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Locations/building in the slum district

Well, maybe there is a reason this is the bad part of town. Maybe everyone who spends a lot of time here suffers ill fate. Maybe shops that use these warehouses seem to go under more often.

It could be a powerful daemon possessing the area (IIRC, they can possess some land and curse everyone who walks by). That can be what your god-like PCs have to find and destroy, all the while trying not to kill all the low level NPC fodder it sends their way (public relations and all).

Or, it could be an artifact of some flavor dooming the area.

As for what's actually there, I can't really add anything to what's already been said. Sorry.

-Tatsu
 

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Torm said:
P.S. The reason my previous suggestions are a bit odd is because I could see others were doing an excellent job of suggesting things that would be found in a normal "bad part of town", so I was trying to think of some that would be specific to a race of canines. And the last is because if the other three are going on, at least one of the churches better be looking at getting involved! :lol:

Actually I think your suggestions were the best of the lot, as they actually consider the 'cultural implications' of a non-human population rather than just being 'generic slum package #3'.
Plus I always look at canine furries and s:):):):):):) about how the Ambassador would go up and sniff the elf queens @ss
 

If you have access to the Races of Destiny book, it details urban environments in the back of the book, including slums and such.

Personally, I would have gangs shake them down for invading their territories, which the PCs will probably have no problem taking care of them. But then a more organized effort is established by the ruling thieves' guild is attempted by first distracting them with high-charisma storytelling rogues (or fascinateing bards) (checking to see if they will fall for their cons) while the most talented pickpockets try to lift all of that pretty magical jewlrey, backpacks, and weapons off of them. After they have been "debuffed" a bit, then they find that they are surrounded by several snipers on every rooftop and behind every window and door around them. The negotiation of the rest of their wealth will now commence. Now, with high spotters in the group, the robbing plan will probably fall apart at the first part, but, hey, welcome to the city.
 

Whimsical said:
while the most talented pickpockets try to lift all of that pretty magical jewlrey, backpacks, and weapons off of them
I don't care how epic your rogue is, you cannot sleight of hand a backpack. You will notice when your load returns to light from medium.

"Hey, I suddenly feel 40 pounds lighter. Excellent! I wonder why it happened. Maybe I'll write down the circumstances when it occured in the journal I keep in my backpa--- Hey!!"
 


A few more thoughts:

Dip baths - go in, get the fleas and guck scoured off you with a dose of magic powder to help keep it off for a while

"Cat houses" (probably only one with a staff of maybe three) for the sibeccai who are into alternate lifestyles. With litorians. ;)

"Live dinner theatre" where there's a big round arena with ten foot walls (kinda like a bear baiting arena). Choose your food and they release it into the middle for you to catch.

"Puppy pile" flophouses where everyone sleeps communally in a huge group for warmth. This is the sorta thing if PCs have to go into it that will weird out most people culturally (at least Americans).

For the truly decadent, a place where they can get metal covers put over fangs or claws with decorations on them.
 

How about an after hours drinking establishment. Probably gang run, where those in need of their fix, whether it's alcohol, narcotics or others, can imbibe after the general populace has called it a night.

In my campaigns, the after hours club is filled with gambling, booze, sex and drugs. It's run by the local street gang, and it's kept open thanks to a healthy monthly bribe to a well placed source.
 

Tonguez said:
Actually I think your suggestions were the best of the lot
Thanks, Mighty Jabba. :D
Varianor Abroad said:
"Cat houses" (probably only one with a staff of maybe three) for the sibeccai who are into alternate lifestyles. With litorians. ;)
I think he may have topped me. Although, I quoted this one because it occurred to me, too, when I was writing mine, but I decided against it (barely) because it seemed more of a play on words than anything. Still, great minds and all that. :cool: ;)
 

Like the "puppy pile flophouse" idea. These would probably be only used by the extremely poor ( i.e. nothing worth stealing) unless there's some sort of "coat check"/locker service.

The party see a sibeccai posting a notice on a bulletin board - but first he sticks it down his pants and rubs it against his crotch a few times ("signing" it with scent). I would expect such a board to be present in a sort of sidewalk tavern setting: since it would be a place where people gather and exchange news, a wily taverner is bound to take the opportunity to offer cheap drinks to the resulting permanent crowd. Probably more than one, resulting in a sort of food-court with multiple establishments surrounding a bunch of communal tables. The barkeep(s) could also offer scribe services for those that are illiterate (another source of $$ for the barkeep). Such news-courts effectively offer a civilised alternative to "peeing against a tree" (although gangs almost certainly mark their territory in such fashion - even if they don't do so deliberately, it is the poor part of town and gangs are rarely civic-minded, they'll pee whenever and wherever they feel the need and beat up anyone who objects. In fact, this may be a good "hook" for a gang that deliberately tries to start a fight with the PCs - they get "sprinkled" by someone on a rooftop, and if they charge up the (rickety, unsafe, maybe even trapped) stairs to teach him a lesson, the gang ambushes them at the top where they can only fight one at a time. After the party makes dogmeat of the ambushers, the rest of the gang would likely shadow them from a distance, maybe even scent-tracking them so the shadowers don't even have to be in line-of-sight, and look for opportunities to steal/sabotage equipment, plant poisoned caltrops or other quick-and-dirty traps, etc.
 

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