Trouble in the Waterworks

May 4, 2020 9:38 pm
Workspace for my first adventure.
May 4, 2020 9:48 pm
The players are hired to check the sewers/water system below the town/city, as some of the workers have not returned.
 A group of workers were sent to investigate, but they to, have not returned.
(In order for adventurers to be hired, the workers should have been gone for a while... Perhaps a first team was sent to see what happened to the missing workers when they would not come back, and this crew too has disappeared. Since Durwin came out, has been known to drown his sorrow, and his wound have scarred over, this must have happened a couple of days ago... 3 or 4 days?).

The group will be paid 100BV each.
 The players should make sure they have everything they need before venturing into the sewer tunnels.

The players can have a guide if they wish (they'll probably be sent to speak to Cobb if they start asking questions about the sewers and the missing workers):


Cobb Aleman:
STR: 6, CON: 12, DEX: 14, SIZ: 12, INT: 13, POW: 16, CHA: 10

HP: 12. M-WND: 6, Encumbrance: 18.

Skills: Close: 35, Ranged: 57, Unarmed: 25
Dodge: 40, Persistence: 44, Resilience: 44

Athletics: 30, Deception: 37, Perception: 54, Streetwise: 56
Cobb is a veteran of the sewers.
 He’s worked there for 10 years, and knows the tunnels well.
EQUIPMENT:

5 x Potions of Heal I (1hp, stabilises a character, and/or revives an unconscious character)
2 x Potions of Heal III (the same, except it heals 3hp and also cures a single disease/poison)
He also carries 1 lantern with 3 flasks of oil. backpack, flint & steel, 2 empty large sacks.
Weapons & armour:
Dagger (1d4), Sling (10 stones, 1D4, 50m).

Leather Armour (AP 2).

Rolls

Cobb's STR, CON, DEX, SIZ, INT POW, CHA - (3d6, 3d6, 3d6, 2d6+6, 2d6+6, 3d6, 3d6)

3d6 : (222) = 6

3d6 : (152) = 8

3d6 : (464) = 14

2d6+6 : (33) + 6 = 12

2d6+6 : (52) + 6 = 13

3d6 : (556) = 16

3d6 : (343) = 10

Rerolling 1 on Cobb's CON - (1d6)

(5) = 5

May 4, 2020 9:54 pm
Before the players start off, if they ask Cobb about the sewers, he may speak of ‘Durwin’.
Cobb remembers that one person came out of the sewers, and now spends his time at the local inn drinking his days away; or as Cobb states: "drinking away the memories of that day."

If the players decide to visit the inn to see Durwin, they’ll find him in a dark corner with an almost empty jug of ale.

Description: A man in his late 30’s with scruffy looking dark brown shoulder length hair.
He looks unkempt, unshaven, with a scar across his right cheek.
 His clothes as well have seen better days. (Durwin was part of the second team?)

As soon as Durwin see Cobb, he buries his face in his flagon of ale.
 Durwin empties the rest of the jug into his flagon, and continues drinking.
When Cobb informs Durwin that more people have disappeared in the sewers, and the players are going to investigate, Durwin replies "sick of life are they?"

Durwin is not in a chatty mood (-25% Influence), but players buying him a flagon of good ale (half BV) will remove the penalty to the Influence check, or a jug of good ale: 2 BV (for +25% Influence).

If successful, Durwin will answer most questions asked by the players, including his scar ‘The monster’ gave it to him.
 He says he couldn’t see all of it, as it was dark, but it was large and had 2 tentacles that struck him and his group about with ease.
"I thrust my sword all the way to the hilt into that foul beast, but it just made it angry.
 If you find my sword, please return it."
"I think it might have had a ‘friend’ but I’m not sure. I know I heard something in the other large chamber."
Players may promise to return Durwin’s sword if they find it.
 A few more BV may help him – sort of, to drown his sorrows.
May 4, 2020 10:01 pm
[ +- ] Sewers Map
Tunnel descriptions:
 The tunnels are made of brick, which seem covered in moss/slime here and there.
 The tunnels are curved, with wall brackets every 3 metres for torches.
The passages around areas 4-7 only have a small ledge (15 cm high, 25 cm wide) running along both sides of the tunnels along the floor. the ceiling is low and make attacking or parrying with two-handed weapons awkward (-25%). The area is more slippery here, and at any point which feel appropriate (if players are having too easy of a time), have a random player make an Athletics check to avoid slipping on a patch of slime or moss and falling in the water, which will in turn attract 1d3-1 giant rants will scurry out of a nearby grate to attack the fallen character. In fact, you can do this too in the area where the footing is not so narrow, but characters will have +25% to their Athletics checks.
The illumination inside the sewer will vary as some areas are light from above as daylight seep through the grates on street level (unless the players explore the sewers at night). Other areas will lack those grates and be much darker.

1. Entrance: Illumination: Partial Darkness (Dark at night).
Burnt out torches are set in the sconces on the wall of the corridor heading north. Players can make a Perception check to hear water splashing further down the eastern corridor (from the giant rats in area 3).

2. Giant Rats: Illumination: Partial Darkness (Dark at night).
In this area there is 1/2 PCs (counting Cobb) Giant Rats.
Giant Rats: These overly large rats are the size of dogs.

STR: 13, CON: 11, DEX: 13, SIZ: 3, INT: 4, POW: 6, CHA: 3
HP: 7, Maj-Wound: 4.
 Move: 20m, 20m water, Combat: Unarmed, bite 46% (1d6). Resist: Dodge 43/Pers. 26/Res. 37
Skills: Athletics 53, Perception 40
Night Sight.

3. More Giant Rats: Illumination: Partial Darkness (Dark at night).
There will be a number of giant rants in this area equal to the amount of PCs (counting Cobb).

4. Sewer Slug: Illumination: Partial Darkness (Dark at night).
This intersection has become the lair of the sewer slug. It is here 75% of the time. the other 25% of the time it can be found feeding on sewage in the passage between areas 6-7 (76-86), hunting giant rats in areas 2-3 (86-97), or attacking the ratmen in area 8 (98-00).
Sewer Slug:

STR: 21, CON: 19, DEX: 10, SIZ: 21, INT: 7, POW: 8, CHA: 6
HP: 20, Maj-Wound: 10. 
D-Mod: +1D6. Rubbery Hide (3 AP). Combat, Unarmed, tentacle 61% (1d8).
 Resist: Dodge 30/Pers. 28/ Res. 57
Skills: Athletics 55, Deception 47, Perception 45
This abomination has grown to a very large size, feeding on rats, sewage, etc.
Appearance: A large slug-like monster, about 20-30 feet long, with 2 tentacles at the front. 
It has a thick, slimy blubbery hide.
 Durwin’s Shortsword can be seen stuck in the monster’s hide (dwarf-steel short sword +10% to hit and +1 to damage).
Tentacles: Can ensnare/grapple its prey, or use them to make a strike/whipping attack. 
It has no armour, but the blubbery hide reduces damage by 3 points, which basically acts as a form of damage reduction. 
It has 2 attacks.
 If the tentacles cause damage to a target, the slime enters the bloodstream and make it drowsy: Resilience roll. Fail: -25% all skills for 1D3+1 rounds.
The bodies of Durwin's friends can be found here.

5. Dead Body: Illumination: Partial Darkness (Dark at night).
One of the men managed to escape his attack at the hand of the rat men and crawl all the way over here before he died. A Healing check will be able to determine he was gravely wounded by manufactured weapons (aside from the rat bites who have been feeding on his corpse since then). Searching the body will reveal 1d8+10 BV.

6. Giant Spider: Illumination: Dark (Pitch Black at night).
This room is filled with spider webs upon which a variety of cocoon of different sizes hang. Among the web and near the ceiling hides a lesser giant spider (p.67) who feeds on rats (both mundane and giant). If the players open any of the cocoons, they'll find the desiccated corpses of rats (both mundane and giant) as well as the corpse of one ratman. Hidden somewhere in the spider's web (Perception -50%) will reveal 1d4+2 gems worth 1d3x100 BV each).

7. Ratmen Lookout: Illumination: Dark (Pitch Black at night).
One of the grate between area 7 and the intersection has been damaged (Perception -25% to notice, this is where the ratmen gained access to this part of the sewers), further investigation will show that the men were working on fixing the grates as some of there tools will also be found there.
There are two lesser ratmen lookout (shortswords and shortbows, 50% of leather armor-AP 2, 50% of poisoned arrows: use dart poison on p.59) in this area who are here mostly to keep an eye out for the sewer slug. If the lookouts notice teh PCs, they will engage by shooting them while shouting to alert the ratmen in areas 9-10. As soon as they are wounded or the PCs approach, they will flee to area 8 in order to have more arrows to engage the PCs and hoping to lure the PCs there so that reinforcement can get them from behind when coming from area 9.
Rat-Men: Small, humanoids with rat heads, claws and feet.

STR: 1d6+6, CON: 1D6+6, DEX: 2D6+6, SIZ: 1D6+6, INT: 2D6+3, POW: 2D6+3, CHA: 1D6+3.

STR: L8/C10/G12, CON: L8/C10/G12, DEX: L15/C13/G11, SIZ: L8/C10/G12, INT: 10, POW: 10, CHA: 7
HP: L8/C10/G12, Maj-Wound: L4/C5/G6.
 D. Mod: L+0/C+0/G+0
Combat: Bite (1d6), Claw (1d4), Close L33/39/G43, Ranged L55/C41/G31, Unarmed L33/C39/G43
Resist: Dodge L45/C43/G41, Persistence L30/C30/G30, Resilience L38/C40/G42
Pract. Skills: Athletics L43/C43/G53, Deception L55/C53/G41, Perception L45/C45/G45
Knowl. Skills: Culture (own) L40/C40/G40, Language (own) L60/C60/G60, Nature Lore L30/C30/G30
Combat: Broadsword (1d8), Dagger (1d4), Dart (1d4), Hatchet (1d6), shortspear (1d6), shortsword (1d6), sling (1d6) all of crude make (-1 damage)
Special Abilities: Night Sight

8. Killroom: Illumination: Dark (Pitch Black at night).
This room is the room the ratmen use to fight the sewer slug when it attacks as it is large and allows for maneuverability. They also have placed the dead bodies of the rest of the sewer workers here as bait. The ratmen have even started to build traps for the next encounter, though none are finished. Along the walls are line a small reserve of weapons the ratmen use to keep the sewer slug at bay: 1d4 daggers, 1d6 darts, 1d4 hatchets, 2d4 shortspears, 4d12 arrows, 1d3 slings, 3d10 sling stones.

9. Ratmen Common Room: Partial Darkness (Dark at night).
In this room there are 1/2 PCs (counting Cobb) common ratmen (longswords and shortwbows, 50% of leather armor-AP 2, 50% of poisoned arrows: use dart poison on p.59). If the alarm is sounded, they will come in 1d3 combat rounds. If not, the players might surprise them there with half of them asleep.
Players will notice a few extinguished torches on the walls' sconces (recently taken from the sewer crew for lighting, before that the ratmen used the make a campfire near the grate to the east, the torches were extinguished when the scout from area 7 spotted light in area 1).

10. Ratmen Chieftain's Room: Illumination: Dark (Pitch Black at night).
This is the room of the ratmen chieftain (greater ratman, broadsword and shortbow, 75% of leather armor-AP 2, 50% of poisoned arrows: use dart poison on p.59) and his females (1/2 PCs [including Cobb] lesser ratmen, daggers and slings). If alarm is sounded (from area 7 or 9), the ratman chieftain will arrive in 1d6 combat rounds (for area 7) or 1d3 combat rounds (for area 9). The ratman chieftain will have a small treasure of 2d8+20 BV.
Players will notice a few extinguished torches on the walls' sconce.

In addition of the chieftain's "treasure" each ratlings will have a certain % chance of carrying some loot on them: L25%/C50%/G75%. (you could even do it for the ratman trapped in the spider's web in area 6, consider it a lesser variety).
1d12 - Description
1 - Animal bones
2 - Moldy papyrus sheet
3 - Foodstuff (1d3 days)
4 - Fish hook
5 - Broken chain, 1 meter
6 - Flint and tinder
7 - Small sack
8 - Moldy rope (can support 30 ENC or SIZ, 1d6+5 meters)
9 - 1d3 torches
10 - Hammer
11 - Used candle (1d4 x 10 minutes left)
12 - Lock picks

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