Rat Kings Sewer
Rat Kings Sewer
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
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:
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
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
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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
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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-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.
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-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
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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
Arm Flukes
Constitution save to recover from the disease.
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.
Doombat
Large beast, unaligned
Skills Perception +3
Senses blindsight 60 ft., passive Perception 13
Languages —
Challenge 3 (700 XP)
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.
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.
Giant Leech
Medium beast (aquatic), unaligned
Armor Class 11
Hit Points 26 (4d8 + 8)
Speed 5 ft., swim 20 ft.
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.
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.
NECROMANCER
GamesTM