Tuesday, September 21, 2021

Esoteric Enterprises - Dungeon Entrances

Meant to write this one up a year ago, forgot about it until now.

Dungeon entrances for Esoteric Enterprises. The core rules text gives various entrances. Sewer tunnel, crypt, housing project, nightclub, etc. Besides these locations, there's very little flavor or gameplay given to the surface city. More types of entrance means more flavor for the surface city.


GALLERY
Not a full on Occult Gallery, but a surface structure that could have a painting or two linked to one. It also has a hidden staircase or hatch that leads into the underworld.

They charge a fixed fee per use of the dungeon entrance. Say $50 per person, or $40 per head for a group of four or more people. This is framed as a "suggested donation" but they aren't unlocking the door unless you pay. This one-time fee includes entry and exit, they aren't going to toll you twice. If you enter somewhere else and exit through the gallery they don't charge you.

MAFIA CONTROLLED BUSINESS
A bar, bathhouse, restaurant, or other legitimate front. The backroom or basement has the stairs down to the dungeon, watched over by armed wise guys.

Entry into the undercity is free (for anyone not known to be a police informer or enemy of the family). Anyone exiting to the surface through this entrance is taxed 10% of the value of the loot recovered. Safe from exit campers, at least.

Obviously the guards on the stairs are gun toting Mobsters, with a Lieutenant somewhere on the premises in case they need backup.

MUSEUM
A museum in an old building. It's closed at night, patrolled by security guards. There's a closed wing in the back, under renovation or used for storage. In that room is a staircase going down to the underworld below.

If the stairs go down to a dungeon node populated by a faction, the room is guarded by a couple NPCs or creatures from that faction.

NECROPOLIS
The dungeon entrance is in an old mausoleum. The necropolis is guarded by a militia drawn from the wealthy families whose ancestors are entombed there. They assume anyone entering at night is here to pillage graves. They politely escort trespassers out on the first offense, and shoot on subsequent violations.

The militia are Thugs with rifles, pistols and shotguns, plus a couple leaders who use the Mobster stat block.

If too many gunfights break out in the Necropolis, the police kick the militia out and establish a permanent presence there, making it even harder to enter and exit.
 
NIGHTCLUB
The top level is a normal nightclub. The bottom has underworld creatures and doorways leading into the dungeon. Entry and exit are free, but the tables are occupied by a random faction every time the players visit, which can result in awkwardness or violence.

WAREHOUSE
Or other abandoned building in a violent or abandoned part of town. No faction controls it, but there's always a random encounter when you enter or exit. It's highly likely that intelligent humans camping the exit are waiting for adventurers to emerge so they can rob them.

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