Sourbell Sewers
- Rooms
- 16
- Foes
- 14, CR 1/8 to 2
- Traps
- 0
- Treasure
- 236 gp
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
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
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
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
16Street Grate Landing
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- 1A town drain worker swears that something in the deep sump knocks a chain whenever the water rises.
- 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.
- 3A market porter claims a flood warden hid silver underground before the lower streets were inundated.
- 4Goats sometimes vanish near the old runoff grates, but most return carrying nothing but filth.
- 5A clerk's old map supposedly marks dry chambers that are absent from the town's current sewer plans.
Plot hooks
3Corridors
4Between 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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