This is a long overdue continuation of this post about the Sewer Rats.
The year is 1542, and you've got the most thankless job in the Empire. If you don't die fighting oozes in a shit-pipe, you might just retire young and rich! And full of trauma, but whatever, gold pieces pay for therapy, so go on - get in there, draw your blade, and stop complaining about the smell!
The year is 1542, and you've got the most thankless job in the Empire. If you don't die fighting oozes in a shit-pipe, you might just retire young and rich! And full of trauma, but whatever, gold pieces pay for therapy, so go on - get in there, draw your blade, and stop complaining about the smell!
THE SEWER RATS’ GUILD
Sheldon:
Senile old human (?) druid. Primary questgiver. Can also provide curse removal
and disease-curing services, though it’s a total crap-shoot as to whether or
not it’ll work.
Captain Turk: Cocksure
halfling fighter and veteran Sewer Rat. Competition / clean-up. Always gunning
for your glory and taking your quests.
Gorgool: Earth
Elemental. Will pay you with raw gold for metal, gems, and jewelry, and vice
versa.
Grandma Hiderender: Retired half-orc barbarian. Buys and sells low-level magic items. Tells great stories from her wild killin’ and revelin’ days.
Grandma Hiderender: Retired half-orc barbarian. Buys and sells low-level magic items. Tells great stories from her wild killin’ and revelin’ days.
Maeve:
Disgraced apprentice witch. Half-elf. Slightly mad. She helps write spells and
collect material components for arcane casters who need that kind of thing.
Jerome: Intelligent,
free-willed zombie. Leader of the Undead Collective. Not a Sewer Rat, but very familiar with the
sewers, and helpful toward the Guild.
Other Factions
The Kings’ Guard.
Royal knights fond of taking all the credit whenever they intercede. They’re a
big authority on all sorts of Fighter/Paladin stuff.
The Alchemists
Guild. Notorious polluters who hate paying taxes.
Netherstorm
University. The city’s premiere college of wizardry.
Akaga Dojo.
Continuing a fine tradition of martial training and philosophy.
The Undead
Collective. The city’s civic-minded, free-willed undead.
The Dwarf Quarter.
Divided between Roeni mountain-dwarves who want to overthrow the king and
city-dwarves who like Chesterwick better. They worship Moradin and (allegedly) give
espionage quests.
The Thieves’ Guild.
They’ve got a truce with the Sewer Rats at the beginning of the campaign, but
that may change. They keep track of how much gold the PCs are accumulating and
don’t like it when the Rats kill their members. Rogue stuff.
The Steamfitters’
Union. An endless source of escort quests and obnoxious NPCs.
The Great Library.
Not affiliated with Netherstorm University, and they’ll let you know it, too,
even if you don’t care. They’re mostly Clerics of Cobb, god of knowledge, and
they’ll buy weird books and religious paraphernalia. They’re also a great
source of general information. Cleric/Warlock stuff.
The Church of
Heironeous. The ultra-baroque chivalric arch-paladin god watches over his
people, and sometimes gives them quests. Cleric/Paladin stuff.
Stabby’s Place.
The black-market, kobold-run undercity bar that every fantasy city needs.
The Lich King.
The real ruler behind the scenes. High level stuff.
The Duergar.
They really want to invade and take
over the city.
The Stone Circle.
Druids who are very concerned that life isn’t being extinguished willy-nilly,
and will quite likely protest against most of the stuff the PCs do once they
find out.
The Temple of
Dagoth. Discount hexes and bingo on Thursdays. Side-quest-givers for evil
PCs.
General Random Encounters in the Sewers (d100)
|
|
01-09
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2d4 Rat Swarms
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10-19
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2d4 Wererats
|
20-29
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1d6 Giant Spiders
|
30-39
|
3d6 Zombies
|
40-45
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1d4 Gargoyles
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46-65
|
3d10 Bandits (d6: 1-4 no leader, 5 5th level
Fighter, 6 6th level Warlock)
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66-75
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Oozes (d6: 1-3 Gray Ooze, 4-5 Ochre Jelly, 6 Black
Pudding)
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76-99
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No Encounter
|
100
|
Roll three times and triple the number of dice used to
determine # of enemies.
|
Random Side-Quest Generator
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|||
1
|
The Stone Circle
|
Needs you to rescue one
of their novice members from…
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The Spider Pits
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2
|
The Steamfitters’ Union
|
Is being threatened by a
group of bloodthirsty bandits who are hiding in...
|
The Ant Caves
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3
|
The Undead Collective
|
Discovered a screeching
monolith; it’s awful and they want you to get rid of it by returning it to…
|
The Lost City of Zinje
|
4
|
The Alchemists’ Guild
|
One of their high-ranking
members is sick and can only be cured by a fungus that grows in…
|
The Sinking Quarter
|
5
|
Netherstorm University
|
Lost an important
McGuffin ages ago, but new information leads them to believe it’s in the…
|
The Old, Skull-filled
Temple of Erythnul
|
6
|
The Church of Heironeous
|
Needs to perform a ritual
/ fix a pipe / etc., except there is a rampaging plutonium elemental who
killed the last crew, and it was last seen in…
|
The Gypsum Caverns
|
7
|
The Thieves Guild
|
Needs you to scout out
this place and make a map.
Be thorough. Don’t ask stupid questions. |
The Dripping Forest
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8
|
Akaga Dojo
|
Has important business in
a weird spot, and needs bodyguards to make it safely through…
|
The Canyon of the Wurm
|
9
|
The Dwarf Quarter
|
Roll d8. It’s just like
that, only a pack of gargoyles stalks the PCs the whole time and attack them if
they get into a fight with something else.
|
The Pit of Annihilation
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10
|
The Great Library
|
Roll d8. It’s just like
that only there is an undisclosed faction opposed to it and they will send
2d6 Assassins to stop the Sewer Rats in their tracks.
|
The Duergar Pipes
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