cloak and a club
  23. Cultist, you have a garrote and a glowing tattoo
  24. Cultist, you have a vial of greenblood venom and a rusty dagger
  25. Desperate Killer, you have a broken bottle
  26. Ditch Digger, you have 1 oz. of fine dirt
  27. Ditch Digger, you have a shovel
  28. Ditch Digger, you have a trowel
  29. Drug Addict, you have a club
  30. Drug Addict, you have sold all your possessions except the clothes on your back for 1d3 doses of drugs.
  31. Drug Addict, you have sold all your possessions except the clothes on your back for 1d6 doses of drugs.
  32. Escaped Slave, you wear an iron slave collar +1 AC
  33. Escaped Slave, you wear an iron slave collar +1 AC
  34. Escaped Slave, you wear an gold slave collar worth 5 gold pieces
  35. Escaped Slave, you wear an gold slave collar worth 5 gold pieces
  36. Escaped Slave, you don’t wear a slave collar and have 20 silver pieces
  37. Grave Digger, you have a shovel
  38. Grave Digger, you have a shovel and a skull
  39. Grave Robber, you have a shovel and a gold tooth worth 2 gold pieces
  40. Grave Robber, you have 1d2 gold teeth
  41. Grave Robber, you have a magic item (roll again; even: +1 weapon, odd: bag of holding)
  42. Leper, you are wrapped in bandages, and have an infectious bite attack (1d4 damage)
  43. Leper, you are wrapped in bandages, and have an infectious bite attack (1d6 damage)
  44. Leper, you are wrapped in bandages, have a infectious bite attack (1d8 damage)
  45. Lightboy, you have an everburning torch
  46. Lightboy, you have an everburning torch
  47. Lightboy, you have an everburning torch
  48. Lightboy, you have a finder’s stone
  49. Lunatic, you are afflicted with lycanthropy and are wearing a straightjacket -1 AC
  50. Modron Messenger, you are outfitted with clockwork wings
  51. Orphan, you have a stick that you can use as a club
  52. Orphan, you have an old compass, and +1d3 Luck
  53. Orphan, you have a rag doll, and +1d4 Luck
  54. Orphan, you have 5 gold pieces worth of stolen silverwear, a silver dagger, and +1 Luck
  55. Orphan, you have +1d6 Luck and 2d4 darts
  56. Page, you are wearing a tabard of your lord
  57. Pickpocket, you have 1d4 copper pieces
  58. Pickpocket, you have 1d6 copper pieces
  59. Pickpocket, you have 1d8 copper pieces
  60. Ragpicker, you have a fine cloak
  61. Ragpicker, you have a lace veil
  62. Ragpicker, you have a sturdy scarf that doubles as 10-feet of rope
  63. Ratcatcher, you have a javelin
  64. Ratcatcher, you have a pet rat
  65. Ratcatcher, you have a ratcatcher’s cloak
  66. Rogue Modron, you have a repeating handcrossbow
  67. Rogue Modron, you have two repeating handcrossbows
  68. Rogue Modron, you have clockwork wings
  69. Rogue Modron, you have clockwork wings
  70. Runner, you have qualtity boots
  71. Singer, you have a begging bowl with 2d3 silver pieces
  72. Singer, you have a begging bowl with 2d4 silver pieces
  73. Slave, you wear an iron slave collar +1 AC
  74. Slave, you wear an iron slave collar +1 AC
  75. Slave, you wear an iron slave collar +1 AC
  76. Squire, you wear the tabard of your master and have 1 silver piece
  77. Squire, you wear the tabard of your master and have 1d2 silver pieces
  78. Street Thug, you have a bright sash in you gang’s color
  79. Street Thug, you have a bright sash in you gang’s color and a rusty dagger
  80. Street Thug, you have a bright sash in you gang’s color and a rusty dagger
  81. Street Thug, you have a bright sash in you gang’s color and a rusty sickle
  82. Student, you have a pot of ink, a quill pen, and 10 sheets of parchment
  83. Tiefling Harlot, can perform a Dance of Fascination, causes a single individual to become fascinated with him/her. The person must be able to see the harlot clearly and be capable of paying attention. Distractions (such as nearby fighting) may prevent this dance from working. The fascinated character will just stare at her unable to do anything else
    in the meantime. The harlot can use this ability once per day. The harlot also owns brass knuckles.
  84. Tiefling Thief, you have a rusty dagger and 1d6 copper pieces
  85. Tiefling Thief, you have a rusty dagger and 1d8 copper pieces
  86. Tiefling Thief, you have a rusty dagger and 1d10 copper pieces
  87. Tiefling Urchin, you have a sling and 1d4 + 1 stones
  88. Tiefling Urchin, you have a sickle
  89. Tiefling Urchin, you have a dagger
  90. Temple Acolyte, you have dirty vestments
  91. Temple Acolyte, you have clean vestments
  92. Tout, you have 1d12 copper pieces
  93. Tout, you have 2d6 copper pieces
  94. Tout, you have 2d6 + 3 copper pieces
  95. Whoremonger, you have a blackjack and 9 copper pieces
  96. Whoremonger, you have a blackjack and one prostitute henchman
  97. Wizard’s Apprentice, you have a bonded familiar
  98. Wizard’s Apprentice, you have a wand of magic missile with 1d6 charges left
  99. Wizard’s Apprentice, you have a bonded familiar
  100. Young Noble, you have fine clothes, 1d10 gold pieces and studded leather armor

Occupations

Suicide Alley mrlost