Alan Lee |
This is a procedure for that early Assassin's Creed-ass situation where you must carefully navigate a city controlled by an antagonistic force, one where thousands of people live and provide cover for your activities on accident, while guards are on the lookout for you in particular.
Every public place is potentially hostile. A patrol of guards is less like a normal combat encounter and more like a trap or puzzle-- how do you avoid a confrontation that mobilizes the city against you. If their notice is brought down on you, how do you escape and hide?
In theory, every antagonistic city should be mapped out with routes between all the landmarks. In practice, I'm personally more likely to realize partway through a session that I'd like to use this procedure, and would like to be able to adapt it on the fly. So, here is a route type table:
d6 Route Types
1. Empty Streets. No native opportunity for stealth.
2. Checkpoint. Guaranteed static encounter.
3. Cramped Alleys. May be underground or interior passages.
4. Vertical Intersections. Bridges, different levels, roofs. etc. 50% of encounters having no good way to reach you right away.
5. No Man's Land. Residents move in small groups. Many oppose the ruling powers.
6. Busy Boulevards. Won't be noticed until you draw attention to yourself.
Encounters
Encounters should occur at a comparable rate to dungeon encounters. To me that's a 1-in-6 chance per route and location, but I might increase that if I didn't design the rest of the city to be likewise dangerous. It makes sense to curate an encounter table for each antagonistic city. Again, think of these encounters as being like traps-- with signs the players can pick up on, triggers, and effects.
Sample Encounters
- Pair of wandering guards with halberds, lanterns, and horns.
- Dark riders, literally able to pick up the PCs' smell. Normal people don't get near them.
- Bullying bravos. Harass people rather than earnestly search out enemies. Seeming like a victim might be safest.
- Squad of counter-insurgents. Not necessarily seeking the PCs, but locking down the area to arrest other enemies.
- Spies-- something's off about these civilians.
- Aerial observation. Large, clumsy, perceptive forces overhead.
- Politicized animals. Their eyes are spies for Sauron.
- VIP and entourage.
- Elephant-sized mount, essentially a clumsy and fearful APC.
- Collaborators. Bureaucrats, but knowledgeable of the city and how you may abuse it.
- Inspectors. Papers please!
- Cordoned-off perimeter. Line of soldiers, no bypass without proof of rank.
- Overseers. May conscript passers-by for a day's labor.
For your consideration, here is an encounter table for the city of Nevermore.
1. Pair of Wandering Guards with halberds, lanterns, and horns. Notice: save vs death or take 1d6 damage.
3. Riot Court. Torches, yelling, an angry mob but not the cool kind. Notice: save vs breath. On failure, you've been grabbed and dragged off to the Vigilante Jury.
4. Quarantine. Line of guards turn everyone away. Notice: save vs death or take 1d8 damage.
5. Two Plague Birds, man-sized, perched in a vantage point. Notice: save vs death. On failure, 1d4 damage from the King's Plague, +1 for all previous contact with King's Plague. +3 encounter chance on next encounter roll, due to squawking.
6. Suborned Gangsters with brutal blades. Forceful "requisitioners" and peddlers of protection. Notice: 1d4 objects snatched and 1d6 damage, save vs paralysis for half.
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