Sunday, March 18, 2018

Dead Underground City Encounters

Anemic on some stairs. (1)
[1] Room with a cold spot. Players who tap the ceiling or stay in here long enough will notice a few tiny snowflakes falling from a crack in the ceiling. This room is miles beneath the Earth, like the rest of the city, so there is no way this is normal snow.

Breaking open the ceiling reveals a hidden niche where a tiny lost cloud has been trapped away. Anyone who can call upon the spirits of nature or speak to the cloud in some way can promise it freedom and in return it will grant whoever releases it back into the sky with +1 to cold resistance permanently.

[2] Bracelet of black polished stone, stuffed under a pile of clothing in the corner of a room. The bracelet grants Magic Users of Chaotic alignment +1 to caster level for as long as they hold it, but nearby Cleric spells heal for half. Lawful characters feel very nervous around it.

After holding on to the amulet for 1d12 days dark shadows will start to hunt the caster, if he doesn't get rid of it or destroy it the amulet will consume 1d4 of his Wisdom each day.

[3] Small wandering group of tengu, their wings removed, useless in the enclosed spaces of this place. They will appear pathetic, even as beggars, asking the party to part with healing potions, rations, equipment, etc. If the party is generous they will let them leave, if the party is not they'll at first threaten after surrounding them from all sides, and if refused further they will attack with poison needles and metal beak-guards. Roll a reaction check to see how much they ask for.

Sunken Tengu (1HD, +1 AC and to hit, poison knife deals 1d4 and 1d4 bonus damage the round after being hit. Can throw poison needles that deal 1d4 damage the round after being hit.)
Number Appearing- 2d8
Discipline- 9

[4] Living darkness. In this forgotten place, it has learned how to hunt and no longer fears the sun. The darkness in this area creeps at the edge of your torch light and helps to conceal monsters, since if monsters kill you it can then feed on your corpse. The darkness also attacks dealing 1d4 damage per exploration turn walking in it without adequate lighting.

This darkness is localized, not all the darkness in the silent city is like this. However once you find it, it will follow you around. The only way to defeat it is to either return to the surface where it will lose interest in you or to totally illuminate a room you have trapped it in, in which case it will scream and sizzle and die.

[5] Gigantic black ferret lays still on a side corridor. The legs of its master, seemingly eaten by the stonework, are sticking out of the ceiling. The ferret is obviously very dehydrated and hungry, but alive and still has a saddle.

If the lowest reaction check is rolled or the party is majority comprised of halflings, the ferret will go berserk anyway and defend the body of its master.

Giant Black Ferret (4HD, +2 to hit in enclosed spaces, 1d6 biting damage. Deals 1d8 damage if target is pinned under its snake-like body.)

The ferret can be ridden by any normal human sized character but growls at halflings. In order to be tamed it must be fed a steady diet of halfling meat, of which its master's bag contains 1d8 more rations of. If not fed the ferret will go feral and attack any halfling it sees, returning to the underground city if left alone for a few days.

[6] Society of naked mole rats, almost all of whom are dressed in ancient rags belonging to some rich, long dead family of the city. The noble mole rats wear the best old, moth-bitten, oversized rags.

If asked, the mole rats will claim to be transformed remnants of the ancient city. They are horrible liars and any questions (what happened to the city?) and they will just admit they have no idea about what happened to the city.

[7] Shed snake-skins on the walls and ceiling of this hallway. From now on party only has a 1 in 6 chance of being surprised by (2)

[8] Bright green goop in small holes and cracks of this room. It's actually polish for armor and weapons, which makes the equipment act as +1 and lightly glow in the dark. The effects last for 1d6 turns. There's enough polish here to store a few jars for later.

[9] Golem “prison”. Spots in the walls clearly bricked in after original construction; since Golems don't need to eat or breathe. Different colors of paint indicate times of 'release', but there is not any sign of the original language of anyone who lived in this city. (or any of the original inhabitants, for that matter.)

Each time you break down a wall roll for a wandering monster from the noise, and then roll a d4 for the cell.
  1. Empty room. Suspicious pile of sand against the walls; golem must have ground itself to dust to try and get out.
  2. Patient Golem. It sits or lays on the floor, does not move or react. Serving out its sentence, waiting for a pardon that will never come.
  3. Feral Golem. Attacks the first party member to enter its cell.
  4. Friendly Golem. It will leave the cell but not attack party members. Cannot speak, but following it will lead to [10]

Feral Golem (2 HD, +4 AC, -2 to hit, has 1d8 slamming fist, cannot be stunned)
Discipline: N/A

The Feral Golem has carved the snarling face of an animal or demon onto it, or has prison “tattoos” all up and down its sides.

[10] Central Staircase. It once lead all the way up to the surface, but after millennia the way out has been blocked off. The rest of the staircase remains intact, and nothing from the dungeon wanders here. It's a safe resting spot that also leads to every floor in this dead dungeon.

[11] Extremely complex pulley and scale system spans across a large vertical surface climbing up to new rooms and areas of the city. Stone 'bowls' connected with ancient, thick iron chains. Levers and switches nearby control the hidden mechanisms; a single feather can lift an entire group of armed men if set the right way.

1 in 6 chance that the lever comes loose and slams a platform down, jarring all riding it and crushing and killing all underneath. 1 in 6 chance that the weight is calculated wrong and the moment something steps on a scale the other scale goes flying into the air; sending whoever or whatever on it to take falling damage and fall far away.

[12] Small carved complex that seems to be a familial dwelling. Large central room contains a small shrine to a many armed being with its head removed, making you unable to tell what race this God belongs to.

The weapons along the wall are in good condition and can be used. There are 1d6 swords, 1d4 daggers, 1d6 spears, and 1d4 hammers. One of the spears has a central location and has a crystal for its head. If touched, all the weapons will animate and will attack until that spear is broken.

Enchanted Weapons (1 HD each, +2 to hit, +2 AC from parrying and flight. Deals damage equal to the number of weapons of its type.)

[13] You encounter a wall of impenetrable blackness. It's actually a giant black creature that grows itself into huge square proportions to block dead ends like this. It has two very tiny eyes, widely spread, and extremely long thin lips across the corridor.

If attacked or awoken from a loud noise, it will lurch forward as fast as a man can run to devour you. Cannot ever leave its hallway or make turns, has to slowly back up to 'reset' itself and sleep.

Blackwall (4 HD, slow to wake, 1d8 mouth, save or be crushed under it if you fall)
Discipline: 12

[14] On a ruined ancient “street” in the underground city, a huge crag was broken and up from it crawls the Anemics. Stats as (1). If you spend a turn here or make too much noise, 1d6 crawl upwards to attack. If you spend yet another turn or kill them all, now 2d6 appear, then 3d6 and so on.

If you manage to fight off 8 waves, or 8d6 for the final wave, the Anemics cease to pull themselves up from the black earth. Treat random encounter (1) as a safe result.

[15] As you walk down suspicious corridor, a random orange bolt of lightning erupts down the center. First person in front position of party makes a save, if success moves to person behind them, and behind them, etc. The first person to fail gets hit in the eyes by the lightning bolt and takes 1d6 lightning damage. They are also rendered blind for the same number of turns, but during this time they can see invisible units. 50% chance the next encounter rolled is [16].

[16] The party finds themselves assaulted by fists, kicks, bites, and their weapons are pulled out of their scabbards to try and stab them with it. They are being assaulted not by enchanted weapons, but by Invisible Servitors. They attack from each direction, long since mad since their masters' demise. There are 1d8 of them.

If you have one who can see the invisible, the servitors will appear to them as white outlines with almost no detail. Humanoid in body shape but with no other notable features.

Invisible Servitors (1 HD, permanent invisibility, deals 1d4 unarmed damage or steals weapons)
Discipline: 14

[17] Shards of bright metal litter this stairwell. The shards contain ancient magic text. Decoding this text reveals nothing of the city's inhabitants, but it does contain the formula to the Silver Seeker spell. This spell is cast on a special silver piece of metal shaped like a horseshoe, and a body part must be stated. The seeker flies to an enemy with that body part and attempts to pin it to the wall, save resists.

[18] Underground laboratory which has 4 black dates hanging from the wall. Anyone who eats a date gains one full hour of night vision, and takes 1d6+1 poison damage. By using alchemy, you can mix an antidote with a date so it only deals 1 poison damage upon being drunk.

[19] Clay spider construct walks along the walls, touching each party member with a long red metal probe. Doesn't deal any damage, but 1 in 6 chance that a party member it touches will get sprayed right after with a toxic silver solution, dealing 1d4 damage to both Strength and Constitution. The construct does not fight back. The silver alchemical solution inside its body is stored in a small urn and could be sold for 3d6x10 gold.

[20] You find a gray stone wagon broken on grooved tracts. Within is tatters of a robe, some dust, and a golden staff. The staff is the Staff of the Dead Magistrate and grants +1 to reaction checks as long as you are underground.

Wandering Monsters
Roll 1d6
(1) Anemics (1 HD, +1 AC, 1d4 claws)
Morale: 9
Appearing: 2d6

These creatures appear as black skinned, featureless humanoids that crawl up from the deepest caverns. They are so thin as to be basically skeletal. They can see in the dark despite having no eyes and are always hungry.

(2) Brickwork Snake (1 HD, +2 to hit, 1d6 bite that deals 1d6 poison damage per round)
Morale: 10
Appearing: 1d6

Snakes that crawl between the bricks on the walls and ceilings; have a 5 in 6 chance to drop down and surprise the party unless encountered [2]

(3) Murdercats (1 HD, 1d4 claws or 1d12 throat slashes, stealthy)
Morale: 9
Appearing: 1d4
These elongated, twisted black cats have a clump of extra whiskers where their eyes should be. Not very dangerous, but they use their long legs to jump for the throat. If you aren't wearing a gorget they deal 1d12 damage instead.

(4) Urn Runners (2 HD, random contents)
Appearing: 1d4

These look like urns with legs made of stone, simple constructs that want to dump their contents on the party. Each urn has random contents, which only drops on you if it manages to make a hit vs character's AC. Roll 1d4 for contents
1- Endlessly rotting food with maggots. Smell increases chance of wandering monsters +1 until washed off or remove the dirty clothes.
2- Acidic. Deals 1d6 acid damage.
3- Rustwater. Harmless but damages metal equipment by -1 for damage or AC bonus.
4- Grave Dust. Lose -2 AC and stealth against undead. Cannot turn undead.

(5) Burden Beast (4 HD, 1d6 stomps)
Morale: Panicked 14
Appearing: 1 or 2

What was once a wild beast from the surface world used as a beast of burden in the underground city. Barely fits through the passages, many generations lost here. Only panics on failed reaction check, otherwise just runs other way.

(6) Tattooed Delvers (2 HD, +2 AC, 1d6+1 black weapons, 1d4 grappling hooks)
Morale: 12
Appearing: 1d8+2

Explorers with marks on their faces that match symbols on pillars and bricks. In a fight they like to drag ranged combatants and mages forward with spiked grappling hooks.
Roll reactions.
Good- Offer to give you food in exchange for your maps and treasures.
Neutral- Wants food in exchange for maps and treasures. Demanding.
Bad- Tells you to submit to getting matching tattoos and join them, or die.

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