Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
How to Map/Pace a Ruined City?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 5003993" data-attributes="member: 4937"><p>Ok, fine, more ideas:</p><p></p><p><strong>10) Archealogical Find: Fresco: </strong>A large fragment of relatively intact mosaic, fresco, or frieze can be found here decorating a wall, well, altar, arch or obelisk. It depicts a significant event from the history of the city. 50% have some runes or heiroglyphs which accompanies the work that names the event and its major participants, which can be deciphered with decipher script check of DC 20+1d12.</p><p><strong>11) Archealogical Find: Major cultural artifact:</strong> DC 15 search check to stumble across an artifact of significant cultural importance to the people that built the city: a stone calendar, canopic jars, a large ewer, a palanquin, a board game, the implements for playing some team sport, a measuring rod, etc. 5% of these items are magical but investigated prove to do something of no obvious utility to the PCs. 20% of items are rare, and count as a minor art treasure to a collector. However, if the item is both rare and magical there is a 50% chance that it is a priceless object of art and legend, and worth 100 times normal (2d20x10000!) to wealthy collector of the esoteric and arcane. A DC 20+1d12 appraisal check is required to identify the rare items from the merely interesting (failure by more than 10 indicates you think a ordinary item is rare), however all such items regardless of value weigh 1d100x1d6 lbs and are thus difficult to transport.</p><p><strong>12) Archealogical Find: Rosseta Stone:</strong> DC 15 search check, you find a fragment of fired clay or stone which contains a portion of the runic language commonly used around the ruins together with a translation into a more common tongue. The object weighs 1d10x1d4 lbs, but gives a +1d10 circumstance bonus to all decipher script checks through out the city and allows such checks to be attempted untrained. Multiple stones additive up to the maximum bonus of +10. </p><p><strong>13) Archealogical Find: Memorial:</strong> A statue or other memorial to a cultural hero is found here, along with a description naming the individual and their deeds (decipher script check of DC 20+1d12). 70% are simply honors, but 15% are associated with a plundered tomb or grave, and 15% conceal an unplundered tomb containing the remains of said hero. 80% of these contains some minor treasure, but 50% contain an undead of CR+2.</p><p><strong>14) Hazard: Dead Zone:</strong>This is the boundary of an area 10x1d6 feet across where the ethereal plane is no long coterminus with the material. Anyone accidently walking to the boundary of a dead zone is checked and takes 1d6 nonlethal damage. Once on a dead zone boundary, it is easy to detect its edge. A DC 25 Know(Planes) check will recognize a dead zone boundary for what it is and what it means. Falling or being shoved into a dead zone forces a living character to make a DC 15 fortitude save or die as the soul is ripped from the body. The body is instantly animated as a zombie. If the save is made, the character takes 1d6xcharacter level nonlethal damage. Although the reason for the empediment might not be obvious to the character, it's difficult to force yourself to pass into a Dead Zone willingly - a DC 20 Will save is required. Within a dead zone, all creatures are treated as if they were effected by a Dimensional Anchor. Ethereal creatures are unable to enter a dead zone, and outsiders are generally reluctant to do so. It is 50% likely that a delay of 1d6x10 minutes is required to go around a Dead Zone.</p><p><strong>15) Hazard: Pit:</strong> A cavity in the ground has been covered by a thin layer of rubble or debris, concealing a 20' pit that requires a DC 20+1d12 search check to notice. If not noticed, a random character falls in. 30% of these falls lead to a 5 room dungeon containing a CR appropriate challenge and treasure.</p><p><strong>16) Hazard: Green Slime:</strong> The ubiquitous dungeon hazard may be found here in some shadowy place.</p><p><strong>17) Discovery: Holy Ground:</strong> This appears to be a memorial as #13 above, but the hero honored here was a true hero. As a result, the area 1d6x10' around the memorial is Consecrated (as the spell) 50% of the time or Hallowed (as the spell) 50% of the time. Characters walking into the ground make a Sense Motive check (DC 20) to notice an unusual calm and tranquility to the place (this gives good aligned characters a sense of well-being, and makes evil ones nervous), and the whole area radiates a faint aura of Good. Wandering monsters in this area are only half as likely. Plundering any tomb present here desecrates the site.</p><p><strong>18) Hazard: Maze Trap:</strong> A seemingly innocuous portal actually conceals a portal to a demiplane, dumping the characters into a maze in a pocket diminsion constructed by some long forgotten Minotaur spellcaster. Noticing the trap requires a DC 28 search check, or a mere DC 18 search check if a DC 25 Knowledge (Planes) check is also made by the same character. Navigating the maze requires passing a skill challenge. Retries are allowed to escape, but each contest consumes two hours of time and after each failure 20% are found to contain a CR equivalent foe that was stalking the character party. 80% of the time the exit returns the characters back to their starting point, but 20% of the time they will be in some distant part of the city after escaping (possibly without even realizing they've been plane hopping).</p><p><strong>19) Remains of Former Expedition: Blast Zone</strong> The characters encounter evidence that a fireball, lightning bolt, or other powerful evocation was used here. Stones are shattered, glass is melted, there are scorch marks, considerable ashes, etc. If the characters linger for more than 10 minutes, make a wandering monster check.</p><p><strong>20) Discovery: Anti-magic zone:</strong> This is a region 10'x1d6 in diameter where magic does not work. It is generally only noticable if the characters have ongoing spell effects which wink out when it is entered. </p><p><strong>21) Discovery: Locked Portal:</strong> The players discovery a substantial portal of metal or stone that proves difficult to open. It is wizard locked by a wizard of level 2d10+5, has a glyph of warding on it, and runes indicating a circle of protection of some sort. It's is 80% likely that it contains a 5 room dungeon containing a hazard of CR+2d4 and appropriate treasure, but 20% when opened prove to contain only empty rooms and nothing of apparant value (perhaps looted long ago).</p><p><strong>22) Discovery: Unholy Ground:</strong> This appears to be a memorial as #13 above, but the hero honored here was a blackground of the foulest sort. As a result, the area 1d6x10' around the memorial is Desecrated (as the spell) 50% of the time or Unhallowed (as the spell) 50% of the time. Characters walking into the ground make a Sense Motive check (DC 20) to notice an unusual taint to the place (this gives good aligned characters a sense of disgust, and makes evil ones feel invigorated), and the whole area radiates a faint aura of Evil. Wandering monsters in this area are twice as likely. Concecrating any tomb present here with holy water removes the taint and wins an award of 500 XP to a good aligned party.</p><p><strong>23) Hazard: Unstable Ruins:</strong>Areas of a ruin prone to collapse are actually fairly rare, as minor earthquakes and the elements tend to knockdown anything that can be easily knocked over. However, in this area the ruins have been sheltered from the elements and loose stacks of rubble represent a serious hazard. Detecting the instability before the area is entered requires a DC 20 craft stoneworking check. Otherwise, a DC 15 balance check by all characters in the hazard area is required to prevent a collapse. Vigorous activity like digging, combat, evocation spells etc. automatically causes a collapse. Collapses do 5d10 damage, reflex save DC 20 for half (counts as a trap). Failure by more than 5 pins the character in fallen rubble, requiring a DC 20+1d10 strength check to extricate. Digging or other stonework requires a DC 20 craft stoneworking check to prevent a second collapse (which also increases the difficult of extraction by an additional +1d10). 80% of trapped characters bear significant weight and suffer 1d6 damage per round unless that they pass a DC 20 endurance check. The remainder however can alternatively extricate themselves with a DC 20+1d12 escape artist check. It is 80% likely that a delay of 1d6x10 minutes is required to go around an area of unstable ruins.</p><p><strong>24) Hazard: Shriekers:</strong> This area is overrun by a large number of shrieking fungi - survival DC 20 to detect and recognize as such. If the area containing the Shriekers is entered, a DC 15 movesilently check is required by all players or the fungi release a percing shriek. Roll immediately for a wandering monster. It is 60% likely that finding a route around the fungi will cause a delay of 1d6x10 minutes.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5003993, member: 4937"] Ok, fine, more ideas: [B]10) Archealogical Find: Fresco: [/B]A large fragment of relatively intact mosaic, fresco, or frieze can be found here decorating a wall, well, altar, arch or obelisk. It depicts a significant event from the history of the city. 50% have some runes or heiroglyphs which accompanies the work that names the event and its major participants, which can be deciphered with decipher script check of DC 20+1d12. [B]11) Archealogical Find: Major cultural artifact:[/B] DC 15 search check to stumble across an artifact of significant cultural importance to the people that built the city: a stone calendar, canopic jars, a large ewer, a palanquin, a board game, the implements for playing some team sport, a measuring rod, etc. 5% of these items are magical but investigated prove to do something of no obvious utility to the PCs. 20% of items are rare, and count as a minor art treasure to a collector. However, if the item is both rare and magical there is a 50% chance that it is a priceless object of art and legend, and worth 100 times normal (2d20x10000!) to wealthy collector of the esoteric and arcane. A DC 20+1d12 appraisal check is required to identify the rare items from the merely interesting (failure by more than 10 indicates you think a ordinary item is rare), however all such items regardless of value weigh 1d100x1d6 lbs and are thus difficult to transport. [B]12) Archealogical Find: Rosseta Stone:[/B] DC 15 search check, you find a fragment of fired clay or stone which contains a portion of the runic language commonly used around the ruins together with a translation into a more common tongue. The object weighs 1d10x1d4 lbs, but gives a +1d10 circumstance bonus to all decipher script checks through out the city and allows such checks to be attempted untrained. Multiple stones additive up to the maximum bonus of +10. [B]13) Archealogical Find: Memorial:[/B] A statue or other memorial to a cultural hero is found here, along with a description naming the individual and their deeds (decipher script check of DC 20+1d12). 70% are simply honors, but 15% are associated with a plundered tomb or grave, and 15% conceal an unplundered tomb containing the remains of said hero. 80% of these contains some minor treasure, but 50% contain an undead of CR+2. [b]14) Hazard: Dead Zone:[/b]This is the boundary of an area 10x1d6 feet across where the ethereal plane is no long coterminus with the material. Anyone accidently walking to the boundary of a dead zone is checked and takes 1d6 nonlethal damage. Once on a dead zone boundary, it is easy to detect its edge. A DC 25 Know(Planes) check will recognize a dead zone boundary for what it is and what it means. Falling or being shoved into a dead zone forces a living character to make a DC 15 fortitude save or die as the soul is ripped from the body. The body is instantly animated as a zombie. If the save is made, the character takes 1d6xcharacter level nonlethal damage. Although the reason for the empediment might not be obvious to the character, it's difficult to force yourself to pass into a Dead Zone willingly - a DC 20 Will save is required. Within a dead zone, all creatures are treated as if they were effected by a Dimensional Anchor. Ethereal creatures are unable to enter a dead zone, and outsiders are generally reluctant to do so. It is 50% likely that a delay of 1d6x10 minutes is required to go around a Dead Zone. [b]15) Hazard: Pit:[/b] A cavity in the ground has been covered by a thin layer of rubble or debris, concealing a 20' pit that requires a DC 20+1d12 search check to notice. If not noticed, a random character falls in. 30% of these falls lead to a 5 room dungeon containing a CR appropriate challenge and treasure. [b]16) Hazard: Green Slime:[/b] The ubiquitous dungeon hazard may be found here in some shadowy place. [b]17) Discovery: Holy Ground:[/b] This appears to be a memorial as #13 above, but the hero honored here was a true hero. As a result, the area 1d6x10' around the memorial is Consecrated (as the spell) 50% of the time or Hallowed (as the spell) 50% of the time. Characters walking into the ground make a Sense Motive check (DC 20) to notice an unusual calm and tranquility to the place (this gives good aligned characters a sense of well-being, and makes evil ones nervous), and the whole area radiates a faint aura of Good. Wandering monsters in this area are only half as likely. Plundering any tomb present here desecrates the site. [b]18) Hazard: Maze Trap:[/b] A seemingly innocuous portal actually conceals a portal to a demiplane, dumping the characters into a maze in a pocket diminsion constructed by some long forgotten Minotaur spellcaster. Noticing the trap requires a DC 28 search check, or a mere DC 18 search check if a DC 25 Knowledge (Planes) check is also made by the same character. Navigating the maze requires passing a skill challenge. Retries are allowed to escape, but each contest consumes two hours of time and after each failure 20% are found to contain a CR equivalent foe that was stalking the character party. 80% of the time the exit returns the characters back to their starting point, but 20% of the time they will be in some distant part of the city after escaping (possibly without even realizing they've been plane hopping). [b]19) Remains of Former Expedition: Blast Zone[/b] The characters encounter evidence that a fireball, lightning bolt, or other powerful evocation was used here. Stones are shattered, glass is melted, there are scorch marks, considerable ashes, etc. If the characters linger for more than 10 minutes, make a wandering monster check. [b]20) Discovery: Anti-magic zone:[/b] This is a region 10'x1d6 in diameter where magic does not work. It is generally only noticable if the characters have ongoing spell effects which wink out when it is entered. [b]21) Discovery: Locked Portal:[/b] The players discovery a substantial portal of metal or stone that proves difficult to open. It is wizard locked by a wizard of level 2d10+5, has a glyph of warding on it, and runes indicating a circle of protection of some sort. It's is 80% likely that it contains a 5 room dungeon containing a hazard of CR+2d4 and appropriate treasure, but 20% when opened prove to contain only empty rooms and nothing of apparant value (perhaps looted long ago). [b]22) Discovery: Unholy Ground:[/b] This appears to be a memorial as #13 above, but the hero honored here was a blackground of the foulest sort. As a result, the area 1d6x10' around the memorial is Desecrated (as the spell) 50% of the time or Unhallowed (as the spell) 50% of the time. Characters walking into the ground make a Sense Motive check (DC 20) to notice an unusual taint to the place (this gives good aligned characters a sense of disgust, and makes evil ones feel invigorated), and the whole area radiates a faint aura of Evil. Wandering monsters in this area are twice as likely. Concecrating any tomb present here with holy water removes the taint and wins an award of 500 XP to a good aligned party. [b]23) Hazard: Unstable Ruins:[/b]Areas of a ruin prone to collapse are actually fairly rare, as minor earthquakes and the elements tend to knockdown anything that can be easily knocked over. However, in this area the ruins have been sheltered from the elements and loose stacks of rubble represent a serious hazard. Detecting the instability before the area is entered requires a DC 20 craft stoneworking check. Otherwise, a DC 15 balance check by all characters in the hazard area is required to prevent a collapse. Vigorous activity like digging, combat, evocation spells etc. automatically causes a collapse. Collapses do 5d10 damage, reflex save DC 20 for half (counts as a trap). Failure by more than 5 pins the character in fallen rubble, requiring a DC 20+1d10 strength check to extricate. Digging or other stonework requires a DC 20 craft stoneworking check to prevent a second collapse (which also increases the difficult of extraction by an additional +1d10). 80% of trapped characters bear significant weight and suffer 1d6 damage per round unless that they pass a DC 20 endurance check. The remainder however can alternatively extricate themselves with a DC 20+1d12 escape artist check. It is 80% likely that a delay of 1d6x10 minutes is required to go around an area of unstable ruins. [b]24) Hazard: Shriekers:[/b] This area is overrun by a large number of shrieking fungi - survival DC 20 to detect and recognize as such. If the area containing the Shriekers is entered, a DC 15 movesilently check is required by all players or the fungi release a percing shriek. Roll immediately for a wandering monster. It is 60% likely that finding a route around the fungi will cause a delay of 1d6x10 minutes. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How to Map/Pace a Ruined City?
Top