Dungeon Fantasy: Feuterre-Eau’air, Part 1

So I’ve finished the A Dungeon for Every Archetype series, but there is still technically a gap in Dungeon Fantasy’s categories of adventure I’ve yet to produce content for; urban adventures and wilderness adventures. This covers the former of those two. I used a non-GURPS RPG book as inspiration for this adventure, Into the Cess & Citadel. I recommend it.

This “adventure” is more like a sandbox setting detailing an urban locale where multiple adventures outside of a “proper” dungeon (although The Undercity can work as a Sewer/Cave dungeon) or wilderness can take place. These articles will be more of a setting overview than a single dungeon.
The game mechanics for urban adventures are changed up a bit from the Exploits model. Please take note of such mechanics in the GETTING THERE and IN THE CITY sections below. They will be used for these articles.

BACKSTORY

“Follow me, set me free,

Trust me and we will escape from the city.”

– Escape From the City, Sonic Adventure 2 OST

The city of Feuterre-Eau’air is a corrupt city-state ruled by a government of elemental mages, who have finally pushed it too far and have gotten themselves branded as heretics by Druids and their allies for their occult crimes against Nature. Now the city-state is under siege by the Nature-worshippers conducting guerrilla warfare against their government.

The Government & The City Watch of the city-state are aligned with the City Church, who are pretty non-Good if not Evil. The government is a thaumatocracy officially, with Clerics of the City backing the regime. But the mightiest wizards have little talent or interest in politics or administration, so most of the day-to-day governing is often done by apprentices. In fact, realizing this, many apprentices have little actual magical skill or talent but are actually running the city for their masters and the benefit of their own interests. (The City Priests tolerate this as long as their position is well-regarded.) The elemental mages are four sub-factions (Earth, Air, Water and Fire, of course) within the government, they work together well enough in the face of the Druids…but they are not above subtly backstabbing each other. Thanks to their position, the criminal justice system is a bargaining chip in their arrangements with the party. For an example of a quest, the government offers the adventurers a pardon for their “crimes” and/or a get-out-of-jail-for-a-price card if they agree to root out a Druid cell. The City Watch doubles as a military, defending the walls and territory of the city-state’s domain.

The Church, meanwhile, pitches itself as a patron and guardian of the city-state, but their protection and guidance is only given when paid for in obedience and tribute – their god and theology is domineering and greedy, effectively Evil. The parallels between protection money and the tithes for municipal maintenance are sometimes hard to ignore, especially when the holy warriors come to bully and badger someone who did not pay up. The Church is fairly united in its doctrine and membership morale is high, with not many clerics with unorthodox or liberal interpretations gaining status in the organisation. They have no problem with safeguarding the city (and their position) with violence and slavery. Nevertheless, they have a strong power base thanks to their god’s help with disasters and sieges from other city-states. The common worshipper may not like the god and his clergy, but he fears them and knows they will aid him in return for his fealty. The Church hates other religions, especially Druids, and will gladly pay people to carry out missions of “soul policing”.

The nobles are opposed and declared Enemies of Nature by a Sworn/Spiritual Society named The Circle of The Storm (or “The Storm” for short), who are Druids and their allies (typically elves, nature spirits and faeries). The Storm are much more united and friendly to each other than their enemies. They want the city officials to fall for their crimes against Nature in the aftermath of the government’s sponsoring of radically dangerous “fifth element” experiments. They have minimal contact with each other’s “cells”, that’s a security measure. Some cells are less concerned with civilian casualties than others. The Storm set up controlled plants that can be used to spy and/or cast spells through, as part of their on-going war with the mages. If The Storm hires adventurers, they will task them with missions against the city-state government.

The adventurers can get plenty of quests from local organisations relating to the conflict, and not just the government and the Druids. There are also Craft Guilds, a Mafia, an University, the City Church, an Extended Family, and a Merchant House operating within Feuterre-Eau’air who have interests that could use the PCs’ help.

The Craft Guilds represent trade professionals who have banded together to protect their trade secrets and monopolies. They will hire the party to sort out disputes their members have gotten involved in (for example, rescuing a kidnapped craftsman from the clutches of Mafiosi), or to work security for risky commissions (for example, protecting a team of carpenters as they repair a haunted house). Industrial espionage is also common in the city. The adventurers may also help a Craft Guild by locating raw materials and delivering them.

The Mafia is the guild for the city’s criminals, usually thieves, but with a strong sideline into the black market, smuggling, extortion rackets, loansharking, spying and assassination. Adventurers working for the Mafia should expect jobs like heists on hard targets and smuggling contraband through dangerous secret routes.

The University is the city’s major epicentre of scholarship and teaching. Their campus is located in a Comfortable District of the city, and hosts students from abroad and the local region. Of course, elemental wizardly magic is a specialty of Feuterre-Eau’air University (FEU, for short), having taught many nobles and government officials in the subject. The scholars of FEU are infamous for their questionable and eccentric magical experiments, often putting themselves and others in danger. If the adventurers are hired by the University, they will be paid to seek out archaeological artefacts and historical locations for future study, quest for unique magical items, contain the disastrous aftermath of an experiment, and recover lore from lost legendary books hidden away in terrible locales.

The Extended Family of Clan Quarterson lives mostly in and around Feuterre-Eau’air, led by a strong-willed matriarch and united by blood ties. The kinfolk are interested in hiring the party for getting revenge on age-old enemies of the family, providing aid to a family member who’s in a tough spot, fighting monsters that threaten the clan holdings, and tracking down stolen property.

The Merchant House is a business, The Valjean Trading Company. It has its headquarters in a Wealthy District of Feuterre-Eau’air, and plenty of warehouses spread out all around the city-state. The Company hires adventurers to deal with problems regarding caravans and shipping – “get on this ship and make sure the cargo arrives in one piece” is a typical job. If a warehouse gets robbed or blown up, the Company may hire adventurers to hunt the perps.

RUMOURS AND DETAILS

Archetype: Urban

Character Point Rewards: Completing a quest for a faction gains the party 1-3 bonus Points, depending on how difficult it is.

Obvious dangers from the outside: “Sometimes the magical experiments go wrong. Watch out for floods, fires, earthquakes and windstorms. Residues from stray magic can catch people in random hexes.”

Obvious monsters: “Don’t let the shiny things and good wine fool you. This city is corrupt and war-torn. The watch is brutal, so are the criminals. The nobles are all scumbag madmen toying with The Void. Don’t even get me started on The Church. The Storm is no better.”

Fabled loot: “The government has all sorts of fun and deadly wonders that they pulled from The Void, locked up in their secret vaults. The Church collects heavy tithes, too.”

False rumours: “The Valjean Trading Company is a front of a squid cult!”

“Secret gold mines are being worked below the city, providing untold wealth for a sinister conspiracy.”

“A terrible dragon is stirring in the depths of The Undercity.”

True research: “The Druids decided to declare war on the rulers of the city over potentially reality-wrecking experiments.”

“There are secret ways in and out of the city, used by criminals and The Storm.”

“Ruins in The Undercity date back before the current regime, and one of the ancient wrecks is a palace containing mysteries and treasures.

False research: “The Storm operates out of the docks, disguised as work-gangs.”

“Most of the aristocracy owes debts to the worst mob boss in the region.”

“A magical throne made out of gold lies forgotten in a secret shrine in the city’s poorest District.”

GETTING THERE

Travel time: 2 days to arrive in Feuterre-Eau’air from a town in the surrounding region.

Survival type: Plains in the surrounding region. Urban Survival inside the city. The Undercity can involve both Urban Survival and Survival (Subterranean).

Wandering monsters: 9 or less chance both in and out of the city.

Weather challenges: Nothing unusual.

Terrain challenges: Nothing unusual outside the city. Inside the city, there’s urban dangers, see section below.

IN THE CITY

Key city features: The city of Feuterre-Eau’air is made up of 15 Districts, each about 5 square miles of area, and of varying Wealth levels and with interesting features. (See Districts section below.)

The 6 Struggling Districts are Pierre-Brisée, Eau-Savonneuse, Ventre-Bas, Brûleuse, Toux, and Quatre-Péchés.

The 4 Average Districts are Porte-Monnaie, Ecchymose-Latérale, Amicale, and Tristesse.

The 3 Comfortable Districts are Médaille D’or, Beaucoup-Bijoux, and Les Dents.

The 2 Wealthy Districts are Amour-Eternel and Couteau-Bien-Aiguisé.

Travel time in the city is one-quarter the slowest Move in the party (adjusted for encumbrance) in miles covered per hour, with FP costs per hour according to encumbrance levels (light encumbrance will lose 2 FP each hour, for example) and each adventurer rolls Hiking (or HT-5) each hour of movement to affect this Fatigue cost. Critical failure means +2 FP; a Failure adds +1 FP for that hour of march; success means normal FP; a critical success means FP losses are -1 that hour. Half travel speed in The Undercity.

Mana is mostly Normal in the city, but there are pockets of High and Very High Mana thanks to both intentional cultivation by the elemental wizards of the city and backlash from severely risky magical experiments. Sanctity is Normal for Good Clerics and for most Evil (and Demonic) Clerics…but the City Church enjoys High Sanctity in most urban areas (it does not count as Demonic despite being Evil). Nature’s Strength is usually -2 to -4 in the city, but certain top secret areas of the city are -5 thanks to government projects investigating the “5th element” defiling reality – this unnatural taint may spillover or spread if the city mages make breakthroughs into “The Void”.

A river runs through the city, from east to west. Bridges across it are secured with checkpoints. The Main Road crosses the city from one entrance gate to the other. The borders of the city are tall stone fortified walls patrolled by the local military company.

Any given locked door has a 1d-4 (+2 to -3) Lockpicking modifier. The walls and doors of any given area are not uniform across the city, and a building’s DR and HP stats generally depend on the Wealth of the District – Struggling Districts feature weaker materials than Wealthy ones.

While adventurers are in the city, they’ll suffer reaction penalties from wearing head and body armour (DF Adventurers page 110), and they also need to keep their weapons (shields count!) stowed in public to avoid causing a panic or a fight (reaction penalties should be -2 plus another -1 per point of Reach beyond C the Readied weapon has). Make a Reaction Roll for The City Watch (and other people who take an interest…), if they catch the adventurers breaking these rules. The worse the reaction, the more the Watchmen will antagonise the party, starting from mere warnings (better than Neutral) to stop-and-search demands with confiscations if they find banned stuff (Neutral) to fines (Poor) to arrest or beating (Bad) to beating AND arrest or on-the-spot execution (worse than Bad).

Bars in the city are aligned either; Pro-Government, Pro-Storm, or No Politics Allowed (roll 1d; 1-3 Pro-Government, 4: Pro-Storm, 5-6: No Politics Allowed). They enforce this orthodoxy with burly bouncers, armed bartenders and opinionated patrons.

Anyone Pro-Government reacts to Druids, elves, and faeries at -3. The Circle of The Storm (who effectively have Social Stigma (Criminal Record) in the eyes of the city-state) reacts to the city’s elemental wizards and their allies as if they were Intolerant of them.

Roof-hopping dangers (roll 1d); 1 or 6: nasty fall (DX or Acrobatics roll to catch self, or suffer 2d to 5d crushing damage), 2: weak roof (DX or Acrobatics roll, or suffer 1d crushing damage), 3: flock of birds peck at face (attack roll 10 to your face, 1d pi damage), 4: spotted and fined by city watchman (pay $50x1d, or run, or fight), 5: angry local (encounter).

Street-running dangers (roll 1d); 1 or 6: collision with something hard (roll DX or Acrobatics, or suffer 1d crushing damage), 2: trampled by horse or carriage (Dodge roll, or suffer 2d crushing damage), 3: bored city watchman stops you (may demand an inspection – roll Smuggling or Holdout versus Search-13 to avoid getting contraband confiscated and a $100x1d fine, or Fast-Talk to avoid inspection), 4: pickpocket (roll Observation or Per-based Streetwise versus Pickpocket-14 to avoid theft of coins or small items), 5: angry locals (encounter).

Sewer-creeping dangers (roll 1d); 1 or 6: septic water (roll HT to avoid disease), 2: burning sludge (roll Dodge or suffer 1d corrosive damage), 3: angry sewer gator (encounter, see stats below), 4-5: swarm of rats (encounter, see stats on DF Monsters pages 54-55).

Fire hazards (unstable furnace or spilled lamp oil, depending on location); 3d ex burning damage if an unstable furnace is disturbed, 2 yard radius fire 1d burning per second for 3d seconds if lamp oil spill is exposed to flame.

Magical residue/accidents; roll resistance versus effective spell skill 9+1d at 1d levels of effect (where appropriate). Spells can include Compel Truth (resist with Will), Nightmare (resist with Will), Sleep (resist with HT), Dehydrate (resist with HT, 1d-1 per level), Entombment (resist with HT), Flesh to Stone (resist with HT), Agonise (resist with HT), Debility (resist with HT), Itch (resist with HT), and Strike Blind (resist with HT).

Random Encounters: 9 or less chance, see below.

Random Encounters and Events in the City Streets

Roll 1d, 1d.

1,1: A potential urban danger (see above) presents itself, according to the current place the delvers are. If they’re climbing around, for example, see roof-hopping dangers. If they’re in the sewers or other grimey open waterways, see sewer-creeping dangers.

1,2: A mobster (stats as 1 Basic Warrior (Adventure 1: Mirror of the Fire Demon page 43)) is threatening to stab a shopkeeper right here and now, unless they give up money.

1,3: A funeral march is going down the street, mourners solemnly carry a coffin as weeping family members display wreaths of flowers.

1,4: A mercenary band of N Basic Warriors (Adventure 1: Mirror of the Fire Demon page 43) and N Basic Archers (Adventure 1: MotFD page 42) either working a job or living it up between assignments.

1,5: Nx2 Basic Thieves (Adventure 1: Mirror of the Fire Demon page 44 plus Pickpocket-15 and Filch-15 skills) either stealing stuff or about to.

1,6: Someone is being abducted by a gang of thugs (stats as N Basic Warriors (Adventure 1: Mirror of the Fire Demon page 43)) at swordpoint.

2,1: N/2 Elemental Mages (see stats below) and their escorts N Basic Warriors (Adventure 1: Mirror of the Fire Demon page 43) on official business or enjoying a night out on the town.

2,2: A big cookout is being held, various chefs are selling cheap street food to hungry pedestrians out in the open.

2,3: A town crier is making an important announcement, spelling on behalf of the government or the church.

2,4: N/2 City Clerics (see stats below) and their escorts N Basic Warriors (Adventure 1: Mirror of the Fire Demon page 43) preaching a sermon or enforcing Church sanctions.

2,5: N City Justicars (see stats below) on patrol or standing guard.

2,6: A young man is proposing marriage to a young woman.

3,1: A team of construction workers is noisily repairing a damaged building, disrupting foot traffic and occasionally dropping things from above (2d crushing damage).

3,2: Cell of N Storm Druids (see stats below) carrying out a mission or escaping pursuers.

3,3: A couple of tough-looking men, apparently mercenaries or thugs for hire, idle away some time in a knife-throwing contest on a street corner. They are using a dead cat tied to a stick as a target. A couple of toothless old men are wagering copper coins on the outcome.

3,4: A small, grey, yapping dog begins following the characters, getting under their feet, barking at inappropriate moments, and generally annoying them. They cannot get rid of it short of killing it or throwing it in the river. It will, however, flee at the first sign of combat, never to be seen again.

3,5: Burly labourers and teamsters with mules haul valuable cargo through the streets, guards with weapons (stats as per Nx3 Basic Warriors (Adventure 1: Mirror of the Fire Demon page 43)) keeping potential thieves away from the loot.

3,6: A glum-looking man wanders the streets wearing a sandwich board. On the board is painted a crude series of illustrations. They show a man holding a sword, then a castle crumbling, and then many dead people lying in heaps. Though he does not speak, passers-by occasionally push a coin or piece of bread into his hand.

4,1-2: N Elementals (DF Monsters pages 24-26), possibly escorting their N/2 Elemental Mage masters.

4,2-4: N/2 Stone Golems (DF Monsters, page 54), possibly escorting their N/2 Elemental Mage masters.

4,3: A dead body of an Elemental Mage has been hung up for all to see, an assassination done by Circle of The Storm. A big team of Justicars have secured the scene, portioned off the corpse from the rest of the street and are now trying to get gawkers to move along.

4,4: A big party is being held in the street, celebrating a birthday or an important victory at work. One of the drunken revellers, however, is going to get into trouble soon, probably either starting a fight or suffering a nasty accident.

4,5: A representative of an organisation/guild approaches the adventurers with a job offer, wanting to hire them all for quests.

4,6: Nx2 Basic Thieves (Adventure 1: Mirror of the Fire Demon page 44 plus Pickpocket-15 and Filch-15 skills) either stealing stuff or about to.

5,1: A potential urban danger (see above) presents itself, according to the current place the delvers are. If they’re climbing around, for example, see roof-hopping dangers. If they’re in the sewers or other grimey open waterways, see sewer-creeping dangers.

5,2: N/2 City Clerics (see stats below) and their escorts N Basic Warriors (Adventure 1: Mirror of the Fire Demon page 43) preaching a sermon or enforcing Church sanctions.

5,3: Cell of N Storm Druids (see stats below) carrying out a mission or escaping pursuers.

5,4: N City Justicars (see stats below) on patrol or standing guard.

5,5: N/2 Elemental Mages (see stats below) and their escorts N Basic Warriors (Adventure 1: Mirror of the Fire Demon page 43) on official business or enjoying a night out on the town.

5,6: A mercenary band of N Basic Warriors (Adventure 1: Mirror of the Fire Demon page 43) and N Basic Archers (Adventure 1: MotFD page 42) either working a job or living it up between assignments.

6,1: A potential urban danger (see above) presents itself, according to the current place the delvers are. If they’re climbing around, for example, see roof-hopping dangers. If they’re in the sewers or other grimey open waterways, see sewer-creeping dangers.

6,2: N/2 City Clerics (see stats below) and their escorts N Basic Warriors (Adventure 1: Mirror of the Fire Demon page 43) preaching a sermon or enforcing Church sanctions.

6,3: Cell of N Storm Druids (see stats below) carrying out a mission or escaping pursuers.

6,4: N/2 Elemental Mages (see stats below) and their escorts N Basic Warriors (Adventure 1: Mirror of the Fire Demon page 43) on official business or enjoying a night out on the town.

6,5: A mercenary band of N Basic Warriors (Adventure 1: Mirror of the Fire Demon page 43) and N Basic Archers (Adventure 1: MotFD page 42) either working a job or living it up between assignments.

6,6: A random monster (the GM can choose one single monster without regard for where it would normally lurk) rampages through the street, having escaped from a zoo, a monster slaver, a foreign merchant or research laboratory.

Enemy: Elemental Mage

The city’s aristocrats and administrators, wizard-lords of Fire, Earth, Air or Water.

ST:9HP:9Speed:5.00
DX:10Will:13Move:4
IQ:13Per:13
HT:10FP:10SM:+0
Dodge:7Parry:10DR:1

Staff (11): 1d+1 cr, Reach 1,2, Parry +2.

Missile Spell (13): See below.

Traits: Callous; Cowardice (12); Intolerance (Stupid people – IQ 10 or less OR Lower class people); Magery 3; Energy Reserve (Magical) 10.

Skills: Innate Attack (Projectile)-13; Staff-11; Savoir-Faire-15.

Spells: Lend Energy-15; Recover Energy-15; one of these spell packages;

  1. Create Earth-15; Earth to Stone-15; Sand Jet-15; Seek Earth-15; Shape Earth-15; Stone Missile-15.
  2. Create Fire-15; Deflect Energy-15; Explosive Fireball-15; Fireball-15; Ignite Fire-15; Shape Fire-15.
  3. Create Water-15; Ice Dagger-15; Ice Sphere-15; Purify Water-15; Seek Water-15; Shape Water-15.
  4. Purify Air-15; Create Air-15; Destroy Air-15; Stench-15; Shape Air-15; Windstorm-15.

Class: Mundane.

Notes: Any given mage may have all sorts of knowledge skills at level 15, if needed. More powerful wizards may have more spells known to them and better combat skills. The ruling class wizards have Status 1+ and high Wealth, but those social traits are not relevant in most encounters so they are not listed here, just assume that a given wizard-noble has special legal privileges while in the city. Wearing a suit of cloth armour (DR 1). Carrying staff and Power Item (worth $340, provides 4 FP). Encumbrance already factored in.

Enemy: City Cleric

Ruthless and semi-kleptocratic priests of the city.

ST:12HP:12Speed:5.00
DX:10Will:12Move:4
IQ:12Per:12
HT:10FP:10SM:+0
Dodge:7+2Parry:9U+2DR:2

Mace (12): 1d+5 cr, Reach 1, Parry +0U.

Traits: Power Investiture (Holy) 4; Callous; Intolerance (All other religions); one of Bloodlust (12), Greed (12), Jealousy, Bad Temper (12), or Fanaticism.

Skills: Interrogation-12; Intimidation-12; Current Affairs-12; Axe/Mace-12; Savoir-Faire-12; Innate Attack (Beam)-12; Shield-12.

Spells: Recover Energy-15; Retribution-15; Oath-15; Command-15; Create Food-15; Cure Disease-15; Magic Resistance-15; Major Healing-15; Stop Bleeding-15; Test Food-15; Weather Dome-15; Vigil-15; Banish-15; Astral Block-15; Dispel Magic-15; Great Healing-15; Neutralise Poison-15; Nightingale-15; Persuasion-15; Pentagram-15; Compel Truth-15; Create Water-15; Minor Healing-15; Purify Food-15; Purify Air-15; Relieve Sickness-15; Turn Spirit-15; Turn Zombie-15; Armour-15; Aura-15; Detect Magic-15; Detect Poison-15; Extinguish Fire-15; Final Rest-15; Magelock-15; Sense Danger-15; Sense Spirit-15; Shield-15; Watchdog-15.

Class: Mundane.

Notes: The Retribution spell is detailed below. Dressed in leather armour covering all locations except the face. Carrying a mace, a medium (DB 2) shield, and a decorated holy symbol Power Item ($220, 3 FP). Encumbrance already factored in.

Enemy: City Justicar

The city’s lawmen, on patrol for crime and terrorism.

ST:12HP:12Speed:6.00
DX:12Will:13Move:4
IQ:12Per:13
HT:12FP:12SM:+0
Dodge:8Parry:11UDR:4/2* body, 4 head, 2 elsewhere

Crossbow (12): 1d+3 imp, Acc 4, Range 240/300, Shots 1(4).

Halberd (17): 1d+7 cut or 1d+6 imp or 1d+2 imp, Reach 2,3* or 2,3* or 1-3, Parry +0U.

Spiked Whip (14): 1d(0.5) cr, 3 yards, +2 to disarm, Parry -2U, see special rules on DF Exploits page 39.

Punch (14): 1d cr, Reach C.

Traits: Rank 1+; Danger Sense; Magic Resistance 5; Intolerance (Non-locals); two of Bad Temper (12), Bully (12), Curious (12), Overconfidence (12), Callous, Stubbornness (12), or No Sense of Humour.

Skills: Interrogation-14; Shadowing-13; Observation-14; Tracking-14; Search-14; Crossbow-12; Polearm-17; Whip-14; Brawling-14; Stealth-12; Wrestling-14; Savoir-Faire-12; Streetwise-12; Detect Lies-13; Tactics-10; Urban Survival-13.

Class: Mundane.

Notes: Increased grappling ST from high Wrestling skill. Wearing heavy leather leggings and sleeves, a mail shirt, a pot helm and boots. Carrying a crossbow, 12 bolts in a shoulder quiver, halberd and whip. Light (-1) encumbrance already factored in. Rank denotes authority and law enforcement powers.

Enemy: Storm Druid

Circle of The Storm eco-terrorists, declared war on the city’s ruling class for their sins. Not wearing armour, for hit-and-run urban operations.

ST:11HP:11Speed:6.00
DX:12Will:14Move:6
IQ:14Per:14
HT:13FP:13SM:+0
Dodge:9Parry:10DR:0

Spear (15): 1d+1 imp or 1d+2 imp two-handed, Reach 1* or 1,2*. Might be poisoned!

Sling (12): 1d+1 pi, Acc 0, Range 66/110, Shots 1(2), Bulk -4, requires two hands to Ready but one to Attack.

Large Knife (12): 1d-1 cut or 1d-1 imp, Reach C,1 or C, Parry -1. Might be poisoned!

Traits: Animal Friend 3; Green Thumb 3; Animal Empathy; Plant Empathy; Speak With Animals; Speak With Plants; Power Investiture (Druidic) 3; Sense of Duty (Nature); Fanaticism OR Phobia (Crowds) (12); Intolerance (Urbanites) OR Vow (Vegetarianism); Wealth (Struggling).

Skills: Spear-15; Sling-12; Animal Handling (any one type)-16; Camouflage-14; Climbing-12; Disguise (Animals)-15; Mimicry (Animal Sounds)-15; Stealth-12; Knife-12; Gesture-12; Observation-14; Poisons-12; Swimming-14.

Spells: Breathe Water-15; Conceal-15; Create Plant-15; Hybrid Control-15; Instant Neutralise Poison-15; Plant Sense-15; Swim-15; Tangle Growth-15; Water Vision-15; Animal Control-15; Cure Disease-15; Hide Path-15; Plant Vision-15; Rider-15; Rider Within-15; Detect Magic-15; Hawk Vision-15; Master-15; No-Smell-15; Recover Energy-15; Sense Life-15.

Class: Mundane.

Notes: Other non-combat skills present, but not listed due to lack of immediate relevance. Nature’s Strength (-2 to -4 in most urban areas) affects spellcasting and abilities. Champion Druids have Nature’s Shield, Beast Flight and Control Animal abilities, and better combat skills. Carrying a large knife, sling, spear and 10 shaped stones in a pouch. Wearing light clothing (DR 0) that blends in with urban settings (Camouflage). Could be carrying any kind of poison, for assassinations.

Monster Notes: N denotes a number equal to however many 250-point adventurers are effectively in the party, with every +100 points total increasing N by 1 (so a party of two 125-point delvers, one 250-point adventurer and one 350-point delver is N=1+1+2=4).

Districts of Feuterre-Eau’air

Scale: 1 hex = 5 miles

The 15 Districts of Feuterre-Eau’air are all about 5 square miles of area each, their Wealth levels and letter key are noted below.

Struggling Districts; Pierre-Brisée (J), Eau-Savonneuse (K), Ventre-Bas (L), Brûleuse (M), Toux (N), Quatre-Péchés (O).

Average Districts; Porte-Monnaie (F), Ecchymose-Latérale (G), Amicale (H), Tristesse (I).

Comfortable Districts; Médaille D’or (C), Beaucoup-Bijoux (D), Les Dents (E).

Wealthy Districts; Amour-Eternel (A), Couteau-Bien-Aiguisé (B).

The Struggling Districts features lower class places like prisons, orphanages, catacombs, open sewers, blue collar trades shops, shipyards, gambling halls, back alley doctors, sweatshops, criminal dens, dive bars, flophouses, tattooists, fighting pits, fortune tellers, and warehouses.

Average Districts are usually middle class residential areas with more upscale establishments like garment boutiques, medical experts, curiosity shops, restaurants, petty shrines, forges, taverns, apartment complexes, watchtowers, hotels, gardens, public baths, booksellers, printers, wineries, barbers, public libraries, and locksmiths.

The Comfortable and Wealthy Districts boast fancy stuff like manors, lounges, temples, salons, courthouses, law offices, major hospitals, a castle, stables, museums, gourmet food eateries, parks, city hall, military barracks, townhouses, king’s men HQ, luxury goods stores, jewellers, alchemists, art dealers, private archives, and opera houses.

Finding a specific location within a District is a Navigation or Urban Survival roll (modifiers depend on how obscure or well-known the place is) and takes 1dx5 minutes of walking around. Locating a type of location (“where is the nearest tavern?”) is an IQ roll (usually at no penalty, and you can substitute Navigation or Urban Survival skill if better and/or at a bonus) and requires 1dx3 minutes of searching, assuming the District is appropriate for that kind of building (“Why would this slum have a major magical item shop?!”).

TO BE CONTINUED

1 Comment

  1. Wow, the city is huge!

    I do like this project though. Its been fun to watch. But maybe make the physical a little more compact?

    Like

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