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Sewerways

Environments Designed by Francis Palmans

At a glance

Tier
1
Type
Traversal
Difficulty
11
Impulses
filth hazard bad air narrow passages disorientation

Environment overview

Potential adversaries

Rats Rat swarms Bandits Thieves

Features

Passives

passive
  • Bad Air

    Methane pockets, rot-stink and stale air are all around you. Success with Hope: You find a vent shaft or fresher branch—clear the effect for this scene. Success with Fear: You push on, but one PC coughs at the wrong moment (Heat/attention rises, or disadvantage on the next stealth attempt). Failure with Hope: Mark 1 Stress for each PC (headache, nausea, burning lungs). Failure with Fear: Mark 2 Stress for each PC and one PC becomes Dizzy (their next action is harder unless someone helps).

  • Low Ceilings & Tight Turns

    The tunnels are built for water, not people. Movement is cramped and visibility is broken by bends and junctions. Success with Hope: You keep formation; choose one: gain a safe shortcut, avoid a patrol, or spot a hidden access hatch. Success with Fear: You get through, but you make noises that draws attention. (if more than all PC fail - Encounter may happen) Failure with Hope: You squeeze through, but everyone marks 1 Stress (scrapes, strain, panic) or you lose an item (dropped gear). Failure with Fear: A PC gets stuck or wedged; mark 2 Stress for that PC and you encounter a horde of rats! , hope your fellow adventurers help you ou

    What part of your gear/clothes is the biggest problem in here, and how do you deal with it?

  • Markings

    The underworld has claimed parts of the sewer: chalk symbols, nail-scratches, tied rags, and coded knots. You may learn something useful: a safe ladder, a blackmarket hatch, a patrol schedule, or a trap warning. You misread a sign and waste time; you emerge into a worse area (deeper water, tighter crawl, guard post). Failure with Fear: You trigger an attack.

  • Slimy Drip

    When someone moves fast, fights, or rolls with Fear near water: Success with Hope: you spot a safer route. Success with Fear: You catch yourself, but your gear gets wet/filthy—lose a consumable or ruin a disguiseope. Failure with Hope: You fall into the runoff; mark 1 Stress and you’re soaked (next social/stealth is harder until cleaned). Failure with Fear: You go under or get pinned; mark 2 Stress and you’re Separated downstream.

Actions

action
  • Swarming Vermin

    Rats surge from cracks and sluice pipes, not as a fight you must win, but as a moving hazard. You drive them off or bypass them; gain a brief clear corridor. You get through, but mark 1 Stress on one PC (bites, panic) or drop something or everyone marks 1 Stress (scratches, scrambling). One PC might become shaken (Disadvantage on next action roll.

  • Floodgate Pulse

    Spend Fear to make the sewer itself turn hostile. Spend 1 Fear: Sluice Release — water surges; a route becomes impassable and forces a detour. Spend 1 Fear: Grate Slam — an iron grate drops, splitting the party or cutting retreat. Spend 2 Fear: Full Flush — a major rush of water; everyone must act immediately or be swept, separated, and stressed.

Reactions

reaction

About this environment

Sewerways

Tier 1 Traversal

Impulses: filth hazard, bad air, narrow passages, disorientation

Difficulty: 11

Potential Adversaries: Rats, Rat swarms, Bandits, Thieves

Features

Bad Air - Passive: Methane pockets, rot-stink and stale air are all around you. Success with Hope: You find a vent shaft or fresher branch—clear the effect for this scene. Success with Fear: You push on, but one PC coughs at the wrong moment (Heat/attention rises, or disadvantage on the next stealth attempt). Failure with Hope: Mark 1 Stress for each PC (headache, nausea, burning lungs). Failure with Fear: Mark 2 Stress for each PC and one PC becomes Dizzy (their next action is harder unless someone helps).

Low Ceilings & Tight Turns - Passive: The tunnels are built for water, not people. Movement is cramped and visibility is broken by bends and junctions. Success with Hope: You keep formation; choose one: gain a safe shortcut, avoid a patrol, or spot a hidden access hatch. Success with Fear: You get through, but you make noises that draws attention. (if more than all PC fail - Encounter may happen) Failure with Hope: You squeeze through, but everyone marks 1 Stress (scrapes, strain, panic) or you lose an item (dropped gear). Failure with Fear: A PC gets stuck or wedged; mark 2 Stress for that PC and you encounter a horde of rats! , hope your fellow adventurers help you ou

What part of your gear/clothes is the biggest problem in here, and how do you deal with it?

Markings - Passive: The underworld has claimed parts of the sewer: chalk symbols, nail-scratches, tied rags, and coded knots. You may learn something useful: a safe ladder, a blackmarket hatch, a patrol schedule, or a trap warning. You misread a sign and waste time; you emerge into a worse area (deeper water, tighter crawl, guard post). Failure with Fear: You trigger an attack.

Slimy Drip - Passive: When someone moves fast, fights, or rolls with Fear near water: Success with Hope: you spot a safer route. Success with Fear: You catch yourself, but your gear gets wet/filthy—lose a consumable or ruin a disguiseope. Failure with Hope: You fall into the runoff; mark 1 Stress and you’re soaked (next social/stealth is harder until cleaned). Failure with Fear: You go under or get pinned; mark 2 Stress and you’re Separated downstream.

Swarming Vermin - Action: Rats surge from cracks and sluice pipes, not as a fight you must win, but as a moving hazard. You drive them off or bypass them; gain a brief clear corridor. You get through, but mark 1 Stress on one PC (bites, panic) or drop something or everyone marks 1 Stress (scratches, scrambling). One PC might become shaken (Disadvantage on next action roll.

Floodgate Pulse - Action: Spend Fear to make the sewer itself turn hostile. Spend 1 Fear: Sluice Release — water surges; a route becomes impassable and forces a detour. Spend 1 Fear: Grate Slam — an iron grate drops, splitting the party or cutting retreat. Spend 2 Fear: Full Flush — a major rush of water; everyone must act immediately or be swept, separated, and stressed.

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