Wow, this is taking longer than I thought, but I want to see it through because the exercise is spurring ideas for the rest of the dungeon.
0)
The Acolytes’s ward held the lay devout who didn’t
need to be in the Moon Ward. The space also filled with travelers from the
canal and roads and the poor willing to accept the Moon’s charitable employment
a.
While the place was flooded with refugees when
the Giant’s Shadow fell, most were desperately poor, so any treasures are
limited.
b.
The ward was the staging place for any number of
explorations into the western mountains; there may well be things of interest
to be returned to the dwarves and elves sheltering humanity now.
c.
This ward flooded with refugees when the Giant’s
Shadow fell, and surely the ruins must contain riches!
1)
The Park ward held craft and tradesman, with
some park spaces for enjoyment of the common man. Those are overgrown now, or lost
to the elements.
a.
There’s was some generational wealth here, but
it was all enough to be carried with them as they fled. There’s likely little
of value on the surface rubble.
b.
The parks contained several rare herbs and flowers
that, if you can find any seeds or roots, would have some value. Still, it’s a
stretch….
c.
The master craftsmen were making 4 suits
of pure gold armor for the Galmagian noble family, lost here.
2)
The Ancestors ward held the desperately poor,
and the dead. People unwilling or unable to accept the work of the Moon have shanties
against the city wall and the equally thick wall of to the Noble Ward, or among
the sepulchers and tombs that were the ward’s original inhabitants.
a.
By tradition the tombs were stone and not magically
locked. As a result, few have any remnants left, and those that do must have
been picked clean
b.
The truly wealthy maintained deeper tombs in the
undercity, where treasures were given to the ancestors to propitiate them.
Those on the surface are striving tradesmen and posers.
c.
Corpses rise from the graves every night to
avenge themselves on travelers who do not carry holy relics or lay out rare herbs
to mark protective circles. (I happen to have some for sale right here!)
As you can see, every ward, as well as the city as a whole,
has a rumor tree. Each player gets rumor 0, and can ask to explore more rumors
either on the city as a whole or one of the mentioned wards. That gets them one
of the rumors on that area (which, with a bad roll, might be false). The next
player can either pick a new area and get the top rumor for there. Is it better
to go deeper or broad? It’s cheaper to go deeper early, as at the start of play
each PC gets 1 roll (thieves get 2), but when you try to get more it’s 10 GP
for a Number rumor, 50 GP for a letter rumor or 100 GP for a Roman Numeral
rumor. But if you go too specific you’ll lack information on other areas of the
city.
I’ll obviously have to build more rumors as the PCs get
deeper and learn new things, but since I haven’t done those levels yet I don’t
know what to expect myself!
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