Vasker's Drain
- Rooms
- 23
- Foes
- 28, CR 1/4 to 7
- Traps
- 7
- Treasure
- 1,912 gp
At a glance
The threat
At the bottom of the complex, the cult's leader has become a drowned oracle, sustained by the sealed spring and the bodies cast into it.
Wandering monsters (1d3)
- 1
2× Sewer giant ratsCR 2
When: A loud fight, spilled food, or a character lingering beside a drain for more than a minute.A pair of broad-backed rats, slick with sewer slime, follows food smells and attacks anything that blocks its route. - 2
Drain crawlerCR 3
When: A creature bleeds in a corridor or a flood surge shakes loose debris.A pale, eyeless carrion crawler travels through the channels with its feelers tasting the air. - 3
1d4× Sluice runnersCR 1
When: An alarm sounds in rooms 1, 2, or 13, or the party leaves a door unsecured.Cult runners in soaked gray wraps hurry between posts carrying bells, keys, and scraps of ritual orders.
Rooms
23Street Sluice
What they see
Read aloud
A stone landing stands above a black drainage channel, with a ladder rising to the street and four exits leading deeper into the works. Muddy bootprints cross older mason's marks, and faint voices carry from the barracks beyond.
Features
- The street ladder can be climbed quietly with a Dexterity (Stealth) check.
- The southern locked door opens with a Dexterity check using thieves' tools or a key from room 1.
- A secret door in the west wall is hidden behind a hinged inspection panel.
What the GM knows
Treasure
Lost maintenance purse18 gp and a brass key to room 4
A watertight oilskin pouch caught in the ladder rungs.Notes
The entrance should signal both a working sewer and a recent human presence. Noise here can alert room 1 or room 2.
1 door: W (locked)
The place
What it is
Vasker's Drain is a sprawling municipal sewer built over older stonework and later claimed by a hidden cult.
Atmosphere
Cold runoff carries a smell of wet stone, lamp oil, and old blood.
The threat
At the bottom of the complex, the cult's leader has become a drowned oracle, sustained by the sealed spring and the bodies cast into it.
History
The first channels were laid by city masons beneath a riverside district, then expanded by a forgotten engineer called Vasker, whose name survives only in the drain's oldest inscription.
Rumors
1d4- 1The old drains have started running warm at night, and the water tastes faintly of copper.
- 2A maintenance crew heard bells ringing below the streets, though no one was assigned to the lower works.
- 3People who disappear near the riverside are sometimes found weeks later with clean clothes and water in their lungs.
- 4The city watch sealed an entrance to the sewer after something dragged a guard through the bars.
Plot hooks
3Corridors
4Between rooms 0 and 3
A waist-high maintenance channel runs beside the main passage. Its rusted grates can support one person at a time, but the current below can sweep away anyone who falls.
Outside rooms 1 and 2
A row of small brass bells hangs from wire across the ceiling. The bells are connected to the guard posts and ring if disturbed.
Between rooms 8 and 14
The walls here bear a slimy handprint trail that ends at a blank stretch of masonry. Pressing the largest print reveals a narrow crawlspace.
Near rooms 12 and 19
A burst pipe fills this sloping corridor ankle-deep with warm water. Something large occasionally bumps the underside of the grating.
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