Floodgate Sewer Den
- Rooms
- 4
- Foes
- 4, CR 1/4 to 1
- Traps
- 1
- Treasure
- 125 gp
At a glance
The threat
The lizardfolk defend their stolen lair with territorial fury, but the deeper danger is the rust monster lurking in the drainworks.
Wandering monsters (1d3)
- 1
Lizardfolk HunterCR 1/4
When: Triggered by loud combat or prolonged searching in the corridors.A lone lizardfolk hunter stalking the corridors for intruders or strays from the main lair. - 2
1d2× Sewer ScavengerCR 1/2
When: Triggered when the party disturbs the runoff channels or opens a locked door.A skittish sewer scavenger dragging a sack of scrap and bones, desperate to flee rather than fight. - 3
Young Rust MonsterCR 1/2
When: Triggered by clanking armor, dropped weapons, or opening the maintenance grates.A small, hungry rust monster sniffing for iron fittings and unattended weapons.
Rooms
4Sump Watch
What they see
Read aloud
A low, brick-lined chamber where dry stone ledges ring a central runoff channel. Fresh claw marks and fish bones show the lizardfolk have claimed this as a watch post, and muddy footprints lead toward the deeper rooms.
Features
- Slick stone ledges
- Central runoff channel
- Mounded fish bones
- Scattered reed mats
What the GM knows
Monsters
2× Lizardfolk ScoutCR 1/4
Lean sentries with bone spears and hide shields, wary but not eager to die.Tactics. They fight from the ledges, use the channel as cover, and retreat toward if badly hurt.Treasure
Mud-Stashed Coin Pouch18 gp
A pouch of mixed copper and silver coins hidden under the reed mats.Notes
Use this as the first read of the dungeon. The scouts are alert to sounds from and may warn the boss if the fight lasts more than a round or two.
3 doors: S (locked), W (normal), E (locked)
The place
What it is
This small sewer complex has been seized by lizardfolk scavengers who turned the old maintenance chambers into a lair.
Atmosphere
The sewer tunnels are damp, narrow, and sour with old waste, algae, and the metallic bite of rust.
The threat
The lizardfolk defend their stolen lair with territorial fury, but the deeper danger is the rust monster lurking in the drainworks.
History
These sewers were built beneath an old riverside quarter to drain floodwater and industrial runoff.
Rumors
1d4- 1The sewers are haunted by lizardfolk that wear watch badges as trophies.
- 2Something in the drains can eat iron fast enough to ruin a sword in seconds.
- 3A city worker vanished near the floodgate, but his lantern was found neatly stacked in a dry chamber.
- 4There is a hidden vault below the sewer where the old district's emergency supplies were stored.
Plot hooks
3Corridors
4Between and
Waist-high runoff channels carry slow gray water, forcing careful footing and leaving slick moss on the walls.
Between and
Bent iron grates in the floor hiss when stepped on, venting warm, foul air from deeper drains.
Near and
Scratched lizardfolk glyphs mark safe ledges, hidden routes, and a warning sign for intruders.
Throughout the dungeon
Rust freckles the brickwork in broad orange stains, and any metal left here too long feels gritty to the touch.
Media
0 imagesNo images yet.
Turn Floodgate Sewer Den into a sheet
A high-res, share-ready sheet you can post or print.