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Bring them back alive

sewer map

Plot Hook

Decrepit Sewers

Lore

Lore DC 15 - Quite old and probably in need of repair, be careful.

Lore DC 20 - Collapsed in many places in this area, really lots of stand-alone sewers.

Lore DC 25 - The local mages have been known to augment the sewers during particularly poor periods of sanitation with magical oozes.

Conditions

The sewers are knee deep in foul water. All terrain is considered difficult. Any movement above 1 square per turn will cause ripples detectable with a DC 12 passive perception within 5 squares. Any creature falling unconscious immediately begins to drown. Make good use of darkness, ripples in the water, echoes, perceived vulnerabilities, poor footing, difficult movement in water in heavy armour.

Details

Entry - Area 1 & 2

What a wonderful new smell you’ve discovered! We don’t go right – not since the accident… careful or the rats might hear you… any noise and the kobolds in area 4 will be alerted.

Potentially… 3 x Giant or Dire Rats (MM 219). (mix it up depending on the challenge you want)

Eye Spy - Area 3

Kobold Dragonshield allows himself to be seen then falls back. Other kobolds remain hidden and delay their actions until a PC rounds the corner near where the ‘4’ is marked on the map. Then they ambush!

Surprise - Area 4

When a PC rounds the corner hear they should get attacked by 4 kobold minions and a Kobold Wyrmpriest spell. (The Kobold Dragonshield attacks last, then shifts away to defend the Wyrmpriest)

1 x Kobold Wyrmpriest (MM 168) - alive: 300XP, dead: 150XP

1 x Kobold Dragonshield (MM 168) - alive: 250XP, dead: 125XP

4 x Kobold Minions (MM 167) - alive: 50XP each, dead: 25XP

Remember to make use of the ‘Shifty’ power of the kobolds, especially given the movement restrictions.

Watch your Step - Area 5

10 foot drop into sewer cistern. Resident ooze, an Ochre Jelly (MM 202), takes umbrage. PCs can fight or flee. The ooze cannot pursue beyond the 10 ft drop-off. The ooze eats everything, no treasure.