
chaoseffect |

My game is taking place in the ruins of an old destroyed city, a metropolis that was one of the most advanced in the world before it fell; think Rome or Constantinople. A new city is being established on the spot with the intent of reclaiming the glory of the old civilization, but the work is slow going; it's been about 10 years. Only a small portion has been reclaimed and that portion is barricaded off from the rest. Beyond that barricade is the middle grounds, where the area where the work is mostly complete and most obvious dangers eradicated and most treasure salvaged (also a place where the destitute and oddballs of the city sometimes dwell), but beyond that lays now only the rest of the city, but an extensive undercity that goes on for no one knows how long. Some think it is even larger than the city above.
The party is level 4 and is planning on getting a license to scavenge poorer sections of the city. I'm trying to come up with some interesting, not necessarily combat, encounters for the middle grounds and the unlooted areas just beyond. I was hoping for some advice. The way I'm planning on running things, the surface will dangers will mostly be fairly mundane; maybe feral animals, outlaws/smugglers from the main city, crazy people, and the occasional horror that made its way up from the depths. I don't expect the party to venture into the undercity yet as they have been thoroughly warned about it. CR isn't particularly important to me as the party knows that they may encounter things they aren't prepared for, but I'm not looking for instant TPKs.
So far here are the encounters I had come up with:
1. PCs encounter a seemingly benign yet senile old woman in the ruins with a few rats hanging off her and following her. Some call her a witch, others just a sad old lady, but she's been here since before the beginning of the city's reclamation. She knows all sorts of things about the city and its dark history, but trying to steer a conversation with her is an ordeal and she sometimes drops rather troubling hints. Should their meeting somehow come to violence, they will realize she is much more than an old woman: She is a mid level Rat-that-Walks (variant Worm that Walks).
2. PCs encounter another low level salvage crew and its leader threatens the party, claiming they have wondered into their claim. Should the party talk him down, he admits that he is mostly bluster and offers the PCs some advice; it may be richer, but don't go under the ground. There are things there you don't want to meet.
3. As it begins to get dark, the PCs spot a small light coming from an easily overlooked alleyway. If they hadn't happened to have been passing in the dark, they would have never noticed it. The light comes from a hooded lantern hanging on a post next to a tavern door. As the PCs see the light, they see the shape of a man in hooded robes pass in front of it and into the tavern. Should the PCs have made friends in encounter 2; they may have heard rumors of strange men in hooded robes and how people tend to disappear when they are around.
Barely any light comes from the lantern and if it is examined more closely it is revealed to be a Continual Flame spell inside, though the lantern is mostly closed. It is extremely dirty, so no idea how long it has been hanging here.
The tavern is a filthy, but beyond that it looks to be in fairly good shape. Behind the bar stands a man in a black hooded robe, still and silent. Behind him is a doorway opening darkness punctuated only by a slight green glow.
Should the PC's approach they realize that the man is no man at all, but a Xenopterid. Should the party slay it and enter the next room, they will find a storeroom with a door to a cellar. There some luminous fungi on the wall near the cellar steps, causing the glow they saw before. On the ground they find some minor treasures and ripped clothing, perhaps from previous victims. From the steps they hear the sound of movement...
4. ?

avr |
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4. A battered looking group pass by carrying a wriggling human-sized bundle. If not interfered with they'll deposit it down a shaft or behind a door into the undercity and block it up afterwards. The bundle contains a bound afflicted wererat who was one of their group before contracting her affliction; if freed, unless handled very carefully she will attack whoever is closest.
5. A vendor selling kebabs sets up shop. He seems unworried about doing so in a dangerous area and has excellent, albeit relatively expensive goods. Later he turns up dead in the street and someone claiming to be his cousin has taken over the business. Repeat if desired.