Showing posts with label Cities. Show all posts
Showing posts with label Cities. Show all posts

Thursday, July 12, 2018

Garden- General Gang Table

Every gang has an HD. This is its current Manpower, and is also the amount of HD of hired guns, creatures, or mobsters they could muster at any one time or for a single hit squad. For example, a small fry gang of 2 HD could only send a single 2 HD pistoleer assassin at you, or two 1 HD knife wielding tough guys. Meanwhile a mafia that stretches across Garden that has 16 HD could send an entire hit squad of heavily armored, automatic rifle holding sweeps to destroy everything you ever loved if you pissed them off enough.

Every gang also has Holdings. Holdings are the businesses, social connections, and extortion rackets they have gained. Holdings help a gang hold on and stick around longer. Each holding has a score, which acts like AC for gang-to-gang combat. Holdings only count for significant features- tagging a few buildings to mark out their territory wouldn't be a holding, but a massive mural depicting their gang leader's victory over a rival gang stretching over a busy intersection bridge would count as one. Especially cruel or mysterious gangs may have a holding value for reputation, which would have to be attacked by destroying their reputation among the common citizens of Garden. Finally any influential people that are allied but not part of the gang, or people who are dirty and in the gang's pocket, also count as holding based on what they can offer the gang. Their holding value stays until they are killed or they no longer support the gang.

Every time a Gang has a big shootout with many dead, or has many members killed at once, roll a d20 vs the Gang's Holdings score + 10. On a hit, the Gang loses 1 HD from their total manpower. Gangs also lose Manpower equal to their leader's HD when the leader is killed. The gang's leadership is passed down to the next guy, and if he is killed then they'll lose even more manpower. Destroying a gang's leadership applies retroactively as long as the gang doesn't have time to restructure itself; meaning in a few hours if you kill all the gang's prominent leaders and the top dog himself, you can destroy the whole organization overnight.

General Gangs
[1] The Lotto Lads
Manpower- 4
Holdings- Night Jobs (+1), Two associate tellers at the Blue Angel Bank (+2)

The Lotto Lads are a gang focused on winning the Garden City lottery. There are many lotteries and gambling halls in Garden, but the first lottery, the Garden City lottery, has never hit. After being bloated by a hundred years or more of ticket sales, the sum of the Garden City lottery has become so astronomically large that anyone who won it would instantly become the most rich and powerful person in the whole city. As such, the Lotto Lads use their money to try and win. Part of the gang initiation is promises and contracts to split the money, so the gang sticks together to better their chances of getting some of that dough. Even split among all of them every member would be filthy, filthy rich.

The Lotto Lads have a uniform skirt and shirt combo they wear over normal clothing made from hundreds of stitched together losing lottery tickets. They get most of their money from their regular jobs and whatever they can leech off of friends or family. Mostly uninterested in gang warfare.

[2] The Cavaliers
Manpower- 6
Holdings- Terrified Bike Shop (+1), Uncle Tam-Tam's Vacant Lot (+1)

The Cavaliers are a biker gang. They mostly hang out around bars, junkyards, garages, and the leader's Uncle Tam-Tam's vacant lot, which contains several dirt and plywood ramps and jumps for tricks. They ride electric scrap hover-cycles and only fight on them too. This gang has younger members then the other and they mostly just cause trouble and vandalize a few properties or do speed-muggings on their bikes. They also have a bike shop owner who they have terrorized and intimidated into doing service on their vehicles, as the members of the gang don't have a lot of money for repairs to fix anything they can't repair themselves.

The Cavaliers wear black leather jackets with stylish pins made from bottlecaps from various alien worlds. Their hover-cycles are adorned with the front ends shaped to look like horses or alien beasts similar to horses from the rider's homeworld. Beyond using small arms, each also carries a large wooden lance, carved from the trees surrounding Garden and painted to use in “jousts” against rivals. The gang fights for leadership using jousts, and they also use them as weapons in combat.

[3] The Fishermen
Manpower- 5
Holdings- Old Man Henna's Fishery (+1), Private Docks (+3)

Tough potty mouths who mostly work in Garden's main lake and the various fishing industries there, but using the canals around the city can be found almost everywhere. Using their private docks, the Fishermen do all sorts of shady smuggling and trafficking there, destroying it would end almost all of their business. Several also work at Old Man Henna's Fishery, who just turned 304 years old and is so senile he doesn't realize gangsters run his operation and initiate new members from the work force.

The Fishermen mostly wear rubber fishing waders and rubber boats, and always smell like fish guts. They use boats with mounted guns as drive-by vehicles and dispose of anybody they murder in Garden's lake. They tend not to stray too far from the water where they are strongest, but will hire thugs to go beat up anybody if they are pissed off enough.

[4] The Gazzer'baan
Manpower- 6
Holdings- Gazzer'baan Quarter (+2), Spectral Bean Plantation (+1)

The Gazzer'baan are a race of aliens who are typically more xenophobic then other residents of Garden, hence the majority of them prefer to live in their own quarter. The Gazzer'baan is the most prolific gang among them and is also a dedicated faction to help the rest of their kind. Most of the support for this gang comes from the Gazzer'baan people themselves in their own sectioned off area of the city, the Gazzer'baan Quarter, as well as a Spectral Bean plantation near the edge of the city; which they sell and redistribute the money among the Gazzer'baan people.

The Gazzer'baan wear dark navy military-style uniforms. The Gazzer'baan gang tends to fortify and entrench themselves in areas during a gang war, and set up powerful machine gun emplacements and grenade launchers and various traps. Their wars are almost always defensive, as they are only really focused on defending Gazzer'baan interests and could be considered a standing army for their race.

[5] The Fringe
Manpower- 7
Holdings- Bad Reputation (-1)

The Fringe is a group of psychic researchers and maniacs focused on reality warping and understanding the more occult and secret mysteries of Garden. Due to their past actions of stealing and unleashing psychic and supernatural phenomenon on the people of the city, they have a worse reputation then most gangs and have few supporters. Their group has more psychics then most others, including a resident Animator, two Electrokinetics, and an Empath.

The Fringe member's wear civilian clothing but wear black headbands with a blue eye emblazoned upon it that is worn on the forehead when in a firefight or when trying to appear official. Most carry this uniform in their pocket until needed, as to not draw attention to themselves. They prefer to fight with psionic attacks and powers to inspire fear in others, and focus on enemy psychics in a fight.

[6] Jailbreak
Manpower- 3 + 2 (Bulldozer)
Holdings- Bulldozer (+2), Cache of Maps & Blueprints (+1)

Jailbreak is a rather small and niche gang of prison escapees and lowlife criminals. Garden has no official authority and therefore few prisons, as people in the city dispense justice through lethal force, but a few private prisons and organizations make use of them. Jailbreak recruits gang members from these places and steals valuable people and objects from within them. Their leader is an engineer and a brilliant thinker- he plans to steal and recruit several key prisoners from around Garden to make a crack team. If he succeeds in this plan, the gang gains +5 Manpower.

Jailbreak wears the black and white prisoner outfits as a uniform, but will switch to any matching uniforms of prisons they break into to blend in with the rioting and scattered prisoners; if they get captured their mates will break them out again. Jailbreak also has a secret weapon; an extremely powerful siege-bulldozer armored with scrap metal and outfitted with several guns inside the cabin.

[7] The Big Brass Band
Manpower- 5
Holdings- Records (+1), Hoggoth's Pipes & Strings Shop (+1)

The Big Brass Band is the name of a gang that began as a simple group of musicians trying to help and protect each other; after getting ripped off and not getting paid for entertaining or getting mugged during street performances the group came together. It has now grown into a full gang, though every member still knows how to play an instrument as a requirement to join. They sell records of their music to help finance their organization.

Brass Band members wear formal wear when playing and when appearing as a show of force, and hide their weapons in instrument cases. Several have incorporated weapons into instruments, including deadly violin bows and tubas that can launch payload rounds.

[8] The Roof Runners
Manpower- 8
Holdings- Safehouses & Weapon Caches (+3), Messenger Boy (+2)

While not overly violent or aggressive, the Roof Runners are one of the most ubiquitous and well known gangs in Garden and almost everyone of note has had to deal with them at some point or another. The Roof Runners specialize in urban exploration and delivering packages, messages, and weapons all over the city to various clients. All of their members learn parkour techniques and can freerun all over the city, and in some cases can outrun vehicles trying to follow the roads. They often keep hidden trapdoors and caches of weapons hidden around the city along the rooftops and flying subway transit systems; stealing from these is considered a very bad idea. They mark their caches with secret symbols; territory markings are made by scratching or painting an inverted V with a stylized stick figure jumping over it. Sometimes they may use a double letter R as a symbol.

Roof Runners blend in well by wearing simple urban clothing that allows for freedom of movement. Expect hoodies and long pants. Most wear gray, brown, and black to help blend into Garden's urban environment. Weapons tend to be one handed or as lightweight as possible; meaning they make up for the lack in firepower with maneuverability and being able to attack from anywhere. They're also well known for attacking from top to bottom; entering a building from the roof or windows and going down instead of storming it from the ground like most would expect.

[9] The Look-Alikes
Manpower- 4
Holdings- Costumes & Makeup (+1), Advanced Technology (+2)

Actors and charlatans who try to impersonate others for purposes of blackmail, protection, and extortion. More then willing to recruit stunt doubles and decoys of famous and important Gardeners- also perform their own espionage. They use makeup and costumes, as well as selecting their most fitting gangsters, to impersonate important characters- but their best trick is a special vocal-card restructuring device. It takes up a full room and requires an hour long procedure, in which case dimensional vibrations restructure the subject's vocal cords for about 8 hours until it starts to wear off. This incredible piece of technology is the only one of its kind in Garden, and despite the gang's declining strength they are unwilling to sell or find another use for it.

Look-Alikes don't have a uniform when undercover, instead opting to use regular costumes and their impersonation of important figures, enforcers, or even other gangs. Occasionally; they represent themselves with black theater masks and rookie members as “stagehands” to negotiate deals. Most of the weapons they use are hidden blades or pocket pistols; but one of their members is a very accurate sharpshooter who picks off people lured into crowds by the gang's body doubles.

[10] The Red-Ring Group
Manpower- 7
Holdings- Protection Money Racket (+2), Red Plaque Jewelry Monopoly (+2), Reputation (+1)

Classic group of tough guys. This gang makes most of its money patrolling its territory and charging rent and protection money from its small business owners. They also are the only source of Red Plaque Jewelry in Garden, which shapes a valuable dull red colored stone similar to marble into any shape or form they need. The members of the gang all wears rings made of the material to signify their group. Strength, honor, and loyalty are honored more then all in the gang, and they practically have an entire language of titles, gifts, and signs of respect among members. For this as well as their honorable dealings with civilians and even other gangs, the Red-Rings have a good reputation for a gang.

The Red-Ring Group has their gangsters wear suits and formal attire, and their only symbol is the red rings made of red plaque they wear to signify themselves and flaunt their wealth. Higher ranking members may wear 2-8 rings, or more depending on their race- depends on how many fingers you've got. All members are trained in hand to hand combat, and they prefer it to gunfights but they aren't stupid and take equal force by arming themselves. Most carry handguns for subtle and effective weapons, as well as switchblades, tasers, and electric shock sticks.

[11] Mrrkba Acquisitions Incorporated
Manpower- 9
Holdings- Properties (+4), Research Division (+1), Shell Corporations (+2), Bad Reputation (-1)

Expansive, extensive, and extremely aggressive corporation with the financial backing to act as some of tough muscle in Garden. Own and manage several skyscrapers and have an infamous sociopath CEO. They are mostly invested in real estate business, and many of Garden's nicest areas are kept clean by the corporate watchdogs. Mrrkba controlled apartment blocs and businesses are kept free from the homeless and opposing criminals by the company's enforcers and high tech security systems. They also disguise their actions with shell companies and the hiring of mercenaries where their own private security army can't work, but this attempt at secrecy hasn't stopped them from developing a bad reputation by most as a greedy company. Removing or revealing any “Shell Corporations” Holdings from the Mrrkba corporation's control turns it instead into another Bad Reputation holding at (-1).

The Mrrkba Corp. acts exactly as a mega corporation would, but in a city without government or laws they can bring firepower to match with their aims. Their corporate soldiers dress as armored mercenaries with shiny weapons, but with shiny circular name badges. Their regular employees and office workers either wear a namebadge or are branded with a tattoo of their corporate logo somewhere on their legs/tentacles/method of locomotion. They tend to use many high tech weapons and often equip their forces with experimental or useful gadgets and new types of armor from their Research Divsion; all of which they go to great lengths to retrieve if it falls into enemy hands.

[12] Candle Smugglers
Manpower- 4 + 4 (Imported Monsters)
Holdings- Torchlight Society Connections (+2), Mystique (+1)

The Candle Smugglers are a gang that does trade and 'smuggling' of goods between Garden city itself and the Torchlight society. Beyond Garden- there is only one known other element of civilization; the mysterious Torchlight Society. While little is known about this group, the Candle Smugglers seem to have the most information and trade between the Torchlighters and Garden go through them. During times of “peace” between Garden and the Torchlight Society, many companies and groups will trade unless war breaks it. But the Candle Smugglers seem to trade and continue their good relationship even during the shadow raids and open warfare between the city and the outside.

Candle Smugglers wear camoflague and outdoorsy wear, even when in the city itself. They are a very rural group in Garden and are among the best at dealing with the monsters in the forest beyond the city. While not a very strong gang in terms of military power, they have managed to get a few trained monsters from the forests and use them as weapons of mass destruction against their foes if things get bad enough. The monsters flee to the woods or the dark corners of the city after being used once.

[13] The Last Stop
Manpower- 3
Holdings- Scrapyard (+2), Pawn Shop (+1), First Impressions (+2)

The Last Stop is a gang who gets all of its fortune from stealing from new residents to Garden. New arrivals, fresh off world, unaware of the rules of Garden and where they are, are targeted by this gang and either exploited or mugged for their property. The gang steals vehicles to scrap for parts, uncommon food items as delicacies, and collectibles like offworld currency and magazines to sell to wealthy, nostalgic members of that race from that world looking for a reminder of home. Most of these new arrival gangs were once very small and weren't very powerful, but recently they were organized. The fright they give new arrivals gives the gang a fearsome reputation despite actually being weak.

The gang dresses in street clothes with a simple white bandana baring a symbol or the letters for the words “Last Stop” in the gang member's own world's script. The gang uses any sort of weapons they can find, but prefer concealed and smaller weapons to mug unsuspecting immigrants to the city.

[14] Horticulturists
Manpower- 5
Holdings- Underground Farms (+1), Crumbles to Pressure (-2)

The Horticulturists are a group of farmers, plant growers, and gardeners within the city of Garden. They are more of a farmer's union then anything else, and have been on the serious decline the last few years. They grew strong and joined together as a gang to protect each other several decades ago when rising food costs and a famine hit the city, but are quickly becoming obsolete in the modern nights. Many of their members are very old and are retiring.

This gang dresses in civilian clothes and wears gray-straw hats as a symbol; the gray-straw coming from a common plant that requires no sunlight around Garden and is useful for many crafts. The gang uses gardening tools for brawling, and shotguns as they would on their plantation. They've also kill a few people by burying them alive in their gardens, but have lost this edge over the last few years and are now crumbling to newer, younger, more aggressive gangs.

[15] The Rickshaw
Manpower- 3
Holdings- Secretive (+2)

Careful, secretive gang of robbers and thieves. Much of their group now is made up of disillusioned enforcers for the city; turning their backs on freelance police work to find ways of creating their own money and place in the city. Their name comes from their rickshaw drivers, who eavesdrop on wealthy patron passengers to get good hints on where to send their teams to break into people's houses and raid certain factories or facilities. The Rickshaw is a secret and not well known gang.

Unlike most gangs, Rickshaw is pretty smart and trying to keep their identity secret. They don't have any gang colors and know each other in a cell-like structure, minimizing the risk of the entire organization being found out all at once. They favor silenced and quiet weapons.

[16] Airwave
Manpower- 12; Effectively 5
Holdings- Tower Central (+3), Broadcasters (+2), Internal Strife (-1)

Massive, extremely wealthy gang that holds a near monopoly on the radio industry. In Garden, a city without television and many electronics, Radio is one of the chief entertainment and communications networks. Airwave gets a cut from almost all radio channels and advertisers; controlling it all from their fortress of Tower Central. Tower Central is a massive tower and office building near the heart of the city- they broadcast their radio all from here. The tower itself as well as an entire surrounding city block is their territory and is very well defended. The gang has very recently been undergoing massive internal strife from receiving a signal from outside of Garden that has caused an entire ideological shift in the gang and fights for control. Some members wish to ignore the signal and keep it more of a secret, continuing to make money with their industry, while others wish to reveal it and reorganize the gang into a group that would investigate the signal or help others do so.

Airwave gangsters wear yellow or a patch that features a black tower with four yellow lightning bolts coming off the top. They prefer to use heavy automatic weapons to lay down suppressing fire; and they can afford the bullets. Every squad carries a personal radio; they use a few different secret channels with code messages to deliver fast information around the city. They have been nicknamed “hornets” because of both their colors and because their radio messages mean if you mess with one, especially near central tower, the rest come at you like you kicked the nest. This gang can use its full Manpower when defending its territory during a gang war, but is otherwise restricted and have a greatly reduced Manpower due to their infighting.

[17] Mayotni Clan
Manpower- 10
Holdings- Protection Money Racket (+3), The Gue Family (-1)

Criminal organization made up of many smaller criminal families. Each “family” is also an actual family, with a hierarchy leading all the way to the top family in the clan. Due to the biological family structure, most of the Mayotni clan are of a select few races, but adopted family members also count, who later on had their own kids, and the clan is slowly diversifying. The current highest ranking family in the clan is the Gue family; and due to several bad accidents and sterile members the family is dying out and will soon cause major problems for the clan unless they can revitalize this family. The clan gets most of its income from owning property and getting paid protection money by business and property owners; and views the Red Ring Group as its up and coming rival.

As one of the older gangs in Garden; the Mayotni likes to wear traditional robes and older clothing when on official business, though family members can wear whatever helps them fit in on most jobs. The clan also practices ritual mutilation; usually cutting of the end of your tail to pay for infractions. If you come from a race that doesn't have a tail, they'll work out a new appropriate method for you. The gang uses long rifles for clean kills, but rarely does.

[18] The Heavyweights
Manpower- 6
Holdings- Silver Stairs Buffet (+1)

The biggest and strongest people in Garden have a gang just for them; The Heavyweights. This gang's members work private security jobs, as bouncers for bars, and as part time boxers and wrestlers. This gang has strict requirements; you have to be at least 450+ pounds to enter, and most of that has to be muscle. Some alien races can fulfill those requirements easily, while others could never. They hang out around the Silver Stairs buffet; which is one of the few all you can eat buffets still open in Garden.

The gang uses no uniform, because any group of guys that big is already a sure sign they're in the gang. For weapons, they use huge heavy weapons when they can't just use physical strength.

[19] Aquifer Hotel Resort & Casino
Manpower- 4
Holdings- Casino (+2), Lazy Piper Water Company (-2)

The Aquifer is known as one of Garden's most luxurious and high class establishments, and they are known for it due to their ruthless business practices and subtle methods of control. Anyone who crosses the casino is invited to stay a week in the penthouse, and every day they are assaulted by mental torments and thoughts in their head; delicious food platters served to their room free of charge, but shaped in the look of one of their family members. Private hot tub with a temperature gauge that could rapidly boil them alive if they wished, or a lucky streak down in the casino that is implied to be able to be ended at any moment by the casino's whim. All of these intimidation tactics are done publicly as possible; to further the mental isolation and feeling of helplessness in the target. Those who do not take the free rooms and invitation are found to have been killed in horrible ways; so nobody turns down the offer and nobody comes away unscathed. The casino was once built on an Aquifer which had dried up in recent years, forcing the luxury establishment to get its water from a water company which has been squeezing them for huge profits, and the casino would gladly reward anyone who could find them a new and affordable source of water for its many baths, spas, and luxury resturants.

The Aquifer Casino mob is made up of its staff; and they hire people to its various roles as one would any job. Uniforms are simple colored shirts, with ties for higher ups, and associated name badges. While their armed security forces uses standard weaponry, members are also all armed with a garrote for silent takedowns on the casino floor or in a room, as to not disturb their other guests.

[20] The Whistlers
Manpower- 6; Half off for Hookmen
Holdings- Unknown (+2)

The Whistlers are a mysterious and enigmatic gang. Their “members” often make up people who have no connections, or people who have been missing for years only to suddenly show up again with the scars and focused, reserved eyes. None of the whistlers can speak- they have all had their vocal cords and tongues removes, but communicate to each other and to their monsterous Hookmen via whistling calls. Needless to say, nobody has gotten a word out of them of what or who they serve.

Whistlers are distinguished by a facial scar, usually just above the left eye or olfactory nerve, stitched closed. Otherwise, they wear black or dark clothes and heavy boots. They also do not have tongues or have had their mouth sown shut. They fight using all manner of weapons; usually free from the normal issues that plague chimney-guns, as well as along with the Hookmen.

Hookmen (2 HD, 1 armor and +2 defense when hanging, 1d6 melee rusted hook-hands, can climb)
These creatures look barely like a humanoid race, but with long narrow metal mouths rusted shut. Instead they attack with their hook-hands, seeking to pierce flesh. They usually inhabit the Sunk; but are seen leaving that area along with the mysterious Whistlers. If left alone for even a minute, or if separated from their 'handler', Hookmen like to scratch marks into walls and doors that almost resembles writing or a primitive alphabet.

Sunday, June 24, 2018

Garden City Slashers + Slasher Generator

The slasher as described in the Garden City General Encounters is for a specific purpose. It's the type of creature that the characters run into once, defeat, then move on. Remember, the Slasher on that blogpost only has 2 HD. They don't realize he's going to come back, start hunting their friends and family, become a nightmare, and try to kill them at every turn. That's what a Slasher does.

Slasher Info
Slashers are people that turn themselves over to a murderous persona. They become empowered by it, and their longevity is increased. More then one amoral wannabe has taken up the knife in an attempt at immortality. But there is more to them then this. You see, while Slashers are undoubtedly a psychic phenomenon of the queer city of Garden, an actual Slasher who is psychic is unheard of. It could be that being a Slasher requires a mind that is incapable of becoming a psychic, or perhaps becoming a Slasher IS a psychic gift, just a despicable one. Even the most revolutionary psychic scholars would be unlikely to classify it as a legitimate psychic power.

However all Slashers begin as normal people, and normal people have morals. Slashers don't kill just anyone, they always begin by killing only the right type of people. They only kill gang members, they kill for revenge, they kill bums or prostitutes, or they kill people of an alien species they don't like very much. But the more they kill, the farther their standards degrade. Eventually Slashers become so numb they'll kill almost anybody once their back is turned, retreat from any kind of normal life, and become totally outcasted. Taking the mask off at this point feels less like the real them then leaving it on. Eventually the Slasher ceases to be a person at all- their house left abandoned and they simply stalk the night. They still have territory and lair they stalk, but they no longer can communicate or care about anything but killing.

As Slashers kill, they become stronger. This general level of strength isn't always constant, as Slashers can become stronger against certain people by hunting them down and increasing the fear and suffering they cause that person. Slashers with 1 HD are barely starting out, and have limited abilities. Slashers with 2-4 HD are legitimate slashers now, starting to lose themselves or having already lost themselves to their persona. At this point, even after you defeat a Slasher, you may not be able to remove the mask from their face. It may be stitched or melded with their face directly, overtaking their entire being. Slashers at this point also start displaying their supernatural abilities such as super stealth, disappearing when nobody is looking, and incredible endurance; able to come back even after confirmed to be dead. Slashers with 5-8 HD or more are truly terrors of the night, and have an almost mythic reputation among the city's populace.

The Slasher's ability to come back from the dead is their most fel power and what helps along their immortality. Lesser Slashers of the 1-2 HD variety are simply tougher then most people and are capable of coming back after a few stab wounds or shotgun blasts. Unusual, but not impossible. Slashers of the higher tiers of power break reality much more. These Slashers may be able to recover incredible amounts of damage, even decapitation, blowing them apart, or watching them burn to ash may not stop them. At this stage they can return as a sort of semi-spirit, weakened but still capable of killing and becoming stronger. Even stronger Slashers may return fully corporeal immediately, or have a body that regenerates itself as soon as it is damaged and put themselves back together.

Ending a Slasher
It is still possible to end a Slasher; and a few madmen in Garden do it regularly to make money or just to make the city a better place to live. Defeating a Slasher requires the hunters to have no fear, and to keep their family and friends safe as the Slasher will seek revenge. While enough damage can kill lesser Slashers, more powerful ones will require many repeated gruesome deaths to put down or one of these advanced methods. Since one won't always cut it, using as many as possible to finally end the beast once and for all is what most Slasher hunters will do on their toughest adversaries.

The first way to end a Slasher is to remind them of their humanity/alienanity. By using one of the Slasher's still living family members or very close friends as bait, the Slasher may hesitate before killing them, and in that moment they become vulnerable to being put down for good. This can backfire if the Slasher kills the bait target instead; losing that last little attachment from the world will just make them even more dangerous.

The second method is to use a silver bullet trick. Many cultures in Garden come from worlds with rumors about special or sacred weapons; Humans have silver. Pink, eyeless Rhino people believe the Fingers of Isk'Kassa has monster-killing powers. Ratlings have poison gas from a rare type of weed in their world, and so on. These weapons ONLY work against Slashers coming from the same culture and species; so if you wanted to end a human Slasher you'd need to use a silver bullet. If this weapon hits it will only work once, and reduce the Slasher's HD by the damage dealt. If brought to zero or less HD, or if they are weakened enough to be finished off by conventional weapons, then the Slasher is finally defeated for good. It is also said that the supernatural weapons or items beneath Garden in the service tunnels may be extra effective against Slashers.

The third method involves destroying the Slasher's connection to the world. Destroying their lairs where they may store trophies or their victim's bodies, extra weapons, and create dark altars is a good way to reduce their connection to the physical world. Many Slashers leave behind their first mask and weapon in their old dwelling as a normal person, as well as sketches or diaries talking about their experiences at becoming a Slasher. Destroying these will cause the Slasher physical pain; but may draw their anger at you if it isn't enough to remove them from the world. You'll have to destroy their body again once their fetters are gone to send them to where they cannot return.

The final method involves psychic powers. Psychic probing of the Slasher's mind will only find a black hole of despair and evil that causes 1d6 psychic stress to the psychic that attempted to read the Slasher's mind; but Psychic attacks can cause damage on the Slasher's seemingly magical abilities. Extremely powerful reality warping psychics may be the only answer to the most powerful Slashers. The most famous Slasher of Garden, the Headsman, who chopped off and collected heads for his various collections was ended by a reality warper. Since the Headsman preferred to take the heads of powerful individuals, he hunted a reality warper. When detected, the reality warper simply erased the Headsman from existence, which ended his reign of terror once and for all. But there are still rumors to this day of decapitated corpses and mounted heads; some believe the Headsman managed to come back from even this and is stalking the night once again.

Slasher Generator
Roll once in each category.

Slasher's Mask 1d12
[1] Made of grass and leaves, two soulless slits for the eyes.
[2] Gas Mask.
[3] Bucket. Metal shards welded on to make spiky.
[4] Iron tragedy mask. Random expression.
[5] Minimalist rubber mask. Small mouth and eye holes, black cloth around head.
[6] Cardboard box. The faded logo is of an offworld company.
[7] Leather mask made from a face of a random alien species. -1 to hit if you're of that species.
[8] Upper skull of a strange and feared creature from outside the city's walls.
[9] Wears a large hood that obscures face with supernatural darkness.
[10] Carved, painted wooden head that mimics a random animal or alien animal.
[11] Motorcycle Helmet.
[12] Chainmail veil.

Slasher's Lair – 1d12
[1] Windowless white hover-van. Never seems to drive anywhere, just shows up.
[2] The service tunnels beneath the city. The tunnel's inhabitants seem amused by these antics.
[3] Stores all of its victims' bodies in a large black dumpster until it is found.
[4] Old scary complex out in the wilderness made of rusty alien-world shipping containers.
[5] Cluttered house. Multiple booby traps and tunnels in the garbage.
[6] Tin shack built on the roof of a skyscraper. Uses the “out of order” elevator.
[7] Uses a half sunken boat in Garden's water district. Air pockets are within.
[8] Abandoned slaughterhouse. Bioluminescent flowers grow along the blood gutters.
[9] Lives in a mysterious red subway car in Garden's subway system. Common superstition means almost nobody except new immigrants use that car.
[10] Abandoned wing of a still active shopping mall. Entrance boarded up, little trails of money, candy, or bullets try to lure people into the dark lair.
[11] Lives in a back ally, sewer tunnel, or under a bridge; walls nearby are totally covered with spooky scratches from the Slasher's weapon.
[12] Random apartment. Strangely spares little old lady next door neighbor, and even leaves her gifts of fabric and jewelry from the murdered victims. She'd be devastated if she knew.

Slasher's Iconic Weapon – 1d12
[1] Big butcher's cleaver. Has several smaller ones hanging from the belt.
[2] Pitchfork or heavy metal rake.
[3] Giant power drill. Used to drill in massive screws in constructions by big aliens.
[4] Giant wire cutters. Used to cut the giant metal wires by Garden's power industry.
[5] Punching fist circular-saw blades. By squeezing the handles can make the blades spin.
[6] Hover Chainsaw. Same as chainsaw, but uses hover tech to make chain rotate.
[7] Very goddamn big kitchen knife.
[8] Rusted long 'toothed' saw fashioned into a sword.
[9] Axe of alien design. Strangely organicly shaped, but still functions perfectly well.
[10] Lead pipe with sharpened end. When people get stabbed, blood flows out the other end.
[11] Super Nailgun. Fires whatever is loaded into chamber when pressed against victims. Shards of glass, long wooden splinters, rebar pipe, etc.
[12] Giant sack of coins. Likes to take one coin from each victim; gets mad and brutalizes corpse if they aren't carrying any.

Friday, March 23, 2018

12 Midnight Monsters

These monsters only come out when you foolishly leave the safety of Garden or if the power goes out, letting them in. All of the monsters here hate light and have -1 or more hit dice when illuminated by something like a stadium light or when trapped in a brightly lit room. If this drops the creature to 0 HD they become comatose and they take 1 damage per Turn until they die.

Some creatures have extra powers in darkness, which means once the lanterns and flashlights of the players are out or destroyed the creatures will become stronger. Only roll a 1d6 on this list if you're close to Garden; the city is surrounded by bright lights and walls that keeps the worst ones away. Sometimes, in the dimmest streets and dark black alleys of the city, one of the weakest monsters (1d4) may be lurking in wait.

Nightmouth (12)
-12 Midnight Monsters-
[1] Many-Tail Panthers (1 HD, 1d6+2 claws, each panther has 1d4+1 tails that become tail worms when they die, if damage roll of 1 a tail is shot off and becomes a tail worm)
Number Appearing: 1 if near Garden, otherwise pack of 1d6

In Darkness the panthers can drop from the shadows to bite the necks and throats of explorers, dealing 1d10 damage that ignores armor.

The Many-Tail Panthers are the most classic of the monsters outside of Garden and are among the most well understood. They prey upon the residents of the city and seem to be pets and act like hunting 'dogs' for the Torchlight society. The Panthers do not have a gender and instead seem to reproduce by biting off one of their own tails and dropping it on the remains of a corpse.

When removed from the body the fleshy, bleeding stump end of the tail actually has a mouth with lamprey-like teeth that bites any warm flesh nearby and tries to bore into it, as well as being able to grapple with prey by wrapping themselves around it and choking them. The tails eat corpses and grow into a juvenile panther with no tail; tails seem to grow with age and by eating lots of lost city folk.

Tail Worms (Dies on first hit, 1d4 bite each round, grapples prey to prevent escape and fighting back; save to break free, +4 cover bonus from firearms due to size and worm body)

[2] Shakeyshroom (1 HD, hops around and releases spores when in melee, releases spore cloud on death, spores cause suicidal hallucinations)
Number Appearing: Usually 1

Shakeyshrooms look like giant, 3foot tall mushrooms that appear perfectly normal, but can hop around when threatened or when not observed. They are nearly totally silent. It is unknown if they are actually fungus, or some creature that pretends to be fungus to blend in. Shakeyshrooms like to follow explorers in the woods and shake their spores onto their food, sleeping bags, or over them when they sleep. Spores that are ingested take 1d6 turns to take effect.

When the spores are inhaled or take effect, the target suffers audio and visual hallucinations and needs to make a save to see anything clearly as it really is. Failing this save causes 1 psychic stress, so those who try to resist the effects often just fall in deeper. The hallucinations drive the victim to suicidal thoughts or actions, such as seeing their gun as an ice cream spigot and the trigger as a button that dispenses it, or walking off a cliff because they see a bridge over it. The spore effect fades over 1d4 turns, but lasts 2d6 turns if the target has more then 7 points of psychic stress.

The Shakeyshroom has no defense besides its spores and is basically helpless if attacked, though spores it releases in melee can turn allies against each other in suicidal confusion. The fleshy head of the shroom releases some spores each time it is bumped or struck, but plenty of gangs and drug-dealers in Garden will buy it from you for a very specific high and to synthesize special Psychic drugs. The head can be sold for $40 on an open market, but expect Enforcers and other do-gooders to try and stop you from selling or keeping this contraband. Strangely, the shroom does not grow or reproduce with the bodies of those who die from its effects, instead preferring to hop away and allow other predators of the forest to consume the body.

[3] Black Scratch (2d6 Turns, harries or deals 1d4 damage, warded off by light and fire)
Number Appearing: Unsure/NA

In Darkness the Black Scratch deals 1d6 damage with deep, bleeding claw marks that ignores armor and any target killed by this simply vanish along with their equipment.

Instead of having health, the Black Scratch follows the explorers around for a number of exploration turns equal to their 3d6 roll. The Black Scratch is seemingly invisible, though some claim to see 'something' out of the corner of their vision when faced with one, and they often seem to teleport to different locations nearby. It is not possible to hit a Black Scratch with any weapon, except maybe for a psychic assault. Instead of attacking directly, the Black Scratch harries their prey, tugging at their clothes, ripping off cords and ropes hanging from your person, and delivering small 1d4 damage scratches to you. It tends to attack about once a turn, or whenever someone is alone or especially vulnerable. The scratches it delivers appear as light pink marks instead of bleeding wounds.

Black Scratch can be held back by bright lights, but seems to either move incredibly quick or have some control over electricity since the moment the light flickers they can still attack, often trying to throw an item you're carrying just out of reach to lure the group to split up. The Scratch is one of the few creatures that is almost stronger in the dark parts of Garden then out in the forest, as it can snuff out streetlights and hallway bulbs to isolate victims in the city itself.

The one thing a Black Scratch cannot stand is light from a fire, which wards it away. It never attempts to attack someone carrying a torch and anyone standing within a campfire's light is safe from the scratch until it gives up and goes away. The Scratch also seems to be the one “creature” of the forest that the Torchlight society have not tamed, instead many of them have deep scars from the creature's fingernail-like wounds, which they proudly show on their bodies.

[4] Flaming Fox (1 HD, +4 evasion from bullets, 1d8 pyroclastic flames, 1d4 brain burn)
Number Appearing: 1 or 2

Small, fox-like creature that appears to be made of simmering embers. It's tail gives off sparks when it moves and its long whiskers wisp out of its face like open flames. When the creature is running or in combat, its body flare up much brighter and hotter. It can flick its tail to produce long jets of flame that torch everything they touch; lighting up huge sections of the forest's underbrush while the trees themselves seem not to be much harmed by it. These flames have a similar range to a firearm, but armor grants no protection.

Any psychic who attempts to use their powers on the fox itself or on its flames in an attempt to control or extinguish them will take 1d4 damage each round they do it- the fox making the temperature of their forehead extremely warm. Psychics killed by this move burst into flames. This effect also happens on anyone who gets within 15 feet or closer of the fox, their head heating up from the foxes intense psychic aura.

The flaming fox is a creature that seems to have been bred or totally domesticated by the Torchlight Society. The vast majority of them wear flame-proof collars or sometimes even little bells. The Torchlighters use these foxes as a mobile source of fire and warmth in the forest it seems, and as weapons of war. Nobody knows if they intentionally let some into the city as an act of arson or if the foxes that end up near Garden are just strays or runaways.

[5] Flying Frogs (2 HD, +1 Armor, d6 choking tongue, can detach tongues, flight)
Number Appearing: 1d4

Frogs with the power of flight and can 'stand' on air with their webbed feet. They have oily dark gray skin and must stay wet or dry out and perish. These frogs use their long tongues to choke people from above, similar to a hangman's noose. These frogs can detach their tongues and glue them to tree trunks and branches, holding their prey in place and slowly choking them to death.

These frogs can constantly float and fly, meaning they run when they can't surround an enemy. The forests around Garden are filled with decayed, rotten fibers hanging from the canopy, occasionally wrapped around the next of an unfortunate corpse. The frogs don't eat the corpses, instead merely eating the warms of insects that are attracted to the decay.

[6] Rakemen (3 HD, +1 armor, slow, d8 rake attack- if doesn't deal damage destroy target's armor)
Number Appearing: 1d4

The Rakemen appear as creatures shorter then the average human with dark brown skin and fur that covers any sort of facial features, which travels down to their groin. Their hands are unnaturally bent metallic rakes with four points each, connected to their stump wrist by a metal pole. It seems all of the bones of the Rakemen are made of metal, as they move very slowly and stiffly and despite their size are tremendously hard to kill.

Using these metal claws, the Rakemen deal significant damage to any beings who cross their path. They also use these Rakes to rip apart bulletproof vests, metal straps, and other forms of armor that an explorer may wear. They use their Rakes on dead foes to cut them up into thin strips, which they suck up into a mouth hidden underneath their head-fur covering.

These Rakemen don't seem to speak any language but have some mild levels of intelligence and tactics, usually preferring to wait and hide around trees before creeping up to attack forest explorers which also helps due to their lack of ability to give chase. Their territory is marked by long scratches in the trees, dirt, and on rocks. When deployed by the Torchlight society in raids or assaults on Garden city; they will sometimes have Rakemen equipped with simple armor, as the Rakemen don't seem capable of tool use on their own.

[7] Lurklei (2-6 HD, +3 armor, d4 lurk water spit, d8 engulf- if small save or be swallowed)
Number Appearing: Always 1

In Darkness over the lurk pool, the Lurklei can sense all nearby creatures. It can exit the body of water in absolute silence if no light source illuminates its blackness.

This creature appears as a large bony fish with two strong humanoid legs underneath it that allow it to exit the water. Unlike almost any normal creature, this creature continues to grow and grow and grow to fill its habitat, destroying and absorbing all other life. Lurkleis eat all other fish, eggs, insects, and use their great sucking mouths to even absorb all the pond scum from where they live. Eventually they are the only thing left, alone, at the bottom of the pond.

The ponds they live around are called Lurk pools. The first time people encounter them, they notice the quiet and unsettling lifeless water, which has a dark black color. Lurklei's don't excrete waste save for black liquid that dribbles from their mouth constantly. This liquid corrupts the pond and makes it poisonous. Lurklei's can hold their breath out of water for a number of combat rounds equal to their HD. When their time is up they will bolt for the water to refresh; as such they prefer to fight as close to the water as possible and not get walled off from their pond.

Lurk water is toxic. Getting it sprayed on you deals 1d4 damage from tiny amounts entering your eyes, mouth, and nose. If you brace yourself for a round or are wearing a gasmask/scuba gear you can avoid taking the damage, but the liquid soaks its way into clothes and bags and makes those things deal 1 damage per exploration turn of carrying them around until they are properly cleaned with hot water and soap and dried out.

If a character is physically small enough, then the Lurklei's bite can engulf them in its toxic black mouth, dealing d8 damage. If they fail a save when attacked, then they are swallowed and are trapped inside its belly, causing death unless cut out within a few minutes. If they succeed the save they can attack the Lurklei inside it's mouth, thus ignoring it's high armor or just wiggle out. If a character is too large for the Lurklei to swallow at the creatures current size, it cannot engulf them and instead just spits on them. The size the Lurkeli's can swallow is equal to the characters height in feet equal to HD. So a 3 HD Lurkeli can swallow very small 3 foot or shorter explorers, etc.

[8] Roving Columns (2 HD, +4 armor, d10 trample and knock prone, always attack different targets, if prone when trampled causes instant impalement and death, take double damage from payloads)
Number Appearing: 1d6+2

They look like crudely carved humanoid columns made of a soft, craggy stone. They are vertical and when dormant simply stick in the ground, but when moving they quickly raise up and then spike themselves back down again after traveling parallel to the ground for some distance. The columns in a group or formation always move one after the other, each one taking a moment to stay in the ground as another moves, as if they were the feet or shoes of some giant, unseen, intangible monster. As such it doesn't attack the same character twice in a row; with a new pillar moving to run over and smash into another character as soon as the last one lands.

The danger is amplified by the bottom of each pillar, which is sharpened inwards somewhat. If a character is prone or sleeping then this pillar will land on them with enough force to impale them and instantly kill them; meaning one must keep moving to avoid being slain by the roving columns.

Due to their material; the soft stone breaks apart easily with enough force so a concussive blast such as from a psychic with powers over sound or from an explosive weapon such as a payload grenade launcher will cause double damage and easily break the pillars apart.

[9] Leachbear (4 HD, +1 armor, 1d6+3 hair attack dehydrates victims)
Number Appearing: 1 or 2

In Darkness the bear is less effected by gravity and can float over people to attack any target, or to easily avoid melee attacks. Mechanically they gain +3 armor in darkness.

The Leachbear appears as a large flat bear-like skin of a creature that crawls across the ground or wraps itself around trees and branches above to get the jump on prey. It's shaggy, coarse fur is its primary weapon, of which each hair is a proboscis and can drain fluids from things it grapples and wraps around the victim. Armor is the only real protection against this attack.

Those harmed by a leachbear are rapidly dehydrated and cannot be healed with regular first aid alone, requiring clean water to restore what their body has lost. Each item of first aid used to heal them also requires drinking a full ration of water or another liquid. As the bear attacks prey it swells larger and larger from the stolen juices and becomes heavier. It can spray out these juices as a last resort, which causes firearms soaked by them to jam.

Some other animal furs having similar powers and aggression as the Leachbear have been reported in connection the Torchlight society. Since many Torchlighters wear animal furs when trading with or in war with Garden; these furs could be animated as the Leachbear is and act as a sort of guard for the person wearing it, or be used as a weapon of assassination and terror.

[10] Speartides (2 HD, +2 armor, 2d6 spears attack OR 1d10 spear rain, bulletproof, reforming)
Number Appearing: 3d6

Mass of sharpened wooden pikes, one end hardened and brunt by a fire, moving together like a massive snake with each end rotating to face forwards as the rest pull back to to give it motion. These wooden spears have no flesh or physical body, and are given motion by psionic powers. Because they are made of wooden stakes bullets cannot harm them unless it is an explosive or incendiary round.

These creatures do possess a lesser “mind” created by a psychic. Mostly it is a simple and warlike emotion of aggression. Psionic attacks deal damage to it instead of stress, and can unravel the forces that keep these stakes moving and fighting. The spears either lurch forward to stab an enemy from many angles or rear back and fling themselves to rain spears on foes.

Speartides seem to be the living barricades of the Torchlight society that can move as commanded, but are just as powerful on offense and defense. The speartides can roll into each other to reform up to their full strength if needed, and can freely add more carved or crafted spears into their mass as they go.

[11] Twisted (3 HD, +4 evasion from bullets, 4d6 psychic attack dice, minor telekinetic, minor pyrokinetic, minor electrokinetic, minor dowsing)
Number Appearing: 1

In Darkness the Twisted gains an addition +1 psychic attack die and automatically deflects 1d6 bullets fired at it per round with psychic barriers.

Appear as a twisted, tangled up slender mass of roots, vines, branches, and grass that levitates in the air a few feet off the ground. The being is incredibly psychically potent and its presence can be felt as a painful throbbing sensation in the head of psychic explorers when nearby.

The creature may split up its psychic attack die freely among whoever it is fighting each round. Psychics can attempt to fight back by rolling their own psychic attack die against it. The roll with a higher result inflicts that much psychic stress on the loser. If enough stress is accumulated then a save must be rolled or the character faints. Characters who are not psychic do not get this defense and simply must endure the psychic stress they receive until overwhelmed or until they defeat the monster. Usually, the Twisted focus on psychic characters first before moving on to non-psychic characters.

The Twisted has many minor psychic abilities including telekinesis, that lets it move objects, as well as pyrokinesis and electrokinesis, which lets it avoid fiery attacks against itself and also try to short out lanterns and electrical devices that explorers carry. Once all threats have been defeated the Twisted bores into the minds of unconscious people to mentally torment them, playing traumatic and terrifying false memories and experiences in their head until they become so mentally regressed is simply absorbs their psychic energy and leaves them a vegetable shell.

[12] Night-Mouth (7 HD, +2 Armor, 2d10 big bite, 1d6 punch- stuns on 6, chew through anything)
Number Appearing: 1d8

In Darkness Night-Mouths move twice as fast, and replace their 1d6 punch attack with a second 2d10 bite attack.

These massive lumpy humanoids are one of the most terrifying known monsters in the woods away from Garden. They are almost 10 feet tall with small heads, but a massive mouth that stretches down to their chest. Their large flat teeth glow white even in the darkness, and are able to chew and bite through almost anything. The creatures are also smart enough to bite at the guns that explorers bring with them; making them useless and making their prey easy kills. Their lumpy fists are also quite strong and can punch people into trees to stun them.

Despite having functioning 4 fingered hands, they don't seem to use tools, merely using their hands to grab foes still to bite them into pieces or to punch, grab, or throw. Their level of intelligence is a mystery. Always hungry and seeking things to devour, the Night-Mouths gladly eat rocks and trees, but keep some area around their territory clear to 'ambush' travelers.

The Night-Mouths usually appear in groups and without talking, they can maneuver themselves into basic tactically formations. Some believe this was taught to them by the Torchlight society, or perhaps the Night-Mouths have a rudimentary society all their own, or some yet undiscovered psychic link. Night-Mouths used by the Torchlighters are in chains and are usually alone, which leads some Garden scholars to believe that they are only semi-domesticated and are closer to being enslaved by the Torchlight society then raised and used as living weapons by them. For this and other reasons; some believe that the Night-Mouths are the original inhabitants of the dark forest before Garden city was built, and its cursed electric lights sent them away into the woods.

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.