Starter Adventure

A druid in a city? Why yes! What of the rats? The fungus? The strange plants and animals that survive and thrive among us on our rooves and in cupboard corners and beneath our feet? Lordon City folk like to pretend it's all stone and order and civilization, that they've driven the nature out. But all around us, things grow, and listen and thrive. And occasionally, they bite back, so watch your step.
— Tally Mistletoe, City Druid

About this Adventure

This adventure is designed as a level 1 introductory adventure to the world of Aradia campaign setting. There are opportunities to experience social and combat encounters, to explore, and to learn more about the world.

Several items and treasures are marked with an *asterisk. These are opportunities to extend the adventure into a campaign. There are eveb more ideas for extending this adventure in the Epilogue.

Synopsis

The adventurers are commissioned by Tally Mistletoe, a city druid, who is eager to collect samples of fungus growing in the sewers. She'll pay well for protection as she dives into the upper levels of the sewer to find them.

Tally knows an entrance to the sewers is hidden in the basement of the Gold Finch and Drake Tavern. The owners are reticent to let anyone into the basement because, recently, food and three casks of Pickleberry Wine have gone missing from there. The adventurers can either convince one of the three owners of the tavern to give them access, or sneak into the basement. From there the players can enter the Sewer.

Once in the sewer, the players explore to find 5 specimens of fungus (marked on the map) for Tally. Each fungus grows at an entrance to the sewer, meaning by the end of the adventure, they will know of 4 new entrances to the sewers. This can be useful for future sewer exploration quests. In the process of this adventure, though, Tally is abducted by giant rats.

Now the players must rescue Tally - without her, they will not get their reward (and hopefully they also want to do the right thing!). They may follow a breadcrumb trail of clues she leaves, which will lead them to the Rats Nest.

At the rats nest, players will meet Hamm Lyn - a druid trapped in partial transformation between giant rat and gnome.

If they return Tally safely to The Periwinkle Platypus, she'll reward them with 50GP or an assortment of magical objects. There are also ideas to continue this adventure, spinning it out into a full campaign in the Aradia setting.

Adventure Hook

Tally Mistletoe, a city druid, is eager to collect samples of fungus growing in the sewers. She'll pay well for protection.

Tally Mistletoe has put the word out that she's looking for rough-and-tumble types to assist her with an important sample gathering exercise in the upper sewers beneath Lordon. This is an ideal job for a new adventuring party looking to make a little coin and test their mettle.

  • The party will learn about the quest if they ask around town about work (impatient folk may also just direct them to check the bounty boards!)
  • Tally has also posted the following "Help Wanted" poster on bounty boards around the city.
  • Everyone knows The Periwinkle Platypus - it's in Market Square, the central square of Lordon. If the party is new to Lordon, they can just ask someone.

HELP WANTED: Rough and tumble types wanted to escort and assure the safety in the shallowest levels of the sewers. Pay commensurate with risk.
FEE: 50GP or assorted objects
FOR MORE: See Tally Mistletoe at the Periwinkle Platypus

This poster is also available as a printable handout here .

Scene 1: Meeting Tally at the Periwinkle Platypus

A cloud of herbal aroma fills the air as you enter the Periwinkle Platypus. Drying plants hang from the beams above you. The walls are lined with meticulously labelled jars in every color and hue, each one stuffed with plant life, dried flowers, teas, and - in one dark corner - what appears to be weird fungal growths suspended in a bubbling, yellow-tinged liquid.

Read more about The Periwinkle Platypus

Tally will be at the counter of the shop. When the adventurers ask about the job, she'll explain she wants protection as she goes on an expedition to the upper levels of Lordon Sewers to collect Glow Ear Fungus, a fascinating specimen of mushroom she's run out of. She's done this before and it shouldn't be too dangerous - mainly it's just giant rats down there - but she's never hired adventurers before. She used to hire a colleague called Ham Lyn, but he disappeared about a year ago - probably fleeing his debts.

Read more about Tally Mistletoe

If the players ask more about Ham Lyn.

  • Ham Lyn was also a druid, but more focussed on combat than herbs
  • Ham Lyn was very fond of wild shape (something which doesn't really appeal to Tally)
  • CR 10 CHA (Persuasion) check: If persuaded, Tally will admit that she thinks he used to have a silly little crush on her.
Reward:

Tally will offer the adventurers either 50GP, or their pick of an assortment of low-level magical object, including healing potions. See Epilogue for more details.

Next step:

The only entrance to the sewers Tally knows is hidden in the basement of the Gold Finch and Drake Tavern, just across Market Square. That's where she suggests they go next.

Scene 2: The Gold Finch and Drake Tavern

The air is warm and inviting, filled with gentle chatter, the clink of cutlery, and the irresistible scents of good food. The wooden floors and walls create a cozy atmosphere, enhanced by the cheerful fires crackling in the hearth.

The Gold Finch and Drake Tavern is the most popular and renowned tavern in Lordon, run by former adventures: Miss Gold, Sir Finch and Mr Drake. It's particularly famous as a place for fan-spotting famous adventurers.

Read more about the Gold Finch and Drake Tavern

Getting into the basement

Tally has heard the 3 owners of the tavern have made a pact not to allow any adventurers access to the sewers via the basement because, recently, a lot of food and three casks of Pickleberry Wine have gone missing.

Tally suggests that they take a table and order something from the menu - her treat - so they don't seem suspicious, while they work out how to get in.

GM Tip: Encourage players to choose food as their characters would.
What does their choice say about them?
What do they WISH were on the menu?

See Menu
Drinks Menu .
Pale Ale - 5cp/mug
Black Bear Hops Finest Ale - 7cp / mug
Dwarven Stout - 1 sp/mug
Morgenbarra Merlot - 4 sp / pitcher
Sparkling Elven Syrtika - 2 gold / bottle
Appledale Village Apple Juice - 3cp/mug
Herbal Tea - 2cp/mug

Food Menu
Cheese & Greens Hand Pie - 4cp
Egg & Sausage Hand Pie - 5 cp
Ploughman's Lunch - 4 sp
Stew of the Day - please inquire at the bar
Wild boar steak, with ale-infused potatoes and honey-rosemary carrots - 5 sp

As they eat/drink, Tally will point out the three owners of the tavern:

  • Miss Gold is at the bar. She's an elderly gnome with gold-flecked skin who vibrates with energy and passion, especially when describing her menu.
  • Mr Drake is a mature, serious dragonborn. He's staring longingly out the window at the Market Square, holding a letter.
  • Sir Finch is an excitable, elderly human, past his prime, who seems eager to prove his strength. He's near the fireplace, challenging passers by to an arm-wrestling contest.

A set of steps behind the bar leads down to the basement. The party has a few options to gain access.

  • Convincing Miss Gold. If the players order food, Miss Gold will come over to ask how they are enjoying it, clearly looking for a compliment.
    CR 12 CHA (Persuasion): A successful Persuasion check will charm her enough that she will sneak them into the basement.
  • Convincing Sir Finch. CR 12 STR check: If you can beat him in an arm wrestle (best 2/3) he'll sneak you into the basement.
  • Convincing Mr Drake. Mr Drake has written a love letter he would like delivered to Polly Curlis, a guard on duty at The White Tower nearby, but he doesn't have the courage to deliver it himself. If the players deliver it, he'll distract the others so they can sneak into the basement.
  • Sneak into the basement. CR 20 DEX (Sneak) check: the party makes it into the basement unseen. On a fail, they are apprehended by one of the owners and told firmly they are not allowed in the basement. (May try again in 1 hour).
  • Create a distraction THEN sneak into the basement. CR 8 DEX (Sneak) check: the party makes it into the basement unseen. On a fail, they are apprehended by one of the owners and told firmly they are not allowed in the basement. (May try again in 1 hour).
In the Basement
The basement is stacked with barrels, crates, jars, and bottles of every kind. From pickled cucumbers to finest wines, to sausages hanging from hooks on the ceiling, the whole pantry is enough to make your mouth water. A large trapdoor in one corner bares several new, shiny deadbolts.

Once in the basement, players will be surrounded by all the pantry goods of the tavern. The trapdoor in one corner leads down to the basement.

  • CR 10 WIS (Survival) check: They find traces of very large rat prints in the basement.

Scene 3: Exploring the Sewers

General features of the sewers

Unless specified, the conditions in the sewers:

  • Are dark, as all areas are unlit
  • The ceilings are 10ft high
  • are foetid and mouldy, with a thick layer slime and grime covering everything
  • The walkways either side of the water channel are 3ft wide and slippery.
  • It is not possible to get a long rest in the sewers, as the walkways are too narrow, and the environment too revolting.

Battle Map of the Upper Sewers

This battle map of the upper sewers gives a rough understanding of the lay of the land. You may wish to draw your own, as the players explore. [Comment below if you'd like a printable version for your players, and I can a link add one!]

Lordon Upper Sewers
Universal hazards:

The following hazards are universal in the sewers:

  • Slippery when wet. If attempting to sprint or any combat manoeuvres beyond a standard attack, PCs much first perform a CR 8 DEX (Acrobatics) test, roll a d8. On a 1, they fall into the water. On 2-8, they fall prone.
  • Befouled water. PCs interacting with the water (or falling in!) must roll a CR 10 CON saving throw. On a fail, they are exhausted, and roll at disadvantage for 1 minute (10 rounds of combat), after which they may attempt the save again. After 3 infections of befouled water within a day, PC is immune for the rest of the day.

Finale Trigger:

Allow the adventurers to explore the sewers as they wish, interacting with the dangers, traps and challenges as they see fit. The following conditions will trigger the finale, which takes lace in Sewer Reservoir (I) - Ham Lyn's nest:

  • If the PCs find 4 Glow Ear Fungus Specimens: In this case, Tally will be abducted by 6 giant rats from wherever they are in the sewers. All PCs will be simultaneously hit with Ham Lyn's Entangle spell as Tally is dragged away.
  • If the PCs enter Sewer Reservoir (I) through their exploration: In this case, Tally will be abducted by Ham Lyn and dragged into his nest, while the PCs are attacked by Giant Rats.
Sewer Tunnel (A)

Foetid & mouldy. Dark. Downwards sloping to the south.

The sewers are damp and the stench of mould is foul. Foetid water oozes through the channels, about 3 foot deep, thick and dark with an oil sheen glistening on the surface. To the north of the ladder is a garbage comber, clogged with garbage from further up stream.

  • North Garbage Comber. The first time she sees it, Tally will insist on poking through the garbage for interesting specimens. After 1 minute, se will find the first Glow Ear Fungus.
    DC 10 WIS (Perception) or INT (Investigation) reveals 1d8 copper pieces and a *brass token stamped with a mysterious sigil (worth 1cp).
  • Garbage grate (entrance to Sewer Tunnel B). A wide grate designed to stop garbage straddles the waterline, but is easily stepped over. A collection of trash has built up there, and as you approach, sleek dark shapes dart out of the water. See encounter details.
  • South Garbage Comber. At the south end of Sewer Tunnel A, the water runs through a sturdy iron grate then down out of sight, This is more finely meshed than the North garbage combed.
    DC 12 WIS (Perception) or INT (Investigation) reveals 1d8 copper pieces, a *small onyx statuette (worth 5 SP).

Encounter details.

As you approach the Garbage Grate, the dank water ripples. Sleek dark shapes dart out of the water and lunge at you.

5 giant rats (CR 1/8 each) lunge as the party approaches the garbage grate.

SRD

Giant Rat CR: 1/8

Small beast, unaligned
Armor Class: 12
Hit Points: 7
Speed: 30 ft

STR

7 -2

DEX

15 +2

CON

11 +0

INT

2 -4

WIS

10 +0

CHA

4 -3

Senses: Darkvision 60ft., Passive Perception 10
Challenge Rating: 1/8 ( 25 XP)
Proficiency Bonus: +2

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.   Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

From here:

  • East to Sewer Tunnel (B)
  • North to Garbage comber
  • South to Garbage comber
  • Up the ladder to Gold Finch and Drake Basement

Sewer Tunnel (B)

Level tunnel stretching East-West. Dark. Threatening squeaking sounds in the distance.

This tunnel stretches from east to west, foetid water oozing through the channel about 3 foot deep. On the northern side a closed valve hatch with a circular crank juts out of the wall and extends over the walkway, the copper stained with patina and fungal growth. On the south side, water drains slowly through a circular grate which has been broken open from the inside. Distant squeaking punctuates the dripping silence.

  • Rusted Sewer hatch 1:
    CR 12 STR (Athletics) to force open. On the first fail by 5 or more, a loud metallic screech echoes through the tunnels, and 3 more giant rats attack (this does not happen again if it has been triggered once). Once opened, gives access via a 4ft diameter pipe to Sewer Reservoir D.
    CR 8 DEX (Acrobatics) to ease around the hatch without falling in the befouled water.
  • Narrow pipe. Beyond the rusted hatch is a narrow pipe. All physical skills are rolled with disadvantage for creatures of a medium size and above while in this pipe.
  • Circular grate. This circular grate has been broken open from the inside. The pipe beyond is 4 ft in diameter with a narrow walkways on either side (Sewer Pipe (C ))

From here:

  • North to Sewer Reservoir (D) (through Rusted Sewer hatch 1)
  • South to Sewer Pipe (C )
  • East to Sewer Tunnel (E)
  • West to Sewer Tunnel (A)
Sewer Pipe (C )

Claustrophobic, narrow pipe. Slippery.

This sewer pipe is a claustrophobic 4 ft in diameter with narrow walkways on either side of the central water channel. It leads downwards at a slight incline. Nevertheless, there are traces of old footprints in the pipe, leading both in and out of it.

Narrow pipe. All physical skills are rolled with disadvantage for creatures of a medium size and above.

The rickety ladder. This ladder is quite rotten. It leads up to a back alley a few blocks away from Market Square. A specimen of Glow Ear Fungus grows half way up. At the bottom of the Rickety ladder is a Skeletal Corpse.
If a PC attempts to climb the ladder, roll a d6. On a 5 or 6, the ladder breaks. Roll a CR 10 reflex saving throw, and on a fail, deal 1d4 falling damage. A character within 5 ft may roll a CR 12 reflex saving throw to attempt to catch them (thereby avoiding the damage), as long as both hands are free.

Skeletal Corpse. This corpse is very old, with nothing but bones left in the ruin light armor (which is beyond saving). If searched, PCs will find a vial of weak antitoxin (advantage on one poison saving throw, then consumed), a cracked vial of Potion of Healing (heals 1d4+1 instead of the usual 2d4+2), and a stained *notebook .
CR 10 WIS (Survival) It looks like it has been gnawed by rats.

Sewer waterfall. The end of the Sewer Pipe is barred off by a sturdy metal grate. Sewer water tumbles down what sounds like a great distance, deeper into the earth beneath Lordon City.

From here:

  • North to Sewer Tunnel (B)
  • Up the ladder to a back alley behind
Sewer Reservoir (D)

Access to this area is only possible if PCs have opened either of the Rusted Sewer Hatches (found in Sewer Tunnel B and Sewer Tunnel E)

The narrow pipe opens up into a circular domed room. Light shines down from a clouded glass skylight far above at the top of the domed ceiling, and glows from beside a corpse in the corner, flourishing all over with green fungal growths. The air seems hazy here, and the earthy humid smell seems especially strong.

  • Toxic spores. Fungus has flourished in the scant light of this damp, sealed chamber, and the air is thick with invisible fungal spores, disturbed by movement and breath. If asked, Tally can identify the spores and warns the party after the first failed save: “They’re harmless in small doses—but not in this concentration.”
    On contact, roll a DC 11 CON Saving Throw. On a Failure, the creature is Poisoned for 10 minutes. The creature coughs violently, giving disadvantage on Stealth checks.
    Mitigation. Covering mouth and nose with a cloth grants advantage on the saving throw. Fire, strong wind, or dispersing the spores clears the hazard for 1d4 minutes.
  • Forgotten corpse.
This medium humanoid corpse is otherwise unrecognisable from fungal growth. On the wall beside it is carved in a scratchy hand: Condemned by the King of Rats to die, May my light live longer than I.

The light is coming from an Everburning Torch beside the figure.

CR 10 Investigation. The figure has been dead at least 50 years. It appears that the figure carved the message before they died. A chipped dagger has been discarded near their right hand.

GM Note: the King of Rats in question here is an old head of the Thieves Guild, and not Ham Lyn. This detail is designed to muddy the waters and have the PCs seeking inconsistencies and answers.

From here:

  • South through narrow pipe to Sewer Tunnel (B) (through Rusted Sewer hatch 1)
  • South through narrow pipe to Sewer Tunnel (E) (through Rusted Sewer hatch 2)
Sewer Tunnel (E)

Dank sewer tunnel with many entrances and exits. Louder sinister squeaking. Thieves Guild entrance and trap.

This tunnel stretches into darkness from North to South. On the western side, a rusty sewer valve hatch bears a circular crank which juts out of the wall and over the walkway. On the opposite side, not far away, is another rickety ladder leading up to the surface. The sinister squeaking is louder here.

  • The rickety ladder. This ladder leads up to street level, and has a Glow Ear Fungus specimen growing near the top. The trap door at the top of the ladder opens out into the basement of a tailor's shop a block from Market Street called "A Stitch in Time". There are no signs of recent use on the ladder.
  • North East Garbage grate (entrance to Sewer Tunnel F.) 3 giant rats are lurking near the garbage here. If triggered by the opening of Rusted Hatch 2 they will no longer be here.
    CR 10 INT (Investigation) or WIS (Survival) reveals 1d8 copper coins and a spell scroll containing a level 1 spell of your choice.
  • East Garbage grate (entrance to Sewer Tunnel H).
    CR 10 INT (Investigation) or WIS (Survival) reveals 1d8 copper coins and a *spoiled book of love poetry with a hand-written inscription.
  • South East Garbage grate (entrance to Sewer Reservoir I).
    CR 10 INT (Investigation) or WIS (Survival) reveals 1d8 copper coins. There is also an empty, scratched barrel of Pickleberry Wine. (This was the wine stolen from the cellar of the Gold Finch and Drake Tavern).
  • Rusted Sewer hatch 2. On the North west side of the corridor is another sewer hatch, slightly less rusted than the previous one.
    CR 10 STR (Athletics) to force the hatch open. On the first fail by 5 or more, a loud metallic screech echoes through the tunnels, and 3 more giant rats attack from Sewer Tunnel F (this does not happen again if it has been triggered once). Once opened, gives access via a 4ft diameter pipe to Sewer Reservoir D via the Narrow Pipe.
    CR 8 DEX (Acrobatics) to ease around the hatch without falling in the befouled water.
  • Narrow pipe. Beyond the rusted hatch is a narrow pipe. All physical skills are rolled with disadvantage for creatures of a medium size and above while in this pipe.

  • Thieves Guild HQ Entrance. At the south end of Sewer Tunnel E is a large stone door - the entrance to the Thieves guild.
The tunnel ends abruptly at a massive stone door set directly into the sewer wall. The stone has been carved into the shape of a rat standing upright, a crude crown resting between its ears. The crown’s jewels are missing, leaving hollow sockets that seem to watch you. The stone around the door is worn smooth by countless hands… and boots. As you step closer, a voice whispers from nowhere and everywhere at once: “Password.”

Arrow trap. Marked on the map with an X, 10ft in front of the door on either side of the walkway is a 3ft pressure plate, spotted with a CR 10 WIS (Perception). If it is spotted, it's easily jumped over without a check.

If PCs trigger the trap, each within a 10ft radius of the trap receives 1d6 damage from arrows hidden in the wall. If the trap is triggered, sniggering will be audible behind the stone door from the onlooking door guard.

Guessing the password. The players are not expected to know the password, but a local rogue or other character will understand that this is a test. A character who is canonically a good standing member of the Lordon Thieves Guild will probably know the password, and also be familiar with at least part of the sewers. Tally has always stayed away from the door because it looks creepy. The door guard will give the following answers, but feel free to improvise others.

  • What is this door? "Those who need to know, know. Since you don't, scram!"
  • Who's behind the door? “If you knew who we were, you wouldn’t be asking.”
  • If the players ask about Ham Lyn: "Don't talk to me about that imposter. That monster's no true Rat King."
    The Rat King is the title of the head of the Thieves Guild (for more info see the article Lordon Thieves Guild) and, while they're aware of Ham Lyn and disapprove of his name, he serves as a helpful dissuasion for casual visitors to the sewers.
  • How can we learn the password? "Come back with a secret worth knowing, and we’ll talk."
    This is an opportunity to get recruited to the Thieves Guild in further adventures (see The Thieves Guild in the Epilogue section for more)

From here:

  • South to the Thieves Guild HQ entrance
  • East to Sewer Tunnel (H)
  • East to Sewer Tunnel (F)
  • East to Sewer Reservoir (I)
  • West to Sewer Tunnel (B)
Sewer Tunnel (F)
This tunnel is like the previous ones, except for a cluster of glowing green fungus in the north east corner. "Goodness, that's Dayglow Fungus!" Tally says. "I must get a sample, it's great for healing potions. I'll throw in 10 extra gold pieces for you if you wait while I collect it up."

Dayglow Fungus. This green, glowing fungus smells faintly of strawberries. If the adventurers agree to wait while Tally picks it, it emits a burst of glowing spores. Everyone within 5 ft regains 1d4 HP, and any negative conditions are removed.

From here:

  • East to Sewer Tunnel (F)
  • West to Sewer Tunnel (G)
Sewer Tunnel (G)
This tunnel stretches from north to south. Half way along is another rickety ladder and, at its base, a giant rat skeleton is decaying in a grey puddle of sewer water.

  • The ladder. There's a decaying giant rat skeleton at the base of the ladder and, at the top, a Glow Ear Fungus specimen. The ladder ends at a trapdoor that is bolted from the other side and covered in something heavy, and cannot be opened.
    CR 15 WIS (Survival): This ladder is in the area of Century Square, and is roughly (you estimate) beneath a tavern called The Knight and Daye.
  • Dead rat skeleton. At the base of the the ladder, the gray puddle of sewer water is in fact a Gray Ooze.
    CR 15 WIS (Survival): The giant rat decaying here was a previous victim, and its flesh has been burned off due to acid damage.

SRD. MM, page 243.

Gray Ooze CR: 1/2

Medium ooze, unaligned
Armor Class: 8
Hit Points: 22 (3d9+9)
Speed: , climb: 10 10

STR

12 +1

DEX

6 -2

CON

16 +3

INT

1 -5

WIS

6 -2

CHA

2 -4

Skills: Stealth +2 1d20+2
Damage Immunities: acid, cold, fire
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 8
Challenge Rating: 1/2 ( 100 XP)
Proficiency Bonus: +2

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

Actions

Pseudopod.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: Roll (1d6 + 1) bludgeoning damage plus roll (2d6) acid damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers.
The armor is destroyed if the penalty reduces its AC to 10

Sewer Tunnel (H)
This tunnel stretches from east to west. Partway along at the south side is another narrow pipe, this one open and with no grate or valve. In the south east corner, the damp stone has been overgrown with mats of pale fungus and creeping moss. As you draw closer, the growth shifts slowly and deliberately, pulling itself upright into a small, hunched mushroom-like figure with glowing eyes and tiny legs. Tally freezes, then whispers, “Oh. That’s a sewer leshy… please don’t startle it.”

  • The sewer leshy. This is a tiny fungaloid creature creature of intelligence 6. Players can attempt to use Animal Handling rules to befriend it if they wish.
    Otherwise, Tally will ask you to help her collect it in a specimen jar to she can take it back to the Periwinkle Platypus. Roll CR 12 DEX (Stealth or Slight of Hand) to capture it. Failure of 5 or more leads to 1d2 bite damage, and the leshy leaps into the water and disappears.
  • Narrow pipe. All physical skills are rolled with disadvantage for creatures of a medium size and above. There is also an empty, scratched barrel of Pickleberry Wine partway down the narrow pipe (this is the wine that was stolen from the Gold Finch and Drake Tavern basement).

From here:

  • West to Sewer Tunnel (E)
  • North to Sewer Tunnel (G)
  • South to Sewer Reservoir (I) (through squeeze pipe)
Sewer Reservoir (I)

Giant Rat Nest. Loud squeaking and stench of wet fur. Ham Lyn boss battle.

The tunnel opens into a wide, circular chamber, its domed ceiling lost in shadow save for a faint shaft of light filtering down through cracked glass far above. The air here is thick with the sour stink of rot, wet fur, and stagnant water.

At the center of the room rises a sprawling mound of trash, bigger than any you've encountered so far. Splintered crates, gnawed bones, rags, broken furniture, and half-submerged debris piled high into a crude nest, and give the impression of a chaotic order, or at least intention. Visible in the midst of the midden is a discarded barrel of Pickleberry Wine.

The squeaking is louder than ever here, and the heap twitches and shifts from within. Dozens of small, reflective eyes glint back at you from the pile, watching.

At the same moment, a larger mound shifts and heaves itself. It is a monstrous creature, a patchwork of patchy fur and toughened skin - part man, part rat. In a cracked, multi-tonal voice, it screeches at you: "You are not welcome here. Leave me and my babies alone, surface scum."
abducted: From one massive claw, Tally hangs limply in a dead faint.

Encounter details. See Running Ham Lyn below.

From here:

  • North to Sewer Tunnel (H)
  • West to Sewer Tunnel (E)
NPC: Running Ham Lyn

Ham Lyn is an urban druid stuck mid-transformation between rat and man - an effect of wild shape gone wrong.

Personality. Ham Lyn is emotionally unstable, his manner at turns more animalistic rage or more human charm, but always sinister and threatening.

Bonds. He is fiercely protective of his nest and his giant rats, and - once he has or sees Tally - will desire to keep her as his Rat Queen. He did indeed used to be in love with her, and those feelings are reignited when he sees her again.

Flaws. Ham Lyn is deeply unstable, both emotionally and physically.

Wants. In the first instance, peace, food and resources to breed his army of giant rat pets in peace. Ultimately to take over the surface world with rat kind.

Tactics

Ham Lyn will fight hard to protect his nest and keep his queen. However, if his hit points fall to 1/4, he will seek to escape down one of the tunnels (see Encounter Conclusion). Due to his madness, attempts to persuade him will fall on deaf ears.

GM Tip: If the encounter is proving to be too easy for the PCs, you can add a second swarm of giant rats part way through to up the stakes of the fight. For extra difficulty, have these sneak up on the PCs, or drop from above directly into threat range.)

Ham Lyn, "the Rat King"

Small humanoid (gnome), neutral evil
Challenge Rating: 1 (200 XP)
Ham Lyn is accompanied by a swarm of 1d6 (3) Giant Rats which emanate from is nest.
Armor Class 13 (natural armour, patchy fur and toughened skin)
Hit Points 32 (5d6 + 15)
Speed 25 ft., climb 20 ft.

STR 10 (+0)

DEX 14 (+2)

CON 16 (+3)

INT 11 (+0)

WIS 13 (+1)

CHA 12 (+1)

Saving Throws: Con +5, Wis +3
Skills: Animal Handling +3, Perception +3, Stealth +4
Senses: Darkvision 60 ft., Passive Perception 13
Languages: Common, Druidic

Traits

Half-Formed Shape. Ham Lyn is trapped between humanoid and beast. He has advantage on Strength (Athletics) checks to resist being knocked prone or grappled. Effects that target humanoids or beasts affect him normally.

Rat Sovereign. While Ham Lyn is conscious, giant rats within 30 ft. of him gain advantage on their first attack each round.

Actions

Multiattack. Ham Lyn may make two attacks per round, in any combination.

Entangling Roots. (once per round). Ham Lyn slams his clawed hand into the sludge, and slimy roots manifest from the floor beneath your feet.
One creature within 20 ft. must make a DC 11 STR save.
On a failure, they are restrained until the end of their next turn.
On a success: movement is reduced by 10 ft. for one round

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 5 (1d6 + 2) slashing damage

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 4 (1d4 + 2) piercing damage

Bonus Actions

Command the Swarm. One giant rat within 30 ft. of Ham Lyn may:

  • Move up to half its speed and
  • Make one additional bite attack

Treasure:
  • 30 gp in mixed coinage, damp and filthy, wrapped in oilcloth
  • Assorted stolen goods (small jewellery, belt buckles, silverware) worth 10 GP total
  • 1 sample of Glow Ear and 1 sample of Dayglow Fungus (see Sewer Tunnel F for details)
  • Druidic Sewer Talisman. This dirty twine-and-bone charm is etched with crudge druidic sigils. Once per long rest, it allows the wearer to speak with rats (both regular and giant) for 10 minutes. In addition, rats will not run away or attack the wearer, regarding them as "one of us".
Encounter Conclusion

Ham Lyn is slain. Ham Lyn dies when he reaches 0 HP, his half-formed body collapses and the rats scatter into the tunnels. In death, his body finally returns to the human man he once was, and without his will binding the beasts, the nest quickly falls silent, just another pile of garbage in the upper sewer. Tally will request that his body is returned to the surface for a burial.

Ham Lyn escapes. Ham Lyn can escape through any of the grates or ladders. If he succeeds in escaping, he will survive in a deeper, less accessible part of the sewers, wounded and vengeful. He may return later as a recurring threat, one who now knows the party’s faces and can track them by scent through the darkness...

Ham Lyn is captured. If the PCs manage to capture and incapacitate Ham Lyn, they will face a difficult choice.  What should they do with him? They could turn him into the Lordon Guard  to face justice, or slay him outright. They could take pity on him and attempt to help him solve his magical  half transformation and the madness it has caused (this is what soft-hearted Tally will try to persuade them to do). Ultimately it's up to your Player Characters to argue this out, and this choice will tell you a lot about their moral compass and how they wish to approach the world.

Epilogue

In addition to any treasures found in the sewer (Tally want no part of those except for the Sewer Leshy), she will offer the adventurers either 50GP, or an assortment of low-level magical objects (which is technically a reward of greater value). You may roll or choose 6 (or as many as the number of players) from the roll table.

Roll on a d20 or choose:

  1. Cracked Potion of Healing – Heals 1d4 + 1 HP.
  2. Potion of Healing – Standard (2d4 + 2 HP).
  3. Scroll of Cure Wounds – Cast at 1st level.
  4. Scroll of Detect Magic
  5. Scroll of Feather Fall
  6. Scroll of Speak with Animals
  7. Antitoxin Vial – Advantage on one poison save (single use).
  8. Tanglefoot Pellet – Thrown; restrains a creature (DC 11 STR to escape).
  9. Smoke Marble – Creates a 10-ft cloud of smoke for 1 minute.
  10. Glowfungus Stick – Provides dim light in a 15-ft radius for 1 hour.
  11. Charm of Sewer-Sense – Ignore one failed Befouled Water save.
  12. Ration of Sustaining Bread – Counts as a full day’s rations.
  13. Coin of the Careful Step – Once, ignore falling prone from slippery terrain.
  14. Dust of Drying – Dries clothing, scrolls, and gear instantly (one use).
  15. Salve of Mending – Instantly repairs a broken mundane item.
  16. Chalk of True Marking – Marks glow faintly for 1 hour, visible in darkness. Cannot be irrdicated unintentionally.
  17. Traveler’s Lucky Knot. This small knot of dirty string glows with very faint magic. Reroll one failed ability check, then crumbles.
  18. Scroll of Entangle - cast as 1st level
  19. An Everburning Torch
  20. Slick of Stone-Tread – A small tin of alchemical paste; when applied to boots, the wearer automatically succeeds on their next check to avoid slipping or falling prone on difficult or slippery terrain, then the paste is expended.

Continuing the adventure

This adventure is designed to be a starting adventure for the Aradia Campaign Setting. You could continue the adventure in many ways. The following ideas are designed to inspire you, but consider what you and your players would enjoy!

The Cairnbuilders - A map to a mystery?

In addition to the objects Tally Mistletoe gives the players, she also gives them a "doohicky" she found on one of her previous trips to the sewers. This is a powerful object from the Cairnbuilders, an ancient civilization which one inhabited the Isle of Cairns. It appears to be a fragment of some kind of map. An expert may know more...

Where are the rest of the map fragments? And what will these maps lead to?

  • Vast dungeons of abandoned fortresses
  • Ancient tombs of kings
  • Ancient magical research facilities
  • Portals to another realm
  • Or the burial sites of the Cairnbuilders' once-vanquished enemies?

Ham Lyn's Transformation - A side-effect of magical instability

There's no explanation of how Ham Lyn got stuck between forms, but Tally Mistletoe will share - in hushed tones - that it's been happening more often as magic has grown increasingly unstable in the Isle of Cairns. Many magic users - especially more sensitive ones - have become aware of this, but haven't wanted to unnerve anyone and so have kept this secret. Tally isn't sure why this is happening, but speaking to a more proficient mage might reveal more.

What is the ultimate cause of the recent magical instability?

  • Could it be the rise of an ancient demon, dragon, or other great magic wieldier?
  • Could the walls between planes be thinning, and this is simply the first sign of what will eventually become a mass incursion?
  • Could the gods themselves be using more magic as they prepare for some great, final end game?

Back into the Sewer

"Exploring the upper levels of the sewers isn't usually so harrowing!" Tally Mistletoe sighs. "Usually the dangerous things are much deeper... but then, that's where you'll find great rewards too, if you're looking for more than fungus."

The sewers contain much more than sewers! If players return to them, they might find:

  • ancient Cairnbuilder ruins
  • more about the thieves guild, or other illicit activities (see also The Thieves Guild below)
  • more dangerous creatures
  • the bodies of adventurers who went before (and never returned) - including their loot

The Thieves Guild

During this adventure the PCs will probably find the door to the Lordon Thieves Guild . They may choose to reveal this to the Lordon Guard, in which case they will make a powerful enemy of the Rat King (head of the Thieves Guild).

They may instead attempt to join the Thieves Guild, by "coming back with a secret worth knowing". That might be the location of a treasure, or a plan to move a large amount of currency (for example taxes) from one location to another. This information will gain them an audience with the Rat King, in which they will be set certain tasks as an audition of sorts.

Long term, joining the Thieves Guild will give them reputation with that group and open up a new set of contacts and activities. But it will also potentially start rumours about them if they are not careful to conceal their allegiances. It’s recommended you check if all your players are happy with a game featuring criminal and underworld activities before embarking on a plot-thread like this.

This is a copyable article! Click "Duplicate Article" at the bottom of the page, and a copy will appear in your active world. Then you can edit the article to fit your own worldbuilding vision! For non-commercial projects only, please!


Help wanted! Tally Mistletoe's poster should lead adventurers to The Periwinkle Platypus to start this adventure


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Tally Mistletoe's shop - selling potions, cures, herbs and more - is in Market Square.


All images (unless otherwise stated) are created by Janet Forbes using royalty free assets from Canva.

Comments

Author's Notes

With just 30 minutes to spare, I've managed to get this finished "enough" for WorldEmber! And it's gotten me over my 10,000 word count too! This is definitely not a perfect adventure and I haven't had time to proof read, let alone play test, so please forgive the typos, bloops and other errors herin! Thank you! <3


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