Sewer Encounters

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Sewer Encounters

Roll d20 If party stays near surface use d10,


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.

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