Quantcast
Channel: Nevermet Press » location
Viewing all articles
Browse latest Browse all 3

City of the Dead (Area)

$
0
0
In the Necropolis...

In the Necropolis...

“There are lanterns in these halls but they are dark and without fuel. Sounds echo in dusty corridors and the clang of a slamming gate might be from around the corner or from across the complex.”

A set of passages used as a mass grave twist under the city, providing a last resting place for the many of the dead and uncomfortable passage across the city for the bold.
There are no *known* undead dwelling here.

What People Know

A character knows the following information about the Necropolis with a successful History or Streetwise skill check.
  • DC 14: The Necropolis – or City of the Dead – is the name of a series of tunnels running under several neighborhoods of the city. The gravediggers’ guild owns it and uses it for burials.
  • DC 16: A feud between a faction of the city government and gravediggers’ guild resulted in the city government closing the Necropolis. This issue of who can claim ownership of guild resources is working its way through the courts.
  • DC 18: An abandoned silver mine was purchased by the guild and transformed into the Necropolis more than a century ago, when the guild determined the city’s then existing cemeteries were full. Three official entrances link the city and the Necropolis; one in the cellar of Astodan, one at the bottom of the Hall of Righteous Bones and one in the Murina Family Crypt.
  • DC 20: The Necropolis is divided into different sections; one for nobles, one for commoners, one for peasants and an area for indigents called “Potter’s Field.” Each section has its own tunnels. Iron gates separate the sections.
  • DC 22: The place runs above the city sewers and remains dry, though a gate between the Necropolis and the sewers exists at both the Murina Family Crypt and the Hall of Righteous Bones. This cool and dry atmosphere slows the decay of bodies interred in the Necropolis.
  • DC 26: Members of the city’s thieves’ guild regularly used the Necropolis for illicit meetings and to move about the city, much to the consternation of the gravediggers’ guild. Avoiding the gravediggers’ patrols was something of a game for the rogues.

Features of the Area

Prior to the dispute with the city, the gravediggers’ guild kept the Necropolis well patrolled and well maintained to prevent the appearance and encroachment of undead. This has changed.
There are four types of structures in the Necropolis;
  • the Via are the largest tunnels at about 10-feet (two-squares) wide with ceilings eight-feet above the floors,
  • the Semita are narrower tunnels at about five-feet (one-square) wide and ceiling six-feet above the floors,
  • Cella are domed rooms usually marking a junction between tunnels and entrances to the Necropolis and
  • lastly notches in the walls provide space for remains.

Common Section

Middle class merchants, craftsmen, traders and former adventurers are interred in this area. There are usually four notches carved into the walls between the flour and the ceiling.
Via Umbra North and South: The longest passage in the Necopolis runs north to south and is a quarter mile in total length, with Cella Nusquam in the middle. At the north end is the Murina Family Crypt entrance and at the south end is Astodan’s entrance, Via Umbra North and South each run about 1,000-feet (200 squares) from Cella Nusquam and the north and south passages each holds about 600 notches.
Cella Pulvis: The entrance from the Murina Manor is a short brick tunnel sloping down from the family crypt. A successful Thievery DC 25 picks the lock, while a successful DC Strength 28 breaks open the gate but also trips the whirling blades trap connected to the gate. The chamber is circular and about 25-feet (5-squares) across and holds 80 notches.
Note: Sinister elements of the city government feuding with the gravediggers’ guild stole the bronze undead ward plaque from the chamber and installed it in the home of one of its members – normally it is fixed over the gate.
Cella Silentium: The entrance from Astodan is a short brick tunnel sloping down from the cellar of the gravediggers’ guild headquarters. A successful Thievery DC 25 picks the lock, while a successful DC Strength 28 breaks open the gate but also trips the poisoned dart wall trap connected to the gate. The chamber is circular and about 25-feet (5-squares) across and holds 80 notches. A bronze undead ward plaque hangs over the gate.
Cella Nusquam: This is the largest, deepest, most central chamber of the Necropolis. From this chamber Via Irritum exits due north, Via Nex exits due east, Via Ossis exits south-east, Via Umbra South exits south-west and the Via Umbra North exits north-west. The chamber is 45-feet (9-squares) wide, with a dome ceiling reaching a height of 30-feet, with a floor of bare polished stone and the area is used for funeral services, with interments to follow. There are no notches in this chamber.
Note: Sinister elements of the city government feuding with the gravediggers’ guild stole the bronze undead ward plaque from the chamber and installed it in the home of one of its members – normally it is fixed to the highest point of the dome.
To the northeast is a small, side-chamber containing well, with a spiral staircase, which drops 200-feet into a subterranean river that leads to the underdark. The steps down and the banks of the river littered with bones of deceased prisoners thrown down the well.

Noble Section

This area is reserved for people possessing a noble name but little wealth, property or status or untitled but successful adventures.
Cella Nonviscus: Remains of arcane magic users are interred in this chamber. A successful Thievery DC 25 picks the lock, while a successful DC Strength 28 breaks open the gate but also trips the spectral tendrils trap connected to the door. The chamber is circular and about 25-feet (5-squares) across and holds 80 notches.
Semita Obscurum: The passage is the best maintained in the Necropolis and features the most elegant carvings. The passage is home to approximately 900 notches.

Peasants Section

Interred in these passages are the bonded serfs, peasants, servants and the apprentices who died before their time. The passages and chambers are simple. There are five notches between the floor and the ceiling and most notches hold ossuaries rather than coffins.
Via Irritum: This passage exits the central chamber, the Cella Nusquam, from the north and curves to the east. Through much of the passage there are neither coffins nor ossuaries but neat stacks of bone. The passage is 750-feet (150-squares) long and home to 600 notches.
Semita Silentium: A narrow passage connecting the Via Irritum and the Via Umbra North, it is mostly home to urns and ossuaries. The passage is 500-feet (100-squares) long and home to 300 notches.
Semita Senium: A narrow passage connecting the Via Irritum and the Via Nex, it is mostly home to bodies wrapped in canvas and more than one in each notch. The passage is 375-feet (75-squares) long and home to 225 notches.
Via Nex: This passage exits the central chamber, the Cella Nusquam, from the east and ends at the Cella Lacrima. It is mostly home to bodies wrapped in canvas and more than one in each notch. This is where apprentices, who died before their release, are traditionally interred. The passage is 750-feet (150-squares) long and home to 450 notches.
Cella Calx: Neatly stacked bones, ashes and smaller remains are interred in this chamber, which by tradition is the chamber where the collateral damage victims of magic are interred. The chamber is circular and about 25-feet (5-squares) across and holds 80 notches.
Cella Ornusum: Neatly stacked bones, ashes and smaller remains are interred in this chamber, which by tradition is the chambers where victims of monster attacks are interred. The chamber is circular and about 25-feet (5-squares) across and holds 80 notches.
Cella Lacrima: The entrance from the Hall of Righteous Bones is a short brick tunnel sloping down from the mausoleum and there is a gated passage branching off the tunnel which leads to the sewers. A successful Thievery DC 25 picks the lock, while a successful DC Strength 28 breaks open the gate but also trips the electrified floor trap connected to the gate. The chamber is circular and about 25-feet (5-squares) across and holds 80 notches.
Note: Sinister elements of the city government feuding with the gravediggers’ guild stole the bronze undead ward plaque from the chamber and sold it – normally it is fixed over the gate.

“Potter’s Field”

Dead indigents – the homeless, impoverished, orphans, people whose identity cannot be determined and the like – are interred in these shabby corroders. The passages are poorly maintained, bones have spilled from the notches onto the floor meaning these passages are all difficult terrain.
Via Ossis: In the main passage in “Potter’s Field” remains are stacked in notches – often as many as can be fitted into a notch – and on the floor until the remains decay into bones, at which point the bones are collected, have tracking numbers carved into them, separated and stored in other passages. It is 500-feet (100-squares) long and home to 300 notches.
Semita Moestitia: Ribs, femurs, scapulas and other large bones are stored in the notches along this passage. Without proper maintenance, some have spilled onto the floor. The passage runs between Via Nex and Via Ossis. It is 250-feet (50-squares) long and home to 150 notches.
Semita Moeror: Vertebra, phalanges, patellas and other small bones are stored in the notches along this passage. Without proper maintenance, some have spilled onto the floor. The passage runs between Via Ossis and Via Tenebre. It is 500-feet (100-squares) long and home to 300 notches.
Cella Nonnominus: The skulls of indigents are placed here bones remain. Numbers are carved into the backs of the skulls and checking those numbers against the gravediggers’ guild records to determine what is known about the person. The chamber is circular and about 25-feet (5-squares) across and holds 80 notches.

Adventure Hooks;

  • Meeting: An informant, or someone with a reason to be secretive, wishes to meet the PCs in the Necropolis. At night.
  • Hiding: Accused of crimes of which they are (probably) innocent, they party needs to hide for a few days. The Necropolis is an option.
  • Sneaking About: It is possible to move across the city in an unobtrusive manner by going through the Necropolis.
  • Retrieve a Skull: For whatever reason the party must retrieve a particular skull from the Potter’s Field section of the Necropolis.

Necropolis Map


Viewing all articles
Browse latest Browse all 3

Latest Images

Trending Articles





Latest Images