Now let us return to a time when three alignments were enough, when a handful of character classes ruled, and when magic swords had their own ideas about who's boss.
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Note: I like working with simple frameworks. I don’t need backgrounds spanning centuries leading up to the adventure. Just give me some flavour, just enough to fire up the ol’ imagination, a map, and I will let my imagination squirt out the rest for better or worse.
My group had a particularly fun time with the strange 7ft. tall eggs, the Toads Grotto, and the terrified girl of whom they suspected something was not quite right after returning her to her parents.
- d6 HD
- d6 Damage
- Every 1 gp spent = 1xp
- 100xp per monster HD
- Oh yeah encumbrance & lighting matters. No infravision for PC’s
Everyone in the masonic lodges has heard a dozen tales that hint the City State of Napolia was built over the ruins of an older place. Tales they may be, but evidence of the fabled City Of The Brass Gods is easy enough to find; the old brass architecture mixed with the new, the deep basement levels and sunken boulevards, and the eerie noises that come from far below the city by night. And rumour of buried ancient relics from the days of Brass make persistent tavern talk, even now...
The Old City Of The Brass Gods is the bedrock upon which the New City State is built; its dilapidated streets now serve as an underground drainage system. The stink of sewage and rubbish pervades the Old City’s dank tunnels, as do rats, centipedes and strange mechanical horrors.
Most of the Old City of Brass Gods buildings are collapsed, rusted, or filled with the rubble of ages; however, a few buildings and unexplored crawlways may yet be entered leading to depths unknown.
The two principal causeways of the sewers are being shored-up by City State Engineers with new stoneworks and are dimly lit through the overhead sluice grates and by torches maintained by the City Guard. The remainder of the Old City network is of far older metalwork of strange design and is unlit.
Map Legend
(*) Torch (1-2 lit, 3-4 guttering, 5-6 spent).
(S) Secret Door hidden by collapsed/broken stonework.
(?) Unexplored Crawlway (an opportunity for the referee to extend the dungeon).
(#) Sluice Grate; drainage from the City’s streets 20-30ft overhead. A narrow grate that admits sewage, storm water, and a dim shaft of daylight (or moonlight).
(&) Yellow Mold [AC 9 MV - HD 3 N]; a hazardous growth that is almost indistinguishable from other filth in the dim sewers.
KEYED AREAS
[1] ENTRANCE A spiral stair descends from the surface to a locked and boarded door. A sign on the door says “Keep Out”.
[2] GUARD HOUSE Seven (or 2-16) bored City Guards [AC 6 MV 12” HD 1 L] are here shuffling work rosters, cleaning gear, drinking spirits, and playing cards (treat as lawfully aligned brigands without prisoners). Officer Dewey is a 1st level fighter [AC 6 MV 12” HD 1+2 L] and has a key to the door at #1. They will object to anyone trespassing the sewers and may try to arrest them. Each man has 2-12 sp on his person.
[3] CAUSEWAY A foul slick of 1ft deep City waste crawls toward #16. A 2ft wide ledge runs along either side a few inches above the filth. Alas, it is poorly kept and treacherous. Haphazardly placed rocks make unsteady stepping-stones amid the awful flow.
[4] SUBMERGED PIT TRAP The ledges are badly broken hereabouts. A number of slippery stepping stones may tempt explorers; however, hidden beneath the filthy runoff is a 10ft deep, 7ft wide fissure. Anyone slipping into it will vanish into the foul thick muck and risk drowning.
[5] WORKS DEPOT This large area is mostly cleared of rubble. Tools and equipment suitable for shoring-up the stonework are stored in a locked, dilapidated building. A stockpile of newly cleaned stones is adjacent.
[6] THIEVES GUILD ENTRY An unsteady stair hidden within a ruined building leads right up to a loose sluice grate. By shifting the grate aside an unencumbered figure may access the sewers.
[7] TOAD’S GROTTO The boots of a recently eaten Undernaut stand near a filthy, stagnant pool. A Giant Toad [AC 6 MV 6”/6” HD 2+4 N] lays in wait, submerged in the pool, and will likely attack by surprise and possibly swallow whole. It will submerge itself again for protection if retreat is necessary.
[8] RATMEN FOOTHOLD A band of ten (or 1-19) Ratmen [AC 7 MV 9” HD 1−1 C] have recently infiltrated the sewers and have already sent word to their cousins. They are aware of the Giant Toad at #7 and of the thieves at #9. Each Ratmen carries 1-6 gp.
[9] THIEVES’ GUILD A gang of nine (or 2-16) Thieves makes their hideout here in a ruinous knot of free-standing Old City buildings. Jimmy Two-fingers is their cunning leader and a 2nd level thief [AC 7 MV 12” HD 1+1 N] (if these are used), or else a 1st level fighter [AC 7 MV 12” HD 1+2 N]. He wears a gambeson and carries a magical dagger +1, +2 vs Ratmen. Treat the remainder as Bandits with no prisoners and without shields [AC 9 MV 12” HD 1 N]; each carries a purse of 1-6 gp.
The thieves may feign cooperation but will betray and rob the players given half a chance. They have amassed a modest hoard which is hidden in two separate stashes:
#1 A locked chest containing 600 cp, 330 sp and 90 gp is hidden beneath a pair of loose floor boards. Jimmy has the only key.
#2 A velvet-lined large sack containing scavenged brass relics is hidden up a chimney chute. It contains a dozen (or 4-24) individually wrapped cylinders, wires, coils, gears, and so on burgled from the Old City. Each piece is worth 13-28 gp. However, one large brass bell is worth 100 gp.
The thieves know of and avoid the Ogre at #18, but may lure the players there.
[10] RENEGADE’S STASH A double-crossing thief stole the gang’s most prized loot and smuggled it here, only to fall prey to a dozen (or 2-24) Centipedes [AC 9 MV 6” HD ½ N]. The Centipedes now nest inside the corpse which clutches a lockbox containing a coin purse of 30 gp and a Wand of Detecting Secrets with 31 charges remaining.
[11] TRIP WIRE TRAPS Trip wires have been set by the Thieves (see #9) to warn them of visitors. These cause stone piles to topple off a high wall with a clatter, possibly causing minor injury.
[12] BRASS-SPIDER ANTE The spider ante is a web-strewn cave littered with skeletal remains. Four (or 2d6) Large Brass Spiders [AC 8 MV 6”/15” HD ½ N] are hidden in dark recesses overlooking this area, guarding a batch of 5ft tall unhatched glowing eggs wrapped and suspended in the air by brass wires/webs. One of the desiccated corpses wears a brass ring worth 20 gp, but an alluring gleam is visible ahead, in #13.
[13] BRASS-SPIDER LAIR The spider lair is a web-strewn feeding ground where a Giant Brass Widow [AC 5 MV 3”/12” HD 4+4 C] awaits. It will likely surprise from above or behind, possibly dragging its luckless victim into a dark tunnel to siphon its plasma before anyone can respond. The gleam visible from #12 is from a steel helmet worth 10 gp.
Former victims’ goods make up the loot amounting to 1,000 cp of old trinkets, packs, tools, and coins. One of the dusty corpses is clad in serviceable mail bearing the emblem of an Undernaut (worth 35 gp), but access to #14 is the main prize.
[14] CRYSTAL CUTTER’S WORKSHOP Forced entry into this Old City building may reveal a small trove of Old City relics & items—some 4,000 sp. There are 30 uncut crystals to be found worth 10 gp each, nine blood crystals worth 30 gp each, five green crystals worth 100 gp each, and two brass orbs with bone and silver inlays worth 300 gp each. Locating them all will require a thorough search.
[15] OLD WATCH TOWER The only access to the old watch tower is via an open window some 14ft above (reachable by an Ogre). The tower contains a dark stair up to a condemned ruin in the City’s poor quarter where children sometimes play. Optionally, the stair also leads down to dungeon level 1.
[16] DROP HOLE The causeway filth drops some 30ft into a wretched cesspit. Welcome to dungeon level 2.
[17] FUGITIVE’S HIDEOUT A terrified girl has escaped the Ogre’s cook-pot (see #18) and hides in this tiny cave. A single shaft of light falls from an awkward crack between street cobblestones, 30ft above. Her parents (Nobles) will pay a modest reward (3d6 gp) for her rescue.
[18] OGRE’S LAIR A narrow ledge overlooks a grisly cave occupied by an Ogre [AC 6 MV 9” HD 4+1 C] and his pet Crocodile [AC 6 MV 18” HD 3+3 C]. A giant cook-pot in the middle of the cave is surrounded by children’s shoes and bones. Two terrified boys are penned in at the rear. The Ogre wears a stout mail shirt and carries a great mace, while the Crocodile wears a spiked collar of Protection from Good.
If attacked by numbers the Ogre will kick over his boiling cauldron, scalding anyone within 1” and creating a Fog Wall that lasts 2-4 turns. Scalding will cause a man-type to immediately recoil 1” suffering 1-6 hit points of damage and to drop whatever is carried on a throw of 1-2 on a six-sided die.
The Ogre’s loot includes 2,000 sp and 400 gp in four large sacks, as well as a barrel of oil, a quantity of children’s dolls and toys, and a wheelbarrow of hardware taken from City Guards. The boys’ parents will pay a modest reward (3d6 gp) for their rescue.
[19] EMPTY ROOM The many empty rooms were formerly (1-4 industrial plants, 5 places of worship, 6 civic places) but are now (1-2 clear of, 3-4 littered with, 5-6 full of) rubble and bits and pieces of wire, gears and rusted metal.
2.* 1 frightened girl aged 11 years escaped from #18. She has been infected with brass & and will start to undergo a transformation in 2d6 days forming a cocoon like egg.
3.* 2-16 boys aged 3-8 years; 1-2 fleeing for their lives, 3-4 lost and afraid, 5 looking to become brave adventurers, 6 looking to join the Thieves Guild at #9.
4.* 2-16 thieves [AC 9 MV 12” HD 1 N] 1-2 heading out on a job, 3-4 setting a tripwire trap, 5-6 returning from a job with loot.
5. 2-16 City Guards [AC 6 MV 12” HD 1 L] 1-4 on patrol, 5 returning with wounded, 6 making dirty deal with local thieves guild members.
6. 2-24 Large Centipedes [AC 9 MV 6” HD ½ N].
7. 2-12 Giant Rats [AC 7 MV 12”/6” HD ½ N].
8. 1-10 Large Brass Spiders [AC 8 MV 6”/15” HD ½ N].
9. 2-20 Ratmen [AC 7 MV 9” HD 1−1 C] 1-3 scouting, 4 setting a trap, 5 disarming a trap, 6 hiding loot.
10.* 2-16 City Engineers [AC 9 MV 12” HD 1 Variable] apparently surveying the state of the City’s sewers, but actually 1-2 as they appear, 3-4 digging for Relics of Brass, 5-6 undermining City defences.
11.* 2 (or 1-8) Ogres [AC 6 MV 9” HD 4+1 C] 1-3 checking the surrounds, 4-5 heading out child-snatching, 6 returning with 1-3 children, *1 of which is infected with brass.
12.* 3 (or 1-12) Wights [AC 6 MV 9” HD 3 C] tormented spirits of the Old City.
* Encounters 2, 3, 4, and 10, 11, 12 should only occur once each.

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