L1 Rats in the Sewers
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Transcript of L1 Rats in the Sewers
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Heroes of Drakonheim
Chapter 1: Rats in the Sewers
by Matthew J. Hanson
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Welcome toRats in the Sewers, the rst chapter
in theHeroes of Drakonheim trilogy.Heroes of
Drakonheim may be played all together or as stand
alone adventures. The adventure is set in the fantasy
city of Drakonheim, which can be incorporated into
any larger fantasy world.
In Chapter 1: Rats in the Sewers, the PCs are
asked to solve a series of mysterious disappearances.
They follow the trail into the sewers, nd the goblinsresponsible, and learn that they are selling the bodies
to a shadowy group of humans.
In Chapter 2: Skeletal Society, the PCs discover
that the group purchasing the corpses is a cabal of
necromancers calling itself the Grey Society. In the
process, the PCs may stumble upon a nest of ghouls,
some of the Societys storehouses, and perhaps a
Society initiation ceremony. These encounters lead
to a nal confrontation with the leader of the Grey
Society, who implores the PCs to end their grudgeagainst them. The Grey Society is animating a host
of undead to combat an even greater threat. A mighty
force of hobgoblins and their allies are marching
towards Drakonheim and without additional defenses,
the city will surely fall.
In Chapter 3: Defense of Drakonheim, the heroes
must protect the city from attack. They have several
days to prepare its defenses and seek out allies before
the enemies reach Drakonheim. When the foes arrive,
the PCs must attack key enemy units, trying to bring
down the hobgoblin war chief who leads the attack.
This is a Playtest Adventure
This adventure is designed to supplement the Wizards
of the Coasts D&D Next playtest. In order to fully
make use of this adventure, you must sign up for the
playtest at www.wizards.com/dnd/DnDNext.aspx
and download all the ofcial playtest materials. To
maintain the integrity of the playtest materials, this
adventure provides NO statics for the monsters or
magic items. All monsters are described in the D&D
NextBestiary, and all magic items are described in theAppendix to Caves of Chaos.
This adventure was designed using the playtest
rules released on May 24, 2012.
Parlay?
TheHeroes of Drakonheim adventure arc is designed
to be more than a series dungeons crawls, and many
problems are best solved through means other than
ghting. This is even true of certain monsters like
the goblins who live in the sewers. If your players are
used to slaying everything that looks different, you
might want to talk to them beforehand and let them
know sometimes negotiation is the best solution.
The City of Drakonheim
The city of Drakonheim was rst built over twelve
hundred years ago by the powerful Cevali Empire as
it expanded its reach across the continent. Accordingto legend, Drakonheim was founded above the lair of
a powerful dragon after a mighty Cevali hero slew the
beast. It is said that the hero used the dragons bones
to build the rst walls around Drakonheim. The city
enjoyed over two hundred years of prosperity before
the Cevali empire collapsed under its own weight.
In the centuries that followed, Drakonheim has
shown allegiance to a dozen lesser kingdoms that
have come and gone. The current king who claims
Drakonheim pays it little mind other than to collect
taxes from the city. Most of the nobles who rule
Drakonheim follow their monarchs example and
provide little support to the common folk. Except for
the wealthiest parts of the city, most of it is in terrible
disrepair. Many sections are plagued with crime, as
citizen are left to fend for themselves.
Though never completely abandoned, the citys
population has dwindled to less than a tenth of what it
was at the height of the Cevali Empire. Hundreds of
abandoned stone buildings stand as testament to the
marvel that Drakonheim once was.In addition to the humans descended from the
Cevali empire, many elves, dwarves, and halings ed
to the perceived safety of Drakonheim after their own
homes were threatened by orcs, gnolls, and hobgoblin
raiders. These attacks seem to grow bolder and
more powerful each year. Some in the city fear that
monstrous raiders will soon assault Drakonheim itself.
Little do they know just how soon such an attack
might come.
Adventure BackgroundSeveral weeks before the adventure begins, a secret
cabal of necromancers calling itself the Grey Society
receives word that hobgoblins to the north are
amassing a large army. They suspect (rightfully) that
the only purpose of such an army is to assault the city
of Drakonheim. To prevent this slaughter (and perhaps
earn a chance to operate openly), the Society decides
to create its own army, one made of reanimated
skeletons and zombies.
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To create this army, the Society needs corpses, so
one of the necromancers contacts a warren of goblins
who live in the sewers under the city and offers
them ne weapons, alchemist re, and gold coin in
exchange for bodies. At rst the goblins only scavenge
bodies they nd, but then their leader, Korth Fat Rat,
decides they can earn more treasure if they make their
own corpses. Now goblins are sneaking up from the
sewers in the dead of night, slaying lone humanoids,and selling their bodies to the Grey Society. Most
of the victims have been homeless beggars with no
family to miss them, but last night they killed and took
the son of a respected blacksmith. Now the father is
willing to pay to nd out what happened to his son.
Player Introduction
For a few weeks there have been rumors of people
disappearing in the seedier sections of Drakonheim.
Most of the missing are vagabonds and drunks who
may well have left the city or suffered accidents. One
of the latest missing people is Krag Blackhand, the son
of a talented blacksmith named Dorg Blackhand.
Krag was a renowned drinker. He often spent
late nights in the local ale house, but he always came
home the next morning. He never came home last
night. Some of Krags bary friends told Dorg that his
son was last seen at the Saucy Mermaid tavern. Dorg
describes Krag as looking like a younger version of
himself: a large man with a thick black beard.
Dorg offers his services as a smith if the PCs candiscover what happened to Krag, giving them 500 gp
worth of metal items.
Part 1: InvestigationThe PCs have several options for investigating the
attacks. They can attempt these in any order and may
well have other ideas not covered here. If so, do your
best to reward player creativity and help nudge them
in the right directions.
Though the steps in between may vary, the PCs
will likely start at the Saucy Mermaid and end up atthe ruined latrine.
The Saucy Mermaid
The large central room of the tavern is lled with
shoddy wooden furniture and patrons in various
states of inebriation.
The Saucy Mermaid is the kind of tavern where its a
good idea not to look too closely at the food and drink
youre served. Krag Blackhand was a regular here. All
the other regulars know him and are happy to share
information in exchange for a drink or a few coppers.
Unfortunately, they dont know much, just that he was
in the bar the night before he disappeared.
Two people at the Saucy Mermaid know a little
more, but they need a little persuasion to tell what they
know.
Dorha: Dorha is a half-orc serving woman at theSaucy Mermaid. She plays coy at rst, but a DC 12
Charisma check convinces her to tell what she knows
(Dorha responds well to attery). Dorha was helping
close up the night that Krag disappeared. He was so
drunk he could hardly stand. Dorha offered to help
him home (it wouldnt be the rst time, if ya know
what I mean...), but Krag turned her down and left
with another patron instead. Not one I recognized,
but no chance missing him. Had tattoos all over his
face like one of them wild men.Salty Pyte: Salty Pyte is the owner and bartender
at the Saucy Mermaid. He generally doesnt talk
about what goes on in his tavern. Salty Pete, however,
is fond of Krag Blackhand, and if the heroes can
convince Pyte that they have good intentions (DC 12
Charisma check), hell tell what little he knows. Krag
was there until closing time, and left with another
patron. He was a big chap with drawings all over
his face. Not from around here. Asking all kinds of
questions about the city. If the PCs ask about the
strangers questions, Pyte explains that the strangerwanted to know about the city, including who ruled it
and what kinds of defenses it had.
Facial Tattoos and the Moonless Tribe
PCs curious about the strangers facial tattoos can
attempt a DC 12 Intelligence check (possible related
skills include Folklore or Religious Lore). If they
succeed, they recall a tribal band of humans in
the nearby forests named the Moonless Tribe. The
tribes people tattoo themselves in this manner as
part of their social and spiritual practices. Thesetattoos tell something about the wearers skills and
accomplishments, and the Moonless Tribe believes
they help gain the favor of their ancestors.
Finding the Tattooed Man
Once the PCs learn of the tattooed stranger who left
the Mermaid with Krag, they are likely to go looking
for him. Fortunately, thanks to his distinctive look,
the stranger is easy to nd. If the PCs make a DC 10
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Charisma check asking around on the streets, they
receive multiple reports that a few people with such
tattoos are camped just at the edge of town.
1d4+1 Berserkers (day) or5 Berserkers (night)
At the edge of the city, wilderness has reclaimed
many of the ancient ruins of Drakonheim. Here you
nd two hide yurts near a small re.
A total of ve members of the Moonless Tribe camp
here (two women and three men), but if the PCs arrive
during the day some of them may be exploring the
city. In the day there are 1d4+1 people in the camp.
All return at night.
The tribes people are wary of city folk, but a DC
14 Charisma check might convince them to open up a
little. They are willing to admit that Sharp Tooth was
the one who went to the tavern. If Sharp Tooth is there(a likelihood of 20% times the number of tribes folk
present) he relates the following story.
Sharp Tooth volunteered to take Krag home, but
on the way the Krag fell unconscious and Sharp Tooth
couldnt revive him. He went to get help from his
fellows, but when they returned Krag was gone. Sharp
Tooth assumed the drunk had regained consciousness
and wandered off. Sharp Tooth will show the PCs to
the location where he left Krag. The other members of
the tribe back up Sharp Tooths story.
Hiding Something: Skeptical PCs can attempt aWisdom check to see how convincing Sharp Tooths
story seems. The story is true, but if the PCs get a
result of 16 or higher, they also realize that even
though Sharp Tooths story is true, the tribes folk are
wary for some unrelated reason. PCs might convince
them to explain why with a DC 16 Charisma check.
The truth is that Sharp Tooths people are a band
of scouts sent to learn all they can about the city,
particularly its defenses and where valuables like
horses and weapons are stored. While the tribal leaders
did not explain the reasons for the scouting mission
(it is not their place to ask), its clear to the scouts
that these are preparations for a raid. (The Moonless
Tribe are allied with the hobgoblins to the north, and
the raid will be the focus ofChapter 3: Defense of
Drakonheim).
Failed Diplomacy: If the PCs roll either a natural
1 or a modied total of 5 on a Charisma check while
talking to the tribes folk, the heroes accidentally insult
the tribes folk, prompting the scouts to attack.
Reading Tattoos: If PCs attempt to read the
facial tattoos on members of the Moonless Tribe, they
may attempt an Intelligence check. If the result is 14
or higher, they realize that all of these members are
scouts. A result of 17 or higher recognizes that all the
tribes folk bear tattoos showing that they have killed
people in combat.
The Scene of the CrimePCs who hear Sharp Tooths story may well wish to
see the place where Krag disappeared, or they might
simply search the area near the Saucy Mermaid in
hopes of discovering clues. In the latter case, the PCs
need to make a DC 12 Wisdom check to locate the site
where Krag disappeared.
This section of the city has few inhabitants, and the
street sees little trafc. The crumbling ruins of an
ancient Cevali structure is the only building of note.
This is where Krag met his end. Characters who
investigate the scene can nd a range of clues with a
successful Wisdom check (results are cumulative).
Wis
Check Information Gained
10 The PCs discover a patch of blood left by
the attack.
12 They also notice torn scraps of clothing (if
they check with Dorg or anybody at theSaucy Mermaid, this matches what Krag
was wearing).
14 They see additional splashes of blood
leading into the latrine.
16 They also notice footprints that seem to
have been made by Small-sized humanoids.
Ruined Latrine
Light: There are enough windows and holes in the
building so it is as bright as the outside.Noise: Occasional squeaks and scratchings.
6 Dire Rats
This ruined structure houses several rooms. Most of
them contain large stone benches built into the oor.
Each bench has a series of foot-wide holes cut into
their tops.
At the time of the Cevali Empire, this building served
as a public latrine. While the rich were able to connect
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their houses directly to the sewer system, most people
disposed of their waste at these public buildings.
While some latrines in the city still serve as dumping
grounds, this one has long been abandoned.
A small family of dire rats made their way out
of the sewer following the goblins who took Krag.
Characters who make a DC 12 Intelligence check
realize that, while there are many rats in Drakonheim,
they do not usually grow this large. However, rumorssuggest that such giant rats are common in the sewers
below the city.
Tactics: The dire rats lash out when the PCs
disturb their new home. They ee into the sewers if
half or more are killed.
Blood Trail: Characters who previously found
the blood trail can continue to follow it to the sewer
entrance. Those who did not nd it can pick it up with
a DC 14 Wisdom check.
Sewer Entrance: In theory, a PC might be able toenter the sewers through any of the numerous holes in
the stone benches. In practice, the easiest way to enter
the sewers is through a collapsed section of oor. Not
only is the hole easily large enough for a Medium-
sized creature to walk through, a makeshift ramp leads
from the latrine oor to the sewer tunnel below. A DC
12 Intelligence check determines that some creatures
likely made the ramp by pushing together and stacking
rubble.
The sewers are described in detail in Part Two of
this adventure.
Other Missing People
If PCs want to learn about other people who have
recently disappeared, they are able to nd such tales
by asking around town and succeeding a DC 10
Charisma check. While some disappearances may be
completely unrelated, most of them follow a pattern.
A lone person vanished from the streets late at night.
If the PCs can nd the scene of the disappearance,
they might nd signs of foul play, similar to those
at the scene of Krags death. The locations of thedisappearances seem clustered, and with a little
investigation the PCs can determine the clusters are
centered on access points to the city sewers.
Setting up a Sting
PCs might try to entrap attackers by leaving one
member alone in a deserted part of town, while the
others hide nearby. If they do (and you think the plan
should work) 4 goblins loyal to Korth Fat Rat emerge
from the sewers to attempt to slay the PC and claim
the body.
Continuing Disappearances
Should the heroes fail to explore the sewers, more
people disappear from the streets. These might provide
further clues. For example, there might be a witness
who saw several small creatures dragging a body into
an abandoned building. Investigating the building willnd another access point into the sewers.
Part 2: The SewersAt its height, the Cevali Empire created highly
advanced sewers, but in the thousand years since it
collapsed they have fallen into disrepair. At some
point, a band of goblins found their way into the
sewers, where they have thrived and multiplied.
Navigating the sewers can be quite difcult,
especially if the PCs do not have any idea where they
are going. The PCs best option at this point is to look
for signs of intelligent creatures and try to follow them
as best as they can. Every 10 minutes of travel, allow
the PCs a DC 14 Wisdom check to try to nd their
way. After three successes the PCs manage to nd Big
Flurxs Warren on the edge of the Gelatinous Cube
Kingdom (see page 7).
If PCs are backtracking to a previous location,
they only need to succeed a DC 12 Wisdom check.
Sewer Goblins
Most people of Drakonheim have heard rumors that
goblins live beneath the city, but few pay it any mind.
Almost nobody realizes the magnitude of the situation,
as several hundred goblins dwell below the city.
Most sewer goblins make their living scavenging and
hunting the other creatures in the sewers. A few brave
goblins try to steal food, tools, and weapons from the
city above without being seen. Fewer braver goblins
actually attempt to trade with humans (including Korth
Fat Rat and his followers).
The goblins organize themselves into threeKingdoms named for totem creatures that also
live in the sewer. These are the Rat Kingdom, the
Centipede Kingdom, and the Gelatinous Cube
Kingdom (which the goblins call the Slergrad
Kingdom). Each kingdom is divided into a dozen or
so warrens, each of which houses from six to thirty
goblins. The goblin kingdoms are almost always at
war with each other. Often two will align against the
third kingdom, but these alliances seldom last more
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than a month. At the time of this adventure the Rat
Kingdom and the Gelatinous Cube Kingdom are allied
against the Centipede Kingdom.
While traveling outside their warrens, goblins
all carry totems to identify the kingdom they belong
to. These totems often hang from a belt, weapon, or
shield. The goblins in the Gelatinous Cube Kingdom
carry a square made of sticks or bent metal. Those
from the Rat Kingdom carry a string of rat bones.Centipede Kingdom goblins carry several dried
centipedes.
Because they live so close to a primarily-human
city, many of the goblins speak Common. In addition
to goblins specically listed as speaking Common,
about one in four (25%) other goblins speak Common.
For any particular goblin, roll randomly to see if the
goblin speaks Common.
Even the goblins who do speak Common do not
speak it perfectly. Most notably, none of the goblinsknow the Common term for gelatinous cube. They
refer to it by its Goblin name Slergrad, and more
intelligent goblins might try to describe it to the PCs
(It big. Hard to see. Eat lots of things.)
Sewer goblins also have a wider range of
alignments than most. While few are good, many are
Neutral or Chaotic Neutral.
Random Encounters
The sewers below Drakonheim are lled with
dangerous creatures, and PCs who wander for long arebound to run across some of them. By default there is
a 20% chance of a random encounter every 10 minutes
while actively exploring the sewers or every hour
while resting. You may adjust this number up or down
if you want the PCs to have more or fewer encounters.
PCs do not have random encounters while in the
goblin warrens (or similar areas).
d% Encounter
1-15 2d6 cave rats
16-30 2d6 giant centipedes
31-40 2d4 dire rats
41-50 2d4 re beetles
51-70 2d4 goblins (see below)
71-80 1d2 gray oozes
81-90 1 gelatinous cube
91-100 Special (see below)
Goblins: If the party encounters goblins, there
is a 50% chance they are from the Gelatinous
Cube Kingdom, a 25% chance they are from the
Rat Kingdom, and a 25% chance they are from the
Centipede Kingdom. If the PCs prominently display
totems of a goblin kingdom that matches or is allied
with the goblins encountered, they do not attack.
If the PCs display an opposing totem, the goblins
automatically attack. If the PCs do not display anytotem, there is a 50% chance the goblins attack and a
50% chance they parlay with the PCs.
In addition to items listed in theBestiary, each
goblin carries 1d10 copper, 1d6 silver, 2d6 arrows,
and a prominently-displayed totem appropriate to their
kingdom.
Special: If you get a result of special on the
encounter table above, choose or roll randomly for
one of the following special encounters. Once the PCs
have found a particular special encounter, they do notrandomly nd that encounter again.
1. Evark the Hermit: Evark is a slightly mad
hermit who lives in the sewers below Drakonheim.
Use the stats for a Dark Adept,but Evark has a
Neutral alignment. If befriended (DC 12 Charisma
check), Evark is willing to cast one cure light wounds
spell on an injured party member, as well answering
any questions the PCs have about the sewers. Evark
also has three healers kits that he is willing to trade
for an equal value of goods. Evark will also allow
the PCs to rest in his hovel without risk of randommonster attacks.
2.Dead Body: The PCs come across a dead body
oating in the muck. If searched, they nd the body
contains 4 vials of poison, 1 healing potion, 1 potion
of invisibility, and 20 gp.
3. Goblin Battle: The PCs stumble into the middle
of a battle between the Centipede Kingdom and the
Gelatinous Cube Kingdom. When the PCs arrive, there
are 5 goblins left on each side. Unless the PCs act, the
goblins ignore the PCs until one side is eliminated.
4. Writing on the Wall: Somebody has painted
letters on the wall in Dwarven. It reads, Not here.
The other one. If the PCs search the area, a DC 14
Wisdom check discovers a loose brink, behind which
is a small sack containing 10 platinum pieces.
Gozzy the Quiet
After PCs have succeed at least one Wisdom check
to navigate the sewers, a goblin name Gozzy the
Quiet starts trailing the PCs. Treat him as a goblin but
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Gozzy gains an additional +3 bonus to Stealth checks,
he is Chaotic Neutral, and he speaks Common.
Every 10 minutes allow the PCs a DC 14 Wisdom
check to notice that Gozzy is following them.
Gozzy is interested in learning about the PCs, not
attacking them. If confronted, he rst cowers, and if
that does not work, he ees. Gozzy can be befriended
with a DC 12 Charisma check. If successful he
becomes a true ally. If the check fails, Gozzy still tellsthe PCs what they want to know, but sneaks away at
the rst opportunity.
Gozzy is a member of the Gelatinous Cube (or
Slergrad) Kingdom, and he lives in Big Flurxs
warren. He is good at creeping along unnoticed
and nding things that others miss. He is clever
and inquisitive about outsiders. He is particularly
interested in magic and shiny things. Gozzy uses the
term human to describe all PC races, whether they
be human, elf, dwarf, or haling. He is missing a largechunk form one of his oversized ears.
If the PCs ask about Krag, Gozzy thinks a minute
and then recalls some useful information. You talk
to Korth Fat Rat. He take lots of human bodies. He in
Rat Kingdom. If asked to elaborate, Gozzy explains
that on several occasions he saw Korth and his
allies dragging human bodies through the sewers.
He cannot specically recall one matching Krags
description, but says, You human all look the same.
Gozzy is able to lead the PCs to Korths Warren,
but he would prefer to take them to Big Flurxs Warreninstead. If the PCs insist on going directly to Korth Fat
Rats Warren, they can convince Gozzy with a DC 14
Charisma check.
Big Flurxs Warren
Big Flurx is a powerful goblin who controls a large
warren under the city. It is predominately stone
construction from the original sewers with some
ramshackled wooden construction added by the
goblins.
A1. Entrance
Light: None
2goblins
Two goblins guard the entrance to Big Flurxs warren.
One can speak Common and the other cannot.
The guards reaction to the PCs depends on several
factors. If the PCs wear Rat or Gelatinous Cube
totems or are with friendly goblins from one of those
kingdoms, the goblins greet the PCs and allow them
to pass. If Gozzy is present, but not friends with the
PCs, he screams for the guards to attack, then runs into
the warren. The goblins also attack if the PCs wear
Centipede totems.
Otherwise, when the PCs arrive, the goblins shout
at them, demanding to know what the PCs want. They
initially speak Goblin, but if the PCs say anything in
Common, one of the guards replies in kind. PCs can
attempt to convince the guards they are not a threatwith a DC 12 Charisma check. Success means the
goblins escort the heroes to Big Flurx. Otherwise they
warn the PCs to leave, and if the PCs refuse the guards
alert the rest of the warren and attack.
The guards refuse to answer questions and tell the
PCs, You ask Big Flurx.
Treasure: Each goblin has 1d6 silver, 1d10
copper, 2d6 arrows, and a Gelatinous Cube totem.
A2. Living Quarters
Light:NoneNoise: Many goblin voices.
4d6 goblins
This is where the majority of the goblins in the warren
live. The number of goblins in the warren are always
in ux, and at any given time a third of them are out
scouring the sewers.
If the PCs are accompanied by another goblin,
those in this chamber just point and stare.
A1
A5A4
A3A2
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Tactics: If the PCs attack, the goblins respond.
If the goblins were warned about the attack (by the
guards or Gozzy), they are all armed. Otherwise, half
of them need to spend their rst action grabbing their
weapons.
Treasure: Each goblin has 1d6 silver, 1d10
copper, 2d6 arrows, and a Gelatinous Cube totem.
A3. KitchenLight: None.
2goblins
In this room, there are two goblins that perpetually
prepare the food other goblins bring them. The
delectable delights range from rats and bugs caught
in the sewers, to rotten produce dropped from the city
above.
Neither of the cooks speak Common, but if the
PCs have a translator, they offer each PC a roasted rat
on a stick.
Tactics: The cooks are cowards and attempt to ee
from combat or beg for mercy.
A4. The Mascot
Light: None
Gelatinous Cube named Shiny
Most of the oor of this room was swallowed up by
a large sink hole, leaving only a narrow walkway
around the edges.
The warrens mascot and pet, a single gelatinous cube
named Shiny, lives in the sink hole.
Shiny is trapped in the sink hole, but the goblins
keep it well fed with refuse and goblins who anger Big
Flurx.
Treasure: Suspended inside the gelatinous cube
are 24 copper pieces, 12 silver pieces, and one gem
worth 50 gp.
A5. Big Flurxs ChambersLight: None
Big Flurx (as Goblin King.)
6goblins
At the center of the large room, an unusually tall
goblins with a cruel looking sword sits atop a tattered
bar stool. You human come to Big Flurxs home,
he says, you better have good reason.
Big Flurx lives with his guards and wives in these
chambers.
If a friendly goblin brings the PCs to Big Flurx, he
listen to what they have to say (Big Flurx speaks and
understands Common). Big Flurx responds well to
attery, especially praising his gelatinous cube or the
size and power of his warren. He is also quite prone to
bribes, and a gift worth 100 gp or more automatically
makes him friendly. Without a bribe, PCs can win overBig Flurx with a DC 14 Charisma check.
If Big Flurx is friendly, he answers any questions
about the sewers. If PCs ask about Krag, he explains
that hes heard reports of a goblin warren leader
named Korth from the Rat Kingdom. Korth has been
dragging human bodies around the sewers the past few
weeks. This does not make a lot of sense to Flurx, but
he mentions, Rat Kingdom is very strange goblins. I
do not trust them. If they seek Korths warren, Flurx
gives directions and offers to send a guide along withthe PCs.
Tactics: If the PCs attack the warren, Big Flurx
rushes into battle. He commands his allies to focus
attacks on whoever he is ghting.
Treasure: Big Flurx keeps his valuables in a
large barrel. It contains 124 copper pieces, 83 silver,
44 gold, twopotions of healing, and onepotion of
strength.
Traveling to Korths Warren
If the PCs have a goblin guide to lead them to Korthswarren, it takes 40 minutes, but the only cause for
concern is random monsters.
If the PCs have directions but no guide, they must
make a DC 12 Wisdom check every 10 minutes. Once
they succeed four such check, they nd the warren.
If the PCs do not have directions, the can wander
the sewers looking for signs. This requires a DC 16
Wisdom check every 10 minutes, and the PCs nd the
Korths warren after four successful checks.
Korth Fat Rats WarrenKorth Fat Rats warren is primarily dug out from the
dirt and rock that surrounds the sewers.
Nice Things: The goblins of Korths warren
have proted from trading with the Grey Society. In
addition to their normal attacks, each goblin in the
warren also has a vial of alchemist re (same attack
bonus as the short bow). Their weapons and armor
look particularly new and well crafted (and obviously
not goblin made).
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B1. Guards
Light: None
2 Goblins (with alchemist re)
4 Dire Rats
The guards outside Korths warren are more paranoid
than those that at Flurxs, neither speaks Common,
and they know that humanoid corpses are worth
money. Unless the PCs have goblins allies or Rat or
Gelatinous Cube totems, the guards attack on sight.
Even if they dont instantly attack, Korths guardsare still skeptical of PCs. A DC 12 Charisma check
convinces the goblins to let ONE of the PCs see
Korth. If the PCs make a DC 15 Charisma check they
can convince the goblins to let all of them enter the
warren, but only if the PCs leave all their weapons
behind. The PCs need a result of 18 or better on a
Charisma check to convince the goblins to let them all
into the warren with their weapons.
Tactics: If combat breaks out, the goblins throw
their vials of alchemist re and order the rats to attack.
They then ee back into the warren. The dire rats are
half starved and ght to the death.
Treasure: Each goblin has 1d6 silver, 1d10
copper, 2d6 arrows, a vial of alchemists re, and a
Rat totem.
B2. Living Quarters
Light: None
Sounds: Hubbub of goblin voices.
2d8 Goblins
The living quarters house most of the goblins in
Korths warren. At any given time, many goblins will
be out searching the sewers or the streets above for
corpses. If a guard escorts the PCs, the goblins in this
room arm themselves, but let the PCs pass. Otherwise
they attack. If the goblins had warning they are allarmed, but if the PCs took them by surprise half of the
goblins spend their rst turn arming themselves.
Tactics: The goblins hope to use their greater
numbers to overwhelm the PCs. They start by
throwing alchemist re at the PCs, then swarm them
with as many attacks as possible. If the goblins seem
to be losing, one ees to area B3 to free the dire rats,
while the others ee to B4 for protection.
Treasure: Each goblin has 1d6 silver, 1d10
copper, 2d6 arrows, a vial of alchemists re, and a
Rat totem.
B3. Rat Pen
Light:None
Sounds: Squeaks and scratchings
1 Goblin
8 Dire Rats
These pens hold the goblins trained dire rats when
not in use. There is always one rat trainer here. Guards
B1
B2
B3
B4
B5
B6
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will not allow the PCs to enter this room, so if the PCs
enter, the goblin frees the rats and attacks.
Tactics: The goblin prefers to use his alchemist
re and arrows, while the rats attack foes in melee.
Treasure: The goblin has 1d6 silver, 1d10 copper,
2d6 arrows, a vial of alchemists re, and a Rat totem.
B4. Korths Room
Light: NoneSounds: Goblins laughing
Korth (as Goblin King)
2 Goblins
3 Dire Rats
A fat goblin with greasy black hair sits upon an
oversized wooden chair. He looks at you and sneers.
What bring humans to Fat Rats table?
This is the room where Korth resides along with his
personal guard and a few trained dire rats.
Korth speaks Common. He listens to what the
PCs have to say and answers questions freely. He
admits he has been collecting bodies and selling them
to somebody Korth calls The Pale Man. He meets
the Pale Man in an abandoned mausoleum. (The Pale
Many is Tyrus, a member of the Grey Society who
the PCs might meet in Chapter 2: Skeletal Society.)
The goblins started by just scavenging bodies, but
Korth realized he could make more money if he also
abducted and slayed humans from the city above.Korth is so free with information because he
intends to kill the PCs and sell their corpses too.
He orders the attack whenever the PCs run out of
questions or ask something akin to Why are you
telling me all of this? Korth can only be talked out of
attacking if the PCs succeed a DC 18 Charisma check.
Tactics: Korth orders his goblins to attack the
same PC that he is ghting. If there are goblins left in
area B2, they charge into this room at a rate of 1d6 per
turn.
If Korth is reduced to 6 hit points or fewer, he eesto area B5, and then to the surface through area B6.
Treasure: Each standard goblin has 1d6 silver,
1d10 copper, 2d6 arrows, a vial of alchemists re, and
a Rat totem.
Korth has a +1 longsword, 3 vials of alchemist
re, and 20 arrows.
In addition, there is hidden compartment in
Korths throne that the PCs can nd with a DC 12
Wisdom check. The compartment holds 85 gp, a
potion of healing, ascroll of protection from undead,
and 12 +1 sling bullets.
B5. Corpse Storage
Light: None
This room reeks of death and decay. On the dirt oor
are two large lumpy sacks, each about six feet long.
In one corner are a dozen similar empty sacks.
This is where Korth stores the corpse he plans to sell
while waiting to meet members of the Grey Society.
One sack contains Krags body. His throat is slit and
he has been dead since the night he disappeared. The
other is a ragged and unkempt woman who seems to
have died the same way.
The sacks themselves are made of burlap, and
any PCs who succeed a DC 12 Intelligence check
recognizes them as the sort of bags frequently used
when burying those too poor to afford a cofn.
B6. Secret Exit
Light:None
This passage slopes upwards the further you go. It
then ends abruptly with a large stone blocking the
path.
This passage leads to a secret exit from the warren that
Korth uses to meet members of the Grey Society. Itrequires a DC 14 Strength check to move the stone.
The passage opens into a long-abandoned section
of the city. Not far away is an ancient graveyard with
several crumbling mausoleums. (There will be more
detail about this graveyard in Chapter 2: Skeletal
Society).
ConclusionIf the PCs return Krags body to his father, he is
overcome with grief for the loss of his son. Given
some time to recover, he honors any agreement he hadwith the PCs.
While the goblins might have been the immediate
source of the disappearances, hopefully the PCs have
gured out that there is some kind of grander scheme
at work. Even if they missed a few clues, dont worry
too much. There will be other opportunities to learn
about the Grey Society in the next adventure.
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An advice and resource book to help create more
dynamic encounters. Available in D&D 4e and
Pathfnder RPG compatible versions.
[errain oolbox] easilyqualifes as a must have orany 4E DM looking to take
encounter building to the nextlevel.
-Neuroglyph,ENWorld Review
Get this. Seriously. Youwont regret it.
-Tilo Gra, GMS Magazine
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