Tuesday, July 17, 2018

Fantasy Slum Apartment Encounters

[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-
  1. 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.
  2. 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.
  3. Yesterday's News. Piece of paper that constantly writes out just forgotten bits of gossip and rumor from recent memory.
  4. 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.
  5. Shard of a wise, talking sword. The Shard could be made into a dagger, which has an ounce of the sword's original personality.
  6. 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.

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