Help me enworld, I need sewer encounters!


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Several local thieves guild members chopping up the last guy who messed with them... Can the players talk their way out of it? Whose going to get upset if these guys go missing...

Guptha the rat catcher. A slightly pathetic half goblin... (stolen from someone on these boards - Buttercup IIRC).

Some dumb kids trying to make their own zombies. With the grave robbing and all, it's not a healthy hobby. Perhaps someone more sinister has been giving them instructions? These guys are way too scared to fight.

A disused and hidden entrance to an interesting building. Perhaps the town leaders house, Temple of Hextor relic room or a trade guild treasury. How much trouble can you get in with one of them? :)
 
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Don't forget the non-monster encounters!

Natural gas build ups - kaboom or illness.

Flash floods - like a river bed, when it rains sewers can become raging rivers.

Cleaners - These are the guys that make a living making sure when it rains things don't come bubbling up on the streets, no one like that.

Cult member - Hey, they have to meet somewhere.

Traps - Okay, you have rats, snakes, aligators and other things, people talk and they don't like the thought of things that can enter a house while they are sitting around (if you know what I mean), traps would be placed more as a population control than elimination, if the players do not know what to look for...
 

What about a water elemental that has been forced to manifest out of the... "water" that is available in a sewer. After it has drowned its caller many a year ago it can't go back - it's in a foreign plane, it feals unclean, and it is harassed by little squeeky creatures. In short, its mood cold be better.
 

How about a young child that's gone missing a few weeks ago. The PCs see her wandering around the sewers and are trying to "rescue" her. Meanwhile, she's busy avoiding them and hiding from them because she's not supposed to speak to strangers....this could keep the PCs in the sewers for awhile...

Find an underground city built for the outcasts of society (lepers, unwanted races, etc). The city is filled with those that might welcome the PCs in, but don't want them let out again, as the city is secret and word of it could send the "normal" people into the sewers to destroy it....
 

I've found a great way to run unexpected sewer explorations -- since you never know when your players will decide to go toff-diving -- is to have a blank, sort of randomly drawn flow chart with a list of encounters. When they enter, pick a random spot on the chart to start, and let them wander around. You can place on or two key encounters, and assign a random percentage for the rest.

Setting the stage with descriptions of sights, sounds, and especially smells is useful. Nothing distracts like a detailed description of the garbage floating by.
 

The party happens upon a iron door, set into the wall of the sewer. It is slightly damp to the touch and quite rusty, moreso around the edges. The more observant of the party (Spot DC 15) might notice that around the edges the door is even more damp as if something is seaping out.

The door latch is rusty but still functional. The door is not locked, but because of the rust, it is hard to open (DC 20).

When opened the room behind it empties of dirty water. The stone walled room had slowly filled, through cracks in the ceiling, over the last few weeks after a strong storm flooded several streets above this section of the sewers.

Anyone standing near the door (within 5 foot radius) must make a Strength check at DC 20 to avoid being knocked down. Anyone downstream of the door, must make a Strength check at DC 15 to successfully brace themselves from the flow of water, other wise they begin to slide backward. If they fail the strength check by 5 or more they are knocked down.

Anyone knocked down by the water, will be swept downstream for 1d6 rounds, before the water loses the strength to carry them. Each round being swept away, they will receive 1d4 point of subdual damage. If they are rendered unconcious, there is a drowning risk.

Once the room is emptied, they will find a small living area, complete with waterlogged furniture and a large wooden chest. The chest is locked (DC 20) but the wood is water logged so it is easy to break open (DC 15). The inside of the chest is filled with ditry water.

Inside are (x) Silver Pieces and a handful of GP. There is a well crafted leather and brass sheath holding a dagger, but the water has damaged the sheath beyond normal repair. The dagger is a masterwork dagger, but it has been damaged by exposure to the water. A craft: weaponmaking check of (DC 15) or a competant weaponsmith can restore it to its normal functionality.
 
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Ylis said:
How about a young child that's gone missing a few weeks ago. The PCs see her wandering around the sewers and are trying to "rescue" her. Meanwhile, she's busy avoiding them and hiding from them because she's not supposed to speak to strangers....this could keep the PCs in the sewers for awhile...

I have read that something similar happens to some people when lost in the wilderness. They make a transition from "searching for help" to "paranoid avoidance of help".

Too bad if the person avoiding them has something they need....
 

I just ran a solo-adventure for my player a 2nd level Monk. The sewer was REALLY small: 100 ft long, ending in a cave-in, with 2 more tunnels on each side ending in cave-ins after 20 to 40 feet.

I added a few "slime puddles" on the ground to make combat interesting: Balance check DC 12 or fall prone. Or you could just Jump over them :).

The 2nd level Monk barely survived the encounters I placed:

3 Fire Beetles (EL 1) "Lairing" at the end of the first tunnel. My player killed them no problem.

3 Dire Rats (EL 1) After the battle the Fire Beetles, the Dire rats were alerted by the presence of the Monk. One Dire Rat went to scout ahead and was killed by my player, after wounding her once. She then engaged the other 2 Dire rats, but was almost killed, so I had to "cheat" a little.

I figured the Baric feeds on the Dire rats, Fire Beetles, and what not, so the Baric came out to "save" my player. The Baric killed one Dire rat, while my player killed the other. The Baric then proceeded to attack my player, who was able to kill the Baric after a few rounds.

1 Baric (EL 1) This is a six-legged rat that can be found on the Creature Catalog site hosted by Enworld! :)

Hope this helps!
 

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