Monday, March 30, 2015

Avengers April


Top 5 personal favorite comic book heroes.
1: Kitty Pride
2: Shazam /Captain Marvel
3: The New Mrs Marvel/Khamal Khan
4: Batman
5:Lockjaw

Top 5 Super hero RPG's
1: Villains and Vigilantes
2: Marvel SHRPG (Yeah Feeble powers)
3: Heroes Unlimited
4: Code Name Spandex
5: God Like

Top 5 Super Hero Teams
1: The Fantastic Four
2: The Justice Society of America
3: The Justice League
4: The Avengers
5: Pantheon

I have been playing RPG for as long as they have been around, I can still remember creating my very first D&D character out of the 3 original books. While I was able to play a few games of OG D&D in my youth it was not till I discovered Villains and Vigilantes and began a weekly campaign that last long into the 80's and not only became my favorite RPG but it was my gate way into super hero role playing games. At one time I owned a copy of almost every Super hero RPG her was.
While I still love and play D&D, SHRPG are still my favorite genera to play.
April is dedicated to the world of Super Heroes, fitting as this summer will bring us several Super Hero films and both DC and Marvel are beginning there latest round of changing there world to bring it up to speed with the culture of 2015 (there words not mine).
Supers are the new zombies, they are showing up in every aspect of the media and it's about time!
Comics are the blood stream of the American mythology, no other genera is as prevalent and as important to our collective social zeitgeist (ooo big words)
So lets start with Villains and Vigilantes, one of the first SHRPG systems and one of the best. Somehow this 35 page game works. Despite the random power table (random powers are always awesome) and the fact that your first character is supposed to be you-with powers? Which I never liked because at the time I was like 9 and really me with powers at 9?
Yet despite that V&V creates a system that lets you play the Justice League and create scenarios where both Bat Man and Superman can shine, few other systems work that well with out modifications.
I’ve played almost every SHRPG and V&V is just a great Little game that works as well in 2015 as it did way back in 1975.
Now about the Marvel Super Hero system. Let's see there have been about 8 RPG systems with the marvel name, mostly from TSR/Wizards of the Coast but a few others managed to jump on that license when TSR became WOTC, but lets face it . The original Marvel Super hero role playing game from TSR is still the best.
It had an amazing collection of random powers and was one of the first systems to include the weird stuff like Anatomical Separation, but that’s not why original marvel rocks.
No, Marvel rocks because instead of numbers for their stats you had words. You did not have a strength of 35 , no you had a AMAZING strength or you had EXTRAORDINARY laser blast or if you had a bad die roll, you could end up with feeble powers. Yes I have Ice powers at feeble, I cant stop a bank robbery but I can make sure all the victims have an nice cold glass of water!
One of my all time favorite moments in my long career of role playing was playing my robot with feeble Psyche and Amazing Chameleon blending. He just stood in the corner blending in to the wall till someone told him what to do.
“Ok guys we go to the bank and we get the robot to...where is the robot? Dang it we left him at the base again.”
Now lets move on to the last member of the top three Heroes Unlimited. You have got to hand it to palladium, they have consistently been advertising product on almost a monthly basis for almost 20 years. I remember Mechnoid Invasion and early TNMT games from them way back when the number on the calender did not have a 20 in front of it so, yeah long time. Heroes Unlimited has some amazing stuff, mainly in the step by step descriptions and amount of detail they put into each part of there game. Want to know everything you can do with your flame powers, then HU is the game for you. It took an hour of modding and stuff but I was able to build almost every idea I had for a character in HU. The problem was no one actually played any palladium games,because no one understood the rules. I have played a lot of HU and we just made the rules up when we had to because we did not understand the system.
Had they just edited HU a little better and had a more liner combat system I think it and most of there non RIFTS product would have done much better, still you have to hand it to Palladium for remaining an active and consistent presence in the RPG world. And they did create RIFTS which is a glorious Juggernaut of a mess -Yay Mechanoids.
The list could go on, but those are my top three. So why comics, why super heroes? Because Comics are the only genera where you can tell every story you can think of and it all works. Fantastic Knights fighting horrendous monsters, how about Iron Man facing off against the Mandarin?
Dark gritty noir detective investigating a kidnapping? How about the Batman ?
You want to talk pathos and teenage angst. Spider Man?
And who does not want to have Lockjaw as a dog?
Comic books are the mythology of America, they are our stories. We laugh with them, cry with them and cheer them. They help us through the dark times and the bright.
Super Heroes are not amazing because of their powers, they are amazing because they are the best of us. Superman, Captain America, Batman, Spider man even Archie they are the people we wish we could be, because they are the best-and worst of us.
Super Heroes and Comic Books are the mythological legacy we leave behind us. I love Comics and the SHRPG genera because of the adventures I can have as a Super. No other game lets me save the world and still worry about my homework
Over the next month I will be running a Marvel Super Hero's campaign to celebrate Avengers April and the new SECERT WARS/Convergence story lines coming out from marvel and DC this summer starting tomorrow
So tune in true believer as the mighty Heroes of Fresno, Nebraska do battle with the evil forces of the Crime Circus, the time travailing thief Nick 'O Time, the mysterious Lot 27 and the other villains who seek to make a name for them selves.
I will post all the Wham , Bang, Smash excitement and the information on the bad guys as it happens true believer
So, till next time.
Go out and make your own mythology


 Be excellent

Saturday, March 21, 2015

MEGA DUNGEON MARCH PT 4


The Mega-Dungeon. Who built it, why did they build it, whats in it?
We have taken a look at some of the best the hobby and explored some of the ways to make the story of the Mega-Dungeon more interesting then Ork/Room/Pie so that our heroes have a reason to keep coming back.

Now lets face it though, even after all this the real reason we love Mega-Dungeons is Monsters and Treasure, epic puzzles that make no sens and the big bad at the end.
That is if there is an end and no matter what the mega-dungeon does have to end, not in the sens that “well you got to the last room and killed Orcus so I' am throwing this away” end, because a good mega-dungeon will live on and on through each person who explores it and each person who runs it. Look at Castle Greyhawk.
But all stories end, even in our hobby. Characters reach 20th level. Players move away, games get boring. Mega-Dungeons end!
The question is how do you want yours to end?
A big fight at the end with a huge boss monster and the players retiring?
Passing the Mega Dungeon on to others to run by publishing it-Like Barrowmaze?\
Posting blogs about it like this one?
All stories end, I chose to end my Mega Dungeon story this Wednesday March 25th at Seths games and Anime with a big boss fight at the end, before we take a month off to play Supers.
The main theme of the Mega- Dungeon March campaign was the party was looking for a long lost magic submarine called GAO SHARK! Ages ago GAO Shark had been a mechanism used for good, but it had been lost and used by the forces of evil as a Pirate vessel (This is Freeport after all) . Year after year the mutated Minatorycrew set out from there secret base inside the Dungeon to attack ships and take there cargo.
This all comes to a stop as the final fight will be an epic slug fest between the party and the crew of the ship.
Should the party be successful then Mega Dungeon March will come to an end. They beat the Big bad of the scenario and got a ton of EXP and stuff and a Robot Shark!
If the party fails then mega Dungeon March ends with the villains victorious, the power of GAO SHARK remains in the hands of the Mutated Minotaur Crew who will then make a deal with the evil adventuring company of VAIN or perhaps align them selves with the 4 lichs?
No matter what the story ends at 10Pm March 25th.
All stories have to end, that’s just the nature of Stories.
Perhaps in may we will begin a new Mega-Dungeon and a new party of adventures will be ready to plunge into the dungeon and face the various tasks awaiting them
And yes, GAO Shark is 20 ft so yes I did manage to fit in that 20” shark in the 10” room.
Thanks for exploring the mighty madness that is mega-dungeons with me
Till next time'
Stay excellent!


Next Month: Avengers April: Super Hero RPG's

Saturday, March 14, 2015

Mega Dungeon march 3


No matter how big or small your creation is, there has to be a reason for most of the stuff that’s there. Sure you can toss in a few things that are just cool but for the most part each part of the dungeon should tell a story.
Now when you are talking 5-8 levels, each with 80 to 100 rooms then that story can get confusing?
Most Mega-Dungeon builders have a main theme for each level and then a story or theme for each zone of the level. Much of that depends on the history of the location and the overall direction the Gm wants his Mega-Dungeon to go.
Your average Mega – Dungeon level is about 25 to 50 rooms on the small side and can go up to 500 rooms on the larger Mega Dungeons. The average level is usually divided in to 4 zones and the Gm starts from there, its like putting a complex puzzle together. Layer after layer goes in so even the most pointless broom closet has something to do with the story.
I have begun my March Mega- Dungeon game (At Seths Games and Anime in ventura CA) most of my Dungeon is stolen from other dungeons and mashed together but I have decided to take parts of the product I own and begin to add on to them to create my eventual Mega dungeon.
So with the whole, level/zone story idea, lets take a look at one of the Zones the players explored this week and the story I was telling.
The Zone they were exploring was a series of rooms built around a giant bridge stretching across a deep chasm, with bubbling lava far below (my dungeon is starting in a Volcano because Volcanoes are cool).
Almost from the moment they entered the zone they began to get the idea that they were not the first people in this area, this was deduced by the discovery of beds and discarded food stuff. It seemed someone had lived here before and had some control over the bridge.
What happened to them? Well when the party discovered a Beholder who was the victim of a Summon monster spell. It informed them the “Wizard” had summoned him and told him to guard the room till he got back, sadly for our Beholder the wizard has yet to come back.
Further clues were discovered when the party captured and interrogated an ogre who told them of a band of Evil Adventures led by a man named VANE(Like Bane but with a V). These criminals were wandering about the dungeon killing things and asking about the strange pool of bubbling liquid..
Thus the theme of the Zone continues, that this place has a history of being used by adventures as a base. Usually to control the bridge and charge people (or things) to cross it.
But who built the bridge originally, well that part of the story came to pass when the party stumbled across 4 Lich's.
These undead fellows were busy going about summoning something.
So now we have 4 Lich's, a lost beholder and a band of evil adventures going about slaughtering the ogre inhabitants of the level. Meanwhile what's up with the strange pool of bubbling black liquid that has been worshiped in the past? Could it be what brought the Lich's? Could it be some connection to our old pal Jubilex?
See how the story of the Zone takes shape as the party explores, which in turn leads to the theme of the whole level.
Toss in a strange fountain that has the unusual ability to pop up killer frogs every now and then for the typical mega dungeon weird thing and we have another 3-4 sessions worth of adventuring in and around the rooms that make up this part of one level of the mega-dungeon.
See in closing the mega-dungeon is not about the fact that its huge and full of weird stuff, its about the small things that will keep the party interested enough to remain in the dungeon. With out those themes and story’s and weird corners where strange puzzles lurk, its just a large empty space with Ogres. And if its just rooms with Ogres and 20 ft sharks then the party will lose interest and seek ether rewards else where.
The Dungeon has to remain interesting.
Next Tuesday the party will explore deeper into the Volcano dungeon and we will have further shenanigans with the Lich's and other mysteries to explore.

Till next time.
Be excellent.


Sunday, March 8, 2015

Mega Dungeon march PT 2


Who built this and why?
While many of the Mega Dungeon products donate many pages to the history of the location and it's many factions the fact of the matter is, who built this and why.
I'm an all powerful arch mage and I dedicate the last few years of my life to a trap and riddle filled, monster infested summer home? Why, well because I want to protect all my secrets and treasure from greedy types after I die? So now I’m retired into my Multi level fun house of doom, it's 3 AM and I get up to go to the bathroom and I forgot that the hall way between my bed room and the potty has 87 Traps.
Why would I build this? Why not just move to the beach, open a hot dog stand and change my name?
In building and populating the Mega Dungeon one has to consider the implications of what and who is in the Dungeon, while clever tricks,traps and riddles are cool. People and things live in this place as well. Where do they sleep, what do they eat and most importantly where do they poop? Do the many inhabitants know about the various traps and riddles that populate the dungeon? Have they ever met the guy who built the place? Why are they choosing to live in the dungeon as opposed to some place safe like a Volcano?
Yes as usual I am being a tad silly. But why it is fun to shake the cage the fact is Mega-dungeon’s of the past, present and future should in some way make sens and have a history and evolving story.
Gone are the days of static encounters and goblins sitting on 6000 GP, even as we embrace the nostalgia of the OSRIC movement we still want our Dungeons to look organized and make sens and we want to know who built this and why?
Now there are a few classic starting points a potential GM can explore when designing his Mega -Dungeon as he asks him self who and why?
1: Built by one dude. This is perhaps the oldest origin story for a mega -dungeon as we go all the way back to Castle Greyhawk and the mad arch mage Zaggy who much like the Winchester mystery house people never stopped working on the place.
From its humble beginnings as his closet all the way to the grandfather of all mega dungeons we know today as Castle Greyhawk. The castle of the mad arch mage is a perfect example of one guy building the place and if some of it makes no sens? Well he was the mad arch mage.
2: Built by several dudes. “They dug to deep”. Pick your favorite underground dwelling race, say they built a city down there and then say for what ever reason they abandoned it or they got killed. Over the years the place gets inhabited by various monsters and ghosts and then some adventures come along and-Mega Dungeon. The Mines of Moira from Lord of the Rings would be a example of this kind of place.
3: Prison of the Ancients. At some point in the past a group of powerful dudes ran afoul of another group of powerful dudes and they fought each other, for a while. A long while!
At some point one group realized the war was futile, they were evenly matched so they came up with a plan to imprison the other group in the hopes that some time in the future someone would find a way to defeat them(thanks for that guys). So an epic trap and riddle filled prison was built, the group was led in to the trap . Immortal guardians were left behind to watch over the victims of the trap and the winners faded out of existence.
A few hundred years latter the traps start fading, the Adventures set off to deal with the imprisoned once and for all and BAM Mega-Dungeon.
90% of the time its a bad dude that’s trapped in the Dungeon (Diablo) but its always more intersecting if it is a good dude I think because you have the moral problem of “Do we free the now insane angel or what?”.
Slumbering Tsar and Godholm are examples of the prison idea.
4: Just sort of developed over time. Using this method allows you to explain why some of the levels have no connection story wise to the other levels. Year after year things happen in the area to help with the evolution of the location.
Maybe it starts with a wizard building a tower, then he discovers a rich gold vain and hires some dwarfs to mine it. While mining it they discover some ancient burial ground and stop digging. A few years latter a graveyard is built on the land above the hunted miens. Then the grave yard burns down and a mental asylum is built on the ruins and then.
Well you get the idea, the mega-dungeon evolves over time as the history of the location evolves to the point in time where the heroes get involved.
Most of the mega-dungeons use this idea.

No matter how you decide to start your construction you have to remember that the dungeon has to tell a story. If that goblin has been sitting on that chest of 6000GP for 320 years, why?
If the ork tribe lives down the hall from a vampire and a deadly riddle involving lava, why?
And so on. As the dungeon evolves and the party explorers it you have to have a reason to keep them coming back, each level should have a story that will lead the party to another level. There does not need to be a liner end goal (Stop the cultist from freeing Orcus). There can be a lot of smaller goals(under -mountain, castle greyhawk)
No matter what story you deiced to tell remember the mega dungeon starts with two questions. Who built it and why is there a 20 ft shark in a 10X 10 room
Till next time.
Be excellent


Sunday, March 1, 2015

Mega Dunegon March:Part 1

MEGADUNGON MARCH:
Mega-dungeons The name brings to mind strange and twisting corridors spread out over a vast and multilevel zone filled with traps, riddles and monsters. How did that 20ft shark get in that 10ft room? Who cares, its a mega-dungeon Why is One Drow elf guarding a ivory horn worth 6000 GP? Who cares, its a mega-dungeon
The mega-dungeon has existed as long as our hobby has existed The fledgling days of D&D go hand in hand with the tales of Castle Greyhawk. My very first D&D adventure was in the Godholm mega-dungeon way back in the late 70's. While I have never designed my own mega-dungeon I have been collecting them for the past few years and have wanted to run/play a mega-dungeon campaign for a while now.
Over the past 5 years or so there has been a upswing in the Old School nostalgia wave over D&D and many a fan has out out his or her own version of the OG D&D books, such as OSRIC and Lamentations of the flame princes.
With this surge of RPG nostalgia has come a lot of work on mega-dungeons, whole web sites are dedicated to these classic adventures and many a fan has sought out to create there own.
Over this month we are going to explore the idea of a mega-dungeon, take a look at some of the great existing mega-dungeon products and maybe start work on our own?
The first question in exploring the ecology of the mega-dungeon is of course, who built this place and why?
Was it all the work of one really bored demon? (Yeah one level is good but 8 is better) or is it like Moira carved out year after year by the dwarfs who dug to deep? Perhaps it evolved over time as various inhabitants moved in and out? Maybe it has a long and twisting history? Or maybe it appeared over night?
Who knows?
Its a mega-dungeon and one thing mega-dungeons do not ever have to do is make sense. Castle Greyhawk make sens? There was a slide to China in the dungeon. Godholm make sens/ it had an elevator and WW11 soldiers fighting dinosaurs And yes the ever present 20ft shark in the 10 ft room.

So let us start mega-dungeon march with a list of the many mega-dungeons out there right now and links to the various sites dedicated to them shall we? I will try to keep it to product that is actively available . Thankfully most of these are either free or available as a PDF at one of the many RPG download sites such as “drive-through RPG.”.
I am not seeking to reinvent the wheel hear after all, plenty of work has already been done on this topic. All I offer is a fresh and often silly look at them.

Mega dungeon resource links

http://dungeonaday.com/categories/Intro (Dungeon a day's mega-dungeon)

This site is amazing and I go back to it time and time again as a resource for Dungeon building


http://www.greyhawkonline.com/grodog/gh_castle.html (the definitive castle greyhawk page)

List of Mega Dungeons

Garry Gygax's Hall of Many Panes.

Dragon Mountain for D&D

Anomalous Subsurface Environment (ASE1 and ASE2-3, available for Labyrinth Lord) 

Barrowmaze ((I & II, available for Labyrinth Lord) 


Castle of the Mad Archmage Adventure Book (available for Adventures Dark & Deep and Pathfinder) 


Dungeon Crawl Classics #51: Castle Whiterock (available for 3rd Edition D&D) ( I had this one, it was amazing. Sadly never got to run it as it was stolen)

Dwimmermount (available for ACKS and Labyrinth Lord (maybe? Lot of stuff revoling around this one))

The Emerald Spire Superdungeon (available for the Pathfinder Role-Playing Game) ( I was kind of diaspointed with this one)

Rappan Athuk (available for Swords & Wizardry and Pathfinder) (Awsom)
Stonehell Dungeon (available for Labyrinth Lord, Down Night-Haunted Halls with 2 bonus Supplements) 


Undermountain (Undermountain I and II for 2nd Edition D&D, Ruins of Undermountain boxed set, Expedition to Undermountain for 3rd Edition D&D)

World's Largest Dungeon (for 3rd Edition D&D)

 Undermountain: the Lost Level, Maddgoth's Castle, and Stardock. For 3rd edition



Caverns of Thracia (1E and 3E) (judges guild and frog god game)

The Tomb of Abysthor (3E) (frog god games)


Castle Blackmoor - by Dave Arneson - 1971

Castle El Raja Key - by Rob Kuntz - 1973

Hobby Shop Dungeon - by Ernie Gygax - 1978 (Still activ I have been told)

Maure Castle from dungeon 112, 124 and 139

The Darkness Beneath mega-dungeon levels in Fight On! magazine

 Night Below in 2e AD&D 

Numenhalla

Tegel Manor (judges guild and Frog god games)

The Lost City of Barakus (frog god games)

Vault of Larrin Karr (frog god games)

The Slumbering Tsar. (frog god games, I have this one and its amazing)

 Big Rubble of Pavis

City of the Spider Queen  (all hail lloth)

Tomb of Iuchiban


Ikia (think about it)


Mori is copyright the JRR Tolkien fund.
Castle Greyhawk is the creation of Gary Gygax and is copyright by the Gygax family

any other mega-dungeons I refer to are copyright by there original designers and publishers.

Thursday, February 26, 2015

Freeport February Final blog of the month


Freeport is not my creation,it is the creation of the brilliant minds over at Green Ronin games. I have borrowed from a lot of great sources in my story’s that I have told.
Lets take a moment to reflect. We have looked at the idea of a fantasy city and how it works as well as the sewers that bubble under the city. Before we close our February visit to Freeport lets take a look at one more thing that any decent fantasy city needs. Especially a city populated and run by thieves, pirates and adventurers and that’s law enforcement.
A few First level guards can handle themselves against a drunken bar brawl or a simple shop robbery but how does a city like Freeport deal with the amount of weirdness an average adventuring party can bring.
When the wizard summons 15 giant apes what are the options? The city could just let them run rampant and then charge them. They could employe a special forces of individuals who have the same powers and skills as those meddling adventures but then that would just mean Two wizards summoning 15 giant apes. They could ban them from the city, but lets face it when adventures are drooping $50.00 GP gems to pay for a 3CP dinner, its a good idea to keep those wacky adventures in the city. Plus, how many times has the city had the adventures solve a problem for them.
So the conundrum for the law enforcement of any fantasy type city is how do they deal with the adventures and still capitalize on the adventures?
Give them a job!
Why do you think so many campaigns end with the party being given land and a castle and some position within the city government? Because the Authorities WANT the adventures running things?
No of course not, would you give a 5 year old the keys to the death star?
No they give them jobs because they know that once that wizard has to deal with a G-w-TS 36 report (in triplicate) for the 75th time, any thoughts he might have had of destroying the city are soon replaced with thoughts of “i just want to go home for the day”
No foe the heroes has ever faced is more dangerous or insidious then a well run GOVERMENT! Bureaucracy and litigation will soon become names the party fears more then Orcus (hail orcus).
After a few months of having to pay the city various funds and taxes and fines out of there own pockets will soon lead the party to find that they no longer have that endless supply of 50GP gems to use to buy dinner, they may have to start actually being smart about there investments?
Soon after that the daily drudgery of the Government will either drive the party into a mindless worker bee fugue or send them running from the city to the nearest death pit because they would rather face Orcus (hail orcus) then another day of complaining citizens and paperwork.
So the adventures are gone or dealt with and things return to normal in the city, until the next band of Heroes arrive!
While I am being somewhat silly about this the fact of the matter is the greatest threat any fantasy city’s faces is the heroes and we all know it,. Paying for simple things with 50GP gems would soon ruin the economy as money would become pointless when the Wizard is buying bread with platinum and the cleric never pays for anything because he can just make food appear
The amount of damage and injury’s a typical bar brawl between two high level heroes would be staggering
Its is in the city’s best intreist to milk the party dry of there funds as soon as possible and then get them out of the city as fast as they can or give them jobs.
So now we take our leave of freeport and perhaps we better understand when Lord Ulric sadly talks about how things were in his day. Back when he was still a Warrior of Might and not the assistant minister of the Haberdashery

Next month is march and march is MEGADUNGON month.
Till then, Beware the great and powerful BUACRAYCY and LITAGATION

and, Be excellent.

Sunday, February 22, 2015

February Freeport Blog:


Sewers and Slime Beast

As a society grows, so does it's need for Sewers. From getting rid of waste to the various tunnels and pipes needed to support a city the size of Freeport. Now add in things like magic and Dwarfs and a technology level equal to Earth around the time of the last great age of piracy, plus just normal bureaucracy, and you begin to get the idea that the sewers under a D&D city are going to be just a little weird. From simple wells and potty’s to brick lined viaducts to strange Gnomish constructions the Sewer levels of Freeport are going to be a twisting mess of a Maze.
I mean there are still parts of the London Underground that are being rediscovered every few years and look at those cave city’s they found in Turkey recently? The sewer system of any large city is the closest we will ever get to a Mega Dungeon in the real world.

Now there are not going to be a lot of actual rooms in a sewer system, but it's safe to assume there are junctions and maintenance shafts. Storage rooms and forgotten corners, also a few basements that open up in to the Sewer? In addition Freeport is a city built by adventures, pirates, thieves and evil cultists. More then a few secret rooms and hidden passages lie down in those sewers. Maybe a underground dock for that mechanical Shark? And there are a few sinister secrets and dangers that lurk down in those pipes. There is no real reason to describe each inch of the Sewer system as they would all be about the same. Wet, Stinky.
The greatest danger in the sewer is the sewer it's self. It is a bubbling cauldron of disease and foul rotted things. Vast alchemical nightmares made out of all the stuff that has been dumped down the Privy over the years and of course Alligators.
Sewer wandering encounter chart.
Roll 1d6 for every ½ an hour the party spends in the Sewer, on a 1 or 6-they have an encounter. Also any loud noises the party makes will generate another check.

1: Alligator
2: Swarm of rats
3: Swarm of giant rats
4: Dire rat
5: Giant insects
6: Giant sewer crab
7: Sewer slime beast (Insert favorite ooze or slime)
8: Zombies
9: Ghouls
10: Sewer maintenance team composed. 1D6. 1=Dwarfs. 2=Halflings. 3=Gnomes. 4=Goblins 5=Humans
11: Sewer guard patrol. 1D6. 1=Dwarf 2=Gnomes. 3=Halflings 4=Goblins. 5=Humans
12: Evil cultist
13: Drunk who got lost in the sewer
14: Sneaky thief types using the sewer to break in to a basement
15: Merchants using the sewers as an shortcut to move there stuff about Town
16: Low level adventures hired to “Clean up the rat problem”
17: Shambling mound
18: Gill men/Karo-Taro
19: Pack of feral dogs
20: Some weird alchemical/wild magic stuff: GM whim.

Fixed encounters in the sewers of a large seaport city like Freeport would involve the machinations of the various NPC's who use the sewers as a way to maneuver about the city undetected or to hide things in the many nooks and cranny’s of the location.

Four sample fixed spots in the Freeport Sewer system.

1: Cultist lair.
Over the years many evil cultist have used Freeport as a base of operations due to it's vast population of various races and it's access to the ocean. This spot is currently being used by the Cult of the Bane Lords for worship and sacrifice.
A small brick alcove with straw mats on the ground to absorb the water Large scented candles line the walls and provide some relief from the sewers stench when lit.
A mural depicting the symbol of the cult has been painted on the far wall. A alter of sorts has been erected in front of the mural made out of hammered together wood. Splatters of blood can be seen on the alter next to more candles.
At any given time there is a 1-6 chance that 1d6+1 low level cultist are in the shrine preforming some foul ritual for there dark gods.
AC: 15 HP: 10 BAB +1 Short Swords +1 1d6+1 or Tossed knifes +1 1d4+0 10 CP & 3 Sp each. ECL 2.
In addition a random zombi will appear in the shrine once every hour, sent by the bane lords to cause mischief in the sewers.

2: Hidden loot:
It goes with out saying that in the long history of Freeport more then a few things have been hidden in the sewers and some of those left forgotten until today.
This is one such buried fortune.
On a Perception check of 15 the party will notice some of the bricks in this spot seem lose. It is a simple task to remove them and expose a small hidden room made out of crude stone. There are no light sources in the chamber but unlike the rest of the Sewer it is relatively dry and clean
A single humanoid skull lies in the right corner of the room but other then that it appears to be empty.
A careful search of the room will expose a lose stone panel in the floor.
A DC15 Perception check will tell the party that the panel is trapped, with a simple but effective poison gas trap.
Removing the bladder that holds the gas is a DC 17 disable device check. If unsuccessful or if no one bothers to check for traps then the gas is released in the room.
Poison Gas: DC 15 VS Fort. If make save lose 1d4 temporary Con points, if save is failed then lose 1d8 temporary Con points.
Surviving or disabling the trap allows the party to remove the panel and discover the left behind treasure!
120 lose CP dated 75 years ago. 220 SP also dated 75 years ago. 80 GP again dated 75 years ago.
Under the coins the party finds a small platinum bar (100 GP) and 2 50GP Ruby’s but the true treasure are the 3 bottles of a rare wine from 75 years ago. It would easily sell for anywhere between a 200GP low bid to a 500 GP high bid depending on how the party goes about selling it.
In addition there is a very ugly non magic hat in the hole with the initials M.A on the inside, you have no idea who that is.

3: Lair of the sewer swamp monster.
Jinkys: Rumors of a swamp monster haunting the sewers have existed for as long as there has been a sewer. Zoinks, is it just a guy in a mask or is it in fact an actual sewer monster.
It's both.
Much like a character from a certain movie, the swamp monster is not One person but a long history of individuals using the legend of the sewer swamp monster to further there own ends. Every few years a new enterprising criminal rises up and assumes the mantel of the sewer swamp monster.
The current sewer swamp monster is a merchant by the name of David Keating. Keating is using the sewer as a way to break in to the basements of his competitor's and damage there goods so he can sell his stuff at higher prices. He adopted the guise of the sewer swamp monster to frighten any guards his victims might send to stop him. So far he has been successful and even managed to put One merchant out of business, but he has yet to run afoul of any “Meddling adventures.”
He stores his costume and stolen loot in the basement of his own shop, which opens up to the sewer via a hole he made in the wall.
If the party investigates the sightings of the sewer monster, they will need to make 3 successful survival/tracking DC 15 checks to follow the trail to his lair.
Hidden in the lair is also his latest collection of stuff he has stolen from his victims. About 800GP worth of “product”
The sewer swamp monster: David Keating.
2nd level expert ( wine merchant)AC 15 HP 11 Intimidate +4 (jinkys its a swamp monster). Movement 25 (that costume is heavy). Engineering & disable device +3 (to better break in to basements). Profession-wine merchant +4
Swamp monster claw attack: +2 1d6+2.
Gear: crowbar, heavy mining pick, sacks, Sewer swamp monster costume. 1 ever burning torch. 3 bottle of oil. Flint,smudge pot and steal(Arson)
CR 1

What Keating, and most others don’t know is that there is in fact an actual sewer swamp monster in the sewers. With all the weird chemicals that have been dumped into the sewers over the years, as well as just the ever present ambient magic of a city like Freeport it goes with out saying that inevitably something would rise out of the goop.
In this case it is a shambling mound that has become attracted to the area of Keating's lair due to all the noise he has made and the smell of the wine stored in his basement lair.
Sewer swamp monster: AC: 19 HP: 60. immune to electricity DR 10 vs fire Move 20. 2 Slams +11 2d6+5 . If both are successful can constrict target for an addition 2d6+7.
Full information on shambling mounds via the D20PFSRD at this link.
http://www.d20pfsrd.com/bestiary/monster-listings/plants/shambling-mound

The shambling mound has no treasure.

4: Lair of the Vampire Queen.
Every environment has it’s alpha predator, the sewers of Freeport have the “Countess Du Masq”.
The Countess is a mysterious individual mentioned in a few of the early Freeport publications, she has a history shrouded in rumor and gossip. She runs “Theme” nightclub called the "House of Masks", where all the individuals associated with it (both staff and clients) have to wear masks. The Countess her self has long fed into her own mysterious persona with an occasional hint that she is a assassin from a far off land. A vampire. A demon queen and other story’s, all to hide the fact that she is actually a Vampire.
She had long used the Sewer as a way to get rid of bodies and traverse the city during day light hours, so a entrance to the sewer lies in the basement of the club.
She does not bother hiding this entrance, in fact she has gone out of her way to make it appear more frightening then it actually is. Including having the door made out of a giant skull, and filling the room and the area around it with various “Vampire” trappings .There is even a coffin in the chamber.
She uses this “hide in plane sight” to build up the image of her being a Vampire to the point that no One takes it seriously because it's such a cliche
Having a steady stream of “willing victims”, she seldom has to hunt the sewers for food. Though she is known to take a stroll about the sewers just to keep abreast of the various going's on . She takes little notice of the cultist, thieves and merchants that use the sewers, though occasionally something will attract her attention-Something usually involving adventures.
The Countess’s sewer entrance lair is a good red hearing for a GM to toss at a low level party. She might take sadistic joy out of tormenting them for a day or Two before she either loses interest or just kills them. If the party is interesting enough to keep her amused she could find a use for them in some way and maybe even become a Patron of there adventures-While constantly keeping them guessing, is she a vampire or is she just playing the part.
Obviously the Lair is not her real lair and the coffin is not her real coffin. In fact she lost her real coffin in a ship wreck 80 year ago and her actual “lair” is her bed room.
The Countess Du Masq is a very powerful Vampire, she is a CR 15 encounter on her own.

So there are just some examples of the goings on in our fair city’s sewers, the idea behind this is that once you enter things like magic into the equation Something as normal as a sewer system, suddenly becomes a very interesting place.
A very stinky, wet, gross place but still interesting
Till next time
be excellent




Freeport is copyright Green Ronin Games