Monday, September 25, 2023

Dungeon23: Week 38

Area B: The Fungal Jungles

This map is released under terms of the  CC BY-SA 4.0 license.

This region of the Underwilds is covered in myconic foliage and large-to-gigantic, fungal “trees” of various species.  These thrive on the moisture originating from the shores of the Sea of Darkness (Area D.)  Much of said foliage glows with bioluminescence, and the area’s predators have adapted similar, glowing patterns in their outer covering to better hide in their surroundings (3-in-6 surprise.)  The eunshiel deep fey that call these jungles home also wear bioluminescent camouflage, processed from local mushrooms, for a similar effect.

The glowing beauty of the Jungles conceals many dangers (AI image courtesy of NightCafe.)

B1: Rev-G Tunnels

This cavern has several small deposits of a lodestone-like mineral.  Up ahead, light sources may cause player characters (PCs) to notice something glittering in the 60-ft. high ceiling.  They won’t have much time to ponder or inspect the phenomenon as a high concentration of the strange mineral in a10-foot area causes gravity to reverse suddenly.  The first PCs entering this area will fall upward into the ceiling-turned-floor and smash violently for 6d6 damage (no save.)
Any surviving characters will find that the glittering comes from dead humanoids' belongings, particularly treasure: coins (10,000 sp and 2,000 gp) and five gems (100 gp x3, 500 gp, 1,000 gp.)
PCs returning to this hex have a 2-in-6 chance of encountering another reverse gravity area.  However, there is no treasure in these instances, but other remains and some mundane goods may exist.
The gravity-reversing mineral is a component that can be used in the construction of a girdle of levitation, flying or a similar device from an Elder Builder diagram (see Level 7, D5.)

B2: Pods of Dissolution

A raised, hill-like area is studded with tall, fungal “trees” that have a few strange, glowing pods hanging under the caps.  Under the pods, the hill is covered in a thicket of mushrooms.  This area is the lair and hunting ground of a flock of three (3) disopterans – fleshy-winged humanoids with large, milky eyes and corrugated mouth/chin areas.  
When prey passes under the pods, they unfurl to reveal the winged creatures, which glide silently and with extraordinary speed towards their victims.  The disopterans grapple and envelop their prey in their wings, then secrete an acid from their buccal corrugations.  The disopteran then feeds by lapping up the dissolving, organic sludge with an extendable proboscis, leaving bones and inorganic matter intact.  Any leftover sludge promotes fungal growth which covers the victim’s remains.

Disopterans: AC 3 [17]; HD 6 (HP 28, 32, 28); MV 10 ft. (3 ft.,) flight 150 ft. (40 ft.); ATK special or 1d6 (proboscis); SV fighter 6; ML 9; AL C

Feeding: on a successful hit, the disopteran wraps a human-sized or smaller victim with its wings.  On the following and subsequent rounds, it regurgitates acid that causes 1d4 damage plus the victim’s descending Armor Class (AC.)  For example, a victim wearing leather suffers 1d4+7 damage, while one wearing plate suffers 1d4+3.  Shields offer no protection, and do not count towards the AC total.
Proboscis:  a disopteran can attack anyone disturbing its feeding process by whipping its sharp, bone-tipped proboscis, which causes 1d6 damage.
Vulnerable Victims: area attacks and spells deal half damage to the disopteran and half to its victim.
Screech: Disopterans emit an unnerving sound that acts as form of echolocation.  Character within 60 feet must save against spells or suffer a random effect for 1d4 rounds (roll 1d6): 1-3 –  dizziness and nausea results in a -2 to hit rolls, 3-5 – fear (as the spell), 6 – paralysis (as a hold spell;) regardless of save and effects, the exposed characters become immune to the sound for 24 hours.

The remains hidden under the mushroom-carpeted floor include treasure: 3,000 cp, four gems (10gp, 100gp x2, and 1,000 gp,) and two pieces of jewelry (600 gp and 1000 gp.)  A carved, soapstone statuette shaped like an eagle is a figurine of wondrous power.  On command, the figure turns into a small roc for six (6) hours.  It acts as a trained creature of the same type and follows the owner’s commands.  When its time is up, the soapstone roc reverts to a figurine and cannot be summoned again for five (5) days.  It also reverts if brought to zero (0) hit points.

B3: Hunters’ Traps

This area is a hunting ground for eunshiel from a nearby village (see B4 below.)  PCs crossing this hex have a 2-in-6 chance of falling into a 100-foot deep, lava tube pit covered in carefully-grown, tall mushrooms to conceal its existence.  50% of random encounters in this area will be with a hunting party of 2d10 eunshiel in bioluminescent camouflage (3-in-6 surprise.)

Eunshiel hunters (AI image courtesy of Bing Image Creator.)

B4: Clan Indralas Village

An eunshiel village belonging to Clan Indralas blends seamlessly into the surreal environment of the Jungles here.  It consists of a series of interconnected platforms, walkways, and bridges, all perched high above in immense, old-growth mushroom caps.  The ancient, fungal "trees" emit an eerie, ethereal glow, which casts a pale, otherworldly light across the village.  Houses and structures inside and atop the mushrooms are also crafted from fungi native to the Underwilds and sculpted into elaborate forms, that give the village a mystical, organic appearance.

An eunshiel fungus village (AI image courtesy of NightCafe.)

The village of 130 eunshiel has a force of 26 warriors ready to defend their home with poisoned blades and ennan-crafted crossbows.  The force is led by four (4) Dragonsworn commanders with 5+1 HD and spells as 5th-level elves.  The commanders' duties are split between patrols, village defense, and guarding the green dragon lair (see below.)  Patrols of 2d4 eunshiel (including its Dragonsworn commander) range the 24-mile area (1-2 hexes) around the village and wear bioluminescent camouflage to blend into the environment (3-in-6-surprise.)  Any random encounters in this area are with such a patrol.
On the tallest mushroom is a shrine to Tiama’at and the home of the village’s leader, a shamanic priestess named Zar’thra (10 HD, 42 HP, spells as cleric or druid, if using Advanced options.)

Zar’thra the Fungal Shaman (adapted from AI images courtesy of NightCafe.)


Beyond the village is an immense, fungal bulb studded with tunnels and suspended on stalactites.  It is the lair of mated green dragons (HP 42, 41) and their remaining brood of two, younger dragons who will soon seek their own lairs (HP 39, 29.)  The dragons’ treasure hoard is divided and scattered among the bulb's inner tunnels.  It consists of ancient coins (98,000 sp and 30,000 ep,) as well as an array of ennan and eunshiel-crafted jewelry pieces and other precious objects (500gp x2, 600 gp x2, 800 gp x4, 900 gp x4, 1100 gp x3, 1200 gp x3, 1400 gp, 1500 gp x2, 1600 gp x3, and 1700 gp x2)

B5:  Most Excellent Prismatic Chimes

PCs entering this hex begin to hear the occasional, chime-like sound (*ding*) followed by similar, periodic sounds (*doon*…*ding*…*dong*…) Following these sounds to their source reveals a pond surrounded by large, multicolored crystals.  When drops of water from the cavern ceiling fall on these crystals, they glow briefly and make the chiming sounds.  The scene is quite beautiful to behold and listen to.
Unfortunately, this area is also a watering hole and hunting ground for creatures of the area.  Random encounters here have a 3-in-6 chance of occurring.

B6: Two Worms, One Cave

PCs entering this hex will be forewarned by subtle tremors that grow more intense as they reach a rare sight which occurs only once every century or so.  Two (2) purple worms (HP 68, 77) have encountered each other and are in the process of mating.  Their undulating bodies writhe and thrash about the fungal growths, covering them in glowing spores.  Disturbing this beautiful act of colossal, annelid love may have deadly consequences.

B7: Gathering of the Mushroom Men

A valley surrounded by a crown of stalagmites has a fairy ring-like circle of 19 mushrooms 2-8 feet tall surrounding a tall, 11-ft. mushroom with a wide cap.  Characters who observe this area for a turn or more will notice the circle of mushrooms is actually circumambulating, albeit at a very slow pace.  These are members of a village of sentient mushroom people that have evolved to live peacefully while avoiding most predators and Chaotic creatures of the Jungles.  This village "council" is discussing, via their unique language of vibrations that exude spore clouds, how much time they have to move on due to an ennan fungus-logging operation that has been spotted nearby.
Communicating with the mushroom-men may be next to impossible without magic for speaking with plants, as they do not speak or understand vocal languages.  However, on a positive reaction, they will collectively exude hallucinatory spores that will show the PCs visions of their plight.  On a negative reaction, the mushroom-men will use their spore abilities for defense in the hopes that it will drive the intruders away.

Mushroom-Men: AC 9 [10]; HD 1-4 (Leader 5); MV 90 ft. (30 ft.); ATK spores; SV magic-user 1-5; ML 8 (Leader 9); AL N

Spores: Mushroom-men are non-violent.  However, each can exude a cloud of spores in a radius equal to their HD x 10 feet in self-defense.  Victims must save against poison or suffer a spell-like effect (roll 2d4+HD):

3: Poisonous spores kill as a reversed, raise dead spell.  They also function as an animate dead spell on dead bodies.  This is a form of reproduction, as new mushroom men grow on the corpse.
4: Strong, hallucinogenic spores function as a confusion spell
5-6: Spores cause hallucinations that cause fear
7-9: Spores induce a groovy state of euphoria and charms the victim to be friendly with the mushroom men (and ward away enemies.)
10-11: As 5-6 above
12: As 4 above
13: As 3 above

The ennan loggers’ camp is 1d4 hexes away in a random hex direction (roll 1d6.)  There are 17 loggers total with a 7 HD leader.  If the PCs slay, drive away, or otherwise convince the loggers to leave, they will be welcome to rest in th emushroom men's "village" at any time.  They will have access to water, edible (non-sentient) fungus, and have relative safety from random encounters (-1 to roll.)



This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document.  The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

Wednesday, September 20, 2023

Dungeon23: Week 37

 Level 8 - The Underwilds

The world below (AI image courtesy of NightCafe.)


Under the Northen Marklands and beneath the domain of Alkastra is a lightless world of winding tunnels and caverns, bioluminescent, fungal forests, burning magma deposits, immense, crystalline geodes, and cold, still bodies of water.  These Underwilds are the domain of strange creatures adapted to a realm of eternal shadow and glowing twilight.  The energies of Chaos permeate the lightless depths and subtly influence all who dwell within.

Area A: The Howling Tunnels

This map is released under terms of the  CC BY-SA 4.0 license.

The caverns and tunnels surrounding the City of the Snake-Men stretch for several miles.  It is not known whether these were created by flowing water or lava, colossal, underground worms, or Tiama’at herself, burrowing under the City of Humankind.  Many creatures of the deeps call these tunnels home and hunt its depths or mine its riches.  Unnatural winds from multiple directions carry faint, constant sounds throughout the region.  While the denizens of the Tunnels are used to these sounds, they can be disconcerting to newcomers (or worse.)

A1: Warrens of Insanity

The faint, echoing sounds the Howling Tunnels converge into a highly-concentrated “symphony” in this hex.  The sound can quickly become unbearable, even to denizens of the Underworld, and passing through this area requires a saving throw against spells.  Failure results in a loss of 2d6 Wisdom, as the character begins to question their own sanity.  A successful save still results in a 1d6 point loss.  Characters with Wisdom scores of zero (0) or less go into a catatonic state, muttering to themselves and yelping in fright if touched.  Lost Wisdom points return at a rate of one (1) point per full day of rest away from this area.  Characters plugging their ears with wax or similar substances may have a +1 or +2 bonus to the save, at the GM’s discretion.  A field of silence (as the spell) negates the effect of the sounds.

The sounds of the Warrens can drive the unadapted mad (AI image courtesy of NightCafe.)

 

A2: Cacophonous Myconids

A copse-like thicket of multi-colored mushrooms and other fungal growths opens into a clearing.  Small, humanoid bones and the occasional broken pick can be found strewn on the cavern floor.  Shimmering at the far end of the clearing is a lode of gems surrounded by more fungal growths.
These fungal growths, 10 in number, are an advanced species of shrieker (HP 13, 15, 17, 15, 12, 16, 13, 8, 15, 17) with a more powerful shriek.  The first round characters hear the piercing sound, they must save against spells or become stunned and disoriented; unable to think or act for 2d8 rounds.  The sounds attract wandering monsters as for normal shriekers.
The rough gems, if mined, are worth 10,500 gp (6x weight); this process takes 2d6 hours.

The energies of Chaos in the Underwilds make for stronger shriekers (AI image courtesy of NightCafe.)

A3: Local Hillfolk

A large camp belongs to two (2) hill giant “bandits” (HP 42, 34.)  They roam the Howling Tunnels looking for stray travelers from the City to exact tribute from or capture for meals.  Due to stepped up patrols and better armed caravans lately, they have had to be more cautious.  As a result, they are penniless and hungry (-1 to reactions.)

A4: Clan Andryune Outpost

This outpost of 120 eunshiel from Clan Andryune gathers fungal materials for paints and dyes and quarries sculpture stone from the surrounding area.  29 of these are warriors that defend the outpost full-time, along with a contingent of four (4) Dragonsworn (4+1 HD, spells as 3rd-level elf.)  Two (2) of these Dragonsworn take shifts commanding the eunshiel warriors in the outpost while the other two guard the entrance to a small cavern that is the lair of the blue dragon, Plydreza (HP 41.)  

Her lair is essentially a gallery of hoarded artwork and jewelry pieces, some very ancient, from all corners of the world above and below.  Her prize pieces are her eggs, which were once destroyed, but have been reassembled with gold and gems at the seams.  She treats these as if they were real, and flies into a berserk rage if they are threatened.  They are displayed near her sleeping area of coins and gems, which is surrounded by scattered, copper coins (130,500 cp.)  This is a deliberate trap.  She can breathe lightning into the coins, which then conduct the electricity to multiple targets standing on them.
Her total hoard is composed of:

  • The gallery of art and jewelry: 23 pieces, with a total worth of 10,300 gp
  • Coins that form her bedding: 100,000 sp, 40,000 ep, 11,000 pp
  • Gems in her bedding: 10 gp x 18, 50 gp x 21, 100 gp x 30, 500 gp x 14, 1000 gp x 6
  • Her “eggs”: six (6) pieces worth 220 gp each


A5: Crystalline Lake

A kind of village exists here on the shores of an underground lake inside of an immense, geode-like cavern.  Barges carrying ores and gems from mines on the shores of the lake or Underworld merchants from beyond the Howling Tunnels dock here before moving on to the City of the Snake-Men.  Some snake-men Nobles keep pleasure barges here for the occasional, lakeside holiday.  The local denizens, which are mostly ennan, are unlikely to pay any wanderers much mind unless they bring attention to themselves.

Shipments from the far reaches of the Underwilds arrive on these shores daily (AI image courtesy of NightCafe.)

A6: Lady Arachna’s Lair

Deep within the Howling Tunnels is the lair of the eunshiel sorceress, Lady Arachna (see Level 7, Area A6.)  She was a Clan Andryune artist whose works had distinctively arachnid themes.  In the throes of a niflaja bender, she came upon the idea of slaying rival artists who dared to criticize her art.  With their blood, she created eldritch pigments she then used to paint a self-portrait of her face on an arachnid body.  One day, the image began to speak to her, whispering spidery and sorcerous secrets in exchange for her worship (and further sacrifices.)  Her work then became popular among the eunshiel, and even snake-men Nobles.  This brought the concern of the eunshiel priests of Tiama’at, since the art had increasingly heretical themes.  Arachna was barely able to flee into the Howling Tunnels with eunshiel holy slayers at her heels.  She now dwells deep in the Tunnels, and supports herself and her work from winnings in the Arena, while publicly flaunting her continued existence to her former people.  She plans to eventually build a temple to her Spider God and lure young eunshiel into this cult.
Her lair, which has become a shrine to her Spider God with wall and ceiling frescoes in various stages of progress and the painting at its center, is guarded by two former slayers that were sent after her.  She polymorphed them into hideous, half-eunshiel, half-spider arachnotaurs that now serve her. Arachna is present in her lair (with her phase spiders) about half the time. Even if Arachna was slain in the Arena, her guards continue to watch her shrine and treasure.

Arachnotaur guards (driders): AC 3 [17]; HD 6+3 (HP 28, 30); MV 120 ft. (30 ft.); ATK 1d10 (polearm), 1d6+1 (eunshiel short sword), winged knife (1d4+1) or 1d4 (bite + poison); SV fighter 7; ML 8; AL C; XP 3,000 (or HD + three specials)

Spells: arachnotaurs are able to cast magic-user spells as 6th-level elf.  These have the following spells: (1st) magic missile, shield, (2nd) detect evil, mirror image, (3rd) fly, protection from (normal) missiles
Poisonous bite: arachnotaurs can bite with their spider-like mandibles for 1d4 damage.  Victims must save against poison with a -2 penalty or become paralyzed for 2d6 rounds
Winged knives: as former eunshiel, arachnotaurs who surprise their opponents can throw two (2) winged knives and strike unerringly as a magic missile spell
Light sensitivity: arachnotaurs fight at -1 in bright light

In an alcove near the shrine is a locked, fungal wood chest trapped with a needle coated in giant spider poison (save or die.)  Inside the chest are her collected Arena winnings (21,000 gp) and a case with her magical paints made from sacrificial blood.  There are currently three (3) full pots of Arachna’s marvelous pigments left.  These allow an artist to create three-dimensional objects by painting them in two dimensions. Each pot can cover 1,000 square feet of a surface, and create fully-functional, inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons— that are up to 10,000 cubic feet. It takes 10 minutes (1 turn) to cover 100 square feet.  The pigments cannot create magical objects or valuables worth more than 25 gp, and any depicted form of energy, such as fire or lightning, dissipates harmlessly as soon as the painting is completed.
At the GM’s discretion, the self-portrait of Arachna as Queen of the Spiders may contact Chaotic characters and attempt to corrupt them to her worship.  This may at times function as a commune spell.

Arachna's self-portrait; eldritch oils on fungal canvas.  (AI image courtesy of Bing Image Creator.)

A7: Trading Post

A busy fort and caravanserai of the snake-men exists here.  Trade caravans going to and from the direction of the snake-men’s City stop here to rest from or prepare for the journey through the Magma Fields.  Due to the constant traffic, approaching characters will not be disturbed (if not exactly made to feel welcome.)  However, any shenanigans on their part may result in an overwhelming response.



This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document.  The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

Tuesday, September 19, 2023

Dungeon23: Level 7 – City of the Snake-Men


Area Links:

Area A – Monolith District
Area B – Dragon District
Area C – Trade District
Area D – Builders District
 

Wandering Monster Table (2d6):

2    Roll on the Unusual Table
3-6    See the appropriate District table below
7    Roll 1d6: (1-3) 1d4 denizens appropriate to the District and uninterested in the characters unless approached, (4-5) a known NPC such as Sister Sophiya, or (6) rival NPC adventurers
8    3d4 baern-men (bugbear) Watch deputies with a minotaur or troll leader
9    Heavy Watch patrol of 1d6 trolls or minotaurs
10    Heavy Watch patrol of 1d6  trolls or minotaurs with a gargoyle flying overhead or watching from a perch.
11    Special Watch unit of 1d6 minotaurs led by half as many snake-men Myrmidons
12    Roll on the Sorcerers of the Underworld table below


A - Monolith District

3     A retinue of 1d4+1 snake-men Nobles, half as many Myrmidon bodyguards, and an equal number of Emissary sycophants
4    A marching squad of 2d4 snake-men Myrmidons with polearms and swords
5    A patrol of 1d6 snake-men Myrmidons with swords and shields
6    1d6+1 snake-men Emissaries going about business or errands for their superiors


B - Dragon District

3     As #4 below, but one or more of the acolytes/apprentices are polymorphed, white dragons.  A clue to this is that the sorceress or priest leader seems to defer to them.
4    A Clan Molcyrr sorceress (8 HD, spells as elf) or draconic priest (use cleric spell list instead) with 1d4 acolytes/apprentices (1d4+1 HD and spells as elf; acolytes use cleric spell list.)
5    A patrol of 2d6 eunshiel warriors of Clan Sornath (2 HD, spells as 2nd-level elf)
6    A gang of 4d4 bored, young eunshiel looking for targets to prank or harass


C - Trade District

3     As #4 below, but it is a vampire instead, which may pose as a friendly merchant or soothsayer, potential friend, or person in need.
4    A pack of 4d6 ghouls stalk the characters from the shadows and alleys
5    As below, but the “beggars” are thieves of various races with 1d4+4 levels that have marked the player characters
6    1d6 human, demihuman, and/or humanoid beggars.  There is a 5-in-6 chance they are diseased and interacting characters must save against poison or become ill.  There is also a 1-in-6 chance one or more among the beggars is a moorlock pickpocket interested in some shiny the characters possess.


D - Builders District

3     A Guildmaster’s entourage of 4d6+2 ennan.  The Guildmaster has an additional 1d4+1 HD, and a chance for magic items as an NPC adventurer (dwarf.)
4    A squad of 2d6+1 ennan warriors guarding a location, shipment, or patrolling the area
5    4d8 ennan workers marching on strike.  Pickhand (see D4) is often behind these as cover for his smuggling operations.
6    Two rival groups of 2d6 ennan Guild members arguing.  Depending on a reaction roll, the argument may lead to fighting in the street, or after-hours carousing (or sometimes both.)


Unusual (d4)

1    A young, white dragon being carted on a large palanquin by four (4) ogres and guarded by 2d4 eunshiel Dragonsworn (4 HD, spells as 4th-level elves)
2    1d4 fire or frost salamanders – visitors from opposing kingdoms in the Underwilds.
3    1d6 rust monsters - a discarded, snake-men creation that breed like cockroaches here
4    A pack of 2d6 stray hellhounds (actual ones from the Magma Fields in the Underwilds, not the snake-men’s mutated creations.)


Sorcerers of the Underworld (d4)

1     Lady Arachna (see A6.)  If encountered in the Dragon District, she is cloaked or disguised.  Her phase spiders are never far off.
2    Elgezerd the Hunchbacked (9th-level magic-user, C): a vile, unkempt sorcerer with a filthy beard, an insectoid eye, and small chitinous patches of oozing skin that he scratches constantly.
Elgezerd has been obsessed with lore of the Old Ones ever since he stole a forbidden spellbook from his master long ago, whom he later slew with spells from it.  He seeks entry into the Egg of Khu’utlu (The Ovoid from Beyond the Stars) and has hired several adventurers to do so; all to no avail.  Polzarion the Sage (below) was the survivor of one of these ill-fated expeditions.  
Elgezerd travels with two (2) 3rd-level apprentices and four (4) guards (two 3rd-level, and two 2nd-level fighters,) all which are members of his cult to the Old Ones.  His hunchback is actually a nest for stirge-like creatures of alien origin that he bred with knowledge form his stolen tome.  They have a strange, symbiotic relationship.  The alien stirges, 3d4 in number, have an AC of 5 [14], a 1d4 damage attack, suffer only half damage from cold and fire, have 6% magic resistance, and are aligned with Chaos.
Elgezerd has an intense hatred for Xyvraa (see the Emporium in C2,) and the feeling is mutual.  He is no longer welcome at that place of business.

Elgezerd is obsessed to with the secrets of the Old Ones, especially the Ovoid From Beyond the Stars (AI image courtesy of Bing Image Creator.)

3    Omonzhorra the Seeress (see the Alkastra Encounter Tables.) She would prefer not to be here if not for the fact that there has been a vergence of destiny slowly but surely building around the player characters by this point.  Omonzhora and her entourage have also gained 1d3+1 levels by now.  If Omonzhorra is no longer in this world, one of her apprentices has taken her place as Seeress.  
4    Polzarion the Sage (9th-level magic-user, L.)  Polzarion was the only survivor of an adventuring party in the Underwilds.  He has become an expert in Underworld lore, first by necessity, and then by choice, eventually making the City his home.  It is said that his mental faculties are not all there, due to exposure to the Ovoid from Beyond the Stars.  Has he been inside?


Commentary

Dungeon Level and Second Home Base

Although I am now more than halfway through the ten levels of my Dungeon23 project, I feel this level marks a transition point between the more standard dungeon of Levels 1-6 and the stranger Levels 8-10 below.  I figure that it may be difficult for adventuring parties to make it all the way back to the surface through the True Temple every expedition by this point.  Therefore, I decided to make Level 7 the Chaotic home base, in contrast to the (mostly) Lawful City of Alkastra.  I tried to strike a balance between making an explorable location with monsters, traps, treasure, and multiple path choices, while at the same time providing necessary services and safe-ish places for adventurers to stay longer term.  I hope I succeeded.

Thanks, Steve Winter!

Some of you may find the abstract map of the City familiar.  This is because it is inspired by this post of the TSR alumnus’ blog.  Specifically, the city map for the board game John Carter, Warlord of Mars.
I’ve wanted to make and use a map like this ever since I read that post.  I almost did it for the City of Alkastra, but decided to keep the idea in my back pocket for later, since I already knew that there would be an underground city at some point in the dungeon.  In my humble opinion, every classic style dungeon should have an underground city, whether a portion of it, such as in Holmes’ sample Skull Mountain cross-section, or the entire thing like in Moldvay's Lost City.


Other Sources of Inspiration

In researching classic sources for the City of the Snake-Men and the Underwilds, I (of course) have been going through the D series of AD&D modules, specifically, my copy of GDQ 1-7 Queen of the Spiders.  Another source which was in the back of my head and likely inspired the Monolith/True Temple is the article City of Sunken Spires by Eric L. Boyd in Dragon 267 about a duergar city built on stalactites.  Another product I wanted to read for inspiration, but no longer have a copy of, is the 2nd-edition mega-adventure the Night Below.  True confessions: I was never much of a fan of Underdark adventures, but with this project, the concept is growing on me.
And yes, I know the deep fey are my “Great Value” version of drow and duergar.  At the time, I wasn’t sure whether I would use the SRD, so I created my own stand-ins for these. Lady Arachna is my obvious, self-deprecating criticism of this.  The limits of AI art (and my lack of skill with these tools) didn't help, either.  A more accurate depiction of eunshiel would be something like the BECMI shadow elves crossed with grey aliens.  The ennan are squatter and stockier versions of the same, and inspired by both Dark Sun dwarves, and the dwemer of Elder Scrolls video game fame.

Still, I think with Level 7, the deep fey have become distinctly their own thing.  The category of deep fey seems to imply that there may be other types, and I'm open to the possibility of creating new ones as I continue with Level 8 – The Underwilds.



This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document.  The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

Monday, September 11, 2023

Dungeon23: Week 36

 Area D: Builders District


Closest to the gates of the City is the Builders District, which is the home of the ennan population, their Guilds, and their loud or odoriferous workshops and businesses.  Ennan citizens shuffle to and fro their places of work unperturbed by the traffic entering and exiting the City.  The District is always ringing with the sounds of hammers, supervisors barking orders, and steam whistles, while dust, smoke, and acrid odors choke the air.  This controlled chaos is neatly separated into distinct sub areas: one for each of the four Guilds, a communal Guild Hall where their representatives meet, fields where slaves perform hard labor, and the aforementioned Main Gates to the City.

D1: Appraisers Quarter

The workshops and living places of the Appraisers Guild exist here.  Gem-cutters, jewelers, specialists in silver and gold bullion, and counters of coin make up the bulk of this Guild.  While moneylenders belong to this Guild as well, they do business in the Merchants Quarter (C2,) as this is a service provided only to non-ennan.  Ennan society is, theoretically-speaking, collectivist when it comes to wealth, but there is still a strict hierarchy (and adjoining privileges) within and between the Guilds.  All are equal in ennan society, but some are more equal than others.
A sample workshop the PCs may decide to patron (raid) will have about 2,600 gp in gems, jewelry, metal bars, and/or coin (3x weight.)  After hours, these valuables are protected by a mechanical, steam-whistle alarm system which also triggers bladed arms that whirl, slash, hack, and pierce at (typically non-ennan) intruders that cross  the workshop’s 10-ft. by 5-ft. threshold area.  The implements are so many that it is impossible to dodge them all, and cause 11d6 damage to everyone in the area.  A successful save against breath results in half damage.  The trap is active for 10 minutes (1 turn) then resets.

D2: Craftsmen Quarter

This area is where the majority of sounds, smells, and smog of the District converge.  Members of the ennan Craftsmen’s Guild: blacksmiths, leather and fungal wood workers, glass makers, armorers, and weaponsmiths ply their respective trades.
There are about 2,350 gp total in high-quality goods in the various workshops of District, and the ennan tend to be too distracted with their labors to notice filchers (3-in-6 surprise.)  However, they will react quite negatively to non-ennan appropriating the fruits of said labors, and there are plenty of strong arms (with tools) to deal with such thieves.

An ennan master inspecting a workshop (AI image courtesy of NightCafe.)

D3: Builders Quarter

The Builders Quarter is a microcosm of the services the members of the ennan Builders Guild (stonemasons, carpenters, architects, engineers, etc.) provide.  This part of the City is perpetually under construction as every new generation of ennan decides to improve on older buildings and designs.
Crossing this District holds a 2-in-6 chance danger of a demolished wall, faulty crane, or the like dropping massive loads of building materials on passersby.  A typical accident affects a 10-ft. by 10-ft. area and deals 8d6 damage.  A successful save against breath results in half damage.  Helmets or other adequate head protection provide a +1 or +2 bonus to the save depending on how sturdy they are (GM’s discretion.)

D4: Miners Quarter

This quiet neighborhood with modest buildings is the home of members of the ennan Miners Guild that work in the Howling Tunnels surrounding the City.  Half of the population tends to be away while the others are resting, which contributes to the peacefulness of the area.
The Miners Guild is considered to be the lowest of the Guilds, and despite the ennan’s collectivist culture, its members tend to have the poorest quality of life among them, as evidenced by not only the danger of their work, but also the proximity of their homes to the Slum (C6.)  As a result, a subset of the Guild engages in smuggling, transportation, and fencing of stolen goods, forming a sort of thieves’ guild.   
The leader of this operation is Dregg Pickhand.  Pickhand is stocky and strong (8+2 HD, 39 HP, 16 Str and Con,) even for an ennan, and has a mechanical prosthetic arm due to an old mining accident.  The prosthesis looks like a small pick (hence his moniker,) but it has multiple hidden weapons and other nasty surprises (being a creation of Grizz at Cavern of Curiosities in C2) to deal with any that challenge him.  They say his dark, russet cap turned that color because he uses it to wipe off blood after dealing with those who displease him.
Pickhand and the moorlocks (see C6) have an understanding where they assist his people through the tunnels for smuggling and in return, he doesn’t have a few tortured and killed (anymore) to make an example.  They also get the occasional treats and things they might want.  It’s not always the stick with Pickhand; he does provide the occasional carrot when he’s in a good mood (which is not often.)

It is not a good sign when Pickhand takes off his cap (AI image courtesy of NightCafe.)

D5: Ennan Guild Hall

The ennan Guild Hall is a fortified, square stone building where the heads of the ennan Guilds meet in council, and after hours, feast and drink strong, fungal brews.  It is also the home of their elected Chairman, Kanx Verd (7+1 HD, 28 HP.)  His position is chosen by vote from among the Masters of the various Guilds.  However, the Chairman of the ennan Guilds is not just a political position.  He is expected to be commander-in-chief of their forces during times of war.  As such, the Chairman is entrusted with the Guildmaster’s Medallion, a strange accessory the ennan claim was made by the Elder Builders.  It looks like a badge of office made from a mysterious alloy with lines like a jigsaw puzzle.  When the Chairman presses a gem-like button and speaks a command word (a secret passed from Chairman to Chairman,) the medallion quickly and systematically covers the wearer in a suit of armor plates over a mail-like mesh made from the same alloy.  The suit has a retractable arm sword with a glowing, neon edge and forearm shield.  These function as a magical, +1 sword and shield respectively.  The armor provides AC 0 [19] in total with the shield.  Once per day, it can activate a magical field that functions as a protection from energy (resist fire) spell.  The arm sword’s glowing edge provides illumination as a light spell.
In addition to Verd, there are 20 ennan present in the Guild Hall.  They will defend the Guild Hall fiercely, employing high-quality, serrated and spiked weapons and crank-operated crossbows that can fire a bolt every round without reloading.  20% of these can fire at two adjacent targets simultaneously at a -1 penalty to hit.
The Guild Hall treasury contains 20,000 gp in locked chests.  There is also a smaller chest with various scrolls that contain diagrams and schematics said to originate from the Elder Builders.  Most of these are beyond the skills of even the ennan Grandmasters.  Grizz at Cavern of Curiosities (area C2) may be able to craft some of these, but they require special materials found in the Underwilds and beyond (Levels 8-10.)  These devices tend to function as a spell-like power and have a once-per-day use or charges like a magical wand.  Examples include:

  • A girdle that allows the wearer to levitate, or even fly
  • A torch that casts darkness
  • Spectacles that can read languages or read magic
  • A lamp that promotes growth of plants (or mushrooms)
  • A device that opens doors and locks with a concentrated, sonic blast as a knock spell
  • A set of twin, metal hoops, about three to five feet wide, with red and blue lights respectively.  When placed on the ground and activated, these allow one to teleport from one to the other.
  • A hemispherical, crystal ball that projects an illusion over the party, making them appear as fungal “trees” (as a massmorph spell.)
  • A necklace that, on command, projects the processed pheromones of a specific creature, and works as a charm person spell.  Processing the pheromones might also require the services of Ven’dra the alchemist at the Obsidian Vial (also in C2.)

The details of the devices’ costs and special materials are left to the GM’s discretion.  Even with Grizz’ genius expertise, the device may fail (sometimes spectacularly) 20% of the time.  For example, the pheromones in the necklace above might have spoiled, causing a stinking cloud spell instead.

The Chairman girded for war in armor of the Elder Builders (adapted from AI image courtesy of NightCafe.)

D6: Main Gate

This impressive gate was rebuilt and re-sculpted from the original structure into one befitting the majesty of the snake-men, displaying serpentine likenesses and hieroglyphs with verses from snake-men scripture.  A winding, ramp-like hill leads from the gate to the Howling Tunnels in the Underwilds (Level 8.)
 Leaving the City without incident is easy (typically 0-in-6 encounter chance,) but reentering means waiting in a long queue, followed by an encounter with flesh-crafted gate guards, their snake-men Myrmidon commanders, and Emissary customs officials ready to collect taxes on goods entering the City (as well as confiscating any contraband.)  Those friendly with the moorlocks (C6,) may enjoy other ways into the City which bypass the main gate.

D7: Work Fields

This vast field is where slaves and sentenced criminals of the City (not much different, practically speaking) perform hard labor.  This typically involves processing quarried building materials and mined ores brought in from the Howling Tunnels.  There is also a fungal farm where a variety of edible mushrooms are grown and harvested, with an adjoining ranch of Underwild creatures raised for mounts and meat.  There are 2d4 minotaur overseers in this area at any one time.  They typically wield whips, but also have side arms to deal decisively with any workers who (very rarely) decide to riot.


This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document.  The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

Wednesday, September 6, 2023

Grimdark Swords and Sorcery Campaigns: Tips from The Witcher Series

 I’ve been two sword hilts deep into the video game Witcher 3, thanks first, to the Netflix series, and now the books, which I received last Christmas.  Needless to say...

Also, more Witcher!

It’s got me thinking about D&D and the swords and sorcery genre.  There are more than a few fans of D&D who feel the game doesn’t do the genre of swords and sorcery very well.  Personally, I think this is poppycock, balderdash, and even nonsense.

Nonsense, I say!

Arguably, the material that inspired the game, from Arneson’s to Gygax’s “Appendix N” is 99.99% swords and sorcery.  Later, the setting that the venerable, Orignal and AD&D books imply puts this clearly into practice: humanocentric societies, Vancian-inspired magic, dangerous wilderness, and seedy cities (like Greyhawk) that are essentially love letters to Lankhmar.

But before y’all get your neckbeards in a fluff, you nay-sayers have a point.  The “G” part of RPG, the “crunch”, if you will, sometimes kills the sword and sorcery vibe with things like Tolkienesque races and creatures, dazzling, super-powered spells and magic items, including the restorative powers of clerics and paladins.  Even the nine-point alignment system tends to make things less morally ambiguous, and harder to depict a grimdark world.

Now, GMs can always remove certain races, spells, etc. from the game to fit their vision of swords and sorcery, and this is fine*, but what if you didn’t have to?  What if you could have your cake and eat it too, enjoying your grimdark world of heavy metal slaughter, dark magic, and low stakes, while pleasing your players who always insist on playing pseudo-Scottish dwarves and pretty, ethereal elves?  The setting of the the Witcher series serves as an example.  With just a few things to keep in mind when creating your milieu, the ”RP” part of RPG, or “fluff”, you can do just that.

* and commercially successful.

 

1. The world is a crapsack place and people are horrible (just like in ours!)

The world of The Witcher, while fantastic, is firmly grounded in a time similar to the Late Medieval period (14-15th centuries.)  A quick look at Lazypedia tells us that it wasn’t exactly a great time to be alive.  The Four Horsemen of the Apocalypse (The Wild Hunt?) are trampling through Europe with wild abandon: Famine due to a miniature Ice Age, Pestilence in the form of the Black Plague, and the Hundred Years’ War, all contributing to massive Death.  A terrible time and place to be in, but wonderful for gaming!

Whee!!!

The world of The Witcher is similarly war-torn and wracked by conflict, showing its grim side effects: ravaged countrysides, banditry, famine, disease, and human desperation.  A common theme the Witcher series is that humans are often worse than monsters.  Characters in the stories and games tend to have dark backgrounds or secrets:

·         A vampire-like monster that plagues the local ruler’s lands is the cursed issue of an incestuous relationship with his sister.

·         An undead creature was the result of a miscarriage caused by an abusive, wife-beating husband.

·         The friendly, local hedge wizard/wise man/pet goat enjoyer is a guilt-ridden patricide.

In your D&D Campaign: Play up the fact that the world is dangerous.  This is not difficult, especially in low-level, old school D&D.  The fact that the game has wargaming roots and the players can, with experience and gold, become warlords with strongholds and small armies implies a war-torn world with little or no central authority.  There is a modicum of law, order, and safety to be found in the 50-mile, patrolled area around a local ruler’s castle, but none past that.  This is supported perfectly by the harsh difficulty of D&D’s wilderness encounter tables.  A typical point-of-light in the wilderness can be easily snuffed out by a humanoid or monster invasion, or even hostile neighbors.  There should be evidence of this in ruined castles and destroyed villages (some the lairs of monsters and bandits) in your wilderness.  Even within the safety of patrolled areas, the men that wear the local ruler's colors are little more than legitimized thugs and bandits themselves.

Major NPCs you come up with should have a dark secret or a terrible story, preferably tied to an adventure hook or location.  Just pick one of the Seven Deadly Sins (pride, greed, wrath, envy, lust, gluttony and sloth,) and roll with that.  Even with alignments, all characters can have deep moral flaws, and even the best are fallible.  You can use the Law/Chaos axis only, or downplay the Good/Evil axis for average people.  For example, the local farmer might try to be Lawful and Good (and he is 80% of the time,) but there was that one time where he couldn’t help sleeping with his friend’s wife, and then left his friend in the woods to die when said friend suffered a hunting accident, knowing that he could then have his way with the wife at any time.  Coincidentally, the friend’s corpse has attracted an entire ghoul lair to the area, or maybe he rose as vengeful undead (or both!)

I killed my parents with a rusty axe because I was hangry (AI image courtesy of NightCafe.)

 

2. Non-humans are a (feared and hated) minority

Much like in the implied D&D setting, the world of The Witcher features non-human civilizations whose day in the sun has long since passed.  The elves, dwarves, halflings, and gnomes are considered second-class citizens in most places, regularly oppressed, and often the victims of terrible, genocidal pogroms.  Some, like the elven freedom fighter/terrorist scoia'tael, are equally terrible towards humans in return, and they might say justifiably so.

In your D&D campaign:  Humans and demihumans typically don’t exist in the same communities, and tend to be segregated when they do (either voluntarily or by local law.)  Most rural humans have never met an elf or a dwarf and just know them from tales and local superstition.  Even if all the player characters are non-human, they will be met with equal parts curiosity and suspicion when in (human-dominated) towns and villages.  Similarly, elf, dwarf, and halfling communities can be highly xenophobic themselves.

If you would rather not deal with the subject of racial prejudice in your game (even in a fictional context,) you can at least make NPC non-humans rare, and give them some strange or negative qualities, quirks, and cultural norms like in the darkest of fairy tales.  Maybe elves are decadent hedonists whose diversions with others amount to cruel (and sometimes deadly) pranks; there is no word for “consent” in the elven language.  Maybe dwarves are just as greedy as in the stories, and tend to waylay those openly displaying gold.  You see, it’s an involuntary impulse where they fly into a frenzy at the sight (or maybe smell) of it.  Have you ever wondered why halfling villages are so peaceful and prosperous in the middle of the dangerous wilds?  What manner of beings must they sacrifice to in order to have those bountiful harvests every year?

Y'ndalla ftaghn! (AI image courtesy of NightCafe.)

 

3. Exceptional people are rare (and also hated)

As a mutant with extraordinary abilities, the titular character in The Witcher (Geralt of Rivia) is, to the average person he meets, not much different than the monsters he hunts.  He faces hatred and disgust wherever he goes as a general rule, except for when the people need him to take care of a (monster) problem.  Even the beautiful sorceresses don’t fare much better.  They might be welcome in high society, as the powerful have need of them, but they are not loved (mostly because they manipulate and meddle in the world's politics.)

Generally speaking, people tend to at best fear (or be in awe) of what they don’t understand, and at worst, excoriate those too dissimilar to them or their community, especially in a pseudo-medieval world.  It’s all too easy to dehumanize those who stand out and the desire to bring them down when they are at their weakest is a strong human impulse (just look at cancel culture today!)

In your D&D campaign: Considered player characters, and classed NPCs as the “one percent.”  The vast majority of the NPCs in the world fall in the “normal human” category, and they know it, deep down and painfully.  They’ll never have the powers, magic, or gold pieces that adventurers have.  It turns out might *does* make right!  Why is that guy over there the local lord?  Because he’s a freaking 9th-level fighter, that’s why!   You think a 1st-level magic-user is a big nothing with their one, measly spell?  Consider what one can potentially do once every day:

·         Charm anyone into a friend (or perhaps lover) – you know how far you could get in the real world with this power alone?

·         Cart away a prize sow, year’s harvest, or town treasury quietly in the night with a floating disc of magical force

·         Strike a regular person dead, or seriously injure them with an unerring, magical missile

·         Put an angry peasant mob to sleep

·         Cast a magic shield to fend off said mob’s ire (and pitchforks)

When adventurers come into town, they should be treated with fear and suspicion as the powerful murder-hobos they are.  The local ruler will be will be very interested in tracking their every move (since they are a threat to his power,) and his rivals might consider what part the adventurers can play in advancing their own goals.  The neighborhood good ol’ boys may give a player character fighter a wide berth, but they might gang up on him later just to see if they can take down the fastest sword in the West, especially if they have bellies (and brains) full of liquid courage.  A magic-user could have peasants coming to her for hexes and other magical solutions, only to want to burn her at the stake later (to avoid payment.)  Even the cleric may be openly welcomed by the local vicar while being secretly (and jealously) hated for his saintly powers:  “What makes him so special?  Maybe those powers came from an evil, ungodly source!  I should write to the inquisitors just in case!”  Of course, thieves are never welcome anywhere, and rival thieves least of all.

“True” magic spells and items are strictly the purview of only these rare one-percenters.  Your average NPC doesn’t know anything about magic, and has likely never seen a spell, let alone a magic sword or ring, but has plenty of beliefs, superstitions, and erroneous, common knowledge regarding these.  There should be a plethora of NPC fortune-tellers, soothsayers, hedge-wizards, cunning women, and other grifters and con-men with little to no real power, who are all too ready to prey on these beliefs with expensive charms, talismans, and B.S. “cures” for colic, bunions, rheumatism, broken hearts, and the like.  Even if there is a local cleric that can cure wounds and raise the dead, these limited miracles likely reserved for the ruling family and nobility, hence the high price in gold for these services.  One or two spells for curing disease per day cannot possibly hope to stave off a plague spreading like wildfire through a population (especially one that has no knowledge of germ theory and sanitary practices.)

 

And there it is!  By following the example of the Witcher series, it is easy to include all aspects of D&D, while still having a pretty dark, low(ish) magic campaign in the vein of sword and sorcery stories.  So “toss a coin to your witcher” (or adventures) next time they come to town.  I’m off to win a high-stakes Gwent tournament!

Do I use the Scorch card this round or save it for the next?

 

Monday, September 4, 2023

Dungeon23: Week 35

 Area C: Trade District



The Trade District is the heart of the City and a cauldron of Chaotic creatures somehow kept from boiling over by the snake-men’s forces.  Multitudes of humanoids, from the common eunshiel and ennan deep fey to more monstrous ones, and even free-willed undead or the occasional demon, give way only to the palanquins of snake-men Nobles or their large enforcers.  The area is separated into three parts by buildings, crumbling walls and Watch checkpoints: the market areas, businesses and living spaces of prosperous Underworld merchants under the protection of the snake-men, and the cesspool that is the City’s slum and slave quarter.

 

C1: Watch Barracks

This section of the Trade District is the headquarters of the City’s Watch force.  These are not Lawful keepers of the peace as much as a monstrous goon squad that keeps the Underworld creatures in the District focused on business rather than tearing each other apart.  They are not above bullying and extorting weaker creatures and merchants for protection.

The bulk of the Watch is made up of deputized humanoids such as baern-men, and ogres, with a special force of troll or minotaur shock troops for dangerous situations.  Of special mention is the Watch’s secret police, made up of a cadre of gargoyles who easily blend into the roofs of buildings and lower-hanging stalactites.  There is typically one in each sub area of the Trade District, with two in the Bazaar (C4.)  Little escapes their notice.

The Barracks is a small, fortified building adjacent, and connected to the wall separating it from the Market (C4) and Warehouses (C5.)  There are controlled entrances and exits to these areas inside the building, which are used by the Watch only.

Inside, there are typically nine (9) trolls and/or minotaurs here (50/50 chance of each): four (4) guarding the building’s entrances and exits and five (5) standing by for when needed.  There are also eight (8) gargoyles at rest while others are on duty in the City.  A snake-man Myrmidon commander is in charge of the motley lot.  This is not a glamorous duty, and it is typically given to those Myrmidon officers that fall into disgrace or disfavor with their superiors.

 

C2: Merchants Quarter

The homes and specialized businesses of well-to-do Underworld merchants exist here, such as eunshiel tailors, ennan moneylenders, and otherworldly dealers in premium, exotic, and/or potentially magical goods.  In addition to the protection of the adjacent Watch headquarters, each of these businesses tend to have ennan-crafted traps to protect their homes and goods, such as a locks that spray  diluted, green dragon gland toxin on would-be burglars (save against poison or lose 3d6 Strength.)  At the GM’s discretion, there should be additional traps, pets, or guardians in these places to ensnare curious PCs.  Sample businesses include:

·         Cavern of Curiosities:  An absent-minded ennan named Grizz runs this shop of mechanical wonders.  His creations were deemed not serious enough for ennan society, but he makes good business with other denizens of the City.  He can do custom work to a client’s specifications, but they tend to have additional “features” the client never really asked for.  A unique, iron golem made of clockwork handles unhappy customers who become belligerent.

·         The Obsidian Vial: A scarred, wheezing eunshiel alchemist named Ven’dra provides all sorts of tinctures, drugs, compounds, and poisons, many unique to the Underwilds, to discerning customers.  At the GM’s discretion, Ven’dra may have magic potions for sale.

·         The Emporium: This mysterious shop deals in rare, mystical artifacts, sorcerous reagents, and related supplies collected from the darkest corners of the Underworld. The owner is Xyvraa, an inscrutable humanoid creature that is always cloaked and communicates telepathically.  No one knows A: what Xyvraa is, and B: what manner of defenses the creature has since no one has lived to tell the tale, but Xyvraa is known to deal fairly with good-faith customers.  It is left to the GM’s discretion whether magic items are for sale or trade here.

 

C3: Promenade

The central market areas begin with businesses that cater to traders from all over the Underworld.  Stables specialize in and care for all manner of mounts and beasts of burden – be they wormlike, insectoid, or other.  The side closer to the Monolith has inns that cater to unique and monstrous needs, while the side nearer to the Slums (C6) features drinking establishments, gambling dens, drug lounges, and houses of a repute that go far beyond the word “ill.”  Places of interest here include:

·         Hiss Hostel:  This is one of the few inns in the City where surface-dwellers such as the PCs might feel somewhat (but not completely) comfortable enough to stay in.  The sprawling structure can accommodate even ogre-sized beings, and it is patronized by snake-men Emissaries from afar as well as Chaotically-aligned sorcerers, cultists, and their henchmen.  The exotic, Underworld food and drink here are nevertheless palatable to humans and demihumans.  A crafty Emissary named Shan-Ka owns the place.  He is known for his shrewd business sense and no-questions-asked attitude.

·         Underwild Stables: These stables are a small network of caves where different types of mounts are kept and sometimes sold.  It is run by a half-eunshiel named Selthia T’lon, who is quite knowledgeable in breeding and training these creatures due to a lifetime spent in the Underwilds.  Rinx, her ennan stable hand and groom, was born too slow of mind to learn his people’s crafts, but is a pleasant and cheerful sort – a rarity in this City.

·         Ebon House: This gambling establishment and bordello caters to every Chaotic vice and dark desire.  The owner of this place is, not surprisingly, an alluring demoness (succubus) named Lythiryia.  It is said that high-stakes games at the House (by invitation only) may involve gambling away one’s soul.

 

The Promenade and entrance to the Bazaar (AI image courtesy of NightCafe.)

C4: Twilight Bazaar

Central to the City is a sprawling, maze-like marketplace of Underworld commerce.  Its alien atmosphere is eerily beautiful to those who are witnessing it for the first time.  Countless stalls and booths, draped in dark, rich fabrics, and glittering with Underworld goods and curiosities, surround a black, central obelisk carved with snake-men hieroglyphs.  It doubles as a copy of the City’s Compact of Trade and simple timekeeping device/calendar.  Strange smells both enticing and off-putting, as well as a cacophony of strange tongues, monstrous voices, and guttural sounds assault the senses.  Just about any imaginable, material good can be had here for the right price, including a slave auction for beings seeking fleshly chattel of all types.  Nothing is forbidden here save for the good and Lawful, which must needs exist hidden in the shadows.

Skilled thieves can come away with about 1d4x100 gp worth of goods and coin from at least one turn spent filching from monstrous pockets or vendor stalls (4,000 gp maximum per day.)  One stall has a sword wrapped in thick silk sitting off to one side.  It was taken from some unfortunate adventurer, and the Chaotic trader has been unable to touch it uncovered, let alone sell it, since it is an intelligent (Int and Ego of 12,) Lawfully-aligned +1 sword named Wyrmspike.  The ancient, fey blade is capable of speech (Common and Dwarf,) and can detect gems, magic, and invisible objects, as well as detect thoughts (ESP) once per day.  Its purpose is slaying Chaotic creatures, especially dragons, with which it has a +3 to hit and damage.

Stealing in this area is, of course, very dangerous not only because of the monstrous nature of its merchants, but also the constant presence of the Watch and their circling gargoyles (see area C1 above.)  Unless the would-be thief is a member of the class and succeeds at one (or more) of their abilities, there is a 2-in-6 chance of a hostile encounter with angry traders, their guard(s), or the Watch.

 

C5: Warehouses

Adjacent to the Bazaar is an enclosed, cavernous area of many separate chambers with locked doors.  Most are available to rent on a temporary basis, while a few are owned exclusively by established merchant houses (typically flying deep fey Clan or Guild colors.)

The Watch (see area C1 above) has controlled access from their headquarters to this area, since the snake-men understand the value of trade to their City and prioritize its protection.  There is also controlled access to the Slave Quarter (C7) next to warehouses that are little more than holding cells or pens for their sentient stock.

The minor warehouses in the front are guarded by two (2) husky, human guards, which are actually enslaved werebears (HP 20, 28.)  The larger warehouses in the rear, separated by a vault door, are patrolled by five (5) guard manticores (HP 31, 25, 32, 25, 27.)

A haul from the minor warehouses results in 200 gp worth of valuable (and easily-portable) goods (x10 weight.)  The larger warehouses yield up to 9,100 gp in valuables, many of which are gems and jewelry.  Any theft or raid in the warehouses will result in a doubling of the guard presence, with more frequent Watch patrols (2-in-6 random encounter chance.)  In addition, any stolen goods are too “hot” to sell in the City all at once.

 

C6: Slum

Every city has its depressed area, and the City of the Snake-Men is no exception.  Indeed, the Crumbles and Downs in Alkastra may seem a veritable paradise to PCs after a venture into this City’s slum.  All manner of lowly creatures exist her: diseased, kobb, hobb, gobb, and oor-men, “freed” slaves and their descendants (meaning, escaped after their master met an unfortunate end,) half-eunshiel cast-offs (many given to selling their bodies to survive in a self-perpetuating cycle,) and others, such as the moorlocks, which are unique to this area.  These are the result of centuries of interbreeding between the disparate creatures of the Slum.  They are quite knowledgeable in how to survive here and know secret ways into other areas of the City via the drainage tunnels (see below.)

Death and despair are all too common in the Slum.  Weaker creatures here are often prey for stronger ones, but vermin, oozes, and even ghouls keep the streets mostly clear of charnel.  The prospect of trying to survive in the Underwilds beyond the City is the only thing that keeps desperate creatures from leaving. 

There is a dim, point of light here in the form of a hidden chapel to the Lords of Law.  It is a well-kept secret by the human and demihuman locals, since it is a place of succor that would be quickly be snuffed if the snake-men discovered it.  It has been forced to move several times in its history due to this potential danger.  The chapel is currently overseen by Sister Sophiya (7th-level cleric, AL L,) a hard, but kind middle-aged human woman who was born to escaped slaves in the Slum.  She inherited her position and miraculous powers from a previous cleric who was also acolyte and apprentice to an earlier head of the chapel.  It is a tradition and sacred duty that may be centuries old, going back to a chaplain of Emperor Traxianos’ Lost Legion, who somehow survived that ill-fated expedition into the Underworld.

Drainage tunnels that were once part of the original, buried city empty into a waterfall of foulness that drops about 70 feet into the underground river flowing around the plateau-like elevation that the City sits on.  These tunnels reach several parts of the City, but are nearly impossible (and dangerous) to navigate without moorlock guides, who know these intimately (and may even clear out or construct new tunnels – vestiges of dwarf, gnome, or ennan instincts.)  Chief among these dangers in the tunnels are nearly invisible pockets of miasma (2-in-6 chance to notice) that is highly corrosive, causing 2d6 acid damage for every round exposed.  The moorlocks are either immune or resistant to the miasma, or at least know how to avoid it.  If the PCs insist on navigating the tunnels without a moorlock guide, roll on the following table every 1d6 turns of exploring (2d6):

2    Exit to random location in the Monolith District

3    Exit to random location in the Dragon district

4    Exit to random location in the Builder’s District

5    Exit to random location in the Trade District

6    Pocket of acidic miasma

7    Dead end

8    Pocket of acidic miasma

9    Exit to random location in the Trade District

10    Exit to random location in the Builder’s District

11    Exit to random location in the Dragon district

12    Exit to random location in the Monolith District

Roll a d8 for the random exit in a District.  A roll of “8” means the exit in that area is a waterfall drop of 1d6+1 x10 feet from the plateau.  Random encounters with creatures lost (or hunting) in the tunnels can potentially occur every hour as normal for a dungeon.  Employing a moorlock guide allows them to reach their destination accurately, relatively safely, and in the same amount of time it would take them to arrive on the surface (while avoiding guarded checkpoints.)

The GM should feel free to invent dangerous or ridiculous requests a particular moorlock has in exchange for guiding them through the tunnels.  Examples include: a meal from the True Temple’s kitchens, getting to sing and dance in the eunshiel music hall (area B6; PCs must stay for the entire, hour-long performance,) a specific, ennan gadget (well-guarded, of course,) or even a character’s hand in marriage (this will require high-quality garments for the ceremony as well as matching rings; at least the character gains a loving and loyal companion.)

Moorlock: AC 5 [15]; HD 1-4; MV 90 ft. (20 ft.); ATK 1d4 or 1d6 (melee or ranged, improvised weapons); SV Dwarf 1-4; ML 7; AL N; XP 30-250 (or HD + one special)

Special abilities: Moorlocks have learned to become innocuous scavengers to survive.  They can move silently, hide in the shadows, and pick pockets as a thief of four (4) HD higher.  In addition, they are experts at throwing their voices and mimicking sounds, especially in the drainage tunnels that the beings call home.  This functions as a ventriloquism spell they can employ at will.

For better or for worse, in sickness and in health...(AI image courtesy of NightCafe.)

 

C7: Slave Quarter

Enslaved sentients in the City, primarily humans and demihumans, have been provided with their own living areas here, since there is little fear of them trying to escape to the doom and squalor of the Slum or the dangerous Underwilds (although a rare few still try.)  Every day, the bonded servants file dejectedly through a controlled entrance to the slave pens of the Warehouse area (C5) and towards their places of duty.  This daily ritual reminds them that it could always, always be worse.  Similarly, the line between the Slum and the Slave Quarter is a blurry one.  The only practical difference is that the beings here are owned and accounted for (complete with branding,) whereas the ones in the Slum are not.  Creatures from the Slum sometimes prey on their enslaved neighbors, but the Watch increases its presence here if and when things get too far out of hand: the occasional vampire or ghoul feeding is fine, wholesale disappearance of stock is not.

Despite all this, the Quarter is a small, self-sustaining oasis of sorts for these wretched folk.  It has a communal well, supporting tradesmen, and even a drinking establishment with homemade, fungal brews and spirits.  Sadly, this sense of community in shared misery is marred by the existence of a hierarchy between the slaves, with the more skilled or pampered ones considering themselves above the menial laborers.  Stronger ones that have aged out guard duty, the Arena (A6,) or hard labor are sometimes employed as overseers to keep the others in line.  An ennan smith, himself sentenced to slavery for a crime among his people, is tasked with maintaining chains and manacles, including ones made of strange, Underworld alloys that can disrupt magical powers.

Sister Sophiya (see C6 above,) her lay acolytes, and a moorlock guide, sometimes come here in secret to minister and care for the enslaved.  She is known to help those in imminent danger escape to the Slum (which only marginally changes their circumstances.)

 

Sister Sophyia secretly tends to her desperate flock in the Slum and Slave Quarter (AI image courtesy of NightCafe.)

 

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document.  The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

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