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The Old Drain

Black water circles a stone island where someone has arranged teeth, coins, and finger bones in careful spirals.

12 roomssewermedium

The Old Drain is a buried maintenance sewer beneath the oldest quarter of the city, expanded into a hidden refuge by smugglers and later claimed by a cult that worships hunger in the dark. Its brick passages descend through flooded chambers, rusted gates, and sanctuaries built around the city's discarded dead. The deeper vaults now belong to Urzai, a bloated leech prophet who feeds on prisoners and plans to poison the district's waterworks.

Cold brick sweats beneath a ceiling of blackened arches. The air smells of wet lime, lamp oil, sewage, and something sweetly rotten, while distant water knocks through the drains like slow footsteps. Green witch-lights flicker in iron cages, and every corridor carries whispers from pipes that should be empty.

☠ Threat

Urzai the Leech-King is a former plague physician who replaced his failing organs with sacks of sewer leeches and now believes disease is the city's natural ruler. He commands the Silted Choir from room-10, feeding captives to a swollen colony beneath the floor. Each night, his agents add tainted blood and alchemical waste to the water channels, slowly poisoning the district above.

History

The Old Drain began as a stone runoff channel built by the vanished civic engineer Tazhun Varo, whose plain plans became known locally as the old drain. During a plague, workers expanded it into an ossuary and sealed the dead below the city. Centuries later, smugglers opened the maintenance routes, and the Silted Choir cult moved in, using prisoners, stolen medicines, and sewer vermin to serve their hunger prophet.

Encounter Table

CR
1/2CR
Tag Ratsx2d6

A coordinated pack of swollen rats with brass tags around their necks, trained to follow the cult's scent.

1CR
Drain Scavengerx1

A shambling mass of refuse, cloth, and sewer slime with a human jaw embedded in its chest.

2CR
Sump Runnerx1

A drowned cult messenger carrying a sealed tube and moving with unnatural speed through shallow water.

Rumours & Whispers

1

The pumps in the low quarter cough up black threads that wriggle toward warm skin.

2

A prisoner who escaped the sewers swears that the walls repeat people's names before they die.

3

The old city engineers built a clean-water shrine beneath the streets, but the cult drowned its guardian.

4

A magistrate's household receives sealed barrels after midnight, though no one knows what is inside.

5

Some say the leech prophet was once the physician who saved the district during the red fever.

Quest Hooks

1
Sick Waterinvestigation

Quest giver: Sava Mirov, a soft-spoken pump keeper

Several children in the low quarter have fallen ill after drinking from public pumps. The city cannot spare guards, and the sickness follows the old drainage lines directly toward The Old Drain.

A city writ granting free passage through sealed municipal tunnels and 150 gold pieces

2
The Missing Ledgerrescue

Quest giver: Hesh of the Tanners' Steps, a breathy street runner

A courier vanished while carrying a ledger stolen from a corrupt magistrate. The last message places him near a locked sewer entrance beneath the tanners' street.

The courier's hidden payment of 200 gold pieces and evidence against a magistrate

3
The Basin Belowholy mission

Quest giver: Olanai Vesk, an aged shrine attendant

A local priest dreams of a dry stone basin begging for clean water. The dream's map points to a forgotten shrine beneath the city and warns that something is feeding on the dead.

A blessing that grants resistance to disease for seven days and a silver holy symbol

Corridor Notes

Most corridors, especially between Room 6 and Room 11

Small white leeches cling to the mortar wherever fresh blood has been spilled. They retreat from salt, fire, and strong spirits.

At three-way junctions near Room 1, Room 3, and Room 9

Bronze survey markers stamped with the sign of the old city engineers point toward vanished overflow channels.

Along the eastern passage from Room 7 to Room 10

Rusting sluice wheels remain set into the walls, some turning by themselves when creatures pass nearby.

Between Room 9 and Room 11

Thin voices occasionally travel through the drainage pipes, repeating the last sentence spoken in the corridor.

Visual sheet

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