Ruins:
Rotted
& risky -- but rewarding
by Arn Ashleigh
Parker
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“Rough:
Includes ruins within up to five miles of the party.” So
reads the Dungeon Masters Guide.
And that is virtually all the
AD&D™
rules say about the outdoor companion of the deep,
dark dungeon.
The question arises: Why should a DM include
ruins in a campaign? Dungeons, one may
point out, present a
place for players to encounter the fantastic
creatures of the
ADVANCED DUNGEONS
& DRAGONS® game. I concede that
the dungeon provides a medium for the
DM to
present tricks, traps, and monsters, but
its scope is still limited.
Many DM’s and players alike scoff at dragons,
and similar avian
inhabitants of underground labyrinths.
Therefore, the contention
can also be made that ruins are as integral
as dungeons to a
well balanced game.
The differences between a dungeon and a
razed city are not
world-shattering, but they are significant.
The druid character class,
for instance, has much more potential
in an outdoor setting such as
a ruin. A ruin may once have had a park
that would, in all likelihood,
still thrive. This park, aside from presenting
many opportunities
for DM expansion, is ideal for the druid's
operations. Other
differences include weather, alleys, and
visibility. Storms, cold
winds, or heat waves could change adventuring
situations. For
instance, bundling up with warm bulky
furs because of freezing
winds may reduce the dexterity or "to
hit" figures of a character.
[See DRAGON #108, "The role
of nature." -- Editor]
Another unique feature of ruins is the
alley. The alley connects
main streets and side streets. This gives
the party much
more maneuverability, so they may not
be channeled to a certain
place as easily as in a dungeon. Also,
the alley can be a
place of adventure and danger for a character.
Imagine a fighter
walking through a narrow alley, enshrouded
by the shadows of
buildings. Suddenly, he sees a tall, shadow-covered
figure ten
feet ahead. As the thing moves closer,
he see the sickly green
color of troll skin....
A final important feature of ruins is visibility.
The use of
torches will be rare, since the party
will rarely enter a devastated
city in the evening or nighttime. Further,
most (if not all) buildings
will have windows, and light will usually
enter via these
portals. Of course, there are ways to
combat this “all-seeing
player” problem. Many windows could be
boarded up or covered
with a shade, cutting off light inside
the buildings. Outside,
however, the problem is much more complex.
If no other logical
means is apparent, a desperate DM could
alter the normal
weather patterns. A low, dense fog could
curtail the range of
characters’ vision, or dense clouds could
obscure the sun. Even
though this can be done, weather patterns
should only be allowed
to change normally; a fog doesn’t spring
up every time a
character sticks his head out a door.
After deciding to include ruins in his
campaign, the DM must
then draw out the destroyed city. Graph
paper with one centimeter
equal to ten squares (each small square
equal to ten game
yards), is suitable for a large city of,
say, 10,000 people. A
smaller scale should probably not be used
unless the city is, in
fact, a town. If this is the case, then
the town should be completely
designed by the DM, and the charts in
this article should be
ignored -they are only for use in large
cities Note that, despite
the drawing’s scale, the party should
only be allowed to move 10
feet for each 1” of movement rate, and
in all other respects as
well the party should use dungeon scale
(i.e., each 1” of spell
range equals 10 scale feet, etc.).
The large destroyed city would include
several potentially
dangerous places. A graveyard, for instance,
is essential. It
could be in the center of the city, or
at the outer wall, or even
outside the city in a special cordoned-off
burial place. As all
DM’s know, the tombs of the dead often
present exciting AD&D
scenarios.
Ruins should also contain a centralized
government building.
A palace could serve for a monarchic government,
while a large
conference room, with adjoining chambers,
could serve for an
oligarchic administration. This central
building could presently
be the center of some great malevolent
force, or (perhaps) it
could be controlled by a demented ogre
mage.
After the DM has finished drawing the destroyed
city, he may
notice a couple of ways players may cause
trouble. For instance,
an invisible thief may climb a wall, and
then, with map and
pencil, proceed to map out the perimeter
of the city. Actions like
this can, especially in a large city,
cause a DM quite a bit of
consternation. There are ways to deal
with this situation, however.
First, as with all problems of this nature,
the DM may
disallow it on the basis of game logic,
which may include reasons
such as: It would take too much time;
it would give too
much information away too easily; and/or
it would make an
otherwise enjoyable game into a boring
exercise in reality.
A second way to deal with this situation,
if the playing session
is almost over, would be to end the session;
when the game
resumes, the DM may give out a map of
the perimeter of the city
to the party, giving the map-making thief
credit for mapping the
perimeter but without making the entire
playing group wait
during the tedious process. A DM-provided
map should include
some deliberate errors, to approximate
mistakes the character(
s) might make if they developed the map
themselves. When
the map of the perimeter is drawn, the
DM should not also map
any inside part of the city just because
players claim they can
see down the roads into the interior.
It is advised the DM tell the
players that the roads, even if they extend
straight into the
center of the city, will only enable vision
from the perimeter for
100 yards into the ruins. The shadows
of buildings, the DM may
say, prevents discerning what lies within
the middle of the city.
The primary threat to characters in a ruined
city will not come
from wandering monsters that may be encountered
within, but
from monsters who have lairs inside
the city. But how does a
DM
choose which monsters will inhabit certain
parts of his ruins?
First, the DM should systematically go
through the map of his
city, determining which buildings will
be the lairs of monsters,
The DM should not, at this time, determine
what specific type of
building comprises each monster’s lair.
This should be done
when the players are actually aware that
it is some creature’s
lair, or at any other time when the party
happens to be interested
in knowing the building’s type. To do
otherwise would take too
much time for most DM’s (assuming that
there are 30 or more
lairs in an average-sized ruin). Note
that an avian creature’s lair
should automatically be assumed to be
an unusual personal
residence, unless the flying creature
is so small that its movement
within a normal building is not impeded
by the building’s
internal and external features.
The kind of creatures that should be allowed
to have a lair
within a razed city can be determined
randomly using the DMG,
choosing the wandering monster chart appropriate
to the prevailing
conditions, and then cross-indexing with
the “rough
terrain” category. However, this random
determination should
not be allowed to be absolute in its decision.
Some creatures
cannot lair in buildings, perhaps because
they have no lair (e.g.,
wild dogs) or, perhaps because they are
incompatible with the
surrounding terrain (e.g., white dragon
in a subtropical climate)
or, possibly, because the number of creatures
in the lair —which
is always the highest possible “number
appearing” that can be
rolled according to the MM — is
too great a number
(e.g. a tribe of orcs, which would number
300). A final rule which
must be observed, to offset the fact that
the party must always
face a maximum number of creatures in
all lairs, is that all lairs
must have treasure. This rule excludes
other monsters (those
who do not possess treasure) from lairing
in razed cities, an
example being the lion.
Table I
Monsters that may lair within ruins
Anhkheg | Hippogriff | Rakshasa |
Ant, Giant | Hydras (all) | Remorhaz |
Ape, Carnivorous | Intellect Devourer | Roc |
Basilisk | Jackalwere | Rust Monster |
Beetle, Giant Boring | Jaguar | Salamander |
Beholder | Ki-rin | Satyr |
Blink Dog | Lamia | Scorpion, Giant |
Brownie | Lammasu | Shadow |
Bugbear | Leprechaun | Shambling Mound |
Carrion Crawler | Leucrotta | Shedu |
Catoblepas | Lich | Slithering Tracker |
Centaur | Lizard, Fire | Spectre |
Chimera | Lizard, Minotaur | Sphinxes (all) |
Cockatrice | Lizard Man | Spiders (all) |
Couatl | Lurker Above | Stirge |
Displacer Beast | Lycanthropes (all) | Su-monster |
Doppleganger | Lynx, Giant | Sylph |
Dragons (all) | Manticore | Titan |
Dragonne | Medusa | Toad, Ice |
Dryad | Minotaur | Trapper |
Eagle, Giant | Mummy | Troll |
Gargoyle | Naga, Guardian | Vampire |
Ghast | Naga, Spirit | Wasp, Giant |
Ghost | Nymph | Water Weird |
Ghoul | Ogre | Weasel, Giant |
Giants (all) | Ogre Mage | Wight |
Gorgon | Owl, Giant | Will-o-Wisp |
Griffon | Owlbear | Wolf, Winter |
Groaning Spirit | Peryton | Wraith |
Harpy | Pseudo-dragon | Wyvern |
Hell Hound | Purple Worm | Yeti |
A ruined city is made up of buildings,
those still standing and
those that have been leveled. Those buildings
that have been
razed are of no particular use to the
DM, but this is not true of the
buildings that still stand. They are very
useful. Following is a list
of buildings that may be located within
a ruins.
Table II: Building Types
d% | Building Type |
01 | Alchemist |
02-05 | Armorer |
06 | Bank |
07-09 | Barber |
10-13 | Bowyer |
14 | Brothel* |
15-17 | Butcher |
18-19 | Candlemaker |
20-22 | Church |
23 | Ceramic molder |
24-26 | Clothier |
27 | Furniture |
28-32 | General store |
33 | Glassblower |
34-35 | Hardware |
36 | Herbalist |
37-41 | Hospital |
42-46 | Hotel |
47 | Jeweler-gemcutter |
48-50 | Leatherworker |
51-53 | Library |
54-56 | Liquor |
57-58 | Metal worker |
59-60 | Nursery |
61-70 | Private residence |
71-74 | Produce |
75 | Sage |
76-78 | School |
79 | Sheriff |
80 | Specialty shop |
81-83 | Stable |
84-87 | Swordsmith |
88-95 | Tavern |
96 | Theater |
97-00 | Weaponer |
* -- Or roll again.
When the players investigate a building
containing a monster,
the DM should determine the building type
using the chart
above. Then, using the following explanations,
the DM should
describe the building to the group and
await their reactions. The
monsters will, of course, behave as the
DM sees fit, and, accordingly,
no restrictions will here be placed on
their behavior.
The following is a list of terms used repeatedly
in the description
of building types.
Term | Definition |
Poison | Type A, Ingestive. |
Books | See DRAGON #37 — Libraries
by Colleen A.
Bishop, but ignore the magical tomes, books, and scrolls. |
Webs | Webs may be either thin, and go unnoticed,
or thick, so that they thoroughly obscure vision. To determine the thickness of a web, roll d4: A result of 1 means total visibility, 2 means that parts of the room are obscure, 3 means that most of the room is covered with webs, and 4 means that the room is encased in webs. The webs can be easily pushed out of the way or burned. |
Nothing of value | This term, while meaning that things
of
monetary value do not exist within a room, does not necessarily indicate that there is nothing useful inside a room. Forks, knives, furs, and pillows are just a few examples of the objects that may be found in a building. |
In some of the following descriptions of
building types, it is
recommended that certain treasures be
placed at designated
locations within a building. These recommendations
are meant
only for buildings which serve as the
lair of a monster, and,
therefore, they should be ignored under
other circumstances
(i.e., when players investigate a building
containing no monster),
but any dangerous magic, items should
be retained (poison
included). However, if the players have
access to this article
(and thus would know that, if the building
contains no monster’s
lair, no liquid substance could be of
a beneficial nature), the DM
may wish to leave certain beneficial potions
within the building.
It is important that the DM realize that
any magic items recom-
mended in the listings below are in addition
to those that may be
part of a monster’s hoard.
[Note that the following
are only examples, not rules for laying
out buildings. A bank can be only one
story tall, and an alchemist
could live in a grass hut on the edge
of town. Be creative and don't
be compelled to stick to these as rules.
-- Editor]
Alchemist:
The residence in which an alchemist would once
have lived is a round
tower (90%) or a normal building (10%).
The height of a normal building is always
three stories, but the
height of a tower is 4-6 stories. Normally,
the tower has less floor
space than a normal building, and, thus,
the structures’ volumes
are approximately equal.
The first story of an alchemist’s residence/workshop
will usually
be barren of furnishings, save for a series
of small braziers
that will typically line the walls. They
were, at one time, used to
burn incense. There should also be a torch
holder somewhere
on the walls. A spiral staircase (in the
center of the room if a
tower and in the corner of the room if
a normal building) will lead
to the second story.
The second story should contain shelves,
overturned tables,
chairs, broken vases, shattered urns,
and a single window (two if
in a normal building). There is a 10%
chance that there will be a
small cubbyhole set into the wall that
contains 1-6 potions.
There is a 25% chance that any given potion
will be poison, and a
75% chance that it is a
beneficial magical potion (use the random
determination chart in the DMG). The spiral
staircase
should continue upward into the chambers
above.
The third floor is the living chambers
of the alchemist. A
sundered bed, dresser, and desk should
be found here, as well
as shelves of books (if within a normal
building). If the residence.
is a tower, then the fourth and fifth
stories contain books. The
sixth story, if it exists, should contain
1-10 flasks, 2-7 small
plates, a basin, 1-4 jugs, 2 measuring
devices, and two tables
(upon which sit the furnishings listed
above). There is a 25%
chance that all of the materials found
in such a place are broken
and useless, and only a 10% chance of
successfully locating a
particular (undamaged) item being sought,
if it is determined
that some undamaged items do exist on
the premises.
Armorer:
The abode of an armorer ranges from one to two
stories in height. In the case of a one-story
building, 80% of the
floor space should be partitioned off
for a work area. The majority
of this space will be taken up by the
armorer’s tools, now
broken and useless. An anvil (or two),
hammers, a bellows, a
forge (once used for softening metals),
and tongs should be just
a few of the things still within the room.
There should also be
some rusted suits of mail. Any character
with the secondary skill
of armorer may, at the DM’s discretion,
find a sufficient number
of usable tools to repair any damage in
the armor worn by
members of the group. The section of the
room that has been
partitioned off from the main room is
the living quarters of the
armorer. These two rooms may be joined
by a door or by an
open hall. The armorer’s quarters will
have been looted, and
nothing of value should be found within
it.
If the building is two stories in height,
then the first story is not
partitioned off and consists entirely
of the tools of the armorer
(in this case there will be two anvils
and, perhaps, two forges).
Somewhere in the room there should be
a staircase leading to
the second story. The second story is
the former armorer’s
quarters. There may be a set of magical
mail within this room
(10% chance). If a set of magical mail
exists, then there is a 50%
chance it is Ring Mail +1 and a 50% chance
it is Ring Mail of
Vulnerability (tests as +1 armor, actually
acts as -2;
see Plate
Mail of Vulnerability, DMG p. 165). Other than the magical mail
that may be within the room, nothing of
value remains inside the
upper story.
Bank: Banks range
from 2-6 (d10/2+1) stories in height. The
first story should contain desks, chairs,
tables, and countertops.
This is where the normal business of the
bank took place. There
should be a spiral staircase at the back
of the room that leads to
the upper stories. The second story, and
every additional story
thereafter (up to the max. # determined
by the dice),
contains a huge VAULT.
Each vault has a chance of still being
intact (varying with how high it is from
ground level) and, if it is,
there is an additional chance that it
contains coins, according to
the following table:
Height in
stories |
Vault
intact % |
Copper*
(% & #) |
Silver*
(% & #) |
Gold*
(% & #) |
2 | 40% | 80%, 10,000 | 30%, 1,000 | 0%, 0 |
3 | 50% | 70%, 8,000 | 30%, 1,200 | 10%, 300 |
4 | 60% | 60%, 6,000 | 40%, 1,500 | 50%, 500 |
5 | 80% | 20%, 2,000 | 60%, 4,000 | 80%, 1,000 |
6 | 90% | 0%, 0 | 60%, 6,000 | 95%, 4,000 |
*— If the vault is intact — and, of course,
if the bank is a
monster’s
lair — then there is a chance (as listed) that it will
contain the specified number of coins
of each type.
All vaults are extremely hard to open,
some of them being
virtually impregnable (thus, their high
chance of being intact
even amidst the ruins). The chance for
a givenm thief to open the
lock on a bank vault is computed by multiplying
the height of the
vault (in stories) by 20, and subtracting
that number from the
thief’s normal percentage chance to open
a lock. Thus, a 17thlevel
dwarven thief with a dextereity of 17,
who would have an
adjusted open-locks chance of 119% for
normal locks, has only
a 49% chance of cracking a third-story
vault, and no chance to
open a vault on the sixth story, because
the adjustment for the
vault’s height (6x20=120) is greater than
119.
Vaults withstand damage in structural
points equal to their
height in stories; Knock spells will not
work on vault doors.
Barber: The
barbershop of old was a simple place, always
one-storied and modestly furnished.
Nothing of value should
remain within the building, but there
should be a few chairs and
washbasins still inside the structure.
Bowyer:
The bowyer’s workshop is 2 or 3 stories in height. The
first story was once the workplace of
the bowyer. It should
contain rotted wood, partially finished
bows and arrows, and a
completed bow or two. The condition of
the completed bows
depends on where they have been stored.
If left out in the open,
they are surely ruined, but if stored
behind a glass case (for
instance), they may be in good condition.
The DM should decide,
depending on the weapon needs of the adventuring
group,
whether the bows are ruined or not. There
should be a staircase
leading to the second story.
The second story was, at one time, the
residence of the bowyer.
It should be in decent condition, but
nothing of value should
be found within the lodging. However,
the third floor, it it exists,
could prove very useful to the characters,
for it was once the
storage house for the bowyer. As the characters
throw open the
trap door to the third floor, they should
see lots of webs. After
clearing the webs away (if they choose
to do so), the group will
behold a storehouse of 20-120 arrows in
good condition and 1-6
usable (unstrung) bows. There should be
an additional number
of bows and arrows that are rotted and
useless, equal to 100%
and 200%, respectively, of the number
of usable items found.
Brothel: If
the city that is now in ruins had a moral fabric that
would not permit a building of this sort
to exist within its boundaries,
then the DM may either reroll on the building
type table
or limit to one the # of brothels found
within the ruins.
The brothel will range from 2-7 stories
in height. The first floor
contains a reception area (with once-beautiful
tapestries and
cushions that are now rotted and moldy)
and a kitchen area. The
upper stories contain bedrooms, often
covered with webs.
There is a 10% chance for each room that
there is a secret
cubbyhole (detected as a secret passage)
containing either
(25%) a potion or (75%) 10-60 gold pieces.
The potion is poison
(25%) or a
random potion from the DMG (75%). Nothing else of
value should be found within the brothel.
Butcher: A
butcher shop is always one story in height, and it
contains a food locker as well as a table
for cutting meat. A
counter divides the front of the interior
from the back. The back
of the room contains the table and butcher
knives (now rusted)
that were once used in cutting meat. A
small food locker, once
kept cold by blocks of ice, also lies
in the back of the room.
Nothing else
of value is within the building.
Candlemaker:
A candlemaker’s shop is one (75%) or two
(25%) stories in height. The first story
contains a counter, as do
most shops, separating the room into two
parts. The back part of
the room contains instruments, unmelted
wax, tables, tallow,
and wood to make incense, torches,
and, of course, candles.
There will be from 1-10 usable pieces
of incense, torches and/or
candles within the room, and there will
also be a great number of
potentially usable items yet unfinished.
Webs will cling to the
walls, and nothing else of value will
be in the room. The second
story, if it exists, is the living quarters
of the candlemaker, but
nothing of value will be found within
it.
Church: A church
is large and impressive; its height should
be from 7-10 stories. The first story
was once the site of all
church ceremonies, and this should be
reflected in the grandeur
of its windows and woodworks. A few of
the windows may still
be unbroken, and much of the woodwork
should still show its
one-time beauty. The double doors to the
church should open
onto rows of pews facing an altar. A podium
should rest upon
the altar, and there may be a golden candelabra
(10% chance),
valued at 500 gold pieces, yet within
the room (lying on a table
near the altar), The candelabra may be
cursed (25% chance) to
shock any character for 1-8 points of
damage each round it is
touched or held (a Remove
Curse will cancel the curse, but not
restore lost hit points). There may also
be 1-6 silver crosses
beside the altar (25% chance). There will
be a door to the right of
the altar, against the back wall of the
church, that leads to both a
conference chamber (which the church once
used to coordinate
its activities) and a stairway to the
upper floors.
The second through sixth stories contain
the rooms that were
once the living quarters of the clergymen,
but they will now be
empty save for the room’s furniture. There
is a 10% chance (for
each story containing living quarters)
that 100 gold pieces will
be found, providing that the players spend
one hour searching
each story (if there are monsters within
the church, then this
searching would give them the opportunity
to strike at the group
when the-characters are least prepared)
The seventh through tenth stories were
once storage places
for the magic items gathered and made
by the church. A series
of spiral staircases should provide the
means of ascent, each
staircase ending at the door to the next
story. Each door should
have a Glyph of Warding on it (which one
is the DM’s decision).
Every floor that exists has a chance to
contain magic items, of
the sort usable by clerics, according
to the following table:
Height in stories | Chance for magic items | Type of magic item and # |
7 | 10 | Potions (1-8) |
8 | 15 | Shields (1-2) |
9 | 20 | Weapons (1-4) |
10 | 25 | Miscellaneous (1-2) |
There is an 80% chance that any magic item
found is of a
harmful (to the owner/finder) nature,
with specifics to be determined
by the DM, using the DMG, and a 20% chance
that each
item is of a beneficial nature. The DM
should not place magical
maces or shields of greater than +1 enchantment
within the
church, because the clerics would not
have left them behind
when they left the city. (The rationale
for any magic items being
present at all is that the church had
so many possessions to take
that something had to be left behind).
There should be a bell
located at the top of the church, reachable
only by ascending to
the top story.
Ceramic
molder: The height of a ceramic molder’s building is
one to two stories (50% chance of each).
The first story is the
workshop, containing the remnants of tools,
a potter’s wheel,
and ceramic molds. The second story, if
it exists, was once the
living quarters of the owner. Neither
the first nor the second
stories have
anything of value.
Clothier:
The height of a clothier’s building ranges from 2-4
stories. The first story contains empty
racks of clothes, webs,
and uncurtained dressing booths. Nothing
of value exists within
the room. The upper stories each have
a 25% chance of containing
some clothes that are in good condition,
and the upper levels
will also contain a great amount of rotted
and moth-eaten
clothes. There are webs within the upper
stories, and nothing
else of value will be found.
Furniture:
A furniture building is always two stories in height.
The first story contains many (10-40,
depending on the floor
area of the building) different kinds
of chairs, couches, tables,
and desks, as well as a few other smaller
pieces of furniture.
Most of these finely carved pieces of
furniture are rotted and
useless, but a very few of them (10% of
the total number of items
in the room) are in good condition. Their
monetary value, if any,
should be determined by the DM. A nearly
vertical flight of stairs
should lead to a trap door which opens
onto the floor of the
second story. The second story should
contain all kinds of
furniture, but all of it is decayed and
worthless. Webs are present
on both stories, and nothing of value
(except what has already
been mentioned) is of any value.
General store:
General stores are always one story in height.
The building should contain a sampling
of all kinds of normally
salable things, but most of them will
have been rotted, rusted, or
decayed away long ago. The building will
contain webs, and
nothing of value will be found within
the store.
Glassblower:
A glassblower’s shop is always one story in
height. It should contain a furnace, great
amounts of unformed
glass, tubes, and tools with which to
form the glass. Broken
glass should be found all about the room,
but there may also be
(at the DM’s discretion) a couple of unshattered
sheets of glass.
Webs will hang from
the walls, and nothing else found will be of
any value.
Hardware:
A hardware store is always one story in height. It
should contain several shelves of nuts,
bolts, screws, hammers,
saws, and assorted kinds of equipment.
Most of these tools will
be rusted and worthless, but despite their
loss of monetary
value, many of them will still be able
to perform their functions.
Webs should be found
everywhere within the building.
Herb:
A herb shop is always two stories in height. The first
floor contains, as might be expected,
bottles of herbs sitting
upon shelves. Many of the bottles will
be broken, but there is a
25% chance for any given herb that the
shop contains a unbroken
container with a potent amount of the
herb in question. The
second story once contained the living
quarters of the herbalist,
but it, as well as most of the first story,
now contains nothing of
value. Webs can be found throughout both
stories.
Hospital:
The height of a hospital ranges from 2-5 stories. All
of the floors contain small
rooms within which patients were
once housed (two cots in each room). Many
different kinds of
doctors’ instruments should be able to
be found within dressers
that are located upon every story, but
any medicines that may
once have existed will have long since
turned bad (85% chance
that any medicine sampled is poison).
Webs
will be found on the
walls and ceilings, and nothing of value
will be found within the
hospital.
Hotel: The height
of a hotel ranges from 3-10 stories. The first
story should contain a large living room,
a kitchen, and a dining
hall. Many things of interest may remain
within the rooms of the
first floor, but nothing of value will
be able to be found. All of the
upper stories contain rooms, now in very
bad condition. There
may be a pack of 11-20 rats in the upper
levels of the building, if
the DM so desires. With the exception
of a few pieces of unrotted
furniture, nothing of value should be
found inside the rooms of
the upper stories. Webs
will be found everywhere within the
building.
Jeweler-gemcutter:
A jeweler’s store is always two stories in
height. The first story should contain
a work table, many delicate
tools, display cabinets (now empty but
once filled with
jewelry), a few chairs, a once-luxurious
(but now moth-eaten)
couch, and a flight of stairs leading
to the second story. Aside
from what has already been mentioned,
there should be nothing
of any value on the first floor.
The second story was once the living quarters
of the jeweler. It
should contain a bed, a dresser, and several
shelves of books.
The room should also contain a large safe.
The lock to the safe,
being a complex combination lock, should
take one turn for a
thief to attempt to open locks upon it.
It is recommended that
there be a 10% chance for the safe to
contain 1-6 gems (randomly
determined according to the DMG). Webs
should fill both
stories, and nothing of value except for
the safe should be found
on the second floor of the building.
Leatherworker:
A leatherworker’s shop is always one story in
height. It should contain several piles
of rotted leather, a couple
of chairs and tables, and the necessary
tools for shaping leather.
Webs will be found throughout the room,
and nothing of value
should be found in the building.
The height of a library ranges from 2-4
stories. Webs
are prevalent throughout the building,
and many of the books
are in disarray. All of the stories contain
many shelves of books,
but the first floor also contains a catalog
of the books in the
library. Any character may use the catalog
to look up a book on a
certain subject, but the amount of time
(in minutes) to find a
listing in the catalog is equal to the
character’s INT
subtracted from 20. After a book’s approximate
location is determined
by use of the catalog, the character still
must search
the proper shelf to find it. At this point,
the DM should roll to see
if the book has been lost or stolen (35%
chance of its not being
on the premises), or misplaced (15% chance
of being in the
library, but not where the catalog indicates).
Except for locating
it by magical means, a book misplaced
within the library is as
good as lost. The kind of books that may
be located within the
library is for the DM to decide, but it
is recommended that
nothing pertaining to monsters’ lairs,
and the like, be allowed
(i.e., only topics of a “normal” nature
should be permitted to be
found on a library’s shelves). Aside from
its books, the library
contains nothing of value.
Liquor: A liquor
store is always one story in height. It should
contain several shelves laden with bottles
of liquor and other
beverages, some bottles broken or opened
and some intact.
Bottles of liquid that are still intact,
and properly sealed, will be
drinkable. Otherwise, the liquid will
act as quarter-strength poison
Webs will be found
within the building, and nothing of value
(save for the liquor) should be found
within the store.
Metal worker:
A metal worker’s building is always one story in
height. Except for an anvil, a few hammers,
a furnace, a couple
of sheets of metal, and some half-finished
metal items, the
building contains nothing of value. Webs
will be found throughout
the building.
Nursery: A
nursery is always one story in height. It is usually a
greenhouse (90%), but occasionally it
is a stone building with
many windows (10%). In all likelihood
(90%), the plants within
the nursery will have long since died,
but it is possible (10%) that
most of the plants will have survived
by extending their roots
into the ground. If the plants have survived,
the entire nursery
will be filled with greenery, but if the
plants have died, nothing
but webs will fill the room. Nothing of
value should be found
within the building.
Private
Residence: Private residences are divided into normal
residences (90%) and unusual residences
(10%). Normal private
residences range from 1-4 stories in height.
They should contain
the usual furnishings a home would have,
although much of
the furniture will be in poor condition.
Webs
should be found
throughout.
Unusual private residences are also filled
with webs. They
contain nothing of value except what is
mentioned in the descriptions
below. The following table determines
the specific
kind of unusual residence that the party
has happened upon.
d% roll | Former owner |
01-10 | Magic-user/Illusionist |
11-40 | Politician |
41-00 | Merchant |
Magic-user/Illusionist:
The height of a magician’s residence
ranges from 7-10 stories, and the building
is always a round
tower. The first six stories consist of
the former living quarters of
the magician (there is a 70% chance that
the tower was a magicuser‘
s and a 30% chance it was an illusionist’s).
If the owner was
once a magic-user, there is a 95% chance
for any given door to
be Wizard Locked, but if the owner was
an illusionist, everything
should appear very luxurious (an illusion,
of course), and there
may be traps disguised by illusions (at
the DM’s discretion). The
living quarters should include an extensive
library. The lower six
stories have no apparent windows, but
air is circulated within
the tower (probably magically). The upper
stories contain many
ornate windows and elaborate decorations
that were once the
trappings for many important and entertaining
parties. The
highest story, as well as being luxuriously
decorated, should
also contain a second desk (the first
being located between
stories one and six) which might contain
some important papers
(to be decided by the DM). The DM may
wish to include a magic
item or two among the 1-6 potions (50%
chance for each to be
poison) that should be somewhere within
the tower.
Politician:
A politician’s home is 4 or 5 stories high. It is usually
constructed of expensive wood, and it
will have at least one
terrace. The first story was once the
living room, and the second
and third stories were once the living
quarters. The fourth floor
was once the kitchen and dining area,
while the fifth, if it existed,
was another living room (parties were
once given on this floor,
so there should be a library and a bar
somewhere within it). If the
DM wishes, there may be a few valuable
items yet inside the
building (up to a total of 1,000 gold
pieces worth), but they
should be extremely hard to transport
(e.g., a large stone
statue).
Merchant:
A merchant’s abode ranges from 5-10 stories in
height and is composed of stone. It should
have either a terrace
on every floor higher than the first,
or several circular platforms
that extend out from the sides of the
building, supported by
stone beams (each angled at twenty degrees
up from the horizontal).
The stone beams are structurally sound,
and each one of
them can take one full structural point
in damage before collapsing
to the ground. Each stone beam also serves
as a flight of
stairs to its circular platform (steps
have been cut into its skyward
face). The circular platforms are formed
of stone, and they
range from 5-20 feet in diameter. A three-foot-high
wall of stone
surrounds each platform everywhere but
where the stairs provide
entry onto the platform.
The first four stories of the building
are the living quarters of
the merchant. They should contain lavishly
furnished suites, a
large library, and several washrooms.
The upper stories contain
many well decorated rooms, a large dining
hall, a kitchen, and
another extensive library. The upper stories
once served as the
location for many parties and social functions
(the key to success
for any merchant). There may be, at the
DM’s discretion, a
total of 2,000 gold pieces worth of antiques
within the building
(in the form of hard-to-move objects,
as with the politician’s
home).
Produce: A
produce “building” is not really a building at all,
but an outdoor marketplace. Several large
stalls should form the
perimeter of the marketplace, and within
the AREA nearly entirely
surrounded by the large stalls there should
be an additional
number of smaller stalls. All of these
stalls once held fresh
vegetables && fruits, but these
natural foods have long since
rotted away. Nothing
of value should remain near or around the
marketplace. A produce “building” should
only be allowed to be
the lair of monsters that are either very
few in number or very
small in size.
Sage:
The height of a sage’s home is from 5-7 stories. The
building is always made of stone, and
there are no windows on
the third floor or below it; above that
point, they are prevalent
but vision in and out is blocked by webs.
The first story once
served as the reception room for the sage’s
customers. It should
contain the decayed remains of beautiful
pieces of furniture and
similar items. The second and third stories
contain a very extensive
library of tomes that are all beyond the
comprehension of
most characters who attempt to read them.
A character with 18
intelligence has a 30% chance of knowing
what a certain book is
about (up to a limit of 5 books) and if
the subject matter is
understood, there is a 25% chance that
the character will be able
to learn something substantial by a close
examination of a
passage or chapter. Most of the books
will be moldy, unreadable,
and valueless; however, a few tomes (from
10-40 in an
average-sized library) will still be valuable.
If transported to a
city of 5,000 or more people, the books
that are in good condition
will bring a total of from 500-5,000 gold
pieces. The floors
above the third served as the sage’s quarters,
but they now
contain nothing of any value.
School: The
height of a school building ranges from 2-4 stories,
and webs should be
found within it. All of the floors are
identical in construction, each having
a few large classrooms.
Nothing of value should be found within
the building.
Sheriff: A
sheriff’s office is always one story in height, but it
will also have a dungeon (jail) beneath
it. The dungeon, damp
and web-filled, should
be from one to four levels deep. At one
time it served to incarcerate prisoners,
but its chains and cells
now hold nothing but the remains of a
few bodies. The office
itself should have a desk and a few chairs,
but nothing of any real
value should be found within it.
Specialty
shop: All specialty shops are one story in height,
contain webs, and
should have nothing of value within them.
The DM may choose from businesses dealing
in such things as
hats, glassware, antiques, clocks, figurines,
and pets, as well as
pawn shops and other types that provide
a special service.
Stable: A stable
is always a large, one-storied building. Its
web-filled interior will contain many
fair-sized stalls and a
number of blacksmith’s
tools (i.e., a furnace, many hammers,
and an anvil), but the stable should contain
nothing of any real
value.
Swordsmith:
A swordsmith’s smithy is always one story in
height. It should contain a furnace, a
number of hammers, and
an anvil, as well as a few swords that
are in good enough
condition to use; however, each sword
found here has a 5%
chance (cumulative) of breaking every
time it scores a hit upon
an opponent. Aside from what has been
mentioned,
nothing of value
should be found within the building.
Tavern: A tavern
is from 1-3 stories in height. Its first story was
once the restaurant/bar, while its upper
stories (if any) once
contained rooms that were cheap (both
in quality and money
charged for rent). A pack of 5-20 giant
rats may, at the DM’s
discretion, be found within these rooms.
Nothing of value will be
found within the building.
Theater: A
theater is usually (80%) two stories high, otherwise
one story, and nothing
of value should be found within it. A
theater is essentially an auditorium with
a stage, and there
should be a few box seats (on the second
level, if there is one)
overlooking the stage. A theater is typically
not huge, and it
would not be unusual for one to contain
only 50 seats, though
100 seats is an average capacity.
Weaponer:
A weaponer’s shop is always one story in height. It
should contain a furnace, a couple of
hammers, an anvil, and
woodcutting tools. There should be a few
(non-sword and nonbow)
weapons that are still in usable condition,
with a 5% cumulative
chance of breaking, as with those found
in a swordsmith’s
shop. Nothing
else of value exists within the building.
Eventually, whether or not they read this
article, players will
evince interest in SEARCHING for a specific
building type. They
may wish to find a sword; thus, they will
tell the DM that they are
passing by all buildings which do not
appear to be a swordsmith’s
shop. How should the DM handle this situation?
The
table below can be used to determine how
long it will take a
party to find the desired building type,
and to determine the ratio
of people to the number of buildings of
the specific type in
question. Thus, in a city which had a
population of 10,000 before
it fell into ruin. there would be approximately
10 alchemist’s
shops to be found, and locating any one
of them would take an
average of 10 turns of searching.
Table III: Searching for building type
Building type | # turns to locate | People to buildings |
Alchemist | 10 | 1,000 to 1 |
Armorer | 6 | 600 to 1 |
Bank | 10 | 1,000 to 1 |
Barber | 7 | 700 to 1 |
Bowyer | 6 | 600 to 1 |
Brothel | 10 | 1,000 to 1 |
Butcher | 7 | 700 to 1 |
Candlemaker | 8 | 800 to 1 |
Church | 7 | 1 per religion |
Ceramic molder | 10 | 1,000 to 1 |
Clothier | 7 | 700 to 1 |
Furniture | 10 | 1,000 to 1 |
General store | 5 | 500 to 1 |
Glassblower | 10 | 1,000 to 1 |
Hardware | 8 | 800 to 1 |
Herbalist | 10 | 1,000 to 1 |
Hospital | 5 | 500 to 1 |
Hotel | 5 | 500 to 1 |
Jeweler-gemcutter | 10 | 1,000 to 1 |
Leatherworker | 7 | 700 to 1 |
Library | 7 | 700 to 1 |
Liquor | 7 | 700 to 1 |
Metal worker | 8 | 800 to 1 |
Nursery | 8 | 800 to 1 |
Private Residence | 1 | 10 to 1 |
Produce | 6 | 600 to 1 |
Sage | 10 | 1,000 to 1 |
School | 7 | 700 to 1 |
Sheriff | 10 | 1,000 to 1 |
Specialty shop | 10 | 1,000 to 1 |
Stable | 7 | 700 to 1 |
Swordsmith | 6 | 600 to 1 |
Tavern | 2 | 200 to 1 |
Theater | 10 | 1,000 to 1 |
Weaponer | 6 | 600 to 1 |
"Empty" buildings
As a final note, if characters regularly
enter buildings that do
not contain monsters’ lairs, the DM may
wish to begin rolling for
a wandering monster encounter (using the
normal percentage
chance for an encounter within the ruins)
every time the group
enters an unoccupied building. The monster
could be hiding
within the room (if it heard the approach
of the group) or it might
be in an upper story and, hearing the
group searching beneath
it, would attack when the situation is
most advantageous. In any
case, the additional risk of encountering
a monster should make
characters think twice before entering
unoccupied buildings.