[1] Spider
Floor. The main hallways are covered in massive tangles of cobwebs,
and the rooms are much worse. Whenever a wandering monster is
encountered, treat it as (5).
One of the residents of this floor is a drow spy.
[2] Floor
designed with magic sliding sideways elevators to get people to and
from their rooms. Mischievous children try to trick people into
walking around the apparently empty hallways only for them to get
battered or crushed by the sliding elevators.
[3] This
floor has a door bolted and chained shut with many heavy locks and
contains a small collection bowl and 'slit' coated in dried blood.
The door opens if blood is fed into the bowl, which awakens and
agitates the monster within. If the locks are picked instead, the
monster will be asleep and easy to avoid waking it up.
Assassin
Vampire Bug Monster
(3 HD, +2 AC, attacks twice on first round, d6 talons, d4 proboscis
that restores health equal to damage)
Morale: 16 if hungry, 12 if it ate some blood
Number Appearing: 1
The room also contains a sack of 1d10x10 copper and
1d6x5 silver coins on the body of the old landlord, whose corpse is
dried and was totally drained of all fluids.
[4]
Every resident of this floor is an ex-lunatic who are eccentric but
otherwise not hostile. This floor contains secret entrances through
trapdoors that lead to a Silent Hill-esque otherworld that contains
the negative psychic energy of the residents. The residents are all
aware of it. Every turn in the otherworld roll 1d6 and encounter that
many fleshy projections.
Fleshy
Projections
(1HD, d6 body slam, shaped like personifications of psychological
issues.)
Morale: N/A
[5]
This floor is the territory of the Silver Cup gang. This minor gang
is only really known in this building and around it, but they are
extremely
territorial and will kill anyone who crosses them.
If
the party makes a strong reaction check, they'll ask you to steal
some silver heirlooms from [11]
and pay you half. They'll ambush you if you return for any reason;
assuming you have the prize.
Silver
Cup Thug
(1HD, 1d4+1 shiny knife, can 1 in 6 escape a fight by ducking into a
side room with a loyalist hiding them within)
Number: 1d6 if cup disturbed, 1d6+2 with leader
Morale: 11 + 1 with Leader
Silver
Cup Leader
(2 HD, 1d8+1 shiny sword, can 1 in 6 conscript a random floor tenant
to attack the party with an improvised weapon with -2 to hit)
Number: 1
Morale: 13
[6]
This
floor has no windows. Everyone living here is a vampire, but are
respectful and do not attack the party unless the party attacks first
or tries to use holy symbols to turn them.
The vampires also have 1d6 human & halfling blood
cattle in each of their rooms; the drugged up beings are criminals
and runaway slaves and were granted to the vampires by the lords of
the realm in return for not hunting normal citizens and to use their
powers to serve the crown when asked.
[7]
This entire floor has been turned into a massive board game. Every
spot on the floor has been turned into small tiles with little carved
and painted game pieces everywhere. The rules seem similar to chess
but with many more complex pieces and movement rules, as well as
objectives. Knocking over any of their game pieces makes the genius
children, who control the floor, furious.
Assisting them in making a useful move against a rival
and the child's insight will grant the character a permanent +1
intelligence.
[8]
Haggler's Den. This floor of the slum apartments is filled with all
kinds of traders, merchants, and craftsmen. Several supernatural
creatures appear here through paper charms tied over doorways that
lead nowhere in the physical world. These creatures along with the
merchants here means you can buy almost anything here, but you must
give up pieces of yourself to afford it.
[9]
The dragon floor. All the doorknobs here are carved into poorly made
dragon heads. The walls are painted with doodles of dragons of all
colors and kinds. The residents are totally enamored with them. 1 in
4 chance that they're under some kind of dragon hypnotism magic
trying to gather information of juicy hoards for a dragon to steal.
Needless to say, if anyone in the party is a dragon, dragonborn, or
somehow related to dragons they will be subject to much attention by
the residents.
You can purchase dragon fireworks for 150 coins each.
The fireworks act like ranged arrow attacks that deal 1d6 fire
damage, or can be shot into the sky to create a dazzling display. One
spark could set the whole seedy workshop up in smoke.
[10]
This floor is filled to the brim with junk, everyone here is a
hoarder. If you pay the landlord 1d10x10 silver, he'll let you take a
handful of items you want from the piles of junk, since everyone here
owes him rent anyway.
If you search the junk, you'll find a minor magic item.
Roll 1d6-
Useless clay doll worth 50 gold. Nobody knows why it's
worth that much, it's just the agreed upon price by basically
everyone who sees it.
Ring of Summon Insignificant Earth Elemental. Creates a
tiny golem out of dust, dirt, and pebbles that is just heavy enough
to activate pressure plates. One use per day.
Yesterday's News. Piece of paper that constantly writes
out just forgotten bits of gossip and rumor from recent memory.
Mummified corpse of a Jurik dwarf. Useless on its own,
but if blended and mixed in with a potion, the potion's effects last
for weeks.
Shard of a wise, talking sword. The Shard could be made
into a dagger, which has an ounce of the sword's original
personality.
Tiny immortal beetle that shapes the sand in its box to
spell out the name of the last person who cast a spell upon its
owner. It doesn't write in common.
[11]
This floor is filled with Og. Tall, fat, and somewhat dull creatures
closely related to ogres. They are intelligent and friendly, and have
some skill in magic. The ceilings here are much higher then normal
and all the furniture is oversized and made of stone. They'll invite
you to dinner as long as you don't attack them or call them Ogres.
The eldest Og has a stone chest which contains 2d8
silver bracelets, which around a human could serve as a stiff belt.
They are worth their weight in silver, literally.
Og
Strongman
(3 HD, 1d6+2 stone club)
Number: 1d6+1
Morale: 12
Eldest
Og
(2 HD, 1d4+2 stone knife, can chant instead of attack- increases
friendly Og's strength by +1 for rest of combat)
Number: 1
Morale: 13
[12]
This floor is staffed with a small army of hobgoblins who serve every
whim of the residents. The hobgoblins are clearly unhappy, but are
bound to the magic of a sage who bound them by speaking the secret
words. The secret words are in a book hidden behind a secret panel in
a closet in one of the rooms; occupied by a paranoid resident.
If you manage to find the secret words and speak
them again, the hobgoblins will be freed and slaughter all the
residents of the floor. They will spare you if they know you freed
them, and will let you keep a pair of ruby earrings from the sage.
[13]
This floor is covered in dirt and has plants growing around it
everywhere. Large windows are kept open during the day to allow in
birds and insects, as well as fresh air and as much light as
possible. There are a few deer and even a fresh “stream” of water
made up of metal pipes with a cycling fountain system.
Most people that live on the floor are either druids or
elves and love it. The rest aren't and are miserable. You can spend a
turn to gather 1d4 rations but have a 1 in 6 to encounter the bear.
Bear
in the Rafters
(4 HD, +2 AC, 2 claw attacks at 1d4, 1 bite at 1d8, enrages and gets
+3 AC when at 6 or less HP, doesn't run once enraged)
Morale: 11
Number: 1
[14]
This floor is a construction yard for an adjacent building. Instead
of climbing all the way down every day and having to carry up and
down their equipment, the workers just sleep in the next building
over and zipline to the adjacent highrise being built.
It's noisy and smelly, and there are tools left out
everywhere along with 1d4 grappling hooks. You can use a grappling
hook to easily latch onto a building up to a street away or 3 stories
higher up then you. You can also use a grappling hook while falling
and make a save to catch yourself. The grappling hooks are worth 400
coins each and the workers will notice that they are missing in 1d6
hours and come looking for the thieves.
[15]
This floor is made of stone and is home to dwarves. They prefer it to
be pitch black, or at least as dark as possible, and ask people put
out their torches. 1d6 human spectral-albino snake sorcerers also
live here and will attack the party if any of the party members have
ever stolen anything from a lost jungle snake-infested temple that
the sorcerers just so happen to regard as a holy site.
Spectral-albino people have semi-transparent white skin, and any
amount of light can harm their organs, dealing 1 damage per round
they are exposed to something as bright as a torch.
Spectral-albino
Snake Sorcerer
(1 HD, 1d4 poison fang-knife- easy save on hit or take 2d6 poison
damage, can summon one 1HD poison viper- same poison as the knife)
[16]
This floor is filling with retired veterans, burn victims, and people
who live in pain due to injury or diseases. There is a kind old woman
who comes from an exotic land that helps tend to the suffering here,
and makes them feel better through her homemade rolls. Eating a roll
will restore 1d4 HP and will also cure 1 point of any damage
attribute.
The woman will gladly share 4 on a neutral or good
reaction check, but is saving the rest for her other residents. She
warns you that the rolls only work “in the home” and that the
entire apartment complex is what she considers home, so the rolls
will lose their magic the moment you leave.
You
can also kill her to take all the rolls. If you do, she'll whisper
the words “Karakazora” as a death curse. The person who delivered
the killing blow or spell will be cursed to turn into a Karakazora
over the next 2d6 weeks unless the curse is lifted by a Wish
or magic of a strong Sage.
Karakazora
(4 HD, +3 AC, long leg kick at 1d6, pulls weapons from pouch)
Looks
like an evil furry kangaroo. It's pouch is similar to a bag of
holding and holds several one handed weapons, the handles sticking
out. It collects weapons and eats bugs. The Karakazora
likes to jump around and wield two weapons at once if it can. It's
native to a distant land.
[17]
Floor for the guards. These guards patrol the city streets as well as
the apartments, and only half of this floor can be visited by
civilians. There are also several cells along the outside wall with a
locked switch that can be pressed to remove the floor and drop the
cell resident to their death on the streets below.
The
guards who patrol this floor and make sure nobody is sneaking around
their quarters are polite but professional and double check all
visitors against wanted posters. Some guards carry a scroll with
hundreds of tiny sketches, each a wanted criminal. If your characters
are wanted, or Rogues of at least 3rd
level, they're probably on there and would need a disguise. If anyone
in the party is a legendary criminal and identified, or if they are
forced to call in for backup twice; the Guards will call in the
Warden
of the floor.
Polite
Guards
(2 HD, +4 AC from armor, 1d6 door-breaking axes, can pin your arms-
make combat save + str bonus to break free)
Morale: 13, 15 with Warden
Number: 1d4+1
On
a Good
or Neutral
reaction check, the guards pass you by, but will stop and question
you if they see you loitering or on more then one round of patrols
around the floor.
On
a Bad
reaction check, the Guards will demand you stop and explain what
you're doing on the floor, as well as compare you to the faces on
their wanted bounties scroll. Since there is always at least two
guards, one of them watches you and the other reads the scroll, as to
not be taken by surprise. Guards prefer not to kill if possible,
instead using grabs and holds. When they lose morale, they will
whistle for backup as they retreat to call more guards to aid them.
Warden
(3 HD, +1 to hit, +4 AC from armor, 1d6+1 Unharming Sword, 1d4 Bolas,
makes all combat saves at +2 from training)
Morale:
15
Number:
Always 1
The Warden is the captain of this guard and also the
Warden of the prisoners on this floor. He's a strong man that used a
magic sword; deals hit point damage like a normal weapon but on a
lethal hit instead of killing the wielder can choose to make it a
nonlethal blow instead. He can also throw Bolas which ensnare a
target's feet and preventing them from moving. Get -2 to all combat
saves while still ensared and it's easy to be knocked over if you
fail a save to hop around.
[18]
Dirtier, dingier floor then normal. There is a man who has a little
sign outside his door; he is a fleshgrafting doctor. If you bring him
an antenna from (1)
he can craft it onto your head, meaning you get no penalty “see”
in darkness within a few feet for 1d4 days before the antenna dies
and falls of naturally. He may also be able to do other hack jobs and
will bind up wounds; health 1d6 and heal x10 that amount in standard
coins. All random encounters with (1)
have +1d6 roaches.
[19]
Utilities floor. The management and city wanted to try and
revolutionize this floor by providing flowing, clean water to every
resident. There is an aqueduct that travels along each hallway and
the entire floor is damp, rotted, and moldy from the humidity. There
is a creature inside the central storage tank, as well as a huge pile
of coins thrown into it as per a wishing well. Pile contains 2d10x50
coins.
The creature is determined randomly; roll either on your
favorite aquatic monster table or use a baby giant squid.
Baby
“Giant” Squid
(2 HD, -1 AC out of water, 3 tentacle attacks at 1d4-1, entangles on
a roll of 4, after entangle roll save to escape, will bite with beak
at 1d6 if entangled)
Morale: 7, cannot flee and loses a turn instead
Number: 1
The baby squid dies after 2 exploration turn out of
water. The bottom of the main water tank can be easily shattered by
anyone with a blunt weapon and it is behind a locked door. The water
will flood the floor and will only be ankle deep.
[20]
This floor is crammed and extra packed. It's like a maze; some rooms
are little bigger then the size of a closet, with tiny hallways
everywhere. Also includes 1d6 tiny shop stalls; a hole cut into their
bedroom wall to the outside adjoining hallway is the best they can
do. The shops stock simple rations, rope, basic tools, money
exchanging services, and materials for maps, and some common spell
components.
Every
fight here draws a crowd. If you roll a (2)
on the Encounter table; there will be +1d6 extra hooligans and the
residents will pass them simple weapons. They're rooting for the
kids.
Wandering
Encounters
Roll
1d6
(1)
Giant Cockroach
(2 HD, +3 AC, 1d4 Pincers, too dumb to die, scared of light)
Morale:
6, 11 in Darkness
Number:
1d6
The
first time a Giant Cockroach takes lethal damage, it can act for 1d2
more rounds, despite it clearly being dead at this point. If its head
is removed, it just runs around uselessly before dying. Extreme
crushing damage, such as from a great maul or a golem's fist, negates
this ability.
(2)
Hooligans
(1 HD, -2 AC, +1 to hit, 1d4 fists, scared of a real fight)
Morale:
9
Number:
1d10+1
Young
punk kids looking to start fights. They want to fight with fists and
feet for street cred and to show off to their friends, and will
suffer a morale check when the first damaging spell is cast or real
weapon is drawn. The Hooligans are multicultural and include humans,
dwarves, young ogs, orcs, and a 60 year old “teenager” elf.
(3)
Feral Cat
(1 HD, +1 AC, 2 claw attacks at 1d4, surprise attack)
Morale:
10
Number:
1 or 2
This
feral “cat” has taken the place of any feral or street-roving
dogs would in any proper urban fantasy world. Bigger then a Serval.
Their cat form makes them more suited to this vertical environment
anyway. When you roll this encounter and players do not specifically
mention being on the lookout, nothing happens and instead it attacks
one of the party the moment their back is turned or they bend down.
(4)
Wererats
(3 HD, +4 to hit, 1d4 bronze dagger, 1d6+1 rat bite, immune to
disease, rodenthropy)
Morale:
12, 8 after a bite
Number:
1d4
Wererats,
looking to convert more poor fools into their own. Anyone hit and
damaged by a Wererat has to make a save or else be cursed with their
version of the werewolf curse; rodenthropy.
Instead
of transforming at the full moon, wererats transform against their
will while within dark, tight, cramped places. They also have an urge
to steal shiny objects (usually money), and wrestle with other rats
to establish dominance. The rats of this building are more aggressive
then most due to long periods in the urban sprawl.
Once
someone becomes a wererat, they can mostly control their urge to bite
and attack unturned mortals, but treat their Wisdom modifier at -2
while transformed.
(5)
Giant Spiders
(2 HD, +2 AC, 1d4 bite save vs poison on hit, progressive poison,
climbs)
Morale:
10, 12 if on Floor [1]
Number:
1d6 + Weaver Spiders
Giant
Spiders who are very aggressive at hunting mortals for food; guests
in the apartments are much more likely to set them off and get
attacked and caught up in their webs. Giant
Spiders always have a
50% chance of being encountered along with Weaver
Spiders.
When
bitten, save vs poison. If you fail, you take 2d6 poison damage and
have to save again next round. Each round you fail the save, you add
+1 to your next save, making it a little easier to shake off the
poison the longer it goes on. After killing a spider, it's venom sac
can be drained to create your own weapon venom with the same effects;
3 uses per venom sac.
Weaver
Spiders
(1 HD, +2 to hit, throws webs, deals 1 damage on a bite, climbs)
Morale:
9, 12 if on Floor [1]
Number:
1d4
Smaller,
weaker breed of spider without venom. Fights by shooting webs
instead. Getting entangled requires a save and a knife to get free,
else cannot move and -2 AC.
(6)
Extortionist
Guards
(2 HD, +4 AC from armor, 1d6 axes, can pin & twist your arms-
make combat save + Str to break free or pay them 1d10x10 standard
coins)
Morale:
9, 10 if you look rich
Number:
1d4
These
are corrupt guards from [17],
looking to shake people down, especially merchants, for coins. If you
kill a group of these, you get -1 reaction check with all further
Guards.
On
a Good
reaction check, they'll let you walk past with an apology for getting
in their way.
On
a Neutral
reaction check, they'll do some basic roughness and arm twisting to
get you to drop a few coins. Move directly to armed combat if you
draw weapons or fight back.
On
a Bad
reaction check, they'll try to arrest you and take you back to a
holding cell and steal some of your money or valuable items.