Thursday, May 19, 2016

Dark Continent Redux: The Sewers

Dark Continent Redux
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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