Encounters in Undersigil

Post/Author/DateTimePost
#1

nimbus_dup

Oct 31, 2006 19:28:25
My party of primes, completely new to the planes have just been assigned a task to retrieve documents from the lower levels of the Hall of Records which have fallen into disrepair since the fated were kicked out after the faction war though the upper levels are still maintained.

I've been trying to work out what sort of creatures, other than the standard cranium rats, the party will be likely to encounter whilst down there. They're all level two at present and only one of them is a planar. I don't mind throwing things that are much to dificult for them to face at them though. They enjoy RP as much as a good combat.

My local gaming society has most of the PS books for me to consult so references won't go amiss either. I've been having trouble finding any information in them to help me.

Thanks for the help
#2

Cyriss

Nov 01, 2006 14:58:44
You can throw an Otyugh at them...Sigil should be like paradise to an Otyugh with the amount of crap that the city collects. Especially with the Ditch existing in the Hive Ward.

They could stumble into the living quarters of some Dabus. There could be a Mind Flayer down there. I used a bunch of Wererats once. Maybe a crew of Abishai or Spinagons station themselves down there secretely enslaving weaker races from the planes & using Sigil's Night Market to sell them off.
#3

nimbus_dup

Nov 01, 2006 17:35:40
You can throw an Otyugh at them...Sigil should be like paradise to an Otyugh with the amount of crap that the city collects. Especially with the Ditch existing in the Hive Ward.

I like this, a simple enough combat for a 2nd level group. A good reason for it to be there as well. I can do alot with this.

There could be a Mind Flayer down there.

I like this even more. My group would never forgive me if I threw a mind flayer at them at 2nd level. If, on the other hand, they discovered the recently dead body of a mind-flayer...

Witch hunts by the 'zerai, accusations by the 'yankis. Oh yes, I could have a lot o fun with this one.
#4

ripvanwormer

Nov 01, 2006 17:47:58
Proto-Ghouls

Anarchists, secret societies, giant albino crocodiles, wererats, worshippers of Aoskar, free-willed undead, necromancers, darkweavers, howlers, bladelings, pretty much anything attuned to darkness, mazeworks, Ligis.
#5

lord_of_the_ninth_02

Nov 02, 2006 19:22:31
And of course you can't forget good old criminals and exiles who are hiding from the authorities and high-ups of Sigil Above.
#6

weenie

Nov 04, 2006 2:48:26
If you're into Planescape: Torment, you can always throw some trelons and trocopotacae at them (see below). I also liked the Dead Nations there, a miniature civilization of intelligent skeletons and zombies (see BoVD for templates).

TRELON
Medium Magical Beast (Extraplanar)
Hit Dice: 5d10+13 (40 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+7
Attack: Sting +7 melee (1d8+2 plus poison)
Full Attack: 2 stings +7 melee (1d8+2 plus poison) and bite +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, poison
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 15, Dex 13, Con 14, Int 4, Wis 12, Cha 9
Skills: Hide +3, Listen +6, Spot +6
Feats: Alertness, Improved Natural Attack (sting), Toughness
Environment: Lower Planes
Organization: Solitary or colony (3-8)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral evil
Advancement: –

This bipedal beast has two stout legs, a horned head, and pa pair of elongated tentacles ending in oversized proboscis. White eyes glare at you malevolently, and the creature release a chirping sound from its ridiculously wide jaw, apparently directing its pack-mates to spread around you.

Somewhat insectoid in appearance and behavior, trelons are barely intelligent hunters native to the Lower Planes and the Outlands areas near the gate-towns of Curst and Plague-Mort. They prefer to take their prey alive, paralyzing it and eating only a bite or two at a time. While most bashers tend to take this behavior as a sign of a malevolent, sadistic intelligence, some claim that the trelons use their living victims to hatch their young, similar to what the slaadi or xill do.
A while ago, an Anarchist cell has attempted to breed and train trelons in the Cage, but failed miserably. The creatures now have a small but steady population in Undersigil, and some hiver entrepreneurs pay good jink for trapped trelons to use in arena-combat events.

COMBAT
Single trelons are simple combatants, stinging and biting anything that moves and bleeds. Trelons packs of four or more have on several occasions displayed a surprisingly cunning sense of tactics. Some believe that these are hive-mind behavioral patterns, but this stands unconfirmed as of yet.

Improved Grab (Ex): To use this ability, a trelon must hit with its sting attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

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TROCOPOTACA
Huge Animal (Extraplanar)
Hit Dice: 7d8+28 (59 hp)
Initiative: +1
Speed: 20 ft., swim 30 ft.
Armor Class: 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
Base Attack/Grapple: +5/+21
Attack: Bite +11 melee (2d10+12) or tail slap +11 melee (1d10+12)
Full Attack: Bite +11 melee (2d10+12) or tail slap +11 melee (1d10+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Darkvision 60 ft., hold breath, low-light vision
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 12, Con 19, Int 2, Wis 12, Cha 2
Skills: Hide -1, Listen +5, Spot +5, Swim +16
Feats: Alertness, Endurance, Improved Natural Attack (bite)
Environment: The City of Doors
Organization: Solitary or colony (3-6)
Challenge Rating: 4
Advancement: 8-14 HD (Huge)
Level Adjustment: –

A four-legged milky-white reptilian rises slowly from the ooze. Its huge head sways slowly from side to side.

A trocopotaca is a big crocodilian creature that prefers the damp. They live in the catacombs under Sigil’s street, feeding on rats and those foolish enough to venture into their lairs. Possibly endemic to the Cage, they are a legend among hiver mothers, used to frighten children and criminals alike into submission. They exist. They're nasty.

COMBAT
Trocopotaca are not particularly aggressive creatures. In fact, they are surprisingly passive until provoked. When they do choose to fight, they usually try to swallow their foes, or drag them underwater to drown.

Improved Grab (Ex): To use this ability, a trocopotaca must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the trocopotaca establishes a hold on the opponent and can attempt to swallow it in the following round.

Hold Breath (Ex): A trocopotaca can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Swallow Whole (Ex): A trocopotaca can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. A swallowed creature takes 2d8+7 points of bludgeoning damage and 7 points of acid damage per round from the trocopotaca’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A trocopotaca’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: A trocopotaca has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.