Skip to content
CreatePricing
First Great War. Trenches, artillery, forts against forts. Grim. Realism. Regions turned between imperial cult of ruthless warmongering Kaiser, freedom seeking disillusioned leader of insurgency and rivalrous country that funding rebels and cause uprising in proxy war. Conspiracies, subterfuge, espionage and experimental armaments. All weapons is deadly if hit without heavy protection, cover or disadvange against enemy. · Medium · Medium

The Sub-Terranean Sump

A tomb of rust and chemicals where the Great War never ended.
Rooms
8
Foes
15, CR 1/8 to 5
Traps
4
Treasure
890 gp
12345678Entrance
Select a room on the plan to open it.

The party is in

1. The Weeping Grate


Seen


Something wanders by


At a glance

The threat

Major Hasso Von Zale leads a contingent of Kaiser-loyalist deserters known as the Iron Rats.

Wandering monsters (1d3)

  1. 1

    2 soldiers× Sapper PatrolCR 1

    When: Loud noises like explosions or gunshots.Tired soldiers carrying lanterns and repeating crossbows.
  2. 2

    Chemical LeakCR 1/2

    When: 1 in 6 chance every 10 minutes in corridors.A cloud of yellow chlorine gas that drifts through the hallway dealing poison damage per turn.
  3. 3

    3× Giant Sewer CentipedeCR 1/4

    When: Characters searching through garbage or sludge.Mutation-warped insects that can paralysis targets with a sting.

Rooms

8
1

The Weeping Grate

4 foessecret

What they see

Read aloud

A narrow brick shaft leads down into a workspace where the walls drip with condensation. Iron ladders are slick with oil, and the floor is buried under an inch of foul-smelling sludge.

Features

  • Rusting iron ladder
  • Oil-slicked brickwork
  • Discarded gas mask filters

What the GM knows

Monsters

4× Starving Trench RatCR 1/8

Large, mangy rodents with eyes clouded by chemical exposure.Tactics. The rats wait in the sludge to bite at the ankles of anyone descending the ladder.
Room secrets · GM only

Notes

This is the main entry point from the surface alleyway behind the Ironwright tavern.

4 doors: S (normal), N (normal), W (normal), E (archway)

The place

What it is

A claustrophobic labyrinth where ancient stone sewers meet the jagged, mud-caked tunnels of modern sappers.

Atmosphere

The air is cold and smells of sulfur, stagnant water, and machine oil.

The threat

Major Hasso Von Zale leads a contingent of Kaiser-loyalist deserters known as the Iron Rats.

History

Originally built to handle the runoff of Ironwright's Block, these tunnels were repurposed by the Kaiser's engineering corps during the Siege.

Rumors

1d5
Roll a rumor

  1. 1A rogue officer has been seen buying huge quantities of magnesium and sulfur at the black market.
  2. 2People living above the Sump complain of a strange, rhythmic metallic hammering coming from their floorboards.
  3. 3The sewers near Ironwright's Block have turned a vivid shade of neon green and the fish are dying.
  4. 4A rebel courier disappeared in the Sump while carrying blueprints for the new Imperial breech-block.
  5. 5The Iron Rats aren't deserters, they are a secret branch of the Kaiser's own secret police.

Plot hooks

2
RecoveryThe Stolen Breech-BlocksThe local resistance group needs someone to recover the stolen artillery parts before they are used against the city.From: Elias Thorne, Resistance LeaderReward: 200 gp and a promise of safe passage.
AssassinationSilence the MajorAn anonymous donor from the rival country wants Von Zale removed to prevent the explosion he has planned.From: The Cloaked ContactReward: 500 gp and a high-quality masterwork weapon.

Corridors

3
  • Connecting room 1 and 3

    Piles of rusted brass shell casings from a previous skirmish.

  • Before room 7

    A heavy iron door that requires a specific code found on a guard's corpse.

  • Outside room 2

    A puddle of slippery oil that requires a Dexterity save to avoid falling.

Media

0 images

No images yet.

Visual sheet

Turn The Sub-Terranean Sump into a sheet

A high-res, share-ready sheet you can post or print.