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City Sewers

Tier
1
Type
Exploration
Difficulty
11
Impulses
Hide uncommon treasures lead party astray smell badly

Environment overview

A winding, underground tunnel system where the waste from above piles down below.

Potential adversaries

Giant Rat Swarm of Rats King Rat

Features

Passives

passive
  • Smell The (Dead) Roses

    Upon first entering the Sewers, all PCs must succeed on a Strength Reaction Roll or mark a Stress.

    Questions
    • What do you do to cover the smell?
    • Is this a new experience for you or have you been in places like this before?
  • Another Man's Trash

    A PC can mark a Stress to make a Finesse Roll to see if they can find something useful in the waters. On a success, they can roll 1d12 on the Core Rulebook Loot Table to see what they find. On a failure, they must mark an additional Stress.

    Questions
    • Does it look like the item was lost by accident or on purpose?
    • Are you able to tell where it might have come from?
  • All Roads

    The Sewers are a maze of tunnels but they are connected to every part of the city. A PC can make a Knowledge or Instinct Roll when exiting the tunnels to determine their exit.

    • On a critical success, the exit leads to any location in the city that the PC chooses.

    • On any success, the exit leads to a known location that the PCs have been to at least once, chosen by the PC.

    • On any failure, the exit leads to an inopportune building or at an event they shouldn’t be at, chosen by the GM. The PC can spend a Hope to reroll instead of exiting.

    Questions
    • What signs or indicators have been left leading to specific places in the city?
    • Is the sewer exit a manhole or more of a staircase?

Actions

action
  • Denizens of the Undergroud
    Fear 1

    Spend a Fear to summon 1d4+1 Giant Rats within Close range to a PC. Immediately spotlight one of them.

    Questions
    • Do the rats look sickly and weak or thriving down here?

Reactions

reaction
  • —

    When a Giant Rat dies from an attack by a PC, start an Alert Countdown (4). It ticks down when a PC makes a successful attack against a Rat adversary. When it triggers, King Rat is alerted of the party's presence. King Rat, a Swarms of Rats, and a number of Giant Rats equal to the number of PCs appear to confront the party for trespassing.

    Questions
    • Can King Rat talk?
    • If so, do their words seem broken or intelligent?
    • Do they command the rats telepathically or with audible sounds?

About this environment

A Tier 1 Exploration Environment to be used in any city for an additional way to get around the city and also to introduce a possible encounter with King Rat, the leader of the underground.

City Sewers

Tier 1 Exploration

A winding, underground tunnel system where the waste from above piles down below.

Impulses: Hide uncommon treasures, lead party astray, smell badly

Difficulty: 11

Potential Adversaries: Giant Rat, Swarm of Rats, King Rat

Features

Smell The (Dead) Roses - Passive: Upon first entering the Sewers, all PCs must succeed on a Strength Reaction Roll or mark a Stress.
  • What do you do to cover the smell?
  • Is this a new experience for you or have you been in places like this before?
Another Man's Trash - Passive: A PC can mark a Stress to make a Finesse Roll to see if they can find something useful in the waters. On a success, they can roll 1d12 on the Core Rulebook Loot Table to see what they find. On a failure, they must mark an additional Stress.
  • Does it look like the item was lost by accident or on purpose?
  • Are you able to tell where it might have come from?
All Roads - Passive: The Sewers are a maze of tunnels but they are connected to every part of the city. A PC can make a Knowledge or Instinct Roll when exiting the tunnels to determine their exit.
  • On a critical success, the exit leads to any location in the city that the PC chooses.

  • On any success, the exit leads to a known location that the PCs have been to at least once, chosen by the PC.

  • On any failure, the exit leads to an inopportune building or at an event they shouldn’t be at, chosen by the GM. The PC can spend a Hope to reroll instead of exiting.

  • What signs or indicators have been left leading to specific places in the city?
  • Is the sewer exit a manhole or more of a staircase?
Denizens of the Undergroud - Action: Spend a Fear to summon 1d4+1 Giant Rats within Close range to a PC. Immediately spotlight one of them.
  • Do the rats look sickly and weak or thriving down here?
Unnamed Feature - Reaction: When a Giant Rat dies from an attack by a PC, start an Alert Countdown (4). It ticks down when a PC makes a successful attack against a Rat adversary. When it triggers, King Rat is alerted of the party's presence. King Rat, a Swarms of Rats, and a number of Giant Rats equal to the number of PCs appear to confront the party for trespassing.
  • Can King Rat talk?
  • If so, do their words seem broken or intelligent?
  • Do they command the rats telepathically or with audible sounds?

Discussion

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