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Rat Kings Sewer

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100% found this document useful (3 votes)
1K views30 pages

Rat Kings Sewer

Uploaded by

artlabor1001
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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By Ken Spencer

R at K ing ’ s S ewer |29


Author: Layout: ©2022 Necromancer Games. All rights reserved.
Reproduction without the written permission of the
Ken Spencer Charles A. Wright publisher is expressly forbidden. Frog God Games,
and the Frog God Games logo, Rat King’s Sewer is a
trademark of Necromancer Games. All rights reserved.

Project Manager: Cover Design:


All characters, names, places, items, art, and text
herein are copyrighted by Necromancer Games. The
mention of or reference to any company or product
Ken Spencer Casey Christofferson in these pages is not a challenge to the trademark or
copyright concerned.

Editor: Cover Art:


Jeff Harkness Michael Syrigos

Fifth Edition Interior Art:


Coordinator: Terry Pavlet, Quentin Soubrouillard
Edwin Nagy
Cartography:
Robert Altbauer
Development
Coordinator: VTT Coordinator:
Michael Gross Sean King

Art Director: Playtesters:


Casey Christofferson Will Dickey, Kenna Dillon, Katie Lay,
Josh Lambert

Dedicated to the memory of Terry Pavlet.

Necroamancer Games is:


Bill Webb, Zach Glazar, Mike Badolato, Casey Christofferson,
Jeff Harkness, Edwin Nagy, & Ken Spencer

Necromancer Games
ISBN: 978-1-6656-0291-4
5e PDF
T able of C ontents
Table of Contents.................................................................................................2
................................................................................................ 2
Rat King’s Sewer. ...................................................................................................3
................................................................................................... 3
Into the Sewers of Eastgate................................................................................
................................................................................44
Lair of the Snarl Fang Clan............................................................................... 11
Carbuncle Valley................................................................................................. 14
Appendix One: Sewer Diseases........................................................................... 20
Appendix Two: New Creatures........................................................................... 21
Appendix Three: The Snarl Fang Clan............................................................. 23

2|R at K ing ’ s S ewer


R at K ing ’ s S ewer
A rat ate a jewel. The people of the city of Eastgate have gone mad. Fangs was nearby in rat form watching and waiting for the thugs to
Who has the jewel? Who has the rat? get away with the emerald before ambushing them and taking it. She
scurried out and snatched up the jewel, fleeing into the sewers before
anyone could react.

Adventure Overview The Snarl Fangs need that jewel to get home. Long ago, the Order
of the Swift Paw sent a trio of operatives to the surface from the
fabled Inner Realms. This trio was to spend their lives on the surface,
Rat King’s Sewer is a dungeon crawl with a mystery set in the sewers scouting out the land, setting up cells of the nefarious order, and
beneath the city of Eastgate in the Borderlands Provinces. Found on preparing for the secretive wererat organization to make its grand
the eastern side of the continent of Akados in the world of Frog God entrance into the light of the surface world. The Snarl Fangs failed
Games’ Lost Lands, Eastgate is a bustling city at the mouth of the at their mission. Eighty years wandering the surface world has taken
Amrin River. This adventure is designed for Tier 2 characters with a its toll, physically and emotionally, and all the leaders of the clan
good mix of combat, spellcasting, and trap-finding abilities. As most want to do is go home.
of the adventure takes place in the sewers, and nearly all of it in an The portals to the Inner Realms are few and either well-guarded
urban setting, wilderness-orientated characters might find themselves or long lost. Fruitless searching for a route back home wearied Mad
at a disadvantage. Then again, the sewers are a maze filled with all Jack Kaigrove and Sara Vipersmaw, the clan’s elders. Everex of
manner of deadly creatures, so the ability to talk to cockroaches might Bridgeport, one of their “converts” from the surface, discovered a
just prove useful. lost scroll that told how to build a portal to the Inner Realms, but
While on her way home from the opera, Lady Volcula Soninius was the cost would be great. The mystical device required several unique
attacked by thieves. Her bodyguards were quickly dispatched, but jewels to safely power it. Mad Jack doesn’t have the time or patience
the aging noblewoman was more than capable of putting up a fight. for that. A single emerald of special character, itself an item from the
During the battle, one of the thieves grabbed her necklace and broke Inner Realms that somehow made its way to the surface, will have
it, causing a cascade of jewels to fall into the gutter. After the brigands to suffice.
were dispatched, Lady Volcula attempted to retrieve her lost jewels,
but the largest had fallen into the sewers. She watched in horror as a
vile rat scurried out, gobbled it up, and disappeared.
That was two days ago. In that time, dozens have ventured into
Involving the Characters
the sewers beneath the city hunting for the rat. Thousands more have There are several ways that the characters can get involved
taken to the gutters, the alleys, and the slums of the city hunting for in investigating the Snarl Fang Clan and putting a stop to their
the rat with a jewel in its stomach. Hundreds of cats have been slain nefarious plan.
and gutted in the quest. Bands of searchers turned on each other, and
the city looks to be spiraling toward madness. Yet no one has found • The default hook is that Commissary Lurmis Vergen, governor of
the jewel. Eastgate, hires the characters to recover the emerald. He heard the
ransom request from the Snarl Fangs and concedes if he has to but

This Was No would prefer not to do so. The characters are to go into the sewers
and recover the emerald.
• The characters might just be in it for the money. The jewel in
Random Attack question is an emerald the size of a baby’s fist, and its value is
beyond measure.
The thieves hired to perform the theft were mere patsies employed • Lady Volcula wants her emerald back and hires the characters to
by the wererats of the Snarl Fang clan. Beholden to the self-proclaimed retrieve it.
“Rat King” of Eastgate’s underworld (mostly its sewers), the Snarl • A different faction wants the jewel and is willing to pay for its
Fangs engineered the theft to get the baroness’s prize emerald. The recovery, but the employer prefers to remain anonymous.
hired thugs were disposable agents, but thankfully one of the Snarl

R at K ing ’ s S ewer |3
I nto the S ewers
of E astgate
The sewers of the Eastgate are ancient and new, the older parts built The main channel is three feet beneath the footpaths, giving a person
in the time of the Hyperboreans (and some sections by even older walking on them only three to four feet of headroom. There are no lights
pre-human cultures), the newer in the centuries since. From across the or sconces to put a torch in. Cisterns are ready to accept large volumes
city they gather the outflow of privies, the rainfall of storms, and the of water where the sewers meet or cross (marked with circles on the
waste of myriad businesses. All this gray water is carried away and map). These are 40-foot-diameter chambers that are 20 feet deep.
deposited into the Amrin River. Travel is difficult in the sewers. The water is deep and hides movement
No one knows the full extent of the sewers. There are maps, true, (treat as difficult terrain). Moving along the footpaths is slowed due
but these show only those areas that the Terriers and others frequent. to their narrowness, low ceiling, and the slick stone. A good pace is
Members of the Guild of Rat-Catchers dare not enter some sections, 1,000 feet per hour for a group keeping their eyes out and checking the
while others are sealed off or forbidden by ancient decree (though no tunnels; any faster accrues levels of exhaustion as if on a forced march.
one knows why this is, nor do they wish to find out). The most obvious condition in the sewers is the smell. Excrement and
This makes the sewers of Eastgate a fitting place for smugglers, other waste tends to degrade on its slow way toward the sea, and pockets
revolutionaries, necromancers, and others to dwell within, make of fouled air and the gases of decay are common. The strong scent of
use of, and flee to. Most of these have fled as the city’s attention has salt air and water is found toward the outlets along the Amrin Estuary,
turned toward the sewers. One such group, the Snarl Fang Clan of and tidal forces often push brackish water far up the sewer lines.
wererats, has remained and will not be forced out of the tunnels they The Snarl Fangs dug a network of tunnels throughout the
consider their domain. Besides, they have the emerald and while it sewers. These tunnels are just barely big enough for a dread rat to
is of little use to them (try being a wererat and fencing a priceless squeeze through, being roughly three feet in diameter, unlit, and
jewel), they are not just going to return it. Indeed, if discovered they rather circuitous. The entrances are hidden; a DC 13 Intelligence
happily negotiate for it, assuming that the people discovering them (Investigation) check can find one.
can’t simply be overpowered and eaten. The following hazards are marked on the sewer map:

Conditions in the Sewers A. Gas Pocket


Sewer gases foul the air here. The presence of sewer gases can
be detected up to 50 feet away with a successful DC 15 Wisdom
For the most part, the sewers of Eastgate are stone-lined affairs with
(Perception) check. Anyone spending time passing through a gas-
eight-foot-high arched ceilings and narrow footpaths along the edges.
filled area must succeed at a DC 12 Constitution save or suffer 2

4|R at K ing ’ s S ewer


(1d4) poison damage and be poisoned for one hour. Open fires ignite the Snarl Fang Clan that intruders are in the sewers. It also causes a
the sewer gases and cause an explosion. Exposing an open flame to random monster from the Table 1: Random Sewer Encounters to
the sewer gases burns off 1d10 x 50 feet of gas, inflicting 11 (2d10) come looking for lunch.
fire damage to every creature in a flaming area; a successful DC 13
Dexterity saving throw reduces damage by half.
Random Encounters in the Sewers
B. Strong Current Make a random encounter check every hour. An encounter occurs
The current here is very strong in the direction indicated by the
on a 1–3 on a d6.
arrow next to the “B.” Characters moving against the current move as
if in difficult terrain. Anything dropped is likely to move downstream Table 1: Random Sewer Encounters
1d6 x 5 feet per round. Characters who are knocked prone or who fall
unconscious in a strong current are swept away at the same rate. 1d100 Encounter
01–05 1d6 + 1 dread rats*
C. Toxins 06–30 1d8 + 1 giant rats
The sewer water here is toxic, likely due to inflow from one of the 31–35 1d4 + 1 giant leeches*
city’s industries, a magical laboratory, or some other source leaking
36–45 Wave
into the sewers. The plume of toxins runs 15 feet from the source
labeled “C.” Anyone passing through the plume must succeed at a DC 46–50 1d4 + 1 doombats*
12 Constitution saving throw or suffer 2 (1d4) acid damage. 51–55 Giant crocodile
56–60 Snarl Fangs
D. Trap 61–75 Echoes
The Snarl Fang Clan, as well as some others who use the sewers,
laid traps under the water to catch unwary intruders. The traps are 76–80 1d4 + 1 lost limbs
labeled by type, D-1 through D-4, as detailed below. 81–85 Hole
D-1. Snare 86–90 Basilisk
Mechanical trap 91–95 1d2 + 1 Ettercaps

Both the Snarl Fang Clan and the Terriers regularly set snares in the 96–100 Gelatinous Cube
sewers. Someone passing though the channel in this square triggers
the trap. A successful DC 13 Intelligence (Investigation) check spots *see Appendix Two: New Creatures
the snare, and the snare can be disabled by simply cutting the line to
which it is attached. A creature caught in the trap is restrained but can
break free with a successful DC 15 Strength (Athletics) or Dexterity
Basilisk
Someone hit on the idea that the rat in question would be easier to find
(Acrobatics) check. A character caught in the snare and then freed has if it was petrified. Toward that end, a basilisk kept by the archmage Cyrus
their speed reduced by half for 1d10 minutes. the Resplendent was stolen and introduced into the sewers. In a few days,
D-2. Ceiling Collapse the thief plans to descend into the sewers and search for rat statues in the
Mechanical trap hope that once smashed open, the jewel will be revealed. The basilisk was
not consulted about this plan and is very unhappy.
A trip line hidden in the water triggers a section of ceiling to fall
down. The trap can be found with a successful DC 13 Intelligence
(Investigation) check and disabled with thieves’ tools and a successful
Doombats
A small colony of doombats has taken up residence in the sewers.
DC 15 Dexterity check. If the trap is triggered, a 10-foot-long section They do not have a permanent roost yet but move around day to day
of the ceiling falls down. All caught in the fall must make a DC 13 looking for a good spot to make their home.
Dexterity saving throw. Those failing suffer 9 (2d8) bludgeoning
damage and are knocked prone while those who succeed suffer half
this damage and are not knocked prone. Echoes
D-3. Pit Something else in the sewer is making a lot of noise, but the sound
bounces off the walls and makes it impossible to determine where it is
Mechanical trap coming from. It sounds distant but might be approaching or receding; it
is hard to tell. There are splashes, groans, roars, and then more splashes.
A trip line hidden in the water triggers a section of floor to
collapse. The trap can be found with a successful DC 13 Intelligence
(Investigation) check and disabled with thieves’ tools and a successful Ettercaps
DC 15 Dexterity check. If the trap is triggered, a 10-foot-long section These ettercaps lost most of their territory to the wererats and are
of the floor collapses. All caught in the section must succeed at a DC desperate for prey. They attack without remorse and fight to the death;
13 Dexterity saving throw or plummet into the 10-foot-deep pit. The for them, to lose means starvation.
pit fills with water in 2 rounds.
D-4. Bells Gelatinous Cube
Mechanical trap Several generations ago, the city tried to keep the sewers clean
by seeding them with small gelatinous cubes. This went about as
A long string of bells is connected to a trip line hidden in the expected, and several adventuring parties were hired to clean up
water. The trap can be found with a successful DC 13 Intelligence the mess. One cube was never found and still wanders the sewers,
(Investigation) check and disabled with thieves’ tools and a successful having grown to enormous size (it is now Huge-sized and has grown
DC 18 Dexterity check. Failure to disable the trap causes the chain to be more rectangular to fit its environment; double the creature’s
of bells to ring along the line of connected D-4s. This likely alerts hit points).
R at K ing ’ s S ewer |5
Giant Crocodile sewers runs the risk of contracting a disease (see Appendix One: Sewer
Diseases), as does consuming any contaminated food or beverages.
This giant crocodile floats here just below the water waiting for
something tasty to pass by. It can be spotted with a successful DC 15 Table 2: Floaters
Wisdom (Perception) check. It is territorial and attacks anything that 1d100 Floating past is a …
passes but flees underwater if reduced to half its hit points.
01 Dead opossum

Giant Leeches 02 Unusually large turd


These giant leeches (see Appendix Two: New Creatures) are 03 Corpse, stripped naked with a gaping wound
looking to feed, and the characters are just the sorts of warm-blooded 04 Crate of wooden toys
beasties they are looking for.
05 Bottle of hard liquor

Giant Rats 06 Cask of ale


These giant rats are more interested in watching the characters than 07 Dead rat
attacking. They stay just out of sight and observe, attacking only if 08 Crate of silk pillows
confronted or if an opportunity presents itself (such as during a rest or
09 Chunk of pumice stone
other combat). During a fight, one rat scurries away to alert the Snarl
Fang Clan while the others die to cover its retreat. 10 Bottle of wine
11 Silver necklace (valued at 50 gp if cleaned up)
Dread Rats 12 Dead giant spider
Spies on patrol for the Snarl Fang Clan, these dread rats (see 13 Humanoid hand
Appendix Two: New Creatures) make one attack on the party and
then scurry off in different directions. 14 Corpse, clothed, pockets have 1d4 sp, 1d6 gp
15 Crate of eggs
Hole 16 Swarm of eyeballs
A 15-foot-deep hole is hidden under the water. It can be spotted with 17 Single, long tentacle, severed, obviously dead
a successful DC 18 Wisdom (Perception) check. Those who fall into
the hole sink and must swim back up. It is pitch black in the hole, and 18 Bottle of vinegar
something might lurk at its bottom. Being submerged in sewer water 19 Dead hog
exposes the character to a randomly selected sewer disease.
20 Quiver with 1d10 crossbow bolts
21
Lost Limbs 22
Cask of water
Very nice hat
Events are happening in the city that go far beyond the hunt for
the jewel-carrying rat. A byproduct of one of those plots has been the 23 Jar of pickled eggs in beet juice
release of swarms of undead lost limbs into the sewers. Someone up 24 Corpse, clothed, pockets empty, slit throat
there is experimenting and tossing their castoffs down a drainage pipe,
and our heroes happen to be the ones who find them. 25 Cask of holy water
26 Pouch containing 1d10 sp, 1d8 gp, and a severed
Snarl Fangs human thumb
Two named Snarl Fang clan members and 1d4 + 1 wererats attempt 27 Horse’s head
to ambush the party. This is not a fight to the death but a quick, sharp 28 Fancy shoe
fight in the sewers before the Snarl Fangs flee to warn the clan nest
and set up another attack. 29 Truly terrifyingly large turd
30 Rather plain hat
Wave 31 Crate of hams
A large wave of sewer water, perhaps caused by tidal action in the 32 Corpse, clothed, with a noose around its neck
estuary or perhaps the result of some large amount of liquid being dumped
into the sewers, thunders down the tunnel. The noise can be heard for 1d4 33 Bottle of mineral water
rounds before it hits. Those caught in the wave must succeed at a DC 13 34 Scroll case; inside is a spell scroll of water breathing
Strength saving throw or be swept along, suffering 3 (1d6) bludgeoning or some other 3rd-level spell
damage and being moved 1d10 x 5 feet down the sewer line. All characters
35 Quiver with 1d10 arrows
are soaked and exposed to a random sewer disease.
36 Pouch containing 1d10 shiny stones

Floaters 37
38
Shoe
Cask of wine
Strange things end up in the sewers, and the current moves them 39 Dead cat
around. Some float along in the current, though not all of these things 40 Oddly shaped piece of metal
float; some are instead found beneath the water. Once per hour, a floater
comes by on a 1–2 on a 1d6. Characters can spend 10 minutes looking 41 Wind-up pigeon
for a floater, making a roll on Table 2: Floaters if they succeed at a DC 42 Bundle of straw
13 Investigation check. There is a 50% chance that any bottle, cask, crate, 43 Crate of wooden shoes
jug, or scroll case found has not become inundated with sewer water
and the contents are still usable. Touching any dead thing found in the
6|R at K ing ’ s S ewer
1d100 Floating past is a … 1d100 Floating past is a …
44 Jug of corn whiskey 86 The other half of a dead horse
45 Humanoid bones 87 The other glove
46 Envelope, soaked through but the address can be 88 Change in sewer water (1d6: 1. brackish, 2. thicker,
read 3. lower, 4. higher, 5. faster, 6. slower)
47 Metal lamp 89 Shirt
48 Jar of sauerkraut 90 Ledger, waterlogged, might be dried out and read
49 Book, sodden, but might be salvageable 91 Cask of whale oil
50 Corpse, clothed, no marks of any kind, pockets have 92 Round shield
1d10 pp and a signet ring 93 Jar of white makeup
51 Jar of mustard 94 Vial of ink
52 Wagon wheel 95 Turd of moderate size
53 Bundle of fine clothing 96 Crate of fine crystal goblets (valued at 2,000 gp)
54 Crate of clay pots 97 Half-orc skull filled with 1d10 + 2 pp
55 Fatberg 98 Broken sign
56 Dead sheep 99 Two things, roll again and take both
57 2d100 humanoid teeth 100 Three things, roll again and take all
58 Coffee mug
59
60
Leather sack with 1d20 x 10 gp in it
The other shoe
Sewer Locations
61 Pieces of lumber The following locations are on the GM’s sewer map; only a handful,
such as the entrances and outflows, will be known to the players.
62 Brick tied to an inflated sheep’s bladder
63 1d6 severed limbs
64 Dead goat
S-1. Outflow
65 Corpse, stripped, bloodless
Three large outflows empty the sewers into the Amrin River. Each
66 Change in sewer water (1d6: 1. colder, 2. warmer, 3. outflow is circular and 10 feet in diameter, with half of that beneath
clearer, 4. cloudier, 5. acidic, 6. smellier) the water level of the river at high tide. The Amrin River is a tidal
67 Jug filled with 2d10 + 30 gp estuary, so this water level rises and falls, though even at ebb tide the
water covers the bottom two feet of the outflow. None of the outflows
68 Gold ring missing the stone from the setting (worth have gratings; they did once, but the effort of keeping them clean
20 gp) proved too much.
69 Sack of feathers
70 Large chunk of gristle S-2. Sewer Access
71 Chunk of ice
72 Half of a dead horse Several sewer access points are within the city, all covered by a
locked metal hatch (AC 19, 20 hp, locked and can be picked using
73 Glove thieves’ tools and a successful DC 15 Dexterity check), that during
74 Elf skull filled with millipedes (treat as a swarm of these times of turmoil have 4 guards posted at them. Each hatch leads
insects) to a narrow five-foot-diameter shaft down to the sewers, and a set of
75 Change in sewer water (1d6: 1. greener, 2. bluer, 3.
rusty metal rungs allows for an easy climb. The shafts vary in depth,
ranging from 10 to 20 feet depending on the entrance, with the deeper
purplish, 4. orange, 5. browner, 6. darker)
shafts being farthest from the river.
76 Cask of apple cider
77
78
Dead fish
Bits of clay
S-3. Closed-Off Outlet
79 Crate of candles This outlet is much like its three companions but was sealed and
80 Rusty hook then bricked over decades ago (AC 17, 30 hp per five-foot section).
Smugglers were using the outlet to move cargo up the river and
81 Jar of pickles through the sewers, so the sheriff waited until the smugglers were
82 Sodden map to Rappan Athuk (fake and terribly inside and then had an earth mage seal this outlet and the connecting
misleading) sewers at Area S-4. The smugglers were trapped inside; some say you
can still hear them tapping at the sealed outlet in the vain hopes of
83 Scissors
escape. The tunnels beyond have only a trickle of water in them; there
84 Dwarf skull filled with 1d20 + 10 gp is no need to make floater or random encounters checks.
85 Pants

R at K ing ’ s S ewer |7
8|R at K ing ’ s S ewer
S-4. Sealed Tunnel S-10. Giant Bat Roost
The tunnel is sealed by the simple expedient of magically bringing Lairing in this collapsed tunnel are 10 giant bats. The bats are
up stone (AC 17, 30 hp) from beneath the ground. Even so, a small aggressive and territorial; they attack anyone who disturbs them.
hole has been chewed through by the passage of that is large enough Climbing the slope of rubble leads to a narrow, two-foot gap that can
for a rat to pass through. water. The hole can be spotted with a DC 13 be used to enter or leave the sewers.
Wisdom (Perception) check by anyone examining the wall.

S-5. Dead Smugglers S-11. Purple Fungus


The walls of this length of tunnel are covered with a virulent purple
The sheriff’s plan certainly worked; the smugglers were trapped in fungus. The fungus reacts to light by emitting spores that invade the
the tunnel. Slowly, they died of starvation or disease, but not before host’s body and turn it into an undead creature. A creature who ends
the leader and his closet followers had turned to cannibalism. Their their turn exposed to the spores (i.e. anyone in the aera with a light
corpses resurrected as a ghast and 4 ghouls. The wererats come source) must succeed at a DC 11 Constitution saving throw or suffer
through from time to time to check on the trap at Area D-3; they work 4 (1d8) poison damage. A creature who dies from this damage rises
fast and in groups to lead the hungry undead on a path through the as a zombie in 2d4 rounds. There are 8 zombies, victims of the spores
sealed-off tunnels. The smugglers are well aware of the trap and avoid who came down here looking for a rat that swallowed the jewel. Their
it. A stack of sodden and rotten crates lines the floor of the sewer. Most tattered clothes have 2d10 gp in the pockets.
of the contents have long since decayed, but among the trash is 5d10
gp, a small emerald (valued at 200 gp), and a potion of healing.
S-12. Collapsed Sewer
S-6. Feeder This long length of sewer collapsed long ago when a sinkhole
opened and claimed half a block of the city. The ground above was
An otyugh has taken up residence at this crossroads in a pit trap shored up and new buildings were constructed, leaving only the
the wererats built here. It keeps one tentacle above water to breathe forgotten debris clogging the sewer. There are hints that there might
through and another to see with. The current brings plenty of food be something of value buried here, such as some bits of metal sticking
to it, and the wererats are happy to leave it alone. It knows about the out, a few rotted ends of lumber, and here and there a glint of broken
wererats but knows nothing about an emerald. It is content to remain porcelain. The ghost of Tamara Lane, a halfling who lived above and
in its pit filtering out anything that comes along in the sewer. If fed, died in the collapse, haunts the rubble. Forgotten and abandoned, she
it can be talked into telling the characters about the wererats, namely is somewhat crazed and attempts to lure characters into the rubble by
how many different ones it has seen (four: Big Billy, Tiny, and two moving a small piece of gold jewelry into view. She planned this trap
common wererats), and about conditions in the sewer within 500 feet out nicely and caught two people already (a pair of rat searchers). The
of its lair, and between its lair and the easternmost outflow (how it got path to the gold is oddly clear of rubble; a person could crawl through
into the sewers to begin with). the two-foot-high gap. Once that first bit of gold is found, another can
be seen 30 feet farther inside the rubble, and another, and another,

S-7. Whirlpool until the victim is 60 feet into the rubble mound. Inside is a large, clear
area 40 feet long and four feet high. Once the victim is in the cleared
kill zone, Tamara collapses the outward passage and attacks.
The current grows in strength as it nears this large sinkhole that
sucks water down into its sewage-filled depths. The sinkhole is 40
feet across and takes up the entirety of this cistern. The current is S-13. Trapped Searchers
very strong in this cistern; anyone attempting to swim across it must
succeed at a DC 15 Strength (Athletics) check or be sucked under. Evra Klar, Evan Klar, and Gasic Lemore (commoners) have been in
Characters sucked under descend at a rate of 20 feet per round; the the sewers for hours hunting for the rat with the jewel. They are lost,
bottom is a distant 150 feet below. hungry, thirsty, and done with it. However, they are afraid to move
in any direction, having lost Saroh Lemore to a gas pocket. They are

S-8. Muck Spiders commonfolk with no great wealth but beg for aid in escaping the sewers.

A colony of 8 giant spiders string their webs across this section of S-14. Rival Rat Hunters
sewer, eating bats and rats they catch in the sticky webs. The webs
extend for 50 feet and require some effort to get clear of. Six people lurk in the darkness here waiting to waylay someone
who passes carrying a rat. They have been in the sewers for several

S-9. Bat Roost hours each day since word got out about the lost jewel, and they are
tired of doing the hard work. Jumping someone and taking the jewel
from them sounds like a good idea. The rivals are a former gladiator
Swarms of bats, including 1d6 giant bats, roost at these locations. (Taski), his berserker buddies (Gali and Hala), and two bandits
They are rather docile unless disturbed by light or movement, and then (Karli and Fast Timit). Karli and Fast Timit have no stomachs for a
they take off in a whirl of fur and wings. During this confusion, the protracted fight.
giant bats use the cover of their smaller brethren to take a few bites
before flying out of the sewer.

R at K ing ’ s S ewer |9
S-15. Helping Hands
Two searchers, Stanus and Ziptheria (both scouts), are on their
way back from an excursion into the sewers. They have come up
emptyhanded but are willing to give advice to others. If approached
politely, they tell of the parts of the sewers they have traveled, from
this point to the westernmost outflow. They did not make a good map
but noted such things as the cistern and gas pocket.

S-16. Glow Mold


The light from this tunnel can be seen as a dim glow from 50 feet
away. The walls are coated with a mold that has a natural, soft greenish
glow. While this provides dim light for the area, it also presents an
opportunity and a hazard. The mold can be harvested and smeared on
an object, which then emits dim light in a 10-foot radius for three hours.
However, anyone who touches the mold gets some of the glowing juice
on themselves, making it difficult or impossible in some cases to hide in
the dark. Some of the glowing juice has leaked into the water and leaves
a ring around the legs of anyone who passes by. This ring can be washed
away with a gallon of ale or another alcoholic beverage.

S-17. Lair of the Snarl Fang Clan


The lair is described in its own chapter below.

10|R at K ing ’ s S ewer


L air of the
S narl F ang C lan
The Snarl Fangs have broken through an end of the sewer line and If a pillar is broken, a 10-by-10-foot section of the ceiling comes
carved out a modest warren in the hardpacked clay beneath Eastgate. down. Those caught in the collapsing ceiling must succeed at a DC
The tunnels are short and narrow, only three feet high and barely 13 Dexterity saving throw or suffer 16 (3d10) bludgeoning damage
four feet wide. Their walls are made of packed clay but are uneven and be pinned beneath the fallen clay. A pinned creature is restrained
as if they were chewed through. The chambers are larger, as noted in (escape DC 15). A six-foot-diameter tunnel leads toward Area R-5.
their descriptions below. The warren is unlit save for a few areas; the The floor has been smoothed and covered with rushes; the area around
inhabitants all have darkvision and see no need to go to the expense the bed even has a few carpets laid down. Small niches in the walls
of lighting their homes. hold simple lanterns, though none are kept lit. A large, four-poster
bed with a canopy sits along the western wall; it and the bedsheets

R-1. Entrance covering it were looted from a wreck out on the Amrin Estuary. The
north wall has a table holding a large, cracked mirror and a variety of
makeup supplies (a very comprehensive disguise kit; using it grants
The sewer ends at a broken wall, with the smell of dozens of rats advantage on checks to use a disguise kit). Among these containers are
reeking out of the whole. The opening is narrow, just two feet tall and a potion of gaseous form and a potion of greater healing. A wardrobe
three feet wide, and is not trapped. Two dread rats (see Appendix containing a variety of clothing ranging from simple peasant clothes
Two: New Creatures) guard the entrance from the inside, hiding in to nobles’ fashions for men and women is next to the table. A secret
the small alcoves to the left and right. compartment behind these clothes can be found with a successful DC
15 Intelligence (Investigation) check. It holds a small bag of semi-
precious stones (valued at 65 gp), a velvet-lined box with a matching
R-2. Rat Brood set of diamond jewelry (necklace, earrings, and bracelets; mostly fake
jewels but the center of the necklace is a diamond valued at 750 gp),
and several incriminating letters between Bess Hardinshade and Baron
This medium-sized room has a low ceiling that is only three feet
Elizo Ontanz detailing their affair and the blackmail he is paying to
high. The floor is very rough and covered in rat droppings and urine.
keep it quiet so he can still see her on a regular basis.
Dozens of small tunnels open into the central area; most are on the
A chest sits along the southern wall. Made of oak banded with iron
walls, but a few are in the ceiling. The common rats of the clan nest
(AC 16, 10 hp) and locked (can be picked using thieves’ tools and a
here in great numbers, and while they normally behave like the animals
DC 18 Dexterity check), the chest contains a sack holding 350 gp, a
they are, they pour forth in a massive horde if intruders disturb their
small wooden box containing a diamond ring (valued at 1,200 gp),
nests. There are 18 swarms of rats in total.
and a shield of missile attraction.

R-3. Albino Rat Brood R-5. Sara Vipersmaw’s


The entrance to this small but spacious room is closed off with a
sturdy gate that is unlocked and can be easily moved aside by anyone Working Room
with a Strength score of 10+. It is filled with stacked cages containing
dozens of albino rats. One of Sara Vipersmaw’s many projects is the This small room has six-foot-high ceilings and a floor and walls
breeding of albino rats. She has not revealed to any why, and in fact of fired clay. The entrance to this chamber is closed off with a thick
has no true aim other than seeing if she can breed perfectly white curtain. The clay has been hardened by Sara’s magic and displays
rats. However, the care she has shown them, and her selection for a variety of strange colors and patterns. In the center is an inlaid
intelligence and loyalty as well as pigmentations, might just lead to a magic circle of copper, silver, and gold rings that disguises the Portal
new spy breed for the clan. If only they didn’t show up so well in the of Transference. Sara Vipersmaw can use an action to meditate in
moonlight. If the cages are unlocked, 4 swarms of rats pour out to do this ring and regain a spell slot. A low table against the north wall
Sara’s bidding. is covered in arcane materials, odd bits of bone and feather, a silver
dagger, glass worker’s tools and supplies, and loose-leaf notes written

R-4. Mad Jack Kaigrove and in a cipher. Sara’s notes on her many researches can be deciphered
with a successful DC 15 Intelligence check. Reading the notes reveals
Sara’s potion formulae (for potions of gaseous form, growth, healing,
Sara Vipersmaw’s Lair and mind reading), her albino rat breeding project, means to poison
the city’s water supply, plans to blackmail several prominent nobles,
the traps her clan placed in the sewers, a map of the sewers, a note
The leaders of the Snarl Fang Clan reside here, though Sara has a to keep reminding Tiny to check his crap, and her incomplete work
working room to the northeast. The entrance to this chamber is closed toward creating a hat of disguise. Among the various items on the
off with a thick curtain. The chamber is tall, dug out to eight feet table are a potion of growth and a potion of clairvoyance.
in height, and held up by pillars of undisturbed clay. Each pillar has A locked cabinet (can be picked with thieves’ tools and a successful
AC 16, 30 hp, and is resistant to bludgeoning and piercing damage. DC 18 Dexterity check) sits on the east wall. Inside are vials of
R at K ing ’ s S ewer |11
12|R at K ing ’ s S ewer
various herbs, unguents, alchemical materials, fragile glassware used gp), a bag with 45 gp, a human finger with a ruby ring (valued at 350
in alchemy, and other arcane odds and ends. A shelf at the bottom gp minus the finger), and a ring of spell turning (Billy does not know
holds six vials of antitoxin, a magnifying glass, 3 potions of healing, what this is; he assumes it is a fancy ring of some value but refuses to
2 potions of gaseous form, and a spyglass. The cabinet has a small show anyone as he stole it from a now-dead clan mate).
drawer under the shelf that contains instructions for building an arcane
focusing ring (ripped from a priceless Hyperborean era book), as well
as a treatise on glasswork valued at 3,000 gp. R-8. Everex of Bridgeport’s Room
The Portal of Transference is built into Sara’s arcane circle. Small
loops are found at seven points around the outer ring of copper. Each The entrance to this room is closed by a sturdy wooden door (AC
is meant to house a jewel that has a mystical connection with the Inner 15, 20 hp), with a good lock that can be picked using thieves’ tools and
Realms. As the clan has only the single emerald, it will have to do, a DC 15 Dexterity check. Of all the Snarl Fang Clan’s chambers, this
and one-seventh the power should be enough to get at least Mad Jack one is the most human. The interior has been smoothed out, the floors
and Sara through; anyone else will just have to risk it. Sara must use are covered in rushes, mats, and carpets, and the walls are plastered
an action to activate the portal once the emerald and a smear of blood and decorated with stolen paintings (total value of the paintings is
from a surface-born intelligent being are applied to the ring. Once 5,000 gp). A bed sits near the east wall, and the south wall has two
these requirements are complete, the circle fills with a blue energy that locked cabinets. Both locks can be picked using thieves’ tools and a
wavers and crackles; a hazy outline of a castle of unusual design as successful DC 15 Dexterity check. The westernmost cabinet contains
well as a forest can be seen in the energy. The portal stays open for 10 a variety of clothing, a disguise kit, a rapier, a longsword, a longbow
rounds, after which it closes. Anyone passing through the portal enters with a quiver of 30 arrows, and a drawer with fake jewelry to match
the Forest of Barbs (see Carbuncle Valley chapter below). the outfits. The easternmost cabinet has a cloak of the bat, a silver
rapier, a hand crossbow with 10 silvered bolts, a small box containing
R-6. Tiny’s Lair 50 gp, three small emeralds (valued at 150 gp each), a perfumed love
letter from one Jacki Heddleswrit written to Everex of Bridgeport
(with questions such as What happened to her? Why she did not meet
A thick curtain closes off the entrance to this chamber. The ceilings at the docks as planned? Does she still love her?), and an ivory cameo
of this room are 12 feet high and supported by several pillars of showing a woman’s profile (valued at 55 gp; priceless to Everex and
undisturbed clay. Each pillar has AC 16, 30 hp, and resistance to she will betray her clan to get it back).
bludgeoning and piercing damage. If a pillar is broken, it causes a
10-by-10-foot section of the ceiling to come down. Those caught in
the collapsing ceiling must succeed at a DC 13 Dexterity saving or R-9 Recruits’ Lair
suffer 16 (3d10) bludgeoning damage and be pinned beneath the fallen
clay. A pinned creature is restrained (escape DC 15). The chamber is a The lower-ranking members of the clan — all those recruited within
mess; bones, droppings, and debris are spread across the rough floor. the past year — are allowed to reside in this roughhewn chamber.
A pallet of uncured furs that serve as Tiny’s bed is in the back corner. The ceiling is only three feet high, and the floor is dirty. Several
Rotting meat hangs from hooks in the ceiling. A small rock by the small pallets line the walls, but the recruits are not allowed personal
pallet can be removed behind which are three half-empty bottles of possessions until they prove themselves to the clan.
whiskey, a silver tankard (valued at 55 gp if cleaned up), and a set The recruits have not yet earned the clan’s trust, and many are still
of playing cards showing risqué scenes. Spotting the rock and that fearful of what they have been forced into. Others are happy with
it is hiding something requires a successful DC 11 Intelligence their new forms and powers and have taken to lycanthropy with
(Investigation) check. a passion. Telling apart those attacking because they are
afraid of what their new masters will do to them and
R-7. Big Billy’s Lair those who are hoping to become full members of the
clan is a difficult thing. All told, 6 wererats are in
the clan.
This chamber has a six-foot-high ceiling, the
floors are smoothed but unconverted, and
the walls have been plastered with blue R-10. Lair of the
clay from the river. The entrance
to this chamber is closed off with
a thick curtain. These walls are
Dread Rats
smooth and covered with strange
paintings of an abstract nature This low-ceilinged (four feet high)
made with natural colors as well as chamber is the nest of the clan’s dread rats
some stolen dyes. A pallet sits in the (see Appendix Two: New Monsters). These
far corner on a small, raised platform. large rodents are not fastidious; the floor is
The pallet is covered in furs, cloaks, and a covered in droppings and scraps from their kills.
few pieces stitched together of human and rat The dread rats have burrows in the walls of the
skin. Pegs in the wall above the pallet hold a chamber where they sleep and rear their young.
variety of bones — human, rat, elf, dwarf, Any intruders are aggressively dealt with, as
and others — hanging on leather thongs. evidenced by the human bones on the floor.
These are trophies from Billy’s kills, In total, 10 dread rats are in the clan; thus,
and he chooses which ones to wear at most eight are in this chamber at any
each day much as others might choose time, as well as several young (treat as 3
their hat or scarf. A small unlocked swarms of rats).
chest on the south wall contains a
large reptile skull (from a juvenile
gold dragon; Billy’s favorite trophy), a
silver statue of a rearing horse (valued at 650
R at K ing ’ s S ewer |13
C arbuncle V alley
The Forest of Barbs is beyond the Portal of Transference. Deep in
the Inner Realms, the Carbuncle Valley lies far out beyond the Sinking
Wastes, an isolated and abandoned place forgotten by most save for a
Encounters in the
few sages. While not the destination the Snarl Fangs hoped for, it is in
the Inner Realms, or so they hope.
Once through the portal, each person arrives at a random point in
Forest of Barbs
the valley (see Table 3: Random Locations in Carbuncle Valley).
The Portal of Transference was incomplete, and its effects are not
permanent. Seventy-two hours after activating, it returns those
Forest of Barbs
who pass through back to the surface and dumps them somewhere The Forest of Barbs is a deep forest of strange trees that fills most
in Eastgate (see Table 4: Random Eastgate Locations). This of the valley. From a distance, the trees look much like conifers, and
causes a howl of frustration and despair that rapidly turns to rage there are firs, pines, and spruces. Up close, the needles are not straight,
from Mad Jack and Sara. They flee to retry again later, but not and each tree is covered with sharply hooked needles that easily snag
before making at least an attempt at vengeance directed at those clothing and even flesh. The trees’ trunks are likewise protected from
they blame for this setback. approach, being covered in jagged saw-toothed thorns.
Once the Snarl Fangs make it to the valley, they are exultant. The These odd growths give the forest its name and prevent climbing.
cheering ends as soon as pursuit begins. Once they see that their No arboreal creatures are in the Forest of Barbs, and even the birds
foes are after them, the wererats scurry as fast as they can for the roost on the ground. Climbing a tree in the Forest of Barbs is a slow
broken tower. Once there, the clan gathers and makes its last stand process; moving more than five feet up a trunk or out onto a limb in
if needed. If pursuit does not follow, then the tables are turned as the a round requires a successful DC 13 Dexterity saving throw or the
Snarl Fangs stalk their foes in the forest and put an end to the affair creature suffers 3 (1d6) piercing damage per five feet moved. If the
once and for all. Keep in mind that monsters can take long rests saving throw fails by 5 or more, the creature is grappled by the tree
as well, and that the heroes are facing cunningly evil foes. Taking until it breaks free (escape DC 13).
some of the Parfiegs hostage, biting several innocents to add to the The forest is much like any other conifer forest, with a thick carpet
wererat’s numbers, and staging ambushes are all par for the course of dried needles. The trees are spaced far apart, with 1d4 x 5 feet
with the Snarl Fangs. between trees. The canopy closes in tightly to block sight. Dangers
Table 3: Random Locations in Carbuncle Valley here include hunting creatures warped by the proximity of the
Glittering Escarpment and its thaumic corruption, to more mundane
1d8 Location predators that are far bolder than those found in forests on the surface.
1 At the base of the Broken Tower And likely some very angry desperate wererats.
2 In the middle of the dry part of Rocky Ford
3 In front of Parfieg village Wild Water Creek
4 At the foot of the Glowing Waterfall
This shallow, narrow creek cuts through the Forest of Barbs, flowing
5 In the center of the Ring of Stones
from the Glittering Escarpment to disappear on the other side of the
6 Next to the Bloody Pillar forest into the stinking morass of the Sinking Wastes. It carries some
7 On Snake Head Island of the strange magic of the escarpment with it in the form of glowing
flakes. These pollute the water, and few animals drink from the waters.
8 Perched on Pitcher Rock The Parfiegs pan the stream from time to time, risking the dangers of
Table 4: Random Locations in Eastgate the water to acquire a few thaumic flakes. They collect and trade these
with merchants from distant Makeen who cross the wastes once a year
1d8 Location bringing manufactured items, trinkets, and other trade goods.
1 Outside the Temple of Sefagreth
2 In a pen in the Cattle Market Glittering Escarpment
3 On the boardwalk of the Seven Docks
4 Main room of the tavern Carter’s Palace This hundred-foot-tall outcropping of rock nearly encircles the
Forest of Barbs, leaving only a small channel cut through where Wild
5 In a shop on Silk Street
Water Creek flows out into the Sinking Wastes. The cliff walls facing
6 Downwind of the Soap Works the forest are steep. They can be climbed with a successful DC 18
7 In the middle of a performance at Lyre Plaza Strength (Athletics) check. They are composed of a whitish stone
flecked with glowing fragments of gold. These flecks are thaumic
8 Somewhere in the winding alleys of the Narrows flakes that are congealed magic deadly to living creatures. Merely
touching the rock face causes no harm, but those who spend a night on
the escarpment risk terrible mutations or madness. The glow from the
escarpment is strong enough that night in the Forest of Barbs is rarely
less than dim light.
The Glittering Escarpment runs for hundreds of miles northeast and
southwest. Its narrow plateau, rarely more than a mile wide, is devoid

14|R at K ing ’ s S ewer


R at K ing ’ s S ewer |15
of life, lacks water, and presents a hazard to all living things in the form crude engravings and dried blood. Moldering skeletons lie at the base of
of thaumic corruption. Thankfully, the Portal of Transference should the Bloody Pillars, and the ground around them is well-trampled.
snap anyone back to the surface world before the worst happens. On certain nights, the former humans gather at the Bloody Pillars to
riot and revel in horrifying ways. Their minds unhinged, their bodies
warped, they couple, fight, and make sacrifices to whatever dark
The Parfiegs gods they dream up. As it happens, the day our heroes and the Snarl
Fangs arrive is just before one of these meetings in the woods. Packs
Before the Doom of Talvan, a detachment of troops from the human of these mutants roam the Forest of Barbs looking for sacrifices to
Empire of Thaviak guarded this end of the Sarkesh Plains. The soldiers fling against the Bloody Pillars. By sunset, 2d10 of them gather about
were stationed in a tower from which they could survey the plains for and begin their periodic ritual. To create these mutants, select a few
miles. A small village is clustered around its base. The tower and the “hybrid” monsters, creatures with human and non-human traits such
village were destroyed during the Night of Ashen Fire, with a few as centaur, manticores, and medusae, add 1d3 mutations from Table
survivors huddling in a nearby rock overhang by Wild Water Creek. 7: Corrupted Monsters, and have fun.
The next day, they scavenged what they could, buried their dead,
and fortified their position. Tragedy struck again that first night as
the Glittering Escarpment rose out of the plains, casting down the
F-3. Snake Head Island
Wild Water Creek splits into an east and west channel, creating an
pitiful defenses and tumbling more stones from the broken tower. The
island of sorts shaped like the head of some great viper. The island
escarpment rose around them, leaving the Forest of Barbs inside a small
is bare, and not even the twisted trees of the Forest of Barbs grow
pocket. Protected from the worst of the Days of Storm and Pain, the
here. Under the ground are hundreds of worms that feed upon the
survivors managed to eke out a living, eventually settling in their rock
soil and give the island a wiggling texture visible to the naked eye.
overhang and founding a small village. That was nearly a century ago,
These worms are corrupted creatures, each a bloated, white, footlong
and the current generation of Parfiegs (named after the last commander
worm with the head of a human infant. The worms attack any creature
of the tower) have only dim recollections of the stories passed down
that ends its turn on the island. Soil is fine and all, but a special day
from those times. To them, the valley and the forest are their home, and
calls for a special meal. The target must succeed at a DC 13 Dexterity
always have been. The rare outsiders who make it across the escarpment
saving throw or suffer 7 (2d6) piercing damage as the worms make
are the Parfiegs’ only contacts with the outside world.
small bites and wriggle off to let the next dozen have their turn.

Locations Within F-4. Pitcher Rock


This oddly shaped rock springs out of the Forest of Barbs to tower
Carbuncle Valley 50 feet above the needle-covered floor. A natural rock formation,
unlike the others found in Carbuncle Valley, Pitcher Rock stood
before the cataclysm and will likely stand long after everyone in
The valley is not very large and is mostly unpopulated. The this adventure has died. Which might be a few hours, but hey, that’s
following locations are marked on Map 3: Carbuncle Valley. something right? The stones are a hard limestone left behind millennia
ago by mighty glaciers and shaped by wind and water to look like a
F-1. Ring of Stones tall pillar with a pitcher on top. This pitcher fills with rainwater and
The trees of the Forest of Barbs grow far away from this circle of provides a convenient place to get a safe drink in the Forest of Barbs,
glowing stones, leaving a 50-foot-wide open ring around them. The assuming one scales the pillar to do so. The Parfiegs have worn several
ring of stones is made from the same thaumic-infused rock as the handholds into the rock, making it an easy but slow climb.
Glittering Escarpment and sheds dim light out to 30 feet. Oddly, they An additional feature is hidden inside the pitcher. An inscription
look as if they were half melted, like candlewax made of rock that has is written in Druidic on the inside of the bowl: “Rebirth and renewal
freshly hardened. A low hum emanates from the rocks, which should is always here for those who bathe in the blessings of nature.” If a
warn trespassers that the area is not safe. creature lies naked in the bowl from sunset to sunrise, they are healed
The ring of stones is home to a terribly corrupted otyugh (make of all wounds and conditions, including thaumic corruption.
four rolls on Table 7: Corrupted Monsters). It feeds off the thaumic
flakes in the rock, licking away at them and giving them their odd
shape. The creature spends its days licking the rocks and falling into
F-5. Glowing Waterfall
Wild Water Creek tumbles off the escarpment in a series of short
an ecstatic trance as the thaumic energy takes effect. When it awakens, cascades, impressive drops of falling water, and wandering trickles
it repeats the cycle. If undisturbed, it carries on. But if any creature that rush to join the main stream. The rock around the waterfall is
approaches or speaks to it, the otyugh seeks to drive them away, but crumbing, and many places exist where past rivulets cut small ledges
it will not pursue beyond the tree line. Attacking it drives it mad with of handholds, making it easier to climb the escarpment. It can be
rage, but even so, it will not get out of sight of its rocks. climbed with a successful DC 13 Strength (Athletics) check. The
thaumic flakes within the water give it a constant glow day and night;
F-2. Bloody Pillars at night, the area around the waterfall is bright light for 120 feet.
Over the years, many Parfiegs have fallen victim to the corrupting
influence of the thaumic deposits in the valley. The village drives away
any who show even the least bit of taint, forcing these unfortunates to
F-6. Broken Tower
Once, this grand tower stood as a pillar of blue-veined stone 50
live the best they can in the Forest of Barbs. Most fall victim to the feet high. Red and gold banners flew from its battlements, and the
corruption, the environment, or dangerous predators. A few managed bright-eyed soldiers stared out across the sunbaked plains watching
to survive, and while they have not built a new society and each for danger. Those days are long past.
generation shows more signs of thaumic corruption, they do have a The broken tower is a huddled mass of stone, a snapped-off tower
social life of sorts. Their minds are ravaged by the strange energies that rises a mere 15 feet at the most and whose base is surrounded by
that have built up in their bodies, and they live like animals, save for the shattered remains of what once was. The great gate has long since
when they gather at the Bloody Pillars. decayed into rusted straps of metal that lie twisted among the jumbled
The pillars are two 20-foot-tall natural rock pillars of the same thaumic stones. The lone banner that stubbornly remains is but a few strips of
bearing rock as the Glittering Escarpment. These pillars are covered in faded cloth hanging from the jagged teeth of the tower’s cracked walls.
16|R at K ing ’ s S ewer
Much can still be salvaged from within the ruin, but the Parfiegs
give the remains of the tower a wide berth. Their legends say that it is F-8. Rocky Ford
a haunted place, but there are no ghosts here. At some point, a black A tumble of rocks, the remains of a stone bridge that once stood across
pudding moved into the broken tower to make its lair. It eats small Wild Water Creek, allows for dry passage across the tainted waters. The
animals and the rare, braver-than-most Parfieg who ventures into the Parfiegs use it to access the other side of the creek but fear to venture
tower in search of scraps. beyond sight of the ford lest they become lost or trapped in the depths
If the pudding is defeated, our heroes can search the ruins. The of the forest. The ford is difficult terrain but requires no feat of agility to
Parfiegs, especially Maroona, are upset by this desecration of their cross with care. Those wishing to cross rapidly can ignore the difficult
ancestral home and respond angrily, possibly violently if pushed. An terrain penalty with a successful DC 15 Dexterity (Acrobatics) check.
hour of searching and a successful DC 13 Wisdom (Perception) check
reveals one of the following: 150 coins of various metals in unknown
denominations (as base metals they are worth 75 gp; as collector’s
items, the price has no limit); a +1 longsword of unusual design; a vial
Thaumic Corruption
of potion of invisibility; or a silvered dagger. The very stones of the Glittering Escarpment are dangerous, and
that danger is leached out by Wild Water Creek and other sources of
F-7. Parfieg Village water in the Forest of Barbs such as small pools that catch runoff and
a few springs. Plants that grow along the edge of the creek or at the
Descended from the legion that once held the broken tower, the base of the escarpment are tainted, and some creatures bearing the
Parfiegs live today as small-scale farmers who supplement their corruption of the Glittering Escarpment wander the valley.
meager crops with hunting and gathering on the forest’s margins. A character may suffer thaumic corruption in three different
Few make their way into the depths of the forest (only going as far as ways. First, they might drink from the waters of Wild Water Creek.
Rocky Ford [Area F-8]). Second, they might spend more than an hour close to the Glittering
The village itself is under a rock overhang above Wild Water Creek Escarpment. Finally, they might eat the flesh of a corrupted creature
that they closed off with wooden planks, mud, and wattle. A narrow or the fruit/ nuts/berries of a corrupted tree.
ledge runs from the overhang down to the ford and grants access up

Suffering Thaumic Corruption


the hill to the village.
Six roofless huts are inside the overhang, with each serving as
the home of one extended family of Parfiegs. The village lacks a
leader, but Maroona (veteran) tends to push her way to the front of A character exposed to thaumic corruption risks terrible mutations,
any confrontation or meeting. The others follow her out of loyalty to alterations, and even death. Thaumic corruption is tracked in levels much
their distant ancestors, as well as out of respect for their brash, tough like exhaustion. Each exposure causes the thaumic corruption level to
warrior. Maroona is a direct descendant of the tower’s commander, and increase one step. However, unlike exhaustion, thaumic corruption
her arms and armor are those once carried by the tower commander. does not go away quickly. A character’s level of thaumic corruption
They are dented and worn, but still show some of their lost splendor. decreases by one level following a long rest provided the character has
The village has 15 warriors (guards) armed with well-cared for but not endured another round of exposure since their last long rest.
also well-worn arms and armor left over from the days when the tower A character exposed to thaumic corruption may resist it with a
still stood, and 30 noncombatants, including children. The outer walls successful DC 13 Constitution saving throw. Even if they succeed
are weak (AC 13, 5 hp per five-by-five-foot section) and meant more in resisting the thaumic corruption, this counts as an exposure.
to keep animals out than anything else. The entryway is open but can The saving throw DC is modified as shown on Table 5: Thaumic
be covered with a large hide when the wind blows. Corruption Modifiers.

R at K ing ’ s S ewer |17


Table 5: Thaumic Corruption Modifiers Table 6: Levels of Thaumic Corruption
Situation DC modifier Level of Thaumic
Effect
Character exposed since their last long rest +1 Corruption

Characters took a long rest close to the 1 Disadvantage on ability checks


+1
Glittering Escarpment 2 Cannot recover hit dice
Character drank from Wild Water Creek +2 Weakened; roll d6 and reduce the
Character ate tainted flesh +1 ability score by 2 until this level of
thaumic corruption is recovered (1:
Character ate tainted fruit +2 3
Strength, 2: Dexterity, 3: Constitution,
4: Intelligence, 5: Wisdom, 6:
Charisma)
Disadvantage on attack rolls and
4
saving throws
5 Roll on Table 7: Corrupted Monsters
Madness; mental degradation to
6 that of a wild animal; massive bodily
mutations

Creating Corrupted Monsters


You can create a monster corrupted by the thaumic flakes of the Glittering Escarpment by choosing a base monster and adding a few things
to it. This increases the Challenge of the monster by one level and may change a few of its other features. Begin with a base creature and then
add 1d6 + 2 rolls on Table 7: Corrupted Monsters. Make sure to add any corruption the monster is suffering to its description and feel free to
get as weird and wonderful as you can imagine.
Table 7: Corrupted Monsters
1d20 Mutation Appearance Effect
The creature has a lot of eyes:
1 Eyes eyes on its face, its chest, its The creature has truesight 40 feet.
limbs, just so many eyes.
The creature has a pair of
When the creature takes the attack action, it may make an
tentacles, either (roll d4) 1–2
2 Tentacles additional attack per pair of tentacles. This attack is Strength based
in place of a pair of limbs or
and inflicts 1d8 + Strength modifier bludgeoning damage.
3–4 sprouting from its torso.
As an action, the creature may fire these spines as an attack. The
Several sharp spines grow out
3 Spines spines use Dexterity to make the attack and inflict 2d6 + Dexterity
of the creature’s body.
modifier piercing damage.
The creature has a second jaw;
As a bonus action, the creature can make a melee attack with the
it could be on the side of their
4 Extra Jaw secondary jaw. This attack uses the creature’s Dexterity and inflicts
face, on a limb, or even nestled
1d4 + Dexterity modifier slashing damage.
inside their normal jaw.
A single, large, muscular, As an action, the creature may make a single melee attack with this
long tentacle sprouts from the tentacle. The creature uses its Strength for the attack and inflicts
One Big
5 creature’s body; perhaps roll 1d6 + Strength modifier bludgeoning damage. A target hit by the
Tentacle
1d4: 1–2 in place of a limb, or tentacle is grappled by the creature (escape DC 8 + the creature’s
3–4 sprouting from its torso. Strength modifier + the creature’s proficiency bonus).
One side of the creature’s body
6 Lopsided is much larger and sturdier One side (roll 1d4: 1–2 left, 3–4 right) has its Strength increased by +4.
than the other.
The creature is blind but as an action it can open its eyes and shoot
a cone of fire 50 feet long from its eyes. All creatures caught in that
The creature’s eyes are shut
Fire Eyes cone must make a Dexterity saving throw with a DC equal to 8 + the
7 until they need to open up the
(recharge 6) creature’s Wisdom modifier + the creature’s proficiency bonus. On a
fiery portals.
failure, the target suffers 17 (5d6) fire damage, while on a success,
takes half this damage.
Plasmoid The creature’s body is spongy The creature can move through a space as narrow as one-inch wide
8
Body and slick. without squeezing and gains resistance to bludgeoning damage.

18|R at K ing ’ s S ewer


1d20 Mutation Appearance Effect
As an action, it can force all creatures within 30 feet that aren’t
incapacitated to make a Wisdom saving throw with a DC equal to 8
The creature incoherently + the creature’s Wisdom modifier + the creature’s proficiency bonus.
Arcane
9 mutters to itself, creating a On a failed save, the target(s) becomes charmed for the duration.
Madness
hypnotic effect. While charmed, the target(s) are incapacitated and have a speed of
0. The effect ends for an affected target if it takes any damage or if
someone else uses an action to shake the target out of its stupor.
Any creature that hits the creature with a melee attack while within
The creature’s skin bears a
five feet of it must make a Dexterity saving throw with a DC equal to
10 Acidic Fluids constant rash and is covered in
8 + the creature’s Constitution modifier + the creature’s proficiency
pulsating blisters.
bonus or take 7 (2d6) fire damage.
As a bonus action, the creature can alter its coloration to blend with
Chameleon Shifting patterns and colors
11 its surroundings. This grants the creature advantage on Stealth
Skin cover the creature’s skin.
checks made to hide.
As a bonus action, the creature can target one target it can see
within five feet of it that has 0 hit points and is still alive. The target
The creature’s eyes are
must succeed on a Constitution saving throw with a DC equal to 8 +
12 Crystal Eyes replaced by scintillating
the creature’s Charisma modifier + the creature’s proficiency bonus
crystals that flash in the light.
or suffer 7 (2d6) psychic damage. If the target dies, the creature
regains 5 hit points.
Creatures who begin their turn within five feet of the creature must
succeed on a Constitution saving throw with a DC equal to 8 + the
Wild The creature has a bloated and
13 creature’s Charisma modifier + the creature’s proficiency bonus or
Flatulence slightly embarrassed look.
be poisoned until the start of their next turn. On a successful saving
throw, the victim is immune to the creature’s flatulence for 24 hours.
When the creature is reduced to 0 hit points, its body explodes
into a fireball that fills a 10-foot area. All creatures caught in this
The creature’s skin is hot to
14 Fire Blood area must succeed at a Dexterity save with a DC equal to 8 + the
the touch.
creature’s Constitution modifier + the creature’s proficiency bonus or
take 7 (2d6) fire damage.
The creature can mimic any sounds it has heard, including voices.
Anyone that hears the sounds can tell they are imitations with
15 Mimicry A raven-like head.
a successful Wisdom (Insight) check with a DC equal to 8 + the
creature’s Charisma modifier + the creature’s proficiency bonus
The creature has 1d8 heads. While it has more than one head, the
creature has advantage on saving throws against being blinded,
Yep, it’s got two heads where it
16 Heads charmed, deafened, frightened, stunned, or knocked unconscious.
should have one.
Whenever the creature takes 20 or more damage in a single turn, one
of its heads dies. If all of its heads die, it dies.
Whenever the creature takes damage, it releases a cloud of spores.
Anyone within five feet of the creature when this happens must
Globules of greenish flesh succeed on a Constitution saving throw with a DC equal to 8 + the
17 Poison Sacks
cover the creature’s body. creature’s Constitution modifier + the creature’s proficiency bonus or
be poisoned for one minute. A victim can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a success.
Regenerative The creature’s wounds close up
18 The creature can use a bonus action to regain 10 hit points.
Tissue in seconds.
The creature’s hide is
Anyone attempting to grapple the creature does so with
19 Slime Ball extremely slick and oozes with
disadvantage.
slime.
If the creature moves at least 20 feet straight toward a target and
then hits it with a melee attack on the same turn, that target must
The creature’s legs and feet
succeed on a Strength saving throw with a DC equal to 8 + the
20 Elephant Feet are massive in size and
creature’s Strength modifier + the creature’s proficiency bonus or
strength.
be knocked prone. If the target is prone, the creature can make one
melee attack against it as a bonus action.

R at K ing ’ s S ewer |19


A ppendix O ne :
S ewer D iseases
A multitude of nasty diseases can be picked up in the sewers; its at a DC 12 Constitution saving throw or small mites begin breeding
why hardly anyone with sense and sanity ever goes down there. A in the character’s eyes, nose, and mouth. These mites cause painful
character can contract a sewer disease through various mishaps such as swellings, making speaking difficult and reducing vision. Infected
consuming tainted food and drink or by being wounded in the sewers. characters may not speak or cast spells with a verbal component. At the
If a character is exposed to a sewer disease, roll on Table 8: Sewer end of every long rest, the character may attempt another Constitution
Diseases to determine which disease they are at a risk of contracting. save to recover from the illness.
Table 8: Sewer Diseases
1d6
1
Disease
Sewer rot
Gut Leeches
This illness is contracted by swallowing tainted meat or water often
2 Eye mites found in sewers or swamps. Gut leeches are very small invertebrates
3 Gut leeches that infest the intestines and cause severe cramps, vomiting, and
diarrhea. Exposed characters must succeed at a DC 11 Constitution
4 Choking lung saving throw or contract the illness. Infected characters show
5 The twitches symptoms within 2d12 hours. While infected, they may not regain
6 Arm flukes hit points save through magic, nor do they recover any levels of
exhaustion. Following a long rest, the character may attempt another

Arm Flukes
Constitution save to recover from the disease.

Small invertebrates infest the character’s muscle tissue and emerge


from the skin to mate and lay eggs. Victims develop red pustules in
Sewer Rot
their large muscles, most commonly in the arms, legs, and back, that Sewer plague is a generic term for a broad category of illnesses that
erupt to release swarms of wriggling larvae. It is most commonly incubate in sewers, refuse heaps, and stagnant swamps, and which are
caused by exposure to tainted water sources such as swamps and sometimes transmitted by creatures that dwell in those areas, such as
sewers. Characters exposed to arm flukes must succeed at a DC rats and otyughs.
12 Constitution saving throw or contract the disease. They display When a humanoid creature is bitten by a creature that carries the
symptoms 24 hours later. While infected, characters regain only half disease, or when it comes into contact with filth or offal contaminated
their hit points during a long rest or when they spend hit dice, suffer by the disease, the creature must succeed on a DC 11 Constitution
a –1 penalty to all Strength and Dexterity checks, as well as attack saving throw or become infected.
rolls. At the end of any long rest, the character may attempt another It takes 1d4 days for sewer plague’s symptoms to manifest in an
Constitution save, and if successful, they fight off the disease and infected creature. Symptoms include fatigue and cramps. The infected
recover following their next long rest, with any penalties reducing creature suffers one level of exhaustion, and it regains only half the
by one per long rest completed. If they fail the save, the penalty to normal number of hit points from spending Hit Dice and no hit points
Strength and Dexterity checks as well as attack rolls increases by 1. from finishing a long rest.
At the end of each long rest, an infected creature must make a DC 11

Choking Lung
Constitution saving throw. On a failed save, the character gains one level of
exhaustion. On a successful save, the character’s exhaustion level decreases
by one level. If a successful saving throw reduces the infected creature’s
level of exhaustion below 1, the creature recovers from the disease.
Brought on by exposure to tainted air and other miasmas, choking lung is
the result of small creatures that take up residence in the victim’s lungs and
breed in the millions, or so the sages say. Within 1d4 hours of a character
being exposed to choking lung, they must succeed at a DC 11 Constitution
saving throw or gain a level of exhaustion that cannot be removed until
The Twitches
they recover from this disease. Following each long rest, the character may This illness causes the muscles to spasm and twitch; it is contracted
attempt the same Constitution save, recovering from the disease if they by exposure to contaminated water and air. A character exposed to
succeed, but gaining another level of exhaustion if they fail. the twitches must succeed at a DC 13 Constitution saving throw or
contract the disease, which manifests symptoms in 1d12 hours. Those

Eye Mites
infected must roll a d20 whenever they attempt a physical action
during combat or other stressful situations, including spellcasting with
somatic components and movement; on a 9 or less, they experience a
muscle spasm and are incapacitated until the start of their next turn.
Contracted by getting tainted water in the eyes, nose, or mouth,
Infected characters may attempt another Constitution save following
eye mites are a horrific disease common to sewer workers and swamp
a long rest to recover from the disease.
dwellers. Within 2d12 hours of exposure, the character must succeed
20|R at K ing ’ s S ewer
A ppendix T wo :
N ew C reatures
Doombat
This creature appears as a giant black bat with glowing
yellow eyes.

The doombat is a nocturnal hunter that desires living flesh


to sustain it. The approach of a doombat can be heard long
before the creature arrives on the scene; the yipping grows
louder as the doombat draws closer. The doombat has a
10-foot wingspan, though specimens with wingspans
reaching 25 feet have been reported.
Doombats enter melee with any living thing they
encounter, yipping for the duration of the fight
while attacking with their vicious bites and tail
slashes.

Doombat
Large beast, unaligned

Armor Class 15 (natural armor)


Hit Points 59 (7d10 + 21)
Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA


17 (+3) 18 (+4) 16 (+3) 2 (–4) 12 (+1) 6 (–2)

Skills Perception +3
Senses blindsight 60 ft., passive Perception 13
Languages —
Challenge 3 (700 XP)

Yip. Doombats constantly yip while in combat, and the noise


interferes with the concentration of those attempting to
cast spells. All creatures within a 30-foot radius that are
maintaining concentration on a spell when the doombat yips
must succeed on a DC 10 Constitution saving throw or lose
concentration on that spell.

Actions
Multiattack. The doombat makes one Bite attack and one
Tail attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 8 (1d8 + 4) bludgeoning damage.
Shriek (recharge 5–6). The doombat emits a piercing shriek.
All creatures within a 60-foot radius must succeed on a DC
13 Wisdom saving throw or be poisoned for one minute. The
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

R at K ing ’ s S ewer |21


Dread Rat Senses darkvision 60 ft., passive Perception 10
Challenge 1/2 (100 XP)

Bred from giant rat stock for their size and ferocity, dread rats Keen Smell. Dread rats have advantage on Wisdom
are the size of large dogs, with teeth to match. The process of (Perception) checks that rely on smell.
breeding dread rats is not well known, and they rarely can be found
in naturally occurring nests. Many wererat clans have perfected the Pack Tactics. Dread rats have advantage on attack rolls
process by relying on their own innate tendency to produce odd but against creatures if at least one of the rat’s allies are within
useful mutant offspring. five feet of the creature and the ally isn’t incapacitated.

Dread Rat Actions


Small beast, unaligned
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Armor Class 12 Hit: 5 (1d6 + 2) piercing damage.
Hit Points 16 (3d6 + 6)
Speed 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 14 (+2) 2 (–4) 10 (+0) 4 (–3)

22|R at K ing ’ s S ewer


Giant Leech
A large, bloated leech floats in the muck and slime.

These invertebrate, parasitic relatives of the worm lurk in stagnant


or slow-moving water, waiting for a suitable host. Giant leeches
appear as larger versions of the common leech.
A giant leech attacks any living creature that comes within 30 feet
of it. There is a 50% chance that any leech encountered carries filth
fever.

Giant Leech
Medium beast (aquatic), unaligned

Armor Class 11
Hit Points 26 (4d8 + 8)
Speed 5 ft., swim 20 ft.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 14 (+2) 2 (–4) 10 (+0) 1 (–5)

Senses blindsight 30 ft., passive Perception 10


Languages —
Challenge 1 (200 XP)

Vulnerability to Salt. A handful of salt burns a giant leech as


if it were a flask of acid, causing 1d6 acid damage per use.

Actions
Blood Drain. Melee Weapon Attack: +3 to hit, reach 5 ft. one
creature. Hit: 4 (1d6 + 1) piercing damage, and the leech
attaches to the target. While attached, the leech doesn’t
attack. Instead, at the start of the leech’s turns, the target
loses 5 (1d8 + 1) hit points due to blood loss.
The leech can detach itself by spending five feet of its
movement. It does so after it drains 25 hit points of blood
from the target, or the target dies. A creature, including
the target, can use its action to make a DC 10 Strength
check to rip the leech off and make it detach.

R at K ing ’ s S ewer |23


Lost Limb Compact. The lost limb may stay in the same space as another
creature or character.
Fuse. Once the limb consumes the limb it is replacing,
This limb is well muscled and vibrant with life. Its goal is to find the creature that it is attached to slowly begins to heal,
a host partner. The connecting end, the stump, is a toothy maw that regaining 5 hit points at the start of each of its turns.
eats the limb it is replacing and fuses itself to the host. After one minute, the creature finally can control the limb
and gains a +2 bonus to Strength as the limb becomes a
The lost limb is said to be the remnant of humans who lose a limb permanent part of its body.
while fighting in glorious and victorious battles. The limb seeks further Grappler. The lost limb has advantage on attack rolls against
glory and a host suitable to meet those requirements. The toothy maw any creature grappled by it.
at the end of the limb’s stump is a toothy maw that consumes the limb
of the new host.
Actions
Lost Limb Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Small monstrosity, neutral Hit: 5 (1d8 +1) bludgeoning damage and the target is
grappled (escape DC 13) and restrained.
Armor Class 14 (natural armor) Consume. A creature grappled by the lost limb must make
Hit Points 16 (3d6 + 6) a DC 15 Constitution saving throw. On a failed save, the
Speed 30 ft., climb 30 ft. target takes 10 (2d6 + 3) necrotic damage as the lost limb
starts to consume the limb of the target. The target takes an
additional 10 (2d6) + 3) necrotic damage at the start of each
STR DEX CON INT WIS CHA
of its turns but can repeat the saving throw at the end of
16 (+3) 16 (+3) 14 (+2) 4 (–3) 4 (–3) 4 (–3) each of its turns, ending the effect on a success. If the limb
consumes more than one-quarter of the target’s hit points,
Skills Perception +1 the target’s limb is permanently replaced by the lost limb as
Damage Immunities poison it attaches to the joint (shoulder or hip) of the target.
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge 2 (450XP)

Adhesive. The lost limb adheres to the limb of its victim.


A Huge or smaller creature adhered to the limb is also
grappled (escape DC 13). Ability checks made to escape the
grapple have disadvantage.

24|R at K ing ’ s S ewer


A ppendix T hree :
T he S narl F ang C lan
The clan is not led by fools. They know Commissary Vergen will darkvision 60 ft., passive Perception 15
likely send someone to recover the emerald rather than deal with Languages Common
them, plus they also are well aware that others are looking for the Challenge 5 (1,800 XP)
jewel. They have patrols out, as well as plenty of rats, in the sewers.
Mostly, they watch people moving through the sewers. If alerted by an Clan Tactics. Mad Jack has advantage on attacks against
attack or by the characters being obvious about what they are doing, targets that are within five feet of an ally.
they set up a series of ambushes where they can get Tiny into the fight Low Blow. If Mad Jack has advantage on an attack and hits,
and still be able to retreat, making maximum use of the rat tunnels he inflicts an additional 3d6 points of damage.
dug throughout the sewers. If cornered on their home turf, they strike Shapechanger. Mad Jack can use his action to polymorph
and fall back, retreating to Area R-4 for the final confrontation. The into a rat-humanoid hybrid or into a giant rat, or back into
portal is ready; they just need the blood of a sentient surface dweller to
its true form, which is humanoid. His statistics, other than
activate it. Any injury caused in combat will suffice, and as soon as the
his size, are the same in each form. Any equipment he is
opportunity presents itself, one of the Inner Realms-born Snarl Fangs
leaps to activate the portal. wearing or carrying isn’t transformed. He reverts to his true
form when he dies.

Mad Jack Kaigrove Actions


After taking control of the clan in a bloody coup 30 years ago, Multiattack (humanoid or hybrid form only). Mad Jack
Mad Jack has led them with some success. The clan has committed makes two attacks, only one of which can be a bite.
petty crimes, conducted huge heists, but always small-time affairs. He Bite (rat or hybrid form only). Melee Weapon Attack:
desperately wants to go home. The lost jewel is just the ticket. As far +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piecing
as the need for blood, if they can get a fresh contribution from some damage. If the target is a humanoid, it must succeed at a
fool intruding in their lair, all the better. If not, well, he has two clan DC 11 Constitution saving throw or be cursed with wererat
mates that were born on the surface … lycanthropy.
In human form, Mad Jack is a tall man with pale skin and dark Dagger of Venom (humanoid or hybrid form only). Melee
hair kept in a pair of long braids. His goatee and mustache are always Weapon Attack: +7 to hit, 1 target one target. Hit: 6 (1d4 + 4)
perfectly groomed, and he wears tight, dark-colored leathers, gray cloak, piercing damage. As an action, Mad Jack can cause the dagger
and high boots. With a bit of swagger, a hand casually on his rapier, to become envenomed. For the next minute, any creature hit
and a devil-may-care attitude, Mad Jack strikes a pose of a romantic with the dagger of venom must succeed at a DC 15 Constitution
highwayman and brigand. In truth, he is a murderous butcher who kills save or suffer 11 (2d10) poison damage and become poisoned for
at will, but only if it suits his purposes. Cunning, manipulative, and at
one minute. The dagger may be envenomed once and regains
times charming, Mad Jack is a person to be feared.
use of this feature at the next dawn.
Born a wererat, Mad Jack is equally at home in human, hybrid, and
Hand crossbow (humanoid or hybrid form only). Ranged
giant rat forms. He cares little for the lives of most of his clan, but he
loves Sara Vipersmaw after a fashion (not to say he doesn’t step out on Weapon Attack: +6 to hit, range (30/120), one target. Hit: 6
her from time to time, but he will die for her), and cares for his younger (1d6 + 3) piercing damage.
brother Tiny. Mad Jack sees Big Billy as a stupid but useful tool and is
well aware that Big Billy wants to take over leadership of the clan. Reactions
Parry. Mad Jack increases his AC by 3 against one melee
Mad Jack Kaigrove attack that would hit him. He must be able to see the
Medium humanoid (human, lycanthrope), lawful evil attacker and be wielding a weapon.

Armor Class 15 (chain shirt)


Hit Points 110 (20d8 + 20)
Speed 30 ft.
Sara Vipersmaw
Capable of being the clan chieftain on her own, Sara is Mad Jack’s
STR DEX CON INT WIS CHA mate and confidant. While it often takes Mad Jack’s physical power to
keep some of the wererats in line, they all fear Sara’s mystical powers
12 (+1) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 16 (+3) and sharp tongue. Few cross her save for Big Billy, and Tiny dotes on
Sara as if she were his own mother.
Skills Perception +5, Stealth +6 When in human form — for Sara greatly prefers the physical
Tools disguise kit +6, thieves’ tools +6 advantages of her hybrid form — she is a small woman, slight of build,
Damage Immunities Bludgeoning, piercing, and slashing with brown hair, green eyes, and a pinched face. She often dresses
damage from nonmagical attacks that aren’t silverSenses
R at K ing ’ s S ewer |25
in whatever is at hand, preferring the world of her own people and mutants shortly after birth. Tiny was simply born big, very big, and
their allies than that of the surface dwellers. A host of bangles, beads, grew at a prodigious rate. Unfortunately, his mind did not grow as
bones, feathers, and other accoutrements of possibly arcane meaning well, and although larger than any other wererat in the clan, Tiny has
adorn her in human and hybrid form, a sign of her magical abilities. an undeveloped mind that blends the innocence of a human child with
If anything, Sara cares less for the rest of her clan than her mates do. the feral nature of a wild rat.
While she is loyal to the rat she loves, she would happily sacrifice even His human form is equally gigantic, and Tiny could be confused
Tiny to save her skin. As far as the rest, they had best keep in line; Sara’s with an ogre in dim light. Feral-minded, Tiny must be reminded that
role is more often the clan’s internal enforcer, harrier, and motivator. humans go clothed, and thus he is most often found in tattered rags
She has a special hatred for Big Billy, not just because he is openly of whatever garb he happened to be wearing when he transformed.
vying for leadership of the clan, but also because he openly lusts after Mostly, he remains in his hybrid form out of habit and comfort.
Sara and has promised terrible punishments when he takes over. Tiny worships his older brother Mad Jack and adores his brother’s
mate Sara Vipersmaw. Big Billy often manipulates Tiny into trouble,
Sara Vipersmaw but Tiny considers the smaller wererat his friend. As far as the rest
of the clan, Tiny treats them as close family. Driven by simple yet
Medium humanoid (human, lycanthrope), lawful evil animalistic urges, Tiny loves nothing more than fighting, drinking,
and frolicking.
Armor Class 12 Tiny swallowed the jewel after Sara brought it back, and when it
Hit Points 90 (10d8 + 45) passes, he swallows it again.
Speed 30 ft.
Tiny
STR DEX CON INT WIS CHA Large humanoid (human, shapechanger), neutral evil
10 (+0) 14 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3)
Armor Class 11
Skills Perception +5, Stealth +5 Hit Points 190 (20d10 + 80)
Damage Immunities Bludgeoning, piercing, and slashing Speed 40 ft.
damage from nonmagical that are not silver
Senses darkvision 60 ft., passive Perception 15 STR DEX CON INT WIS CHA
Languages Common
Challenge 5 (1,800 XP) 18 (+4) 12 (+1) 18 (+4) 8 (–1) 8 (–1) 8 (–1)

Clan Tactics. Sara has advantage on attacks against targets Skills Perception +5, Stealth +4
that are within five feet of an ally. Damage Immunities Bludgeoning, piercing, and slashing
Innate Spellcasting. Sara is a 5th-level spellcaster. Her damage from nonmagical attacks that are not silver
spellcasting ability is Charisma (spell save DC 14, +6 to hit Senses darkvision 60 ft., passive Perception 15
with spells). She knows the following spells: Languages Common
Cantrips (at will): acid splash, dancing lights, message, Challenge 5 (1,800 XP)
prestidigitation, minor illusion
1st level (4 slots): charm person, magic missile Clan Tactics. Tiny has advantage on attacks against targets
2nd level (3 slots): invisibility, scorching ray that are within five feet of an ally.
3rd level (2 slots): haste, lightning bolt Shapechanger. Tiny can use his action to polymorph into a rat-
Shapechanger. Sara can use her action to polymorph into a humanoid hybrid or into a giant rat, or back into his true form,
rat-humanoid hybrid or into a giant rat, or back into her true which is humanoid. His statistics, other than his size, are the
form, which is humanoid. Her statistics, other than her size, same in each form. Any equipment he is wearing or carrying
are the same in each form. Any equipment she is wearing isn’t transformed. He reverts to his true form when he dies.
or carrying isn’t transformed. She reverts to her true form
when she dies. Actions
Actions Multiattack (humanoid or hybrid form only). Tiny makes
two attacks, only one of which can be a bite.
Multiattack (humanoid or hybrid form only). Sara makes Bite (rat or hybrid form only). Melee Attack: +7 to hit,
two attacks, only one of which can be a bite. reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.
Bite (rat or hybrid form only). Melee Attack: +5 to hit, reach If the target is a humanoid, it must succeed at a DC 15
5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target Constitution saving throw or be cursed with wererat
is a humanoid, it must succeed at a DC 14 Constitution saving lycanthropy.
throw or be cursed with wererat lycanthropy. Claw (rat or hybrid form only). Melee Weapon Attack: +7 to
Dagger (humanoid or hybrid form only). Melee Weapon hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) Bone Club (humanoid or hybrid form only). Melee Weapon
piercing damage. Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4)
bludgeoning damage.

Tiny Big Billy the Bully


Mad Jack’s younger brother Tiny is a rare breed of wererat.
Sometimes wererats are born with horrid mutations, missing limbs, A fearsome warrior driven largely by pride and bloodlust, Big Billy
vestigial organs, or other alterations to their physical form. Often wants to be the chieftain of the Snarl Fang Clan. He is impulsive,
these are fatal, and the ever-practical wererats dispose of these wild, and reckless — traits that have served him well as the clan’s
26|R at K ing ’ s S ewer
muscle but are poor choices in a leader. Big Billy hates humans, elves,
dwarves — basically anyone who is not a wererat — and even then, he
really shows respect only toward his own clan. He was not part of the
Everex of Bridgeport
original clan that ventured up from the Inner Realms; he only joined Forcibly recruited by the clan, Everex was bitten by Sara Vipersmaw
up when he was captured 10 years ago and offered a choice. Becoming and transformed into a wererat. Once just another sneak thief and
a Snarl Fang and declaring allegiance to some semi-mystical, likely second-rate second story burglar, Everex found her new forms and
fictional order of wererats seemed better than death. He has no desire powers a great complement to her modest thieving abilities. In many
to go to these “Inner Realms” and doesn’t really believe they exist. ways, she is the brains of the clan; Mad Jack and Sara Vipersmaw are
As a human, Big Billy is a large man with well-defined muscles, cunning, but neither has lived as a human, nor are they skilled thieves.
close-cropped brown hair, and beady black eyes set in a square face. In human form, Everex is a plain-looking woman with mousy brown
He prefers clothing that shows off his physique. Of all the wererats, hair and a pointed nose. She is slight of build and shy in movements,
he spends most of his time in his human form — at least since Tiny the better for others not to notice her. Her clothing matches this goal
grew to such monstrous size that Big Billy’s wererat form is dwarfed. being plain, simple, and unassuming. As a giant rat, she is small, more
A consummate bully, Big Billy lords over the lesser ranks of like a large rat than a deadly brute.
wererats in the clan and pushes hard against those above him. He often Being a wererat was not a choice for Everex, and although she finds
comes to cross terms with Mad Jack, insults Sara Vipersmaw based on it useful, she is far from pleased with her associates. Mad Jack and
her gender (while at the same time making open advances toward her), Sara are fanatical in their desire to return home and in their devotion
treats Tiny as alternately a friend and target for his bullying ways, to some mythical wererat organization. Tiny is just a simple fool, not
and torments the others. He saves his greatest efforts for Everex of much more than a rat in mind despite his huge, bipedal body. Everex
Bridgeport, whom he refers to as not a true wererat, belittles at every has always known people like Big Billy, bullies and cowards all;
opportunity, and more than once physically attacked. she tries to avoid his ire and his desires. If called upon to sacrifice
someone, she chooses him. If cornered, she surrenders; better to get
Big Billy the chance to escape than to die for fanatics, a fool, or a monster.
Medium humanoid (human, shapechanger), chaotic evil
Everex of Bridgeport
Armor Class 12 Medium humanoid (human, shapechanger), lawful evil
Hit Points 75 (10d8 + 30)
Speed 30 ft. Armor Class 13
Hit Points 33 (6d8 + 6)
STR DEX CON INT WIS CHA Speed 30 ft.

18 (+4) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 8 (–1)


STR DEX CON INT WIS CHA
Skills Perception +2, Stealth +4 10 (+0) 16 (+3) 12 (+1) 14 (+2) 12 (+1) 14 (+2)
Damage Immunities Bludgeoning, piercing, and slashing
damage from nonmagical attacks that are not silver Skills Perception +3, Stealth +5
Senses darkvision 60 ft. (rat form only), passive Perception 12 Damage Immunities Bludgeoning, piercing, and slashing
Languages Common damage from nonmagical attacks that are not silver
Challenge 3 (1,800 XP) Senses darkvision 60 ft. (rat form only), passive Perception 13
Languages Common
Fury (3x/day). As an action, Big Billy can enter a rage-filled Challenge 2 (450 XP)
fury. During this fury, he gains advantage on attack rolls,
but attacks targeting him gain advantage, and he inflicts Clan Tactics. Everex has advantage on attacks against
+2 damage with all his melee attacks. A fury lasts for one targets that are within five feet of an ally.
minute, after which Big Billy gains a level of exhaustion. Shapechanger. Everex can use her action to polymorph into a
Shapechanger. Big Billy can use his action to polymorph rat-humanoid hybrid or into a giant rat, or back into its true
into a rat-humanoid hybrid or into a giant rat, or back into form, which is humanoid. Her statistics, other than her size,
its true form, which is humanoid. His statistics, other than are the same in each form. Any equipment she is wearing
his size, are the same in each form. Any equipment he is or carrying isn’t transformed. She reverts to her true form
wearing or carrying isn’t transformed. He reverts to his true when she dies.
form when he dies.
Actions
Actions
Multiattack (humanoid or hybrid form only). Everex
Multiattack (humanoid or hybrid form only). Big Billy makes two attacks, only one of which can be a bite.
makes two attacks, only one of which can be a bite. Bite (rat or hybrid form only). Melee Weapon Attack:
Bite (rat or hybrid form only). Melee Attack: +6 to hit, +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing
reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. damage. If the target is a humanoid, it must succeed at a
If the target is a humanoid, it must succeed at a DC 13 DC 11 Constitution saving throw or be cursed with wererat
Constitution saving throw or be cursed with wererat lycanthropy.
lycanthropy. Shortsword (humanoid or hybrid form only). Melee
Greatsword (humanoid or hybrid form only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 3) piercing damage.
+ 5) slashing damage. Hand Crossbow (humanoid or hybrid form only). Ranged
Weapon Attack: +5 to hit, range (30/120), one target. Hit: 6
(1d6 + 3) piercing damage.
R at K ing ’ s S ewer |27
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28|R at K ing ’ s S ewer


By Ken Spencer
Rat King’s Sewer is a dungeon crawl with a mystery set in the sewers beneath
the city of Eastgate in the Borderlands Provinces. Found on the eastern side of
the continent of Akados in the world of Frog God Games’ Lost Lands, Eastgate is
a bustling city at the mouth of the Amrin River. As most of the adventure takes
place in the sewers, and nearly all of it in an urban setting, wilderness orientated
characters might find themselves at a disadvantage. Then again, the sewers
are a maze and filled with all manner of deadly creature, the ability to talk to
cockroaches might just prove useful.
Rat King’s Sewer is suitable for Tier 2 play.

NECROMANCER
GamesTM

28|R at K ing ’ s S ewer

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