Adventure: Zadash Sewer Cleanup
After the devastating attack on the Zauber Spire, the city's authorities are scrambling to ensure its protection.
This is an adventure designed for 4 characters of 3rd level, set in the city of Zadash, smack in the middle of the Dwendalian Empire, and will take them through a small dungeon crawl, as well as introduce the major political intrigue plot point of the Kryn-Empire war.
Story Overview
After the Kryn attack on the Tri-Spire, the Zadash authorities assumed that they used tunnels to breach the city's defenses, and are understandably worried about the sewers, as they present a large unwatched point of entry into the city. An enormous effort has been put into motion, with the city's officials dividing the sewers into areas, and various community members signing up to help the understaffed Crownsguard in the effort to ensure no threats were left behind.
The Myriad, who have been using the sewers and adjacent tunnels as a means to conduct their operations under the nose of the law, are noticeably upset, and have begun moving their merchandise out of compromised safehouses.
With injured Kryn soldiers left behind, Myriad smugglers, and other strange sewer-dwelling creatures, this is a good way to introduce the characters to various overarching plot points and important factions. Decisions will have to be made, which may impact where the characters are going to go next, and who will have them under their sight.
Setup and Starting Point
Any adventurer passing through Zadash will no doubt hear about the task board posted in the front wall of the King's Hall, a huge building that acts as the central courthouse of the city. If they go there, they may find the following post:
Please inquire with the Herald of the Hall, Voloshin, for more information.
Given the importance and the large scale of this operation, various community members will be aware of it, including innkeepers and barkeeps that characters may ask for rumors or offers of work.
Voloshin is the one in charge of the operation, having divided the city in various areas, and organizing the combined forces of Crownsguard, community members, and adventurers, so the characters will be directed there.
Working for the Myriad
If your characters are in some way connected with the criminal underground, they may be asked by a member of the Gentleman's Troupe to join the effort, in order to keep at least some of their tunnels unspoiled.
Voloshin, the Herald of the Hall
The Lawbearer of Zadash, a male dwarf, with thick mutton chops and salt-and-pepper hair, who spends most of the day working in the King's Hall. As characters arrive in his office, you may want to describe the piles of parchment and maps of the city's sewer system spread across his table, with multiple areas numbered and marked.
In a very tired and direct manner, he will inform the characters on what exactly the job entails, disclosing the following details:
- During the recent Kryn attack, they used the sewers to get into the city, and they are known to often use underground tunnels to move their troops undetected
- The Crownsguard have been combing through the sewer system to ensure no danger is left, but they need help to do it in a timely manner, as the city's sewer system is quite large
- The sewers have been split into several areas, and each one assigned to a group, to ensure a thorough investigation
- A section of sewers to the northern end of the Pentamarket has not been cleared yet, and it's been deemed appropriate for a group of your size to do it quickly
- The Crown is paying 70gp to each individual who helps with the effort
- You are kindly requested to leave a mark in the walls to signal other groups you've cleared a section. A simple X carved in the walls will suffice.
Should the players accept, they will receive a Writ of Lawmaster Intent, a document containing their names and the details of their assignment, which grants them access to the sewer entrance assigned to them, as well as the right to claim the reward once the task is done.
If they are ready to depart immediately, Voloshin will ask a nearby Crownsguard to lead the group to the sewer entrance. Otherwise, he will simply give them directions, and stress the importance and urgency of this task.
At this point, depending on what characters the party has, you may wish to remind your players that a light source may be a good idea, so stocking up on torches beforehand is a good idea.
DM note
Feel free to tweak the rewards offered; personally I'm a fan of giving out less gold and more items, so the rewards in this adventure are designed with that in mind.
To the Sewers!
After being led to the sewer entrance, a group of nearby Crownsguards on patrol will open the manhole, give a proverbial slap on the back, and close it after the characters climb down.
As the party climbs down into S1, you can read or paraphrase the following text:
As you climb down the metallic ladder, you immediately feel the smell of refuse, mold, and humidity. You find yourselves in a wide sewer tunnel, where fortunately you see stone walkways on both sides.
Apart from what few light shines down from the opening from where you came, it is pitch black. The air is heavy and humid, and the temperature slightly warmer than outside. You hear the sound of water rushing from place to place, and the faint sound of rats squeaking echoing through the walls.
Moving about
As the characters go through the sewers, pay attention to visibility around corners and light levels, as they may impact whether they are stealthy or not.
Remember to describe the ends of the map as the tunnels having an X carved on them, unless otherwise specified.
DM note
The following sections assume you use the map provided with this adventure, but this entire adventure can be ran entirely using theater of the mind if you so prefer
S2: Poisonous Fumes
The gas emanating from the water in this area is especially acrid, and any character with a passive Wisdom (Perception) score of at least 10 will notice the change in the smell.
Any character who passes through this affected area must succeed on a DC 9 Constitution saving throw, or become poisoned for one hour.
If they are aware of the danger, characters can hold their breath as per the rules in the Player's Handbook, pg. 183, and pass through the area unharmed.
S3: Kryn Remnants
This small alcove in the northern sewer wall appears to be caved in, with only a pile of rubble remaining. This, however, is only an illusion, hastily put up by the small group of Kryn soldiers left behind in the invasion.
Succeeding on a DC 13 Intelligence (Investigation) check will reveal the rubble to be illusory. Alternatively, a successful DC 16 Wisdom (Perception) check will reveal the faint sound of breathing coming from the other side of the rubble.
The three Kryn soldiers are:
- Vroen - Kryn mage, male drow, neutral good, the youngest of the three, and barely an adult. He is the most nervous of the lot, but also the most open minded. He is in a noticeable state of exhaustion, due to having to keep the illusion up for quite a bit of time.
- Sabniss - priest of the Luxon, female drow, neutral, clearly in her prime. Stern and stoic, will not make any aggressive move unless the party does so first. Her priority is clearly the safety of her small group, which she commands.
- Bemril - male drow, lawful neutral, he is sitting down next to the wall, with bloodied bandages clearly visible around his midsection. Has a strong sense of duty, feeling like he failed, and now the other two are stuck here because of him. Bemril uses a bandit captain stat block, but with 45 max HP, representing his injury.
They recognize they are in a very precarious position - in enemy territory, besieged by an unknown, probably hostile group. Therefore, they may appeal to the party to let them go, but will fight to the death if attacked, refusing to be captured.
This may be an opportunity for the party to learn more about the Kryn and why they attacked, and whether they really are the evil force the Empire paints them as. Or, it may be a chance for the party to further cement their position with the Empire, by striking down the invaders and ensuring the safety of Zadash.
If the characters sympathize with them, they may want to help them leave the city safely, especially if they found out the tunnels leading out at S5.
Treasure
- If the Kryn are defeated, the party may find a holy symbol of the Luxon, a spell scroll of Gift of Alacrity, and a white pearl worth 100gp inside Vroen's component pouch.
- If the party helps them in a cordial manner, Vroen may award them with a spell scroll of Gift of Alacrity as a thank you, noting that it is a rare piece of magic outside of the Kryn Dynasty, and to keep it hidden from prying Empire eyes.
S4: Rats Attack!
The sound of skittering rats becomes louder and louder as the characters approach this area, until they see a mass of hundreds of hungry rats, taking up all of the space in the walkways, and quickly skittering in their direction.
3 swarms of rats are making their way through the sewers, desperately looking for their next meal. If the characters are moving stealthily, they may avoid all of the rats with a successful DC 14 Dexterity (Stealth) check.
S5: Light at the End of the Tunnel
These tunnels have a slight grade to them, and the water is steadily flowing through them, eventually leading to the western city wall. Succeeding on a DC 15 Wisdom (Perception) check will reveal the faint glow of natural light reflecting off the walls.
It's also easy to notice the absence of an 'X' marking on the wall, which means these tunnels haven't been cleared yet.
S6: Ol' Crazy Steve
In this alcove, a late middle aged human commoner called Steve resides. Steve is what one might consider insane, and is very happy with his new find: a shiny golden hat that has fallen through the sewer grates above his little alcove. He is so happy in fact, that he is just prancing and singing to himself, while holding the hat as if it was his dance partner.
The characters may converse with him about the sewers, although he may not be the most reliable source of information. If enquired, he is not very willing to part with his hat, but may agree to a trade. He's not that interested in gold, preferring something more 'fun' - allow your players to come up with a creative trade here, if they so desire!
Treasure
Besides Steve's bedroll, a pot is standing on a makeshift campfire with some kind of soup that smells faintly of rat poop. In his pocket, Steve has 4cp. The Hat of Luck is an incredibly gaudy, oversized gilded hat with tassels and glitter spread all over it.
S7: Flammable Fumes
Upon reaching this area, any open flame will start to flicker wildly. Any character within the area holding a source of flame must roll a d20. On a 1 or 20, the fumes will ignite, dealing 2d6 fire damage to any creature within 5 ft. of the affected area.
If the fumes are ignited once, they disperse, no longer a danger.
S8: Smuggler's Hideout
An older part of the sewer system, used by the Myriad smugglers to hold merchandise away from any prying eyes while awaiting transport. In these days, with so many people moving about in the sewers, they are in the process of emptying out their stash, using a tunnel that connects to an above-ground safehouse.
Various crates and chests are spread through the area, in makeshift wooden structures designed to offer more working and storage space. A small barred iron gate is visible embedded in the wall, currently closed.
DM note
If the characters spend too much time here, for example while examining the loot or resting, you may consider having the Myriad agents as described in S9: Myriad Tunnel arrive in the middle of their discussions.
Treasure
Most crates are empty, but there is a locked chest that may be unlocked with a successful DC 14 Dexterity (Thieves' tools) check. Inside, there is a small pouch of gems: four opals (25 gp each) and a small ruby (75gp), as well a a small wooden box the size of a fist, which contains enough Oloore Root for two doses.
S9: Myriad Tunnel
Behind the locked iron gate lies a tunnel used by the Myriad to covertly access this hideout from one of their safehouses. The door is locked and trapped:
- The lock may be picked with a DC 14 Dexterity (Thieves' tools) check
- The trap can be detected with a DC 16 Investigation check. It consists of a small, nearly invisible piece of string that connects the door to the wall, triggering a burst of spring-loaded poisoned darts to be fired towards the entrance.
- If the trap is triggered, any creature in a 5 ft. wide, 15 ft. long line originating from the door must succeed on a DC 13 Dexterity saving throw, or take 1d4 - 1 piercing damage. If a character is hit by a dart, they must then succeed on a DC 12 Constitution saving throw, or become poisoned for the next hour.
If the characters dally in this area, anyone with a passive perception of at least 14 will start to hear voices and footsteps coming from the tunnel. The voices appear to grumble about the grunt work they have to do, moving everything back to the "safe house" above ground.
Eventually, two spies and one bandit come into the area, looking to move the last bits of merchandise they left behind. Finding the chest empty, the door unlocked, or the trap disabled will cause them to go on alert, searching the nearby area for threats.
If combat breaks out, they will not fight to the death, preferring to flee through the tunnel. If they reach their safehouse ahead of the party, they will attempt to block the hatch, and go report what happened to their superiors.
Refer to Myriad Safehouse if the characters choose to pursue the tunnels.
S10: Old Tunnel
Carved years ago to ease transportation of merchandise to the nearby sewer exit. Looks unused in a while. Characters who succeed on a DC 11 Intelligence (Investigation) check may find small bits of wood, and wheel marks that suggest a hand-pushed cart may have been used to move things through this tunnel.
S11: Collapsed Tunnel Entrance
A similar carved entrance to S10: Old Tunnel, but the tunnel has completely collapsed. Succeeding on an DC 15 Intelligence (Investigation) check will reveal small burn marks on some of the debris, suggesting some kind of explosive force was applied recently to bring this tunnel down.
S12: You Jelly?
An ochre jelly lies motionless, spread all over this area of collapsed tunnel, waiting for prey to wander into its range. Characters with a passive perception of at least 12 can notice the mass of yellowish goo seems to be ever so slightly throbbing.
Treasure
The jelly has devoured many things, most of which have been at least partially dissolved. A character that succeeds on a DC 14 Investigation check may recover 1d4 gp, 1d6 x 10 sp, and a small, dirty gold ring worth 25gp.
S13: Eight Eyes in the Dark
A phase spider hunts in this area. It will stealthily follow any threat that wanders within its hunting area using its Ethereal Jaunt ability, and ambush when it thinks it can pick off a solitary victim.
S14: Moss and Fungi
Coating the walls in this area are a bunch of moss and weird-looking fungi. Two violet fungus lie in wait in the walls until they are disturbed. Due to their finite radius of perception and low speed, they can be easily avoided if so desired.
Treasure
If the fungii are destroyed without fire damage, a character proficient with either the Herbalism or Alchemy Kit may attempt a DC 16 check to obtain a pouch of Fungal Dust.
S15: Sid, the Wererat
Sid, a chaotic good gnome Wererat makes this alcove her home, to keep everyone safe from her uncontrollable curse. She will not be hostile to the players, nor will she reveal her bestial form, unless attacked or wronged by the players in any way. She will insist she be left alone, and if pushed, will offer 15gp to the characters in exchange for keeping her hideout safe.
Sid is knowledgeable about the sewers and its inhabitants, and may warn the players about the dangers if they are nice to her.
- She knows about the smugglers who occasionally come by, but tries to steer clear - "everyone in Zadash knows not to mess with those people"
- Has no idea about the injured Kryn
- Knows about the different types of fumes, and the phase spider/ochre jelly, as she knows the ares of the sewer to avoid while moving about
If asked about why she wishes to remain hidden, she will simply say she "likes the quiet". A successful DC 15 Wisdom (Persuasion) check will make her sheepishly say that it's better for everyone if she's away from other people.
Treasure
If Sid is killed, the party can find a pouch with 20gp, as well as her shortsword. In the crates and bags around her bedroll, there are a few dried rations, some woodcarver's supplies, and a few crafted wooden dolls.
S16: Crownsguard Ahead
Upon reaching this tunnel, the party can hear the shuffling of footsteps, alongside some voices. Not long after, they see 3 Crownsguard (guards) holding a torch, who will ask if they are here at the behest of the Herald of the Hall. They will ask for the party's paperwork, and attempt to apprehend them if none is provided.
Assuming the party provides the paperwork, the Crownsguard will wish them good luck, and go back to clearing their part of the sewers to the south.
Myriad Safehouse
The tunnel connecting the smuggler's stash continues for a good 10 minutes of travel, ever so slightly curving upwards, ending in a wooden ladder that goes 20 ft. up towards a locked wooden hatch, which can be unlocked with a DC 16 Thieves' tools check.
If one or more smugglers escaped from S9: Myriad Tunnel, the hatch will be barred with furniture on the other side, requiring a DC 13 Strength check to force open.
Smuggler's Stash
This storage room is a repurposed wooden building located in the West Outersteads region of Zadash, with a single door and no windows. It is cramped and filled to the brim with crates, barrels, and sacks. Similarly to the small stash encountered in the sewers, it is clearly in the process of being emptied out.
Treasure
An Intelligence (Investigation) check can be made to assess what merchandise still remains within, based on the outcome:
- DC 11: various types of alchool, including two bottles of Lionett Purple Cinder Red Wine (50gp each) and one bottle of Stassman's Truscan Sunrise White Wine (45gp)
- DC 14: several holy symbols of deities whose worship is deemed illegal in the empire
- DC 17: A strange book, with no title, bound in dark leather and locked with a chain and padlock - the Demonic Journal of Lester von Hardt
- DC 20 - A platinum ring, with a good sized ruby. Within the band, an inscription in Common reads: "to my love, Helena Gramnt". This is a Ring of Fire Resistance.
Concluding the Adventure
When the characters have deemed their assigned area of the sewers as safe, they may go back to the King's Hall to collect their payment.
Krynn
If they captured or killed the Kryn soldiers (and brought proof), Voloshin will award them an extra 250gp, remarking that they did the Crown a great service.
If the Kryn were left there, and not helped out of the city, the party may see them later, being paraded around the city as prisoners/casualties of war, as they may be found out when trying to escape on their own.
However, if the party chose to help them get out, you may wish to conduct a skill challenge to represent their effort in trying to move them out of the city's area of influence. For added tension, you may even have your players encounter another adventuring party that has just finished clearing out their assigned area of the sewers.
Myriad
If the Myriad agents saw the party and escaped alive, they will most certainly try to give their superiors a decent description of the characters, which may mean trouble to them in the future.
Additionally, if the party followed the tunnel and recorded the location of the safehouse, revealing that information to Voloshin will result in an extra reward of 40gp, as well as increase the likelyhood of Myriad retaliation - who knows which Crownsguard are in their pocket, after all.
Appendix I: Creatures
Kryn Mage
Medium humanoid (elf)
- Armor Class 11
- Hit Points 23 (5d6 + 5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 13 (+1) 15 (+2) 12 (+1) 11 (+0)
- Saving Throws INT +4, WIS + 3
- Skills Arcana +4, Investigation +4
- Damage Resistances Resistances
- Senses Darkvision 60 ft., Passive Perception 11
- Languages Common, Undercommon
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Spellcasting. The mage is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The mage has following wizard spells prepared:
Cantrips (at will): sapping sting, friends, prestidigitation
1st level (4 slots): shield, burning hands, magnify gravity, gift of alacrity
2nd level (3 slots): blindness/deafness, invisibility
Actions
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage
Available on DnDBeyond: https://www.dndbeyond.com/monsters/1484411-kryn-mage
Other Creatures
- Bandit - Basic Rules, pg. 162
- Bandit Captain (Bemril) - Basic Rules, pg. 397
- Commoner (Steve) - Basic Rules, pg. 163
- Guard - Basic Rules, pg. 163
- Ochre Jelly - Basic Rules, pg. 146
- Phase Spider - Basic Rules, pg. 148
- Priest (Sabniss) - Basic Rules, pg. 164
- Swarm of Rats - Basic Rules, pg. 155
- Spy - Basic Rules, pg. 402
- Violet Fungus - Basic Rules, pg. 309
- Wererat - Basic Rules, pg. 327
Appendix II: Treasure
Demonic Journal of Lester von Hardt
Wondrous item, rare
This book was written ages ago by a Zemnnian archmage, famous in underground circles as an excellent conjurer of fiendish beings. Having delved extensively through the Hells and the layers of Abyss, he compiled his knowledge in his personal journal, which contains, among other things:
- The true names of 2 fiends, and 4 demons (types chosen by the DM)
- A comprehensive log of Lester's adventures through Avernus and Dis in the Nine Hells, as well as Pazunia in the Abyss
Any creature of a good alignment that attempts to read this book must succeed on a DC 16 Wisdom saving throw. Failing will result on haunting images being burned into the reader's mind: they take 1d10 psychic damage, and suffer one random effect from the madness table (DMG pg. 159), which persists until they take a long rest. If they succeed, they are immune to this effect for 1d4 days.
A creature attempting to make an Intelligence (Religion) check to recall information about the Hells, the Abyss, and its inhabitants may refer to this book while doing so, granting advantage on the check.
Fungal Dust
Wondrous item, uncommon
As an action, this pouch of spores can be thrown at a point in the ground within 15 ft., where it will burst into a cloud. Any creature within 5 ft. of the cloud must succeed on a DC 12 Constitution saving throw, taking 2d4 necrotic damage on a failure, or half as much on a success.
Hat of Luck
Wondrous item, common (requires attunement)
The hat of luck is a towering monstrosity among headgear, rendered in a sickly gold and decked out in gaudy tassels, fronds, and the occasional strand of tinsel.
Whenever you make an ability check while wearing the Hat of Luck, you may roll an additional d20. On a roll of 19 or lower, nothing happens. On a roll of 20, you use the 20 as your roll for the ability check, a kazoo sound plays, and the Hat of Luck vanishes, dissolving into confetti.
Curse: While attuned to the Hat of Luck, it cannot be removed from your head as long as you are alive. A Remove Curse or Greater Restoration spell will cause your attunement to the hat to end, and it will fall from your head harmlessly.
Credit: /u/Henry_Smith at /r/UnearthedArcana
Other Treasure
- Oloore Root - Tal'Dorei Campaign Setting, pg. 55
- Ring of Fire Resistance - Dungeon Master's Guide, pg. 192