EB 01 For 1st Level Characters

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The adventure introduces new characters to the world of Mystara and has them explore the sewers of Selenica to investigate an overpopulation of rats.

The adventure is set in Selenica and has new adventurers explore the city sewers to determine why there are so many rats in the northern sector.

Based on the descriptions, the characters might encounter giant rats, mudballs, striped bluebells, and possibly a wererat spreading disease in the sewers.

EB 01 For 1st level characters

Rats
Written by Emanuele Betti

Giant rats are spreading around Selenica. Somehow, they grow in


the north sector of the sewers. Is somebody breeding them? The
mayor is looking for someone to investigate.
Rats
INDICE

INTRODUCTION.......................................................2
What's wrong with all those rats?........................................2
Maps................................................................................... 2
Random encounters............................................................2

The image on the cover of this handbook has been INTO THE SEWERS................................................. 4
taken from internet. The image is owned by its drawer. If the
use of that image violates any form of copyright, the author Prologue.............................................................................. 4
of this book is available to change it anytime.
The sewers.......................................................................... 5
The drained canals.............................................................. 9
Dungeons & Dragons and the connected trademarks are
a property of Wizards of the Coast. In this book, they are
used only for a decorative reason. This book is not and is
never to be considered an official supplement for the game.
Reproduction rights are property of the author, Emanuele
Betti. END OF THE ADVENTURE..................................... 11

Expanding the adventure................................................... 11


The rules in this handbook are based on D&D rules as
described in the original handbooks in Basic, Expert,
Companion, Master and Immortal sets, in the official
Gazzetteer expansions, in some non-official books
published in Italy by Master : fantasy publishing company
and on the work of Marco Dalmonte, with a special mention NEW MONSTERS.................................................. 12
on his Code Immortalis.
Mudball............................................................................. 12
Striped bluebell................................................................. 13
To play with this handbook iyou must have the original
Basic, Expert, Companion and Master set rules for
Dungeons & Dragons.

MAPS..................................................................14
The sewers - Level 1........................................................ 14
The sewers - Level 2........................................................ 15

PRE-ROLLED CHARACTERS.................................. 16

1
INTRODUCTION
This is an introductive adventure for Serbion is hiding in the northern
RANDOM ENCOUNTERS TABLE
4 to 7 1st level characters in the world control room, where is quite hard to get
1D8 ENCOUNTER
of Mystara. The adventure is set in in for humans, and is sending his rats to
1d3 robber flies
Selenica, a wealthy city in the republic fight. (AC 6, HD 2, Mov 27 / 9,
of Darokin. Characters meet et the local 1 Flying: 54 / 18, Att 1 bite, D
1d8, ST F1, ML 8, AL N, XP
adventurers' guild, where famous THE MAPS 20 each)
adventurers take all of the good 1 tiger beetle
The sewers map shows water, walls (AC 3, HD 3+1, Mov 45 / 15,
missions and the better paid ones. The 2
Att 1 bite, D 1d6, ST F2, ML
and passages. Some stairs go into the 9, AL N, XP 50)
only thing left for them is a disgusting
water, but characters may want to avoid 1d4 giant centipedes
exploration of the city sewers. Forced (AC 9, HD 1/2, Mov 18 / 6, Att
bathing in sewers water, especially 3
by need, they will have to join forces 1 bite, D poison, ST NM, ML
because it's been stagnating for days, 7, AL N, XP 6 each)
and get underground, to find out why 1d6+1 giant rats
since when the sewers have been
the northern sector of the sewers is so (AC 7, HD 1/2, Mov 36 / 12,
closed. Another map is showing the 4 Swimming 18 / 3, Att 1 bite, D
crammed up with rats. 1d3 + disease, ST NM, ML 8,
empty water canals, and it shows the
The adventure is designed to give AL N, XP 5 each)
connections among the water 1d3 oil beetles
the characters some fights, but mainly (AC 4, HD 2*, Mov 36 / 12,
passages. If the characters find the
to make them think and organize 5 Att 1 bite + special, D 1d6 +
secret mechanism that drains all the special, ST F1, ML 8, AL N,
themselves in a group. If they are smart XP 25)
water from the sewers, they can just
enough, they can get a nice treasure. 1 giant racer snake
walk into these passages and reach the (AC 5, HD 2, Mov 36 / 12, Att
He adventure begins in the adven- 6
central drainage, which is otherwise 1 bite, D 1d6, ST F1, ML 7,
turers' guild, where the characters will AL N, XP 20)
impossible to reach. 3d10 rats
meet for the first time, during a short (AC 9, HD 1 hp each, Mov 18
played prologue. / 6, Swimming 9 / 3, Att 1 bite
7-8
RANDOM ENCOUNTERS per pack, D 1d6 + disease,
ST NM, ML 5, AL N, XP 2
There is always a chance that each)
WHAT'S WRONG WITH
characters may have some random
ALL THOSE RATS? encounters: every two full turns in the If the party is already in distress,

A wererat named Serbion the White sewers, the Dungeon Master will have robber flies can be flying around, so

has come to Selenica to spread his to check it with 1d6: on a roll of 1 or 2, that the characters can actually try to

disease. He decided to ask the local there is one. avoid them or get ready for the fight.

rats for all the help they can give, but As the characters will find out soon,
TIGER BEETLE
Selenica was quite poor of giant rats. rats are not the only dwellers of the
To overcome this problem, he is just sewers. The following table can be Tiger beetles eat robber flies. Some

feeding them a magically infused grain used to determine random encounters of them just sneaked in the sewers to

that's mutating the rats into giant rats. in the sewers by rolling 1d8. hunt for flies. They are usually quiet

Serbion is biting many of them to pass and don't attack humans, if they don't

his disease through and his plan was Here is a description of all of the feel they are in danger. Better to walk

going well, until someone noticed the random encounters. away from these, because they are

invasion of giant rats. quite strong.

The mayor had the north sector of ROBBER FLIES


GIANT CENTIPEDES
the sewers shut closed, so that only Robber flies are predators that hide
normal rats can now get in and out, and in shadows waiting for preys to come Giant centipedes can be quite

even Serbion is trapped in. He expects close enough to attack. When they do dangerous for low level characters, for
their poison. They are stupid enough to
someone to come and try to kill all of so, they can attack the enemy gaining
attack even big things like humans, but
his rats, so he's ready to fight. At the the surprise on a roll of 1-4 on 1d6.
they only do so if the characters get to
same time, he would be ready to run if Robber flies usually eat small rats,
less than 6m from their position. They
he was given a chance to. insects and disgusting things carried
often move on the walls.
along by the water, in here.

2
INTRODUCTION

GIANT RATS
Giant rats are everywhere in the
sewers. Some of them are lesser
wererats and can spread lycanthropy.
Every time the group meets wererats,
there is a chance of 1 on 1d10 that one
is actually affected with lycanthropy and
can therefore infect the characters.
Giant rats are patrolling the sewers for
Serbion, so they will attack any intruder.

OIL BEETLES
Oil beetles are not very common in
the sewers, but there are some. They
are dark and not easy to spot and, if the
characters don't get too close (6 m or
less), they are not going to fight. If
attacked, they react spraying the
attacker with a thick oily substance that
covers the attacker in painful blisters,
giving him a -2 to hit until he gets some
kind of healing.

GIANT RACER SNAKE


Some of these snakes sneaked into
the sewers where they eat normal rats.
They are quite useful, especially for
clerics who are able to charm them.
Most of the times, characters will only
see these snakes swimming in the
water and hunting for rats. They will
attack the characters only if they are
closed in a corner or they are attacked
first, and they will run as soon as they
can.

RATS
Rat swarms are very common in the
sewers. There is 1 chance on 1d6 that
a rat swarm will attack the characters
for one round, when found. Otherwise,
they will just be passing by.

3
INTO THE SEWERS
PROLOGUE "I guess we have no choice." One of properly. Nevertheless, the problem
you states. with the rats was big enouth for the
The adventurers' guild in Selenica is "Don't worry, kids. It's going to be an Mayor to get involved and ask the
full of people. Someone in a corner is easy one. If you don't mind getting a Adventurers' guild to take care of it.
arguing with the guild leaders about little dirty... The mayor requires a group After the characters explain why they
how the guild is organized, somebody of adventurers to inspection the north are there, the man will be happy to
else just sits on a side alone, some sector of Selenica sewers. An unusual show them around shortly while taking
more just look completely out of place, growth of giant rats population is them to the sewers.
here. threatening the health of the people.
"You may want to follow me, please."
The guild Master, a tall, slender,, That sector of the sewers has been
Mister Corallon says.
blond man with rich clothes and a sealed as a precaution. Adventurers will
"These sewers are quite old. They
wonderful sword at his side, walks in have to enter the sewers, find the
have been built by a team of dwarf
with a pile of parchments, and the reason of the rats' growth and eliminate
engineers and human architects
silence falls. It's the time everyone was it. The pay is 300 gp per each
together and are position under the
waiting for: time to give every group a adventurer, which, taken out taxes and
oldest part of the centre of the town.
suitable mission. a 10% commission for the guild, will be
The water comes from a creek that is
Usually, the expert adventurers of 240 gp per head. Please, sign here."
forced into pipes and usually runs all
the guild achieve a higher rank in it, and After you finish with the bureaucracy,
around the town and down through the
have the chance to be the first ones to the guild Master gives one of you the
drainage control rooms. There are nine
chose. Today it's not different. confirmation letter for your task.
sectors of the sewers: north, north-east,
"Guard for a diplomat visiting from "Bring this to the sewers control
north-west, east, west, south, south-
Ylaruam" The guild Master calls. Many house, it's just a couple of blocks ahead
east, south-west and central. Each of
volunteer for that. A group lead by an on this street. Mister Corallon will let
them is divided by the others by
armored knight takes it. you in from there."
barriers that can be shut in an
"Escort a young lady to Corunglain".
The adventure begins. emergency, like now. Drainage and
Still lots of volunteers. It goes to a
Players may want to buy some more barriers are controlled by mechanic
group of female adventurers.
equipment, if they have any spare gps. means."
"Search the Canolbarth forest for a
Let the characters make their The man takes a lantern and guides
rare plant with Nisha the Druid." Many
acquaintance on their way to the you to a big gate in the back of the
volunteers again, goes to a group led
sewers control house. Whe they house. Stairs go down just behind, and
by a charming elf woman.
finished, read the next part of the a terrible smell comes on. He opens it
The parting of the missions goes on
prologue. with no effort and guides you down, to a
and on, and all of the nice ones are
big 8-sided room. All around the room
quickly gone. Then, the very dangerous The sewers control house is a white
runs a walkway, connected to the
ones are taken by characters who really building with a roughly circular shape. It
center, wher you are, by four small
want to show up... In the end, you are looks abandoned, but when you knock
bridges. All around the central part runs
the ones left in the guild hall with at the door a tall man, with white hair, a
a stream of dirty water. Eight arches
nothing. The guild Master still has some huge nose and small glasses comes to
open on the walls around, one per wall.
parchments. open. He looks at you and asks: "How
The only one shut closed with a heavy
"Excuse me, Sir..." One of you asks. may I help you?"
metal panel is the one heading north. A
"Do you have anything for inexpe-
It's time for a little role game with the number of levers can be found in the
rienced guys?"
man. He is Mister Corallion. He is a centre of the room, on a stone console.
The man rolls his eyes and looks at
mid-aged employee, and has the "I will open the passage for the north
the parchments.
responsability for this office. sector." Mister Corallon says. "But I will
"I have one. But it's for a group. If
Unfortunately, due to cuts from the City have to shut it closed immediately after
you don't mind working together, I have
Hall, he is the last one here, and he you are in. When you want to come out,
this one from the Selenica City Hall..."
struggles to manage everything use this."

4
INTO THE SEWERS

The man gives you a small bell with 2 - INTERSECTION 6 - WATER LEVEL MONITORING AREA
nohammer inside. This area looks like the previous one. Stuck to the north aisle, but coming
"This is a magic bell that will ring in Nothing interesting. out of the water, there is a pole painted
my office when shaken. And you may in black with white numbers and lines
need these as well..." 3 - INTERSECTION on it.
And he handles you a small casket This area looks like the previous one.
Nothing interesting. The pole is used to monitor the level
containing five glass flasks.
of the water in the sewers. It's
"Some emergency potions, in case
4 - THE DOORS measuring the water in meters. If the
you find yourselves in trouble. There's a
characters check on it, they can
little of everything. One antidote for Two doors, at the ends of this wall,
understand the water level is around
poisons, one bug repellent potion go north. At the centre of this area, a
3,2 meters.
(sewers are full of insects, you know...), wooden gangway heads south, to th
one potion of levitation and two potions central area.
7 - FIRST LEVER
of healing. Of course, I will have to ask
On the gangway, a group of normal Across a small gangway, in a hidden
you to give me back the unused potions
rats is eating a dead aimal. There are cavity, there is a lever protruding from
and the bell whe you come out."
27 rats in total (AC 9, HD 1 hp each, the wall. It is in the upper position and
So said, the man goest to the
Mov 18 / 6, Swimming 9 / 3, Att 1 bite can be moved down. On a side of the
console, pulls one of the levers and the
per pack, D 1d6 + disease, ST NM, ML lever there are three green crystals
metal panel in the north arch starts
5, AL N, XP 2 each). If someone gets stuck in the wall.
moving with a shrieking noise.
closer than 3 m, or attacks them, the
rats will swarm away, but doing so they The lever is one of the three needed
THE SEWERS will pass on the characters, attacking to empty the canals from the water. If

In the sewers the characters risk to them once (a total of 3 attacks). pulled down, one of the crystals on the

be stained with sewers' water. If that side will light up. For every other lever

happens, that character will suffer a -2 5 - OLD BARRELS pulled down (see later), one of the

malus on Charisma and a -2 malus to crystals will already be lit up. If a lever
This area is set with old barrels and
all reaction rolls until he gets a chance is put back up, one of the crystals
broken crates. Four gangways connect
to wash himself and his clothes switches off. The crystals are just
it with the aisles and a water canal runs
properly. quartz and their value is about 20 gp
all around.
each, if taken and sold.
There is a total of 6 barrels. Two of When all the three crystals are lit,
1 - ENTRANCE them are empty and broken. One and all the levers down, the water in the
The arch leads to a pavement contains metal scraps the characters sewers drains out with a sucking noise,
running on one side of the sewers cannot identify. They are probably leaving the canals empty and giving the
canal. The smell here is disgusting and pieces of some mechanism. One characters the opportunity to explore
you can hear noises of rats running contains work tools, like pliers, small them.
around. On the other side of the canal hammers, and so. One contains 30
another pavement runs as well. The torches, and the last one contains some 8 - PASSAGE
ceiling is arch-shaped and probably not very old rugs. Among the rugs, if the A gangway crosses the canal. On the
much taller than 3 meters at its top. The characters move them, there are 2 oil north-east side, a corridor goes on in
canal itself is about 6 m wide. beetles hiding (AC 4, HD 2*, HP 11, 12 the dark.
When the arch behind you slams Mov 36 / 12, Att 1 bite + special, D 1d6
closed, the noise echoes far and wide. + special, ST F1, ML 8, AL N, XP 25). Nothing here.
These tunnels must be very long. They will attack to protect their lair. If
attacked, they react spraying the
This description fits to most of the attacker with a thick oily substance that
corridors in the sewers. This area is covers the attacker in painful blisters,
empty. giving him a -2 to hit until he gets some
kind of healing.

5
INTO THE SEWERS

9 - DEAD END The worm is a carrion crawler (AC 7, The pole is used to monitor the level
The passage comes to an end in a HD 3+1*, HP 14, Mov 36 / 12, Att 8 of the water in the sewers. It's
corner. On the other side, the water tentacles / 1 bite, D paralysis / 1 point, measuring the water in meters. If the
opens in a bigger pool, and further on ST F2, ML 9, AL N, XP 75). It just characters check on it, they can
there is another area, like a room, wants characters to leave. If they don't understand the water level is around
barely visible. leave, it will attack. If they run, it won't 3,2 meters.
chase them. If killed, it will be possible

At the very end of the corridor there to find in its stomach a ring with a ruby 17 - CLEANING BASIN

are two giant centipedes moving on the that it thought was a scarab. The ring is Here there is a pond approx. 9 m
wall. If the characters move close, worth 1.500 gp, but to fnd it the wide on top of which some weird
check if they see them. If they don't, the characters must open the crawler's objects are floating. A net with a long
centipedes attack by surprise (AC 9, body and search it. This operation handle is hooked on the wall.
HD 1/2, HP 2, 3, Mov 18 / 6, Att 1 bite, takes 1 turn.
The net is used to clean the water in
D poison, ST NM, ML 7, AL N, XP 6
13 - THE LAST LEVER the pond. Here the water flows slower,
each).
and many floating objects gather here.
At the end of the north side of this
If the characters spend some time here,
10 - FUNGUS corridor, there is a lever protruding from
they can fish out objects from the mass.
This square room is covered in the wall. It is in the upper position and
In the trash, they can find:
mould and on a side there is a group of can be moved down. On a side of the
1 - One leather boot
big mushrooms growing. When you get lever there is a pink crystal stuck in the
2 - A half-used torch
a little closer, the mushrooms starts wall.
3 - A sling
shrieking loud.
4 - A broken hat
This lever can only be pulled down
This is a pack of shriekers: there is a 5 - An old parchment with the spell
when the crystal on its side is lit. It will
total of 4 (AC 7, HD 3, HP 8, 11, 15, 16, cure light wounds and the spell cure
light up only when the water is drained
Mov 3 / 1, Att special, D none, ST F2, disease.
from the sewers. When pulled down,
ML 12, AL N, XP 35). They will keep on 6 - A ball of hair
the gates that isolate the canals under
shrieking for 3 rounds, or until the 7 - A dead giant rat
water are lifted.
characters don't kill them, or until they 8 - A leather ball
This lever works with a wood
don't get away, out of this room. The To take one object, they need to
counterweight, so when the water
shriek of the shriekers attracts spend 1d6+1 rounds fishing and use
comes back in the sewers, it floats on
wondering monsters. Check at every the fishing general skill, or half of their
the water and springs back to its former
round. dexterity score. If they spend more than
position, closing the gates again. That's
20 rounds fishing out things, they
why it's not possible to pull it down
11 - WOODEN PLATFORM disturb a giant racer snake (AC 5, HD
when there is still water.
2, HP 9, Mov 36 / 12, Att 1 bite, D 1d6,
A big wooden platform occupies
ST F1, ML 7, AL N, XP 20) that's
most of this room. Only some portions 14 - CANAL
hidden in the trash and it slithers out of
are left without, and the water under This area is empty
the water to attack them. Characters
that can be seen.
may be surprised by the snake with a
15 - DEAD END
This room is empty. roll of 1 or 2 on 1d6.
This area is empty

12 - CARRION CRAWLER 18 - PASSAGE


16 - W ATER LEVEL MONITORING AREA
On this platform, there is a big worm, This area is empty
Stuck to the north aisle, but coming
about 1,2 m long, with loads of
out of the water, there is a pole painted
tentacles around its mouth. It looks like
in black with white numbers and lines
your torches disturbed it, and it's
on it.
coming closer.

6
INTO THE SEWERS

19 - MORE BARRELS of the giant rats can spread lycanthropy If the character spend at least one
In this area there are some wooden to the ones he bites. minute observing the rats, they will
barrels and, around them, three giant notice that the small rats (AC 9, HD 1
rats. One is licking some black and 21 - PASSAGE hp each, Mov 18 / 6, Swimming 9 / 3,
thick liquid that's spilling out of one of This area is empty. Att 1 bite per pack, D 1d6 + disease, ST
the barrels. NM, ML 5, AL N, XP 2 each) come
22 - PLATFORM here, eat and become giant rats (AC 7,
The giant rats (AC 7, HD 1/2, HP 1, HD 1/2, HP 1, 1, 2, 3, 4, 4, 4, Mov 36 /
This area's floor is a big wooden
4, 4, Mov 36 / 12, Swimming 18 / 3, Att 12, Swimming 18 / 3, Att 1 bite, D 1d3 +
platform. There is a lever protruding
1 bite, D 1d3 + disease, ST NM, ML 8, disease, ST NM, ML 8, AL N, XP 5
from the wall. It is in the upper position
AL N, XP 5 each) are aggressive: if the each) in a few rounds. This is because
and can be moved down. On a side of
characters get close, they will attack. If in the centre of the mass of rats there is
the lever there are three green crystals
the characters attack them with fire, a wooden box full of grains which have
stuck in the wall.
though, they just run. been enchanted with a permanent
In the barrels there are some pieces This is the second lever that controls animal growth spell. The grains will
of wood that can be used as clubs, the water level. See zone 7 for details. shine red if examined with detect
some strips of cloth and a dark oileous magic. In the area there is a total of 36
liquid: pitch. These things can be used 23 - PASSAGE normal rats and 7 giant rats. If the
to produce torches. There is enough This area is empty. characters attack them, the rats swarm
objects to produce 20 of them. on them, make an attack and run, while
24 - ROBBER FLIES the giant rats keep on attacking until 4
20 - FEEDING AREA 1 This area is an open platform with 4 of them are killed. Then, they run. One
In this area there is a lot of rats and possible passages to get out. of the giant rats can spread lycanthropy
giant rats coming and swarming. to the ones he bites.
Probably there is something to eat for At the top of the ceiling there are 2
them. robber flies hidden (AC 6, HD 2, HP 7, 27 - EMPTY PIPES
10 Mov 27 / 9, Flying: 54 / 18, Att 1 bite, On a wall of this area, two big glass
If the character spend at least one
D 1d8, ST F1, ML 8, AL N, XP 20 pipes run through the stone. The pipes
minute observing the rats, they will
each). They are waiting for some prey are mouldy and dirty, but they are
notice that the small rats (AC 9, HD 1
and, if the characters don't notice them, empty.
hp each, Mov 18 / 6, Swimming 9 / 3,
they will attack by surprise. Characters
Att 1 bite per pack, D 1d6 + disease, ST The pipes are the ones used to bring
must roll a 1 (demi-humans 1 or 2) to
NM, ML 5, AL N, XP 2 each) come fresh water in the sewers. They are
detect them on the ceiling, if they dont
here, eat and become giant rats (AC 7, empty, now, because the supply of
declare they look up. If they look up,
HD 1/2, HP 1, 2, 2, 3, 4, 4, Mov 36 / 12, water has been cut off for the
they spot them immediately.
Swimming 18 / 3, Att 1 bite, D 1d3 + emergency.
If characters fight here, Serbion the
disease, ST NM, ML 8, AL N, XP 5
were-rat is alerted and he will wait
each) in a few rounds. This is because 28 - PASSAGE
hidden behind a wall to attack the
in the centre of the mass of rats there is This area is empty.
characters with the surprise on a 1-4
a wooden box full of grains which have
out of 1d6. See zone 30 for details.
been enchanted with a permanent 29 - PASSAGE
animal growth spell. The grains will This area is empty.
25 - DEAD END
shine red if examined with detect
This area is empty.
magic. In the area there is a total of 48 30 - PASSAGE
normal rats and 6 giant rats. If the This area is empty
26 - FEEDING AREA 2
characters attack them, the rats swarm
In this area there is a lot of rats and
on them, make an attack and run, while
giant rats coming and swarming.
the giant rats keep on attacking until 2
Probably there is something to eat for
of them are killed. Then, they run. One
them.

7
INTO THE SEWERS

31 - SERBION'S HIDEOUT
If the characters alerted Serbion the
wererat (AC 7, HD 3, HP 17, Mov 36 /
12, Att 1 bite / 1 magic dagger +1, D
1d4 / 1d4+1, ST F3, ML 8, AL C, XP
50) fighting in zone 24, he will be hiding
behind a wall to attack them. See area
24 for details. If they didn't make noise,
read the following text.

This is a big room swarmed by rats,


both big and small. At the north side of
the room there is a straw mat among a
bunch of rubbish. A full bag is hanging
on the wall. A weird creature, human-
shaped, but looking like a white man-
sized rat, is among the rats. He seems
surprised to see you here.

Serbion lives here with his fellow


rats. In the room there are 4 giant rats In his bag on the wall, Serbion has a 33 - CLOSED ROOM

(AC 7, HD 1/2, HP 2, 3, 4, 4, Mov 36 / lot of the magic grain used to feed his The door for this room is closed and
12, Swimming 18 / 3, Att 1 bite, D 1d3 + rats, 2 potions of healing and a potion it's stuck due to moisture. It can only be
disease, ST NM, ML 8, AL N, XP 5 of Defense +2. If he is waiting for the forced oper with strength or magic. If
each) and 26 rats (AC 9, HD 1 hp each, characters, he will drink the potion of the door is opened, read the following
Mov 18 / 6, Swimming 9 / 3, Att 1 bite Defense and get ready for the fight. text.
per pack, D 1d6 + disease, ST NM, ML In the bag there is even a small
This room has a small canal running
5, AL N, XP 2 each). They will fight until treasure, made of 200 gp, 120 sp, a
around and a stone platform in the
Serbion is dead, if attacked. Serbion silver bracelet worth 180 gp and 2
middle. There was probably some kind
wants the intruders to be killed but, if he golden cufflinks worth 250 gp.
of rugs on the floor, in a crate, but they
is severely hurt (namely, if he has less
are now mouldy and dirty.
than 5 HP left), he will turn into a giant 32 - THIRD LEVER
rat and will try to run, leaving half of his This passage comes to a dead end. If the character mess around with the
small rats to fight and the other half There is a lever protruding from the rugs, they wake up a small swarm of
bringing with him to cover his run. If wall. It is in the upper position and can wasps hidden in the box (AC 7, HD 2*
chased, he is quite easy to spot, be moved down. On a side of the lever hp , Mov (flying) 18 / 6, Att 1 per target,
because he is the only one white rat there are three green crystals stuck in D special, ST NM, ML 11, AL N, XP
around. If he manages to escape, the wall. 25). If attacked with fire, the swarm
Serbion is going to swim away and hide takes 1 damage per round. If hit by a
This is the third lever that controls
in area 41, just under the wooden sleep spell, the swarm is put back to
the water level. See zone 7 for details.
platform. To find him, the pcs must sleep in its crate.
empty the canals and search there.
Serbion is a 4th level were-rat. He has
a magic dagger +1, but he prefers to
bite the enemies. He is very smart and
will try to keep the other characters
busy with other rats while he will be
focusing on one character at a time,
usually starting from the weakest.

8
INTO THE SEWERS

THE DRAINED CANALS 37 - PASSAGE listen for any noise around, gathering
This area is empty. rats. He will be aware of the PCs
getting closer if they don't try to walk
34 - STAIRS
38 - GATES silently, and if it happens, he will again
From this area it's possible to
The gates heading north must be have the surprise attack on a 1-4 roll on
descend into the now drained canals.
opened using the lever in zone 13. If 1d6.
The floor is sticky and muddy, but the
the lever has not been activated, the Serbion is here with the rats who
water flowing away has cleaned the
gates are down and block the passage. followed him running away from the
worst out of them.
To hold the gates open for a character fight, plus 3 giant rats (HP 2, 3, 4).

This area is empty. to pass, two or more other characters If Serbion was killed or caught, the

When the characters walk around in must sum up their strength to a area is empty.

the canals, there is a big chance that minimum of 30 points. This will take a

they may find some small objects in the whole turn to allow the party to get 42 - THE DAGGER

mud. For every area they visit, the through. If the players find a way to This area is a little wider. On the
master must roll 1d6: on a 1-3 roll, block the gates open, the Dungeon floor, from the mud protrudes a silvery
there is something. If the roll was 1, the Master should allow them. object.
mud was washed away by the water
39 - GATES The object on the floor is a silver
and the characters see the objects
See zone 38. dagger. Pcs may take it and use it
while walking. If the result was 2-3, the
against Serbion, if they need.
characters will only notice the objects if
they declare they are looking around to 40 - SECRET HIDEOUT
43 - GATES
search hidden objects. This room is filled with rats! It looks
See zone 38.
The things that can be found on the like this is some kind of lair for them.
floor are mainly coins. Roll 1d6 and
Rats hide here when chased. They 44 - THE MUD POOL
check the following table.
hide up to the ceiling, where they can The room at the centre of this area

OBJECTS ON THE FLOOR breathe: when water fills this room, looks full of muddy shit. Its floor is
Coins: 1d4 each of copper, silver there is always a small reserve of air apparently half a meter lower than the
1
and electrum and with the water level floating, some passages around.
Coins: 1d4 each of platinum, silver
2 air always comes in. Usually, there are The floor is actually much lower: if a
and copper
Coins: 1d6 each of platinum, gold even objects floating on the water that character walks on the mud, he will be
3
and silver
the rats use to rest. Now that the water stuck in it up to the waist. In these
Coins: 1d6 each of copper, silver
4
and gold is gone, all the rats are around the floor. conditions, a character will suffer a -3 to
Coins: 1d6 each of gold and silver There is a total of 23 normal rats (AC
5 and 1 small gem worth 1d6x100 all ability and skill checks, saving
gp 9, HD 1 hp each, Mov 18 / 6, Swimming throws, to hit throws and AC.
Coins: 1d8 each of gold, silver 9 / 3, Att 1 bite per pack, D 1d6 +
6 and copper and 1 jewel worth If the pcs did not defeat the snake in
3d6x100 gp disease, ST NM, ML 5, AL N, XP 2 area 17, it will now be here, and it will
each) and 4 giant rats (AC 7, HD 1/2, attack as soon as a character gets
35 - PASSAGE HP 2, 2, 2, 3, Mov 36 / 12, Swimming stuck in the mud. Check area 17 foor
This area is empty. 18 / 3, Att 1 bite, D 1d3 + disease, ST details on the snake.
NM, ML 8, AL N, XP 5 each), here. To help one character out of the mud
36 - BARRIERS They will attack the pcs for one round, takes 2 persons to help and at least 1
This passage has two deroutes going and then they will try to run away. full turn.
south that are blocked by heavy metal
bulkheads. 41 - SERBION'S NEW HIDEOUT
If the characters failed to chase
The bulkheads block the water that is
Serbion and he ran from the fight, he
flowing in the sewers south of here.
will be hidden here (see area n.30 for
They cannot be moved and are
details). He will be hiding and trying to
controlled by the central control room.

9
INTO THE SEWERS

45 - MAP If the characters get closer than 3 m


On a wall of this room there is an to the mudball, it attacks by
incision that looks like a map. transforming in some monster and
using its peculiar attack. See the new
The dwarves made a map of the monsters section for details.
canals here. The characters may copy If the characters defeat the mudball,
it to orientate here, if they want. they can take the treasure hidden
among the rubbish and on the corpse.
46 - GATES The corpse has a leather bag
See zone 38. containing 1 necklace worth 1.800 gp,
four diamonds worth 1.000 gp each and
47 - PASSAGE 300 gp. On his belt, there is a sword
This area is empty. which is actually a magic sword +1 +2
against werebeasts. He was carrying
48 - PASSAGE other things in a backpack, but many
This area is empty. are broken or ruined. Some things the
characters may save are a parchment
49 - PASSAGE of protection from elementals, a mirror
This area is empty. and a potion (which is an antidote for
poisons), sealed with wax and still
50 - CENTRAL DRAINAGE AREA whole.
This room's flooor is about 1 m below
the rest of the canals. It has a grating
on the floor, in the middle, where the
water probably was drained to. On the
grating, there is a corpse, now not
much more than a skeleton, and all
around it there is some rubbish.
Something yellowish and jelly-like is
covering most of the things and half of
the corpse.

The jelly like thing is a yellow


mudball (AC 3, HD 4***, HP 21, Mov 18
/ 6, Swimming 9 / 3, Att special, D see
table, ST MU8, ML 12, AL N, XP 225).
Mudballs are magic creatures who are
born by mixing magic potions, dirt and
other disgusting things. This one was
born in the sewers and is living here in
the central drainage room. The mudball
takes half damage from skewer and
edged weapons and takes no damage
from impact weapons. Earth elemental
attacks cure it, while air elemental
attacks damage it normally. All other
elemental damages are halved. Some
mudballs can use magic, but this
particular one can not.

10
END OF THE ADVENTURE
If the character manage to stop EXPANDING THE ADVENTURE
Serbion the wererat, the adventure's
This adventure is open for
goal is achieved. When escaping the
continuations, if characters and DM
sewers, they will get the reward through
want to expand the events in it. Here
the guild, as promised, the next day.
are some ideas.
But if they broke some of the
mechanisms in the sewers controls,
EXPLORE THE SEWERS
they will have to pay to refund them, so
Some secrets have been hidden in
their reward may be cut of several tens
the sewers by the dwarves who built
of gps each.
them. The characters and Mister
If they kill the wererat, they don't get
Corallion will work together to explore
any extras, but if they manage to catch
the remaining canals of the sewers and
it and take it to the guards, they will get
discover the secrets.
an extra reward of 100 gp each
(already including the taxes and guild's
THE TIP OF THE ICEBERG
commission).
So the characters defeated Serbion.
Give the characters a bonus of 200
But Serbion was not working alone.
XP each for each potion Mister
More wererats, possibly followers of
Coralllion gave them and they returned
Mrikitat, are upset for his defeat. If
unused and another bonus of 200 xp
Serbion was caught alive, they may
each if they drained the water canals,
want to get rid of him before he gives
discovering the hidden level.
out a confession to save from a death
At the guild, the guild Master will be
sentence. Or they may want to make
pleased for their job and will allow the
some reprisal against the characters, if
characters to sleep there for the night
the wererat was killed.
and have a bath (they will need it!).

DISEASE
Characters may have contracted
lycanthropy in the sewers. To cure the
diseased ones, they need a lot of
money to pay for a high level Cleric, but
they don't have. The cleric may ask
them to take care of some of his
problems for him in exchange for the
healing.

THE GUILD
Characters may want to stay in the
adventurers' guild for a while and try to
get some more adventures sorted out.
Their rank in the guild may quickly
raise, bringing them to higher level
adventures. But fame brings enemies:
some of their rivals in the guild may not
be happy to have the characters taking
good jobs and may plan some revenge.

11
NEW MONSTERS
MUDBALL
Mudballs are magic jelly-like More or less, 50% of the mudballs RED MUDBALL
monsters that resemble a coloured goo. are spellcasters, and may use arcane Red mudballs are immune to fire and
They are often found in closed small magic or clerical one. The mudball's get double damage from attacks based
places, where they like to hide (chests, spellcasting ability and level is as a on water and ice.
drawers, cabinets and cupboards...), magic-user or a cleric level 4+1d8.
but they can be found altmost Spells are chosen by the DM or rolled GREEN MUDBALL
everywhere in dungeons. They are born random, but usually mudballs with a Green mudballs can be initially
from rotten potions, merging with particular elemental resistance have confused for green slime. It's immune to
corpses, staining water and other spells related to that elemental. water and ice magic and gets double
disgusting things. Their nature is highly There are many different types of damage from fire and lightning magic.
magical and they have a very particular mudballs, that can be recognized for
way to attack enemies. their different colour, with different BLUE MUDBALL
When in combat, mudballs can elemental resistances. This monster is immune to air and
shapechange very fast, from their usual lightning magic and gets double
jelly-blob form to a more defined WHITE MUDBALL damage from earth magic.
monster-like form (always made of It's immune to all clerical magic. The
jelly). This transformation happens so white mudball has a regeneration ability YELLOW MUDBALL
fast that the mudball can attack in the that makes it recover 1 HP per round. It's immune to earth magic and gets
same round, using his new form, just to White mudballs can only be hit by double damage from air magic.
revert to his blob form immediately after magic weapons and spells.
the attack. GOLDEN MUDBALL
The table in this page shows the BLACK MUDBALL This shiny creature has a metallic
possible transformations and attacks of The black mudball is immune to colour and reflects on the caster every
the mudball: at every round roll 1d10 for every arcane magic and, every time it's spell cast on it. Golden mudballs can
non-spellcaster mudballs or 1d12 for hit by a magic, its armor class only be hit by magic weapons and
spellcaster ones and find the increases of -1 point for the rest of the spells (not cast directly onto them).
appropriate result. Note that mudballs fight. Black mudballs can only be hit by
may mimic the special abilities of other magic weapons and spells.
creatures with their attacks.

1D10
MUDBALL'S SHAPE AND ATTACK
1D12
1 Centipede: the mudball shapechanges into a giant centipede and attacks with its poisonous bite.
2 Bluebell: the mudball shapechanges into a striped bluebell and attacks with the choking pollen.
3 Rust monster: the mudball shapechanges into a rust monster and attacks with the rusting antlers.
4 Goblin: the mudball shapechanges into a goblin and attacks with a random melee weapon.
5 Thoul: the mudball shapechanges into a thoul and attacks with the paralyzing touch.
6 Cockatrice: the mudball shapechanges into a cockatrice and attacks with the stone-turning beak.
7 Crab: the mudball shapechanges into a giant crab and attacks with its claws.
8 Elf: the mudball shapechanges into an elvish archer and shoots an arrow.
9 Snake: the mudball shapechanges into a spitting cobra and attacks with the poisonous spit.
10 Wraith: the mudball shapechanges into a jelly wraith and attacks with an energy-draining touch.
11 Magic: the mudball shapechanges into a wizard with a cone-hat and casts a spell against one enemy.
12 Magic: the mudball shapechanges into a wizard with a cone-hat and casts a spell on itself.

12
NEW MONSTERS

MUDBALLS STATISTICS
Red Green Blue Yellow Black White Golden
AC 3 3 3 3 3 3 3
HD 4*** 4*** 4*** 4*** 5*** 5*** 7***
Movement 18 (6) 18 (6) 18 (6) 18 (6) 18 (6) 18 (6) 18 (6)
Attacks Special Special Special Special Special Special Special
Initiative - - -1 - - +1 +1
Damage See table See table See table See table See table See table See table
ST M8 M8 M8 M8 M10 M10 M14
Morale 12 12 12 12 12 12 12
AM N N N N N N N
XP 225 225 225 225 550 550 1.650

STRIPED BLUEBELL
The striped bluebell is a vegetable the corpse with its roots, sucking all of round for 1d4+4 rounds. Striped
monster which is quite common on the its blood and recovering 1d3 HP per HD bluebelles may use this attack up to 3
hills and especially around the Broken of the victim, at a 1d3 per round rate. times per day.
Lands. It's a plant about 1 m tall with The bluebell can use a poisonous The bluebell may even attack the
big leaves and one lonely blossom at its pollen attack up to three times per day. enemies hitting them with her big
top. This monster is a carnivore plant The pollen is blown from the flower all blossom, using it as a mace and
and feeds on animals who get too around and makes a cloud 6 m radius causing 1d6+3 damage.
close, usually. It attacks anything that is that fades after one round. Whoever is
getting too close to it, and when the caught in the cloud in that round, must
creature dies, the bluebell just sits on save vs. poison or lose 1d6 HP per

STRIPED BLUEBELL STATISTICS


AC 5
HD 4+3*
Movement 3(1)
Attacks 1
Initiative -1
Damage 1d6+3
ST F4
Morale 11
AM N
XP 200

13
MAPS
THE SEWERS - LEVEL 1

14
MAPS

THE SEWERS - LEVEL 2

15
PRE-ROLLED CHARACTERS
If you want to start playing without
rollig characters, he following 12
characters may be used in this
adventure. Equipment can be picked
with the money each character has. All
characters are 1st level.

CHARACTER STR INT WIS DEX CON CHA HP GP


Fighter 17 13 5 9 17 14 8 80
Fighter 13 8 13 16 11 12 5 130
Magic-user 16 14 8 13 13 9 4 80
Magic-user 8 17 14 11 10 13 3 110
Thief 13 8 13 14 10 18 3 120
Thief 9 15 10 17 13 10 5 100
Cleric 11 8 18 14 11 15 5 120
Cleric 13 12 16 8 14 13 7 100
Elf 14 16 9 13 7 14 4 140
Elf 16 13 8 9 16 11 7 90
Dwarf 14 10 13 9 18 7 11 100
Halfling 14 10 9 16 13 12 6 130

16
Rats
Is a non-official adventure for

Dungeons & Dragons


This adventure has been developed only for private use
and is not to be commercialized.

Ended on May 5th 2018


Emanuele Betti

17

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