medium level d6+10, lowest level d4+16 (1) Blockage of a tunnel. Full of waste and other indescribable matter, the smell is offer. The blockage can be dug through (it is mostly soft) with shovels and time. If the party decides to dig, roll on wandering monster table. (2) Graffiti on a wall, illuminated by a grating to the street above. If at dawn, the sun lines up and illuminates a few letters on the wall that is the secret password for (4). (3) Young man in a pure white robe trapped on a small platform surrounded by filth and muck. He begs the party to carry him out or find a way out without getting dirty. He is effeminate and prissy, but truthfully he worships a God of Cleanliness and each speck of dirt that touches him stains his immortal soul. If carried out and helped, the boy will be very grateful and bless the party with +1 for saves against sickness caused by the filth of the sewers. (4) Dry part of the ancient sewer, small staircase leads to an iron door with a tiny sliding peephole. If the door is knocked upon it will open and a password will be requested- without it the party will not be let inside. If the password is found and the party can enter they will find the sewer saloon. It's a tavern filled with all sorts of moderately peaceful monsters, human criminals on the run and even stranger beings. Strict no fighting unless-for-gambling rule enforced by an ogre bouncer. Serves a special brew of ale that gives +1 to saves against slimes and oozes. The food, drinks, and rooms are good. This great service and atmosphere is all promised, but the party cannot just tell the password to anyone willy nilly and must promise to keep the place a secret. The barkeeper has a magical mace painted with bright colors called Shiner, deals double damage against beings with darkvision.
(5) Small nasty river of gross shit. 50% chance for
a sewer slime to be in the pool, ready to jump at adventurers. Each time you get a slime, roll 50% chance for another slime or not. Sewer Slime (1HD+1, AC 8, Filth Lash x2 (d4) 10% chance on any attack to infect victim with fetid diease,which they come down with over a few days. Save vs disease to avoid) (6) You see four Layabouts along a wall, begging for money in this, apparently, high traffic area. If you give money to only one, they'll wait until you walk off for the other three to gang up on the one and take it. If you give money to none of them they will attack. Layabouts (1HD, AC 10, shivs (d4), have good nightvision, can crawl up walls and contort to small spaces, hurt by sunlight. Clerics of any sun or light-based God can also turn them) If money is given to all of them or if pressed, the Layabouts will admit to being cursed; by fleeing into the sewers they had been changed and forced to stay down here for crimes they try to escape from on the surface. (7) Rust monsters. They are dead. Bloodsoaked, resting man nearby looks up at party with a nod. You're Welcome. He has a strange facial tattoo and can be sensed with 'sense magic'. He doesn't understand or elaborate if questioned. In truth, this man has been magically enchanted. Upon his death, all nearby dead creatures will return to life. This includes characters, but knowing this secret will be extremely difficult. He cannot be revived; his soul is shredded forever by the tattoo the moment he dies. (8) Wooden platform leading across a open pit or slowly flowing part of the sewer system. 25% chance for a party member to fall down through a weak spot in the wood, roll once for each party member. Only 10% chance for smaller party members, 50% for bigger. Party members who fall will end up in (9) or (5).
(9) Huge watery pool. Collection pit for the sewer
or a giant semi-clogged drain. Easy to get out of, but smells horrible. Something is swimming in the water (its Goblin Crocs), but they aren't aggressive unless molested.
(12) Tunnel Judgment. 8 Foot tall man holding two
huge containers, one in each hand, judges anyone he sees. Has milk-white eyes and can see into the past, but only for events that happened in the sewers. Can make incredibly deductions based on appearance and sewer actions alone though; up to Goblin Croc (2HD, AC 11, bite d6; special attack and including party member's social background to drag; roll attack at -2, if it hits anyway the party and upbringing. Only mildly insane. member is dragged beneath the water and tries to drown them while their friends take bites) For good parties, 75% chance of the right-hand Goblin crocs are ugly, lumpy looking crocodiles container. For evil parties, only 25% chance. For with squarish faces and ugly yellow teeth. They neutral, exactly 50%. The party's alignments are smaller and weaker then normal crocodiles and should be factored together to get their general seem to use swarm tactics; hence the name. alignment drift, with neutral but good or evil leading modifying 50% figure + or -10% Deep in the water lies a secret underwater tunnel. respectively. 50% chance it dead ends, or it leads out of the sewer to a random place where the sewers empty The right container contains a mist that smells of outside. Either result; silver skull is found fresh air and the top of a mountain. The party somewhere in the tunnel. The skull is made of members get that damn sewer stench out of their pure silver and grants a free casting on any known nose and are immune to the gas at (14). The left divination spell, but is tarnished after use lowering container for those judged unworthy Contains a its value somewhat. Sewer Slime. The Judge himself has stats as Layabout but containers (d4), +1 AC, and 4HD. (10) Woman lost in the sewer. She has a few copper and silver coins, and will offer them for (13) Sewer Goblins. All of them use scavenged safe passage to surface. Any party member who is weapons and armor, but have surprisingly good a local or knowledgeable will have a 25% chance hygiene for living here, the females have long, to know she is the daughter of a local crime boss, brushed and cleaned air. Roll d6 who is renowned for disappearing for days at a 1. 4 Females currently scavenging for items time when she's mad at her father. in a pile of muck. They will take out their knives, but will run at the first sign of If party refuses or she sees any monsters; she will aggression to get their warriors. quickly offer triple the original promised reward 2. 2 warriors, guarding a post. Tell party not for safe return. to get too close or try and past. 3. Lone Goblin trying to tame a Goblin (11) Four skeletal mourners are down here, Crocodile. He's too busy focusing on the pantomiming weeping and sobbing and carrying a croc then to notice the party come in. casket. If interrupted they will hit the party for two 4. Goblin tying a rope to a high spot to create rounds of combat only as a warning, but will a shortcut to the upper levels of the sewer. return to the coffin afterwards unless the party 50% chance to fall right onto the party, kills one of them or opens the casket, in which who could catch him if they wanted. case they will fight to the death. 5. Wizard Goblin levitating a piece of shit with magic, seemingly pleased with The coffin itself does not have a body but does himself. Will launch it the party. have a small gemstone, scroll of Control 6. Goblins moving to a new lair, the whole Skeletons, and a prayer book with diary entrees tribe together with all their possessions. written in the margins. Will chase away adventurers.
(14) Huge purple oysters are growing on the sides
of this wet passage, seemingly open now because of low water level. If the Oysters are passed or touched, they will crack and release a bright purple gas. When this gas is inhaled it causes sever hallucinations in humanoids and makes them see things, party included unless they make a save. This gas quickly spreads upwards through the sewer and makes the upper levels far more dangerous. The goblins will mostly kill each other but the gas also will effect all human NPCs above; (3), (7), and (10) all become violent and psychotic once the gas is released. The tavern will remain normal but will have a howling madman at the gates, demanding to be let in and screaming the password over and over. He will attack anyone who comes close (stats as Bandit). If a party member is knocked unconscious who is suffering from the gas or they drink/are forced to drink and extremely strong alcohol, they get an extra save against it each time to end the effect. Otherwise it may take up to 1d6 days for it to wear off. The Judge at (12) can make people immune. The meat inside the oysters however is delicious and a delicacy. Sold at market each oyster's meat will make about 1 GP each.
(16) 2d4 Rat cultists. They have transformed this
small area of the sewer into a church and base of operations. They wear mouse-like masks make of driftwood and each of them has a mouse that sits upon their shoulder or lives in their pocket as a familiar. They can speak to the rat and ask it to do things for them, but if killed they will immediately scream out in pain as a part of their soul is rendered. The cultists are armed with knives. (stats as Bandits, but with d4 knives) Rat cultists will not allow anyone into their territory without a good reason or unless they will convert. To their religion. Their church also lies on a crossroads between here and the deepest parts of the sewer (17-20; roll d4 if exploring there). Converting to their religion involves getting a rat bound with your soul as a companion. The rat cultists, if fought, have at 1d4 holy guards with shortswords and medium armor (2 HD, d6, +2 to hit and AC) and 1 or 2 Clerics. Clerics carry silver incense burners (and expensive incense), the pile of offerings to a rat-faced god equal 30 silver but has inflicts a curse to the person who takes it (the curse makes rats aggressive and want to bite the character whenever they lay down or try to sleep). Finally their leader, a wererat (can transform into 4 HD Wererat monster) carries a golden-leaf tome detailing the religion of rat worship.
(15) Giant lumpy purple toad. Currently
swallowing a struggling goblin that was drying to domesticate it. It also has a couple of brand-marks on its skin. The creature is not overly aggressive (17) Deepest part of the sewer leads into the but hates goblins now and anyone humanoid who underdark and cavernous places beneath the world. is short, possibly confusing them. Runoff tunnel into pure blackness. Roll on your favorite underworld encounter table, or just roll Lumpy Purple Toad (HD 2, AC 12, bite d6; regular encounters. Doesn't have a tongue anymore (goblins cut it off) but instead spits gobs of sticky goo that stick party On the floor here is a map to the whole sewer, members to walls or the ground, making them scrawled in a Drow-like text. The drawn map is unable to move and meaning the toad makes no still useful even if you can't read the captions. attack rolls to hit them when stuck. Shows the locations of all static encounters. (4), (8), (9), (14) and Rat Cultists at (16). Within the frog's belly is a short copper rod used for branding by the goblins (worth full price as (18) Roll on rival adventuring table. One of them copper coin, pure copper) and the frog's skin is an has been pinned under fallen debris and they will alchemical reagent of middling value. be weakened.
(19) Small maze like subsection of the sewer.
Appears to be the sewer for a noble's mansion at one point the floor it littered with ancient treasures. Silverwear, copper braclets and bands, golden earrings, tapestries only barely stained by the musk. The area is guarded by Mush, 50% chance for a rival adventuring party to be here instead, demanding anyone else leave since they got here first.
Wandering Monsters Table
Roll 1d4 on highest level, 1d6 on other levels.
Mush (5 HD, 15 AC, corrosive spew x2 (d4),
jagged maw d8, regenerates d4 hit points if it absorbs a nearby pool or pile of filth) The Mush is a creature that appears half solid and half liquid. It's got animal features like a maw, legs, and scaled body that seems to fade in and out of the goop it has connected to it. It is somehow a mixture of both. It tends to attack the cleanest party member first, or the one that is dealing the most damage to it. The mush is surrounded by a cloud of stinking, choking fumes that is impossible to avoid. Everyone who breathes it will contract a moderate to severe disease in 1d6 days. Killing the Mush is a feat and worth 1d6x100 bonus experience.
[2] Goblin seekers. (Two Goblins). Armed with
darts and knives. Are not a challenge on their own but will alert a War party [6] to any adventurers down here if not killed first.
[1] Fetch. (stats as Bandit but takes 50% less
damage from physical attacks). Servant of the spirits of the subterranean world, fae in nature though appears as an unassuming human. Attacks anyone who casts spells or uses magic items, otherwise will ignore party.
[3] Mush Wraith. Spirit of a person killed by
Mush, though party would not know that. (stats as Bandit but +1 AC and regenerates 1 HP if it embraces filth or pools of filth) [4] Layabout Mugger. 1d4+1 appearing. (stats as Layabout, but d6 mace). Wants gold more then violence.
[5] Oyster Crazies. 1d3 appearing. (stats as
(20) Four Goblin leaders standing around a pile of Bandits, but d8 greataxe and immunity to mental treasure. As per goblin tradition; they split the magic. Gets +1 to hit and damage when below half treasure by simply putting it together and taking HP) Insane people addicted to Oyster gases. They what they want, but if they are greedy the other 3 carry several rocks with the purple Oysters goblins beat them up. As such each slowly picks growing on them. away at the pile until it has been split about evenly. The Goblins are focused on their task but will [6] Goblin Warband (3d6+1 Goblins). Party may attack intruders. The goblins are all big (2 HD surrender and taken back to their camp instead of each). Two goblins are spellcasters, one is a crack being killed if they can't take them on. Goblins fall shot with his War Crossbow (d8, +2 to hit) and one asleep at guard duty all the time, but the camp of them can whistle to summon his pet, a itself has even more goblins. domesticated purple toad. (Stats as Lumpy Purple Toad, but +1 HD and +1 damage on bite) Rival Adventurer Table Roll when prompted or as an alternative to Their pile of treasure includes; wandering monsters; adventurers will not be immediately hostile but will claim any perceived 3d6 Silver pieces sources of treasure. Roll d4 1d10 Gold pieces 2d4 Pearls or lesser gemstones [1] Hazmea's Party. Hazmea is the leader, a 1d4 diamonds necromancer of middling power. The others don't Lady's broach, worth 2 GP like her very much and may be convinced to 1d4+1 Random Potions betray her. Mush Call (magical item that summons Hazmea (3 HD Necromancer. Summons skeletons Mush, but does not control him) for fighting at 1 a round, but they fall apart after)
Juntur the warrior. +2 to hit, AC, and damage.
Axe-wielding Mercenary. Most disrespectful to Hazmea and to women in general. Metax Murutian (thief). Skilled with shortswords and shields though a scoundrel. Uses smoke bombs and bolas to get an upper hand. Gob the goblin. Goblin thief/specialist. Their guide to the tunnels, 50% chance to be planning on betraying them to the goblins down here. Harold the Invisible Zombie (stats as zombie). Not actually invisible, just 80% transparent. He will attack anyone Hazmea says and snacks on corpses. Will follow the first person to kill Hazmea from then on.
[3] Senior adventurers. All of them are old and
gray, delving into dungeons to get money for their children and grandchildren, since they don't believe they'll live much longer anyway. Utam the fighter. +1 HD. Full soldier's gear from a past war. Cynical and pragmatic, but has a soft spot for children. Leader of the group. Tulian Chaser (fighter) Used to be a runner and standard bearer for an army and won't shut up about it. Most of his speed is gone, but may do two attacks or actions a round once per day. Patricia (magic user) Helpful witch who mostly only knew and used hedge magic and potions her adult life. Still getting used to these destructive combat spells and she generally doesn't like them. [2] Twice born fanatics. These people have visions Melii the Saint (cleric) Moderately famous of a past life where they all knew each other. They wisewoman of a local religion. Hides the fact that are a religious order now believing themselves to her cleric powers and divination has been fading in be divine or demigods that reincarnate, but believe the last few years, still spry though. other people are inferior or only live once. They have since taken on symbolic names and are eager [4] Retainer's Crew. Loose moral mercenaries to become more powerful. made up of several beast races. If they are not Revisionist (magic user) Defacto leader. Writes welcomed in this area then they are in hiding, else down dreams and visions in multiple diaries, one they are adventuring and doing dirty work for for each party member. Carefully edits any nobles and the rich. discrepancies between past life stories. Has a Galvin Retainer (cleric) Ruthless but religious. unique spell Remember (level 3 Illusion) that traps Believes in a God that essentially stresses morality a victim in a memory for 1d4+1 rounds. Save for as secondary to civilizing the more primitive races effect to only last one round. and peoples, outspoken racist to all but his party. Defender (fighter) +1 HD and +2 AC. Use a big Chopper (Fighter) Gnoll that has had ALL of his shield that he can point at anyone, granting +1 AC fur shaved off so he can go around in the sewers against their attacks only. Fights with d6 spear or with less difficulty. Looks absolutely ghoulish and arming sword. Can block attacks for his fellows, EXTREMELY angry about it. +2 to damage, but taking the damage instead of them. -1 AC when charging in. Ravager (fighter) Dervish that has +2 AC towards Bluesnout (Fighter) Orc with a pronounced nose whoever he is attacking with his duel swords. and gold nosering. Fights with falchion and hide Somewhat suicidal, since he believes he will just shield. Carries several useful supplies like ropes reincarnate anyway. Loves Widow passionately. and torches. Doesn't say much. Known Rapist. Widow (cleric) Cleric that worships herself and her Meser & Easer (Thieves) Goblin twins. They are fellows. Still somehow has cleric powers. She has seemingly separate individuals and argue a Cleric spell named Obliterate Memory that constantly but are magically linked in some way. makes target forget the events of the entire day; They can see out of each other's eyes; but if one stunning them for 1 round and making them lose dies the other will die too. -1d6x10 experience points. Orthius (Magic user) Satyr from a far away place, Devotress (cleric/druid) Nature focused of the believes most of his party to be below him in group, speaks to trees and stones to see if they status. Can cast druidic spells along with regular know anything of their past lives. Uses Magic magic user spells and can speak to goats. Has 1d4 Stone and a sling. Secretly believes herself to be goats with him carrying most of their party's stuff, the god among the group, but has no proof. who are surprisingly at home in a rocky sewer.