Creating an ancient buried city

Gilladian

Adventurer
In Ptolus, there is a place called the "Buried City". The only details given in the big book are that it existed 10,000 years ago, was ruled by various noble families, and was defended from evil by the Knights of the Golden Cross.

It is implied that somehow the city was then buried, but nothing said of how, when or why.

I'm at a point where the PCs have passed by the entrance to this city, and may want to go back and examine it, soon. I'd like to provide myself with some descriptions, some random encounter tables, and some maybe the ideas for several special areas that would be fully detailed.

My PCs are only 3rd level (3.5 ed), but I have no problem with making this area challenging or even deadly for them.

Any ideas?
 

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I know nothing if you are looking for already published material for Ptolus, but I have a few ideas if you are to homebrew this idea.

I'm kicking around an idea similar to this for my game. You can have some sort of major event having burried the whole city out of spite in a single event, or the city could have been forgotten and reclaimed by nature- only to have another city come along thousands of years later in the same spot. The other idea is to have the city be that old and each new generation builds upon the last building the city is layers, with the bottom layers being forgotten, similar to Rome or a few other mid-eastern cities.

If you had god smite the city it could have survived mostly intact in a bubble under the current city. Picture a 200 foot dome of rock arching over the city. The current population could be most anything from undead trapped from the beginning, drow capturing the city for flans to raid the surface, surface thugs/gangs fight here for control over the illegal trade through the city.

I tend to like the idea of having many sections of the old city be built upon by newer parts of the surface city. This way I can explain areas where slaves and contraband come into the city, a section of catacombs where undead roam mindless, an area of a temple to a ancient god- either good or bad. I can throw in a lower layer with a monster fighting arena or a expanding temple to orcus.
 

I'm definitely looking for homebrew ideas.

This is only one section of a much larger set of caves, caverns, dungeons, sewers, etc... all under Ptolus (a very large city).

It is shown as being fairly close to the surface, and probably not too many layers deep. NOT an intact, sealed dome city; there are already 2 of those sorts of locales in the Ptolus area.

I think I will probably assume it was buried in "one fell swoop" but I'd still love suggestions of how that could have happened, what remains of the city, etc...

Even random encounter/event/description tables would help!
 

I've been thinking about running a campaign entirely in a buried city that would be sort of a cross between Pompeii and Atlantis - a highly advanced civilization buried by catastrophe. For additional interest, I figured the catastrophe should be their fault - backlash from a spell that wiped out an enemy city. My suggestions:

Make it a bubble city like aco175 suggested, but the bubble has failed. Large portions of the dome have collapsed, so that large chunks of the city have been demolished, and others are crumbling. Tunnels might connect some parts, and others would be totally isolated. It doesn't sound like you want your party to go very far, so you might also have different parts of the city linked by portals or teleportation circles that require a ritual to activate. The PCs might figure out what it does, but without the ritual it just becomes a tantalizing possibility.

If the PCs are just visiting, I'd only give them access to fairly mundane sections of the city. Apartment buildings, individual residences (Roman-style villas, for instance), bathhouses, maybe temples. In fact, you could probably find floor plans for Roman ruins online, and arbitrarily collapse sections. Also, a buried coliseum could be pretty cool. Wherever they end up, I'd include signs of fighting. After all, a buried city doesn't have much food (well, it's more fun if they don't have create food and water, anyway). After burial, there would have been lots of deaths from starvation, and plenty more from people fighting over food.

For that matter, some of the inhabitants might have found a way to use the portals/teleportation circles to hide themselves just out of phase with the city. In this state they'd be timeless in the sense of not having to eat, drink, sleep, or age. Some of these inhabitants might be recoverable (if the party magic users are persistent about tampering with the portals, say), and some of them may be (partially?) insane from millenia of confinement. They definitely should not be able to offer anything like a coherent history.

With that much magic and bad history, you might also consider doing flashbacks. Maybe ghostly scenes from just before or after the catastrophe, or even interactive flashbacks.

I'd say, too, that no high magic city is complete without summoned creatures. Formerly bound (now berserk) elementals are always fun, but let's not overlook demons trapped in magic circles. All they need is some hapless adventurer to break the warding, and the shapeshifting ability to trick them into it. If it follows a flashback of survivors stowing themselves away in teleportation circles, even better.

I think I would not include undead. Too easy, too familiar. Not unless they were going to explore the city long enough to find the sorts of inhabitants who would have been in a position to turn themselves into liches.

Eh, that's what I've got for now. I've got a pretty specific buried city in mind, but hopefully some of it's useful to you.
 

Thanks, some of that is very useful. Here's what I've written up specifically for my city, so far: Vishteer Campaign / Buried City

Hope it gives somebody some ideas, and I'll continue to expand the site as I get new ideas of my own. I've no idea how far my party will take things, or if they will at all in this campaign (but a buried city is always useful, isn't it?).
 

I would for the random monster tables, arrange it so that the weaker monsters are more common, rather than have an approximately one in 4 chance every hour that something will come and kill the party, you also, to make the weaker monsters stronger, put more of them at a time, you could make a table, similar to this, depending on the ratios of how many of the various factions are around:
1-3 NPC encounter
4-7 Grey Ooze
7-10 Ochre Jelly
11-20 Ancient Trap
21-23 Abyssal skulker
24-28 2d3 dire shadow rat
29-30 1-2 hell hounds
31-36 Animal Zombie
37-43 1d6 Human Skeletons
44-51 1d6 Human Zombies
52-54 1d3 Imps
55-58 Animal Skeleton
59-64 collapsing wall or ground
65-68 arrowhawk
69 Wight
70-75 mephit, earth
75-80 mephit, air
81-86 mephit, smoke
87-90 hostile adventuring party of 1d6 members
91-95 small elemental
96-99 medium elemental
100 roll again twice

I wouldn't advise using this table as it stands now, I can edit it to better take into account challenge ratings and ratios of survivors if you want, or you could make your own, just putting that idea out there.
 

Yeah, my current random monster table is pretty crude and not very useful except as a way to browse the list of possible creatures in the area. I'm working on deciding what the "boss" of this region is, and how to set up what's going on here for a mini-story.

So far, I know there's an adventuring party, fairly powerful because they're important (have paid over 5,000 gp memberships) Delver's Guild members, that has "claimed" the region. In fact, they've tried to claim the whole buried city as their stomping ground, but since I imagine there are other (known or unknown) entrances, they probably haven't succeeded.

I do know that nothing which was buried with the city can leave it, and nobody who dies here can have their soul leave, either.

And this region of the city consists mostly of the gates, the gate-towers, and the open city court beyond the gate. There would have been a major open-air market here much of the time, but that is long gone. A single ring of collapsed buildings skirt the region.

I'm thinking that the towers are claimed mostly by undead. There's a ghostly watch commander still trying to defend the city from invaders, and zombie or skeletal watchmen, and maybe some ghoulish civilians. Killing them doesn't really destroy them, just puts them out of action for a day or two. Even defeating the watch commander is just temporary.

The only truly permanent way to lay them to rest is to break the curse on the city, thus freeing all the dead souls and laying them to rest. But also freeing the demons and elementals to roam where they please. Since they cannot leave the world of Praemal, they cannot truly "go home"; they'll become residents of the greater world, working their evil or madness there.
 

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