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Encounter Map Key Ground Water Fortifications Rocks Spore

1/30/2019 Druid in the Sewers | GM Binder

Encounter Map Key

Refer to this section for the Encounter Maps for each section

in the Sewer.

Ground

Water Gray Ooze

Fortifications Alligator

Rocks Spore Trap

Spore Carrier Spore Monster

Undead Rats Lief, the Druid

Sample Quippers file

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Arriving at the Tavern Mother’s Tavern You arrive outside a cheery tavern with welcoming lights. A Mother’s is a larger than normal tavern, with a large U-shaped crowd is gathering in the streets. Two strange humanoids in second floor of rooms for rent. The main floor is lit in the soft rotted clothes, covered in mushrooms, are ascending out of a glow of numerous lanterns hanging from the rafters. The center sewer grate. As they climb to their feet, both begin to lurch of the tavern is one large common room, with three long and towards two small children who are frozen in fear. From the well-worn oaken tables that span the length of the room. There other side of the road, you see three guards rushing towards are smaller tables for two to four people along the walls, the children in an attempt to save them. As you're watching, providing more privacy if needed. The back of the first floor is you see one of the fungi-covered humanoids lunge for the occupied by a beautifully carved and ornate bar stretching the smaller of the two children. You quickly realize that the guards entire length of the wall. An open door behind the bar can be won't make it in time to save the them. seen leading to a small kitchen, where a couple of toil away.

There are two Guards (MM p.347) led by Timon Beller Locals of all races occupy the tables, and many of them (Knight, MM p.347) fighting two Spore Carriers (Appendix sought refuge in the tavern during the spore carrier attack. A). The party are about 10 feet closer to the children than the There is a nervous tension throughout the tavern, with people guards. They can choose to help the children, or they can wait talking in hushed tones about what just transpired outside. and watch what happens. If they decide to watch, assume that There are plenty of seats at the bar, and Timon will suggest the one guard and one child are killed, and the two Spore Carriers party head that way to get a drink and talk. are destroyed. Timon Beller will then light a torch and touch each body that fell in the combat. If a party character dies in this encounter, Timon Beller Tending bar is Mother (Veteran, MM p.350), a powerfully will hand the torch to one of the players and tell them the only built half- female. Scars run down her arms and she makes way to ensure that their friend doesn't rise and kill them in no effort to hide them. She can be seen making drinks and their sleep is to set them on fire. If the party refuses to light barking orders to three young female human servers, who are their fallen comrade on fire, Timon Beller will accept their scurrying up and down the rows between the large oaken decision but warn them to bury the body far outside of town. tables, dropping off drinks and food. After the encounter has ended, the party will be approached If Chadbridge is the base of operations for the party, they by Timon Beller, the Captain of the Guard for Chadbridge. If will be greeted warmly (as warmly as a half-orc can) by the party entered the fight, he will thank them and offer to buy Mother, with their drinks poured and waiting for them at the them a round of drinks for assisting in ending the threat. If the bar. If this is the party’s first time in Chadbridge, they will be party did not get involved, he will approach and ask if he can greeted in a surly manner. Timon will inform the party that speak with them, as he has a proposal, with coin involved if Mother is actually quite friendly, but you know how half- they are willing accept. Timon will suggest they go into the can be! tavern to discuss his proposal. After sitting down and drinking the first round, Timon will offer his proposal to the party. Go into the sewers and destroy the mushroom plague in Chadbridge. If they agree, Timon will pay the party 500gp. (See role-playing Timon Beller) Roleplaying Spore Carriers After the party agrees to the proposal, Timon Beller will Spore Carriers are humanoids created by a fungus pay for their rooms for the night and ask that they be ready that is effecting the population of Chadbridge. The first thing in the morning. He provides a brief overview of how fungus is making this region its new home, and is the sewer is laid out, and offers the following insights: working diligently on creating new Spore Carriers to spread its influence. While the fungus is not itself 1. The sewer is in poor condition and rarely gets any visitors. evil, it is natural and its attempts at taking over the It is best to stay away from water as there have been city are mindless and brutal. reports of large lizards. While Spore Carriers are slow and unintelligent, 2. There is a large central area in the sewer that Timon they are able to take hits if it means they can spread suggests the party should move towards. He feels it is their spores to new bodies. They are not picky when ideally suited for housing large numbers of these it comes to who they infect, and will attack creatures, and for sending the Spore Carriers up at various whatever living creature is closest to them. They have no ability to reason, and whoever they were in points across town. life is stripped from them in their undeath. 3. Timon suggests that they stick to the main tunnels. It has At their defeat, Spore Carriers aim to be been many years since a guard patrol was last through, suSamplerrounded by potential hosts. Upon its defeat, the and creatures may have madefile the sewers their new home. Spore Carrier will explode and send out a fine mist of spores in the air, infecting those around them.

3 https://www.gmbinder.com/share/-LQ4_q5mN1vRKhzFVg90Druid in the Sewers - By Dump Stat Adventures | Find more content at DumpStatAdventures.com 3/13 1/30/2019 Druid in the Sewers | GM Binder Timon's Proposal Timon Beller is confident that whoever is responsible for NPC rumors these attacks is currently in the sewers, as they have found After speaking with Timon Beller, the party can ask several carriers exiting the sewers. He currently has all the around to find more information about what is exits blocked off, but only one is seeing activity from the Spore going on. Carriers. He hopes to have the party go in, kill any carriers lurking in the sewer, and find out who, or what, is responsible “The mushrooms started popping up a few for this mess - and put an end to it. weeks ago. They look pretty but I wouldn’t If the players agree to his proposal, he will crack a smile recommend eating them. I heard they explode!" ~ Amelia Daergel, Gnome Female and help them as much as he can. If they refuse his proposal, he will plead with them one last time, even increasing the “Ever since these mushrooms started appearing, reward by 50gp before storming out of Mother's. If the party people have started to DISappear. I worry for the decides that this isn't the adventure for them, the mushrooms safety of my family. continue growing throughout the city and more people ~ Duer Cadman, Human Male disappear as the Spore Carriers grow in number. Eventually, “One of my friends is in the City Guard. He told me favorite shopkeepers and even Mother will be consumed by they’ve posted guards at the sewer entrance and the Spore Carriers. have started to seal it shut. He said they plan to Upon an agreement with the party, Timon will also suggest collapse the entrance. ” asking the locals if they know anything about the mushrooms, ~ Kilia Ironfist, Dwarf Female or have seen anything suspicious. “About a month ago, a crazy hermit appeared in the city. He spent most of his time screeching about “going back to nature." He was gone a couple of days later. The mushrooms started appearing Roleplaying shortly after he disappeared. You think it's his Timon Beller fault?” Timon is an older, war-worn human male, ~ Manea, Female approximately 45 years of age. An old scar runs down the side of his face and neck, and he will be “Exploding mushrooms I tell ya, they are exploding unwilling to discuss it if the party inquires. (Though mushrooms! Don’t try to pick them or they'll blow the scar makes him very attractive to Mother!) He up in your face!” takes his position as Captain of the Guard seriously, ~ Radovan Storm, Human Male but you can see that he views it as his retirement job after a long career of adventuring. He is well- "A friend of mine was saying they heard some weird known and respected by the locals. groaning coming from a small sewer grate in a back Gruff but friendly, Timon knows that he needs alley. Now of course, he is always drunk, but he the party to assist in ending the Spore swears that the groaning was followed by a huge Carrier/mushroom infestation. If the party asks why bellow, as if some huge beast was living down he doesn't send city guards into the sewers to kill there!" the Spore Carriers, there are a few response ~ Cookie, Male (Cook at Mother's) options. "There used to be engineers that would work on the 1. He sent in a small group of guards who sewers to keep them in working order, but 20 years returned as spore carriers. This is when he ago they never came back out. Jokes on them, knew that he could not risk any more of the everything is working fine, so they weren't actually people under his command, as the spore needed." carriers are becoming too powerful for them. ~ Christoff, Human Male 2. He knows from his years as a adventurer that these are no ordinary undead, and he's unwilling to risk his city guards. The most they usually deal with is petty larceny and drunken brawls after the taverns close. The Townsfolk 3. He would assume that brave adventurers such as the party would be willing to make some The Townsfolk of Chadbridge are not accustomed to so much easy coin if they are acting over-confident and excitement, and people are buzzing with gossip about the brash. mushrooms popping up all over the city. People are starting to worry. At first the missing were mostly wandering beggars and vagabonds. Lately however, folks are reporting their friends and loved ones missing. As the mushroom infestation continues, the City Guard is in Samplelow spirits and it's starting to effefilect the morale of the city.

4 https://www.gmbinder.com/share/-LQ4_q5mN1vRKhzFVg90Druid in the Sewers - By Dump Stat Adventures | Find more content at DumpStatAdventures.com 4/13 1/30/2019 Druid in the Sewers | GM Binder Scene 3 Entering the Sewers Sewer Entrance - Encounter 1 The putrid smell of humanoid waste assaults the senses as you Reference the map in Appendix B, point marked 1. enter into the sewers. You step into about six inches of grayish As the party heads for the sewers, they are met by a guard sludge, oozing over your feet and down the tunnel as it running towards them. He looks on the verge of hysteria, and descends about 50 feet into the stench. The center of the implores the party to follow him quickly as there is an "issue" sewer floor is flat and easy to traverse, but starts to curve at the sewer entrance. He then sprints down the street upward on both sides two feet from the center of the floor, towards the sewers, answering all questions with pleas for forming a circular passageway that leads under the city. At its them to hurry before it’s too late. tallest point, the sewer is 10 feet tall. The sewer itself is made Upon arriving at the sewer entrance, the party will come out of worked stone blocks, many of which are in ill-repair. upon a chaotic scene. Three Guards (MM p.347) are frantically trying to nail boards over the entrance to the Smaller mushrooms can be seen sprouting through the cracks sewers. As the party gets closer, they see numerous grotesque in the stone, and a dull green mold seems to be creeping up arms attempting to push through the boards to grab the men. from the mire. The passage heads north for 30 feet and splits When the party gets within 10 ft of the entrance, four Spore into a V, with one passage heading northeast, the other Carriers (Appendix A) break through the barricade and northwest. attack. The guard that escorted the party immediately flees the scene. Apart from the daylight that creeps in behind you, the sewer The other guards have a variety of ways they might respond, is pitch black save for a few mushrooms that give off a faint and the DM may roll a d6 to determine their reaction if blue glow. desired.

(1-2) Flee, and leave the party to fight the horde alone. The sewer is in bad shape, and the recent infection of (3-4) Stumble back to the party for help. mushrooms isn't helping. Unless stated otherwise, the ceilings (5-6) Immediately attack without waiting for the party. If in the sewer are 10 feet tall, the walls and floor are slick with they do so and the party doesn't help, assume that the four waste, and the sewer is in complete darkness. The only light Spore Carriers are destroyed and the guards lose two men. source is faintly glowing mushrooms that grow from the walls. If carefully plucked, they emit the same amount of light as a candle. At the end of the battle, the guard that fled returns with Timon Beller in tow. Timon Beller thanks the party for their At the first intersection in the sewer, any character that assistance, attends to his wounded men, and burns any that makes a DC 12 Survival check can tell that the Spore have fallen. Carriers came from the Northeast tunnel, heading from point 2 marked on the map in Appendix B.

Encounter 1 Map Sample file

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Encounter 2 Reference the map in Appendix B, point marked 2.

This rectangular room is densely populated by small mushrooms that cover the wall and ceiling. Small rodent tracks criss-cross the stagnant sludge that covers the floor. A tiny

trickle of waste flows from the small sewer line on the east

wall, and puddles in various places on the uneven stones of the

sewer floor. Dark-green mold grows in the corners of the room.

The passage continues on the other side of the room to the

north, and there's an entrance to a small tunnel in the northeast corner.

This room is 30 feet wide by 25 feet in length and the ceiling rises to 15 feet upon entering. The sewer line leads into the Encounter 3 Map room from the southwest corner. The sewer line continues on

the far side of the room (northeast corner), with a smaller

sewer line (no more than a foot in diameter) in the northern

part of the east wall.

The small mounds contain four Undead Rats (Giant Rat, MM p.327, With these changes: Undead, AC 13, and on a hit they deal an additional 1d4 poison damage. They are CR 1/2 (50XP).) taken over by the spores. They can be spotted with a DC 15 Perception check, otherwise they attack the party in a Surprise round. Encounter 3 Reference the map in Appendix B, point marked 3. Encounter 2 Map Coming out of the tunnel, there are three humanoid shapes that are slowly moving rocks from a passage in front of you. It looks as if there was a collapse and they are clearing the tunnel. Along the left side of the room, there’s a slow moving pool of brackish water with several small bones drifting along. A tunnel to the west seems to be the only way through.

This room is 20 feet wide and 35 feet long, and the ceiling has lowered back to 10 feet. The east side of the room is a 10 feet wide stone corridor. The west side of the room has a slow moving river of brackish water, approximately 3 feet deep. The sewer passage to the north has been blocked off by rubble. Three Spore Carriers (Appendix A) are busily clearing out rocks on the far side of the room, and aren't paying attention. They will only attack if the party enters noisily. Any character that makes a successful DC 10 Stealth check can sneak by the Spore Carriers or attack them with surprise. If the party chooses to wade through the water, there is a Swarm of Quippers (MM p.338) that will attack anyone that ends their turn in the water. The quippers can be spotted with a successful DC 13 Perception check if the characters actively Samplelook in the water. file

6 https://www.gmbinder.com/share/-LQ4_q5mN1vRKhzFVg90Druid in the Sewers - By Dump Stat Adventures | Find more content at DumpStatAdventures.com 6/13 1/30/2019 Druid in the Sewers | GM Binder The acid has almost finished eating through the thick leather Encounter 4 hide, and the rusty iron sword has washed into the sewers Reference the map in Appendix B, point marked 4. after some heavy rains. If any of the party attempt to enter or reach into the water for the pouch, the Gelatinous Cubes will attack. If the party inspects the water, they can see the faint As you enter the room, the sounds of flowing water can be outline of the Cubes with a DC 15 Perception check. Any heard beneath you. Looking down, you see that you are no person that attempts to enter the water without noticing the longer walking on the hard stone floors of the sewers, but a Cubes is subject to a Surprise round. wooden bridge that spans the length of the room, leading to Any party member that gets within 10 feet of the west the only other exit approximately 75 feet away. Along the north entrance will be subjected to an attack from above by the and south wall, rusted pipes and levers pipe in sewage that Gray Ooze (MM p.243) hiding on the ceiling above. The Ooze flows into the water below. Several pipes look to have sprung will drip down on the first player that steps within 10 feet of leaks, and the levers are almost rusted over. the west entrance. While the Ooze is on the ceiling, it looks faintly wet, but can’t be perceived from the rest of the Looking under the wooden bridge, you see water and sewage stonework. flowing beneath you. For the first time, you see the bottom of the sewer, covered in a soft green algae. Floating just above the Encounter Map 4 algae is a small leather pouch and a rusted iron sword.

This 75 feet wide by 45 feet long room has a 10 foot high ceiling. The sewage below the party is heading from east to west. The water is 2 feet deep and filled with waste from the city above. The walkway spans across the sewage, with 15 feet of sewer water on either side of it. At the far sides of the room is a 5 feet stone walkway running along the north and south wall, with a wide assortment of pipes, levers and valves. There is a 5 feet stone passageway that runs along the north and south walls. There are also several pipes that empty out into this room along the bottom. The largest pipe is a 1 foot diameter sewer pipe in the east and west walls. Increasing Pressure As the party enters the room, they notice that they're no If the party attempts to interact with any of the longer on the worn stone floor of the sewers, but an old, valves and sewer pipes, they risk breaking the surprisingly sturdy wooden bridge that spans the length of the machinations unless they make a successful DC 15 room. The bridge is supported by wooden posts every 10 feet Intelligence check. Upon a success, they are along the bridge. The walls and ceiling are made of the same confident in their ability to not break anything and worn gray stone as the rest of the sewers. Some greenish they have an understanding of the system. brown mold grows along the edges of the bridge. They also notice that some of the pipes are near The party may assume that the slow moving water has bursting, and can fix this issue by adjusting several cleared up the sewage, allowing them to see the bottom, but it knobs and gears to release the pressure. To do so, is actually two Gelatinous Cubes (MM p.242). One of them is they must make a successful DC 12 Strength check, holding a small leather pouch and a rusty iron sword. as many of the important valves have sealed shut due to old age and rust buildup. Reporting the problem or that they fixed the sewer system will gain them a 30gp bonus from Timon Beller. Sample file

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