A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
The Sewers
"Sire," said the Minister of the Interior to
Napoleon, "yesterday I saw the most intrepid man in your Empire."
"What man is that?" said the Emperor brusquely,
"and what has he done?"
"He wants to do something, Sire."
"What is it?"
"To visit the sewers of Paris ."
Find Les Miserables by
Victor Hugo online and start reading at Volume
V/Book 2. The Intestine of the Leviathan/Chapter I, The Land Impoverished by the Sea.
From there and into Book 3, you’ll find out everything you ever wanted
to know about the sewers
of Paris. I cower in embarrassment
at my own feeble attempts to put this into an RPG adventure. This should be a separate adventure unto
itself. For here and now, it’s a
dangerous alternate way around the city, but not as bad as fighting the
Thunderbird. There’s even an off possibility
of gaining unlikely allies.
[I admit my map sucks, but is functional for the
adventure. I know the sewer map distance
and the city map aren’t going to match up well, which is why there isn’t a
scale on them. I’m not a
cartographer. Here’s a couple of views
of the actual sewers of Paris
to make it up to you.]
As mentioned earlier, there’s a crater in the street just
inside the city, which allows easy access to the underworld. Otherwise, there should be several other less
conspicuous opportunities to gain entrance.
The sewer even has direct connections to the other major areas, allowing
for some surprise entries by the Characters.
All the lines follow the streets above. There are signs at the intersections. The sewers are navigable by rafts and small
boats, which are found in various states throughout the underground. Tributaries feed into to the large trunk
sewer line, the Grand Sewer (the
Main Trunk Line), which has walkways on either side. The trunk feeds into an enormous shaft 280 ft
deep and into the river. Different
sections of the sewer come from different ages and can vary remarkably in
appearance. There are markings and even
warnings everywhere from other expeditions.
Lost treasures, jewels, and even a crown can be found here. Disturbing skeletons of animals, perhaps
escaped from the zoo or elsewhere, also litter the sewers.
This isn’t a pleasant place, even beyond the garbage. There are explosive methane gas pockets,
sinkholes, quicksand, mudslides, and flash floods of mud and garbage that can
actually burst the tunnels. Massive
fungus and mushroom growths populate the underground. Some of them are hazardous. The garbage heaps by the drains are filled
with swarms of rats, giant rats, and even giant cockroaches. Crocodiles patrol the waterways. Giant spiders have spun traps down some of the
tunnels. And be careful, the main sewer
river outlet is a nesting ground for the river creature.
The Grand Sewer
Award 1 XP navigating the length of the sewer.
The Main Trunk Line is an artificial river. While there are walkways on either side of
it, they are long ruined in places, forcing more difficult passage. A small rowboat will be found just inside, if
the party wants to chance it. There are
multiple threats to travelers in this tunnel.
There are Crocodiles, who have come in from the river, hungry hoards of
Giant Rats, nasty swarms of insects, and various environmental perils (traps),
which can attract these predators when they go off. [The “traps” are marked on the map. You can use the “wandering monsters” in the
sewers as you will.]
Methane Gas Pocket:
There is a bad smell before entering this area.
If approached bearing fire, it will explode. 2d6 dam to all in 10’ radius, DC 18 Ref Sv
for ½ damage.
Quicksand: This
area is a sandy soup-like pool stretching across the intersection. DC 12 Ref Sv to avoid stepping in, otherwise
victim will sink in within 3 rds unless dragged out.
Sinkhole: The
ground here looks particularly rough. DC
12 Ref Sv to avoid or fall 10’ for 2d6 dam + DC 12 Fort Sv or Knocked Out 1
turn
Mudslide/Flash Flood:
Rain and flooding on the surface works its way down here. A low rumble will proceed an outburst. DC 18 Fort Sv or swept into canal with 2d6
damage + DC 12 Fort Sv or Knocked Out 1 turn.
Victims will wash up a ways down the sewer. (Here’d be a good place for a sewer monster
attack.)
Crocodile
HD 3+9, Hp 22, AC 15 (Natural)
Fort +6, Ref +4, Will +2
Melee: Bite +6 to
hit 1d8+6 or Tail Slap +6 to hit 1d12+6 + Knocked Down
Stealth +4 (DC 16
to detect in water)
Improved Grab:
After a successful bite attack, the Croc may choose to hold on to drag its prey
underwater. A DC 12 Str Sv or Escape
Artist check is necessary to break free.
Also, if the Croc takes a hit while grabbing, it must make a DC 18 Will
Sv, or it will drop its prey.
Dire Rat
HD ½, Hp 2, AC 15
(Natural)
Fort +1, Ref +0,
Will +0
Melee: Bite +0 to hit, 1d4
Insect Swarm
HD 2, HP 8, AC 13*
(Immune to weapons, only fire, smoke, magic)
Fort +3, Ref +0,
Will +0
Melee: Sting +2 to hit, 1 + DC 12 Fort or Stun 1 rd
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