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Sewer · Large · Level 3 · Easy

Sourbell Sewers

A chain knocks somewhere below, and the water carries the smell of a whole herd of goats.
Rooms
16
Foes
14, CR 1/8 to 2
Traps
0
Treasure
236 gp
12345678910111213141516Entrance
Select a room on the plan to open it.

The party is in

1. Street Grate Landing


Seen


Something wanders by


At a glance

The threat

A bloated ochre jelly, swollen on runoff and goat waste, lurks in the deep settling chamber of .

Wandering monsters (1d3)

  1. 1

    1d4× Sourbell sewer ratsCR 1/8

    When: The party makes loud noise, leaves food unattended, or rests beside a channel.A pair of slick sewer rats, bold from hunger and quick to flee when badly hurt.
  2. 2

    Drain prowlerCR 1/4

    When: The party spends ten minutes searching a muck-filled passage or blocks a rat's escape route.A pale giant rat with a torn ear and a wet, patchy coat.
  3. 3

    1d6× Runoff beetlesCR 1/8

    When: A sluice is opened or a channel is disturbed with a pole.A loose clump of biting water beetles washed from a drain nest.

Rooms

16
1

Street Grate Landing

2 foestreasure

What they see

Read aloud

A broad brick landing sits above a shallow channel, with three doors leading into the older sewer branches. A weathered sign warns workers to keep livestock out, though hoofprints and fresh muck make the warning seem futile.

Features

  • Stone steps descend from a street grate.
  • A waist-high channel carries trickling water toward .
  • A cracked town map marks the old branches, but not the secret doors.

What the GM knows

Monsters

2× Sourbell sewer ratsCR 1/8

Lean sewer rats with wet, patchy fur and bold eyes.Tactics. They nip at exposed ankles, then scatter into cracks if one is badly hurt; they defend a nest of scraps rather than fight to the death.

Treasure

Street castoffs5 cp

A copper button and a tarnished spoon caught between the stair stones.

Notes

This is the safest entry point. The rats are skittish, and a loud noise can drive them deeper toward . The party can retreat to the street without obstacle.

3 doors: N (locked), E (normal), E (normal)

The place

What it is

The Sourbell Sewers are a sprawling network of brick drains, forgotten shrines, and maintenance chambers beneath the town.

Atmosphere

Cold runoff whispers through brick channels beneath Sourbell, carrying the sour stink of goat muck, wet straw, and old lime.

The threat

A bloated ochre jelly, swollen on runoff and goat waste, lurks in the deep settling chamber of .

History

Sourbell's first brick drains were laid by town masons after a season of floods drowned the lower market.

Rumors

1d5
Roll a rumor

  1. 1A town drain worker swears that something in the deep sump knocks a chain whenever the water rises.
  2. 2People say the oldest sewer room has a goat carved into the wall, and that leaving it a clean coin keeps the drains from flooding.
  3. 3A market porter claims a flood warden hid silver underground before the lower streets were inundated.
  4. 4Goats sometimes vanish near the old runoff grates, but most return carrying nothing but filth.
  5. 5A clerk's old map supposedly marks dry chambers that are absent from the town's current sewer plans.

Plot hooks

3
RecoveryThe Charm in the RunoffA market porter insists that a brass charm lost in the drain is part of a valuable family set. The party must search the muck and determine whether the charm lies in the public channels or the old cache.From: Bren, a market porterReward: A modest purse and the brass charm, which brings a further reward from its owner.
Monster HuntClear the Deep SluiceThe town's drain workers have stopped entering the lower tunnels after hearing chains and seeing a slick shape near . They need the flow cleared before the next heavy rain.From: Dena, a drain workerReward: Payment, a brass sewer key, and free lodging in Sourbell for a week.
ExplorationThe Bell BelowA goat herder claims one of his animals wandered underground and returned wearing a silver bell. Its trail leads through the old shrine chambers, where the bell may be a clue to the warden's lost caches.From: Geth, a goat herderReward: The silver bell or a share of any recovered treasure, plus useful directions through the upper drains.

Corridors

4
  • Between and

    A narrow ledge runs above the main flow, slick with goat droppings. A bootprint trail leads toward and disappears beneath a sluice gate.

  • Near

    Three iron rings are fixed into the wall at shoulder height. One holds a length of snapped chain that rattles whenever water surges from .

  • Between and

    A drift of straw and pale hair has collected against a grille. Beneath it, tiny claw marks score the mortar, and the straw shifts when disturbed.

  • Between and

    Old blue tiles mark a dry route, but several are loose and tilt underfoot. Scratched arrows point toward the shrines and the sealed treasure passage.

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