TEXT:  
   
   
   
  IT CAME FROM 
  THE SEWERS 
   
   
   
   
   
   
   
   
   
   
   
  
   
  2 
   
  It Came from the Sewers 
   
  Rumours & Hooks:  
  A number of sailors have gone missing recently, 
  spooking the dock locals. Some say the “lost” 
  abandoned ship and stowed away to fairer climes, 
  but others say something took them. Something 
  from the sewers.  
   
  The Shanks, a thieves guild specialising in 
  smuggling and fencing stolen goods, is said to 
  have a secret warehouse in the sewers. Might be 
  worth a quiet visit. 
   
  Dock workers report a stray dog was found dead 
  in an alley near the harbour, with a trio of giant, 
  one ft leeches attached to its husk.  
   
   
  Dwellers Below 
  The extensive sewer complex of Port Brax is not 
  generally a place for people; it’s dark, filthy, 
  smelly and foul - literally doused in refuse. But 
  for some, these underground tunnels provide a 
  shunned and secret sanctuary.  
   
  The Shanks gang, for instance, have excavated a 
  hidden strongroom beneath the city. Close to 
  large drains emptying into the harbour, and a 
  short hop onto smuggler’s ships (or vice versa), 
  the sewers play a valuable role in their 
  bootlegging operations.  
   
  But worse than thieves lurk in the wretched 
  undercity, and sometimes they emerge, hungry 
  for a warm meal.  
   
  In recent weeks, a number of sailors, dock 
  workers and street walkers have gone missing, 
  care of a newly arrived Slop Gorger. The 
  monstrosity swam into the sewer complex via 
  Lake Argos. With refuse, offal and humans 
  readily available for eating, the thing has made 
  itself a den, and begun preparations to spawn 
  more of its kind.  
  The shanks know that something awful lives in 
  the eastern tunnels, but so far it hasn’t braved the 
  flickering of their torch flames. Still, the 
  smugglers steer well clear, and have trapped Area 
  10 to dissuade it wandering their way. With easier 
  meals to be found elsewhere, the gorger has 
  mostly left them alone (for now).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The adventurers might become involved in this 
  adventure by (i) hearing about the shank’s secret 
  warehouse (and want to break into it, or hire 
  smuggling services), (ii) investigate rumours of 
  giant leeches killing a favourite family pet, or (iii) 
  being hired by guardsmen (who have zero interest 
  in searching the sewers) to rule out “wild claims” 
  that “something down there” is behind a spate of 
  missing locals. 
   
  Sewer Access & Conditions 
  Entry to the sewers is easiest via the large outlets 
  opening into the harbour, but barred drains and 
  2 ft diameter manholes are also scattered about 
  the city streets. At the GM’s discretion, manholes 
  and drains might grant access to anywhere on the 
  map marked with small circles.  
  
   
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  During the day, the sewers are poorly lit via 
  filtered sunlight from overhead drains, imposing 
  disadvantage on sight based checks. At night the 
  tunnels are completely dark. The passages echo 
  with the sounds of dripping, bugs skittering, and 
  unseen things slurping through the muck. As 
  might be expected, the stench is awful and 
  overpowering at the best of times.  
   
  The sewer is constructed of cut stone, carefully 
  laid hundreds of years before, when the city was 
  first raised. The ceilings are roughly 8 ft high. 
  Most of the sewer has narrow 1 ft walkways 
  running alongside the walls, albeit these are often 
  slippery with filth, especially after a powerful 
  storm. Those wanting to wade through the 
  channels of muck will generally find them a few 
  feet deep. The pool chambers are the “slushiest”. 
   
  Random Encounters  
  While the party explores the sewers, there is a 
  30% chance of a random encounter every 20 
  minutes. If an encounter occurs, roll 1d8:  
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1. A single Dire Rat (LFG p.121) quietly 
  sniffing out smaller rodents for eating. 
   
  2. 1d4 Shanks ferrying goods to/from the 
  strongroom in Area 9. 
    
  3. A Giant Spider (LFG p. 125) has set up 
  home here, spinning webs across the 
  corridor, hoping to ensnare something 
  juicy.  
   
  4. A shrill scream echoes throughout the 
  whole of the sewer complex, abruptly cut 
  off. 
   
  5. A Ssurloc Hatchling (Serpentman) is 
  wandering the sewers as if lost (as 
  Serpentman, LFG p.123, but 2 ft tall, 1 
  HD, 1d4 + poison damage, S8, I5).   
   
  6. 2d4 Green Slimes (LFG p.112) are 
  lurking on the ceiling, hoping to drop 
  
   
  4 
   
  onto living creatures moving underneath 
  (or fling foul slime up to 30 ft).  
   
  7. 2d12 Giant Centipedes (LFG p.102) are 
  swimming in the refuse, engaging in 
  mating rituals. They respond poorly to 
  being interrupted.  
   
  8. 3d6 Vampire Bats (LFG p.100) come 
  screeching down the tunnels, drawn to 
  the party’s warm bodies.  
   
  Area 1 – Main Entry 
  Several 5 ft wide, 8 ft tall tunnels are used for easy 
  maintenance access, crisscrossing beneath the 
  city. Some light filters into these entryways, but 
  further in the sewers are more dimly lit The 
  sound of ships and dock workers resonates in 
  these entry tunnels, but soon quietens.  
   
  Area 2 – Leech Pool 
  This 10 ft by 20 ft chamber is the home of 3d4 
  Projectile Leeches. They are hiding in the sewer 
  water (automatic surprise, unless the PCs take 
  steps to test the refuse pool with a long pole or 
  similar). The leeches will attempt to feed on the 
  party if given the chance.  
   
  Projectile Leech, AC 10, HD 1, Bite 1d3 + 
  blood drain, 19: the leech latches onto the target’s 
  face, causing an eye injury; (Luck (Con) save 
  resists, with advantage if wearing a helm), S10 
  D10 C16 I2 P14 W8 Ch3 L3, Mv: 20 ft  inc 
  walls, ceiling, etc. May launch up to 10 feet to 
  attack. Immune to bludgeoning damage. On a 
  hit, latches on automatically causing 1d4 damage 
  and 1 Con loss each turn. A Str contest (Str 16) at 
  disadvantage removes the parasite. Alternatively, 
  salt, fire or acid automatically kills the leech.  
   
  Area 3 – Roach Nest 
  A swarm of 6 inch cockroaches are nesting here. 
  The insects hide in the walls or under refuse until 
  disturbed, at which point they come swarming out 
  from everywhere – under detritus, cracks in the 
  walls, out of the water, etc. The chittering mass 
  scuttle past the party in a panicked attempt to find 
  a new hiding place. The swarm is harmless, but 
  noisy, and might alert other nearby creatures. 
   
  Area 4 – Giant Rat Den 
  3d6 Giant Rats have made their home in the 
  small dug out cave to the west. The bones of 
  smaller mammals are scattered about the vicinity.  
   
  Giant Rat, AC 11, HD 1d4 hp, Bite 1d3, 19: 
  another Giant Rat (60%) or Dire Rat (40%) 
  comes to aid this one, S3 D14 C8 I2 P14 W6 
  Ch4 L3, Mv: 40 ft. A giant rat bite has a 50% 
  chance of carrying Lemon Rot disease, causing 
  1d4 Str loss each day until bedridden at zero Str. 
  A Luck (Con) save resists. An apothecary may be 
  able to cure the disease with the correct healing 
  herbs.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 5 – Jelly in Waiting 
  This approximately 20 ft by 15 ft chamber is 
  particularly foul smelling, burning the hairs on 
  the inside of one’s nostrils.  
   
  An Ochre Jelly is hibernating at the bottom of 
  this pool area. Warm blooded humanoids will 
  rouse it from slumber, hungry for a meal.  
   
  Ochre Jelly, AC 11, HD 8, Pseudopod 2d8, 19: 
  the jelly splits in two, S18 D10 C16 I2 P13 
  W16 Ch1 L9, Mv: 30 ft inc walls, ceiling, etc. 
  Jellies absorb any adventurer reduced to zero hit 
  points in one round, making recovery of the body 
  
   
  5 
   
  impossible. They are immune to fire and split in 
  two via cold damage (divide hit points in half).  
   
  Area 6 – Noxious Fumes 
  This 15 ft by 20 ft pool of wretchedness is 
  releasing bubbles of noxious gas (caused by an 
  unfortunate mix of refuse and alchemical 
  ingredients). Passing through this chamber has a 
  50% chance of releasing headache inducing 
  fumes, requiring a Luck (Con) check to avoid 
  nausea (-1 penalty on all checks) for 1d6 hours.  
   
  Area 7 – Wererat  
  A solitary wererat has made her home here, lined 
  with straw, flee ridden blankets and the clothes of 
  dead victims. Narci was once a beggar on the city 
  streets, but was bitten by a nomadic lycanthrope 
  before the beast moved on. She has until the next 
  full moon before the change is permanent. In the 
  meantime, Narci struggles between her human 
  and bestial urges, slowly turning mad in the 
  bowels of the city.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Narci, Wererat, AC 12,  HD 3, Bite 2d3 and 
  Knife 1d4, 19: a giant rat comes to Narci’s aid, 
  S14 D18 C10 I13 P14 W10 Ch8 (Hybrid), L6, 
  Mv 30 ft. Narci is a lycanthrope with all the usual 
  benefits (LFG p.95). By spending an action, she 
  may exert control over and issue orders to 
  ordinary rats, giant rats and dire rats, which are 
  compelled to obey. Wererats are extremely 
  sneaky and gain advantage on Stealth checks. 
  Narci carries 1 x Trinkets & Curios (LFG p.141). 
   
  Area 8 – Floating Corpse 
  A bloated corpse is floating here in the channel. 
  It is still clothed but lacks any pouches or 
  weapons. An Int (General Lore) check recognises 
  the body as that of Iaine; an old farmer that went 
  missing three days ago. The widow would surely 
  like to know the fate of her husband. Inspection 
  of the body reveals deep cutting wounds around 
  the neck and kidneys (Int (Apothecary) check 
  confirms the wounds were made by knives or 
  similar weapons).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  6 
   
  Area 9 – Shank’s Strongroom 
  Shank novices or members serving punishment 
  for some transgression are often “sentenced” to 
  guarding this area by the guildmaster. Today 
  there are 1d3 young rogues doing their time. If 
  just one thief is present, there is a 50% chance 
  he/she is in an intoxicated sleep.  
   
  Shank, AC 12, HD 1, Shortsword 1d6 19: 
  disarm, S10 D13 C10 I11 P13 W9 Ch10 L4, Mv: 
  30 ft.  Shanks have a 40% chance of carrying 1d3 
  doses of Giant Centipede poison (LFG p.102).  
   
  Since the gorger appeared, the thieves keep 
  burning torches on hand, the flickering of which 
  is easily spotted from afar. The north eastern 
  steps are trapped by way of tripwires (dimly lit, 
  imposing disadvantage on Perc checks). The 
  wires connect to bells in the hall, forewarning 
  other shanks of approaching danger.  
   
  The steps end in a barred wooden door. 
  Breaking down the door is difficult (Str check at 
  disadvantage, requires 3 successful checks, or 2 
  with an axe). Alternatively the party might extract 
  the secret knock from the rogue sentries, and fool 
  their way in.  
   
  Inside is an excavated 30 ft by 50 ft hall, lined 
  with crates, baskets and shelves of trade goods.  
   
  There are 2d4 shanks working here (cataloguing 
  items, appraising, deciding what to smuggle out 
  next, etc). One of these is the shift manager 
  Norsen (Midlander, lithe, quick left hander, as 
  shank but 5 HD, Off Turn Attacks, 1d6 doses of 
  Giant Centipede Poison. May choose from the 
  following tricks twice per combat: Choking Dust, 
  Hidden Blade, Quick Reflexes, Rapid Dose, 
  Unseen Whip).  
   
  The strongroom contains 1 x Valuables and 1 x 4 
  HD Lair Treasure (LFG p.147, 140). 
   
   
   
  Area 10 – Fire Trap 
  This 10 ft by 15 ft chamber has been trapped by 
  the shanks, in the hopes of keeping the gorger in 
  Area 11 away. The western, eastern and southern 
  arches are rigged with tripwires beneath the water, 
  running up the walls to a cache of fire pots on the 
  ceiling (corners and centre).  
   
  The pots and/or wires running up the walls can 
  be spotted with a Perc check at disadvantage if an 
  adventurer is moving cautiously. If triggered, the 
  fire pots drop and explode, causing 5d6 damage 
  to anyone in the chamber or within 5 ft of an 
  entry (Luck (Dex) save for half). The alchemical 
  fire mixes with the refuse to burn for another 1d4 
  rounds before extinguishing itself. Needless to 
  say, the explosion echoes throughout the whole 
  complex, and the street above. There is a 40% 
  chance guards or other curious bystanders 
  investigate (via the northern manhole). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 11 – Slop Gorger Den 
  This junction is relatively clean of waste, on 
  account of the resident slop gorger eating it. The 
  monster is either asleep in the northern tunnel, 
  or if it has heard the party approach, is waiting to 
  ambush them at the junction.  
   
  Slop Gorger, AC 13, HD 9+2, 3 Tentacles 
  1d8+1 and Bite 3d4, 19: Random limb is 
  crushed, breaking bones (per Injuries & Setbacks 
  table entry 2 or 3), S19 D8 C17 I3 P10 W9 Ch3 
  L10, Mv: 30 ft or 40 ft swim. On a hit, the target 
  
   
  7 
   
  must make a Luck (Con) save or catch Bulging 
  Veins disease (after 1d6 hours, the target suffers 1 
  Cha loss, 1 Int loss, and a serious madness. 
  These effects persist for 1d4 months). An 
  apothecary might halve the disease duration with 
  the right healing herbs. 
   
  Slop gorgers are 8 ft, fleshy slug like monsters, 
  with grinding maws and a tangle of 10 ft spiked 
  tentacles (10 ft reach). They are amphibious in 
  nature, strong swimmers and disturbingly quick 
  overland. Gorgers prefer feeding on refuse and 
  carrion (which doesn’t fight back), but are also 
  partial to warm blooded creatures, especially 
  when spawning. They are asexual and lay slimy 
  egg sacks that release multiple baby gorgers.  
   
  If the tunnel is investigated, the half eaten bodies 
  of some of the recent missing can be found 
  beneath the water (1 x Carry Loot, LFG p.136). 
  2d4 gorger egg sacks are also present (due to 
  hatch in a few months, worth 100 gp each to the 
  right buyer).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Aftermath 
  If the party steal from the shanks, the guildmaster 
  will attempt to track down the culprits and make 
  an example of them (by cutting one of their 
  hands off, for instance). Whether the adventurers 
  can be identified will depend on a number of 
  circumstances, including whether they left any 
  survivors, where and how they fence the stolen 
  loot, etc. 
   
  If the slop gorger is not dealt with, its baby 
  gorgers hatch in a few months, which leads to a 
  Bulging Veins outbreak, and further missing 
  persons in the docks area. Eventually the gorgers 
  spread to other parts of the city, ultimately forcing 
  the guard to investigate and deal with the 
  problem. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  8 
   
  CREDITS 
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2017. 
   
  Artwork: 
  Some artwork copyright 2017 Maciej Zagorski, The Forge Studios LLC, used with permission.  
   
  Some artwork copyright 2016 JE Shields, used with permission.  
   
  Some artwork copyright 2013 Gary Dupuis, used with permission.  
   
    
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG 
  $7 
  USD 
  Softcover 
  or 
  $22 
  USD 
  Hardcover: 
  http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-
  gaming/paperback/product-22916505.html 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
   
   
   
   
   
   
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