With effort and local assistance, it is still possible to construct a mental map of the city's once-thriving districts. There's not a lot of information to be had about what befell the city, since the average inhabitant and scant minutes to contemplate such before death or flight.
No matter where one goes in the city, the giant carcass looms against the skyline, and the atmosphere is grim, but one is safe enough if one does not explore after dark. If, however, one does choose to brave the city's ruins at night, there are some dangers.
Roll once on this table with a d12 for every two hours spent in the ruins at night.
1-5 - It's quiet. Too quiet.
6-9 - A distant howl or a sequence of repeated hoarse hooting noises can be heard. The sounds are bestial, but the vocalizations still have a eerily human timbre.
10 - Corrupted dogs gone feral close in on the party, with red glowing eyes and slavering jaws. Use the stats for 5 wolves. (This event can only occur once, if this result is rerolled, treat a roll of 1-5.)
11 - Corrupted humanoids. Stat as ghouls. One of them has a holy symbol for the River Goddess on a chain around his neck. In his pockets are a small prayer book with the basic tenets and rites of the goddess, and an ornate brass key. (The key opens the vault in the catacombs of the temple) (This event can only occur once, if this result is rerolled, treat a roll of 1-5.)
12 - The poltergeist of Albus Goldgrip assaults the party from a second story window of a still-standing ruin. If the party flees, the gleeful cackles of Albus can be heard for blocks. If the party ventures into the ruined building, the spirit will use his telekinetic abilities to knock over loose masonry, to drop things on the party from balconies above, and to collapse staircases while they're being climbed. Albus can only be sent to his rest by offering him gold coins from his secret treasure, hidden beneath a flagstone on the ground floor. Should the party discover his treasure chest, it contains a collection of valuables and coins worth about as much as a light warhorse. (This event can only occur once, if this result is rerolled, treat a roll of 1-5.)
Southbank - One of the less desirable areas of the city, Southbank spent much of the colder months in the shadows of the looming mountains to the south. Many of its dwellers were tradesmen, farmers, or servants. Most searches for valuables here would have been fruitless before the disaster, but the region has been picked over by the scavengers as well, and now there is very little to find. (For each hour spent scavenging, roll d100 - 1-94 yields nothing, 95-99 finds a few silver and copper coins, 100 a master-crafted tradesman's tool or toolbox)
Cheapton - The region of the city with the cheapest housing, some of which was essentially slum. The buildings were not sturdy or well maintained, and many of them collapsed instantly when the earth began to heave and churn. Few survived. The inhabitants had little, but the scavengers, mostly looking to get rich quickly, have left the area essentially unsearched. (For each hour spent scavenging, roll d100 - 1-80 yields nothing, 81-98 finds a few copper coins, 99-100 finds a secret stash of actual valuables, worth about as much as a basic healing potion.)
Manor Row Island - Some of the wealthiest families in the city dwelt here, but unfortunately the monster crashed to earth here (after a particularly vicious magical attack from Archmage Evordan) and flattened most of the structures down to their foundation. The scavengers have already had a once-over on most of what was left on the surface. To find things now, one will need to dig in the wreckage, or attempt to worm their way into them. (For each hour spent scavenging, roll d100 - 1-20 results in an excavation-related or structural collapse-related injury to a member of the party, 21-50 yields nothing, 51-92 finds a valuable household good like gold cutlery or a fancy candelabra worth about as much as a basic healing potion, 93-99 finds a more valuable treasure, worth up to about as much as a master-crafted weapon, and 100 yields a minor magic item worth somewhere between the that and the cost of a minor magical cloak.)
Favorwell District - Once the home of those who were too poor to live in the Noble's Quarter or Manor Row, but who had money to buy or rent nice accommodations, and possibly hire a servant. This is also where most of the major temples and shrines of the city were once found. The region is too close to the great pit and the ensuing battle to have fared well, but it might be the best part of the city for scavenging, and is where the bulk of the people from the Scavenger's Encampment are currently working. There is an intact temple here, but the scavengers, for whatever reason, don't appear to have noticed it. If the party ventures into this district at night, the temple gives off a faint blue glow. If the temple is brought to the attention of the scavengers, they will be surprised, but then quickly get distracted and forget about it once again. This effect can be overcome if one of the scavengers is deliberately led (or carried) onto the temple grounds. (For each hour spent scavenging this district, roll d100 - 1-60 yields nothing, 61-96 finds a few silver or gold coins, 97-99 finds a stash of actual valuables, worth about as much as a basic healing potion, and 100 finds a merchant's secret cashbox, containing valuables worth about as much as a master-crafted weapon.)
Merchant's Crossing - Shops and Markets, surprisingly empty of inventory, despite the destruction. If asked, the scavengers will say that when they arrived, the found the area had already been thoroughly picked over, though they have no idea who could have done it so efficiently or quickly. All of them will confess that they have found nothing valuable to scavenge here, other than the surviving decoration and trim of the shops themselves. (for each hour spent scavenging, roll d100 - 1-99 yields nothing, 100 yields a small coffer with magical wards against detection. If its lock is picked, it contains a small sack of platinum coins and a magic amulet that grants a small bonus to diplomacy checks. If someone in the party makes a moderately difficult tracking check, they discover a small number of tracks that hint at a large reptilian beast moving through the wreckage.)
Dockside - Once a major hub of commercial activity, word has spread, and no boats will be stopping. Occasionally, however, some boats can be seen making their way along the river for parts north, west, and sometimes east. It is possible that a sufficiently enterprising individual who could make a moderately difficult diplomacy check could stand one one of the few surviving docks and flag down a passing boat for passage or trade. This district has been thoroughly searched by representatives of the various merchant groups, looking to reclaim any goods that would otherwise have been lost. (For each hour spent scavenging, roll d100 - 1-95 yields nothing, 92-99 finds a sealed crate containing basic useful goods such as clothing, preserved food, or casks of drink, 100 yields a small crate containing goods of greater value, such as spices, medicines, or tobacco.)
EastBank - A community primarily made up of farmers, the damage here is somewhat lighter. There are more standing buildings, and even a few pigs and chickens wandering through the wreckage. This also meant there were more survivors, and they have taken most of their valuables with them as they fled. There are, however, no shortages of farming implements. (For each hour spent searching here, one can find clothing, farming tools, or collect a couple live chickens)
Noble's Quarter - Close to the center of the city, where the huge pit now gapes, almost nothing of the once opulent Noble's Quarter survives. In fact, much of the battle that raged above the city took place directly above this part of the city, and the ultimate fall of the behemoth crushed yet more of it. (For each hour spent scavenging, roll d100 - 1-80 yields nothing, 81-96 finds a valuable household good like gold cutlery or a fancy candelabra worth about as much as a basic healing potion, 97-99 finds a more valuable treasure, worth up to about as much as a master-crafted weapon, and 100 yields a minor magic item worth somewhere between the that and the cost of a minor magical cloak.)
Palace - The palace was built right next to the building that housed the entrance to the nexus, and it and it's entire grounds are now gone, replaced by an immense bit that opens into the earth itself, leaving only a spar of stone about twenty feet across sticking up above the pit, magically suspended above the hundreds of yards fall.