The Sewers of Septure is an adventure I wrote back in 2008 for a little fanzine that I was the lead editor and publisher of. Which back then I described as, "This fan-zine is like a homegrown Dragon magazine, a grass roots local gaming resource. Each issue is full of articles, adventures, campaign ideas, reviews, and inspirational material.". Get this not only was it printed, I gave it away for free. I had a deal with three of the local game shops to distribute it from them. I know crazy right? I still think this is a fun little intro adventure. I've used it couple different times with a couple groups. So I thought I would re post it here for other to enjoy.
The Sewers of Septure
This adventure like the rest I have written for the supplement has been written loosely so it can be adapted as the GM sees fit for their game. I've decided to go old school with this one though. I'm using Labyrinth Lord which is a simulacrum game. A simulacrum game is any game, currently in production or legally available for free, which attempts to reproduce or support the look, feel, game mechanics and/or play style of the classic Dungeons & Dragons or Advanced Dungeons & Dragons games. Which is a fancy way of saying a classic D&D clone, that you can publish material for. Labyrinth Lord is freely available and can be found at http://www.goblinoidgames.com/labyrinthlord.htm
Now this can start any way the GM sees fit. Perhaps the characters start in the traditional fashion, meeting and joining up together in the tavern. Or perhaps they are already a group, riding into town after a long journey through the wilderness. Regardless, the town should be a pleasant respite from the dreary wilderness. And regardless where the characters go. Be it the tavern, inn, magic shop, or general store the locals of Septure are filled with rumors. About how there's something in the sewers.
Eventually the group will be approached by the mayor. He will explain that something or things have taken residence in the sewers. Strange sounds have come from the sewers, and a few of the townsfolk animals have gone missing. So Swen and Ollie were picked to go down into the sewers and set traps. They have been down there two days. The town folk fear for their safety. The town would like to hire the group, a stout assembly of adventurers, to go into the sewers, find out what's down there and hopefully rescue Swen and Ollie. They don't expect the characters to do this out of the goodness in their hearts. They have taken a collection and come up with a hundred gold pieces. Plus, anything they find in the sewers they can keep. (Remember these are first level characters, so one hundred gold pieces even divided is big money.)
They will be taken down to the sewer entrance at the river. Leading from the river into the sewer is a black iron bar gate. Inside the sewer is built from simple grey stone blocks, with an arched ceiling. Moist and covered in moss and slime, it feels slippery to the touch. The center of each corridor is a 4 foot wide trench which the refuse flows in. Each side of the trench there is a three foot wide cobblestone walkway. Thru the trench flows murky, stinking water.
1. This tunnel contains foothold traps, spring loaded jaws--bear-trap style, well traps. 1d4 traps. Save vs Petrification or 1d4 damage.
2. The catch basin, multiple clay pipes empty into this room. Where the tainted water collects and flows out. It's also the home to a group of Devil Frogs. Searching the murky water will reveal 4d6 copper pieces.
3. This tunnel contains foothold traps, spring loaded jaws--bear-trap style, well traps. 1d4 traps. Save vs Petrification or 1d4 damage.
4. This tunnel has a group of Devil Frogs gathered here.
5. This catch basin, is the lair of the Giant Devil Frogs. Searching the murky water will reveal 4d6 copper pieces, 2d6 electrum pieces, and a ruby worth 25 gold pieces.
Any time the water is entered there is a 5% chance the character contracts a disease. Saving throw vs. poison is permitted if they fail they die 1d6 days later. If successful the character gets ill and is bed ridden for 30 days. At the end of which there is a 25% chance the disease proves fatal. The spell Cure Disease will cure this infection.
No. Enc.: 3d6 (3d10)
Movement: 60' (20')
Armor Class: 7
Hit Dice: 1d4 hit points
Attacks: 1 (bite)
Hoard Class: XIII
These are huge red skinned frogs. Minimally 2' long, and weigh 10-15lbs. They do not have teeth. But the jaw bone protrudes though its gums. This jaw bone is serrated like a hacksaw blade. They are carnivorous, and very aggressive.
Devil Frog, Giant
No. Enc.: 1d4 (1d4)
Movement: 90' (30')
Armor Class: 7
Hit Dice: 2 + 2
Attacks: 1 (bite)
Hoard Class: XIII
These immense frogs can grow to the size of a donkey, and weigh up to 250lbs. The are bright red like their smaller brethren and have the same hacksaw jaw bone teeth. The giant frogs have 15' long tongues, and on a successful hit they are able to yank any being the size of a dwarf or smaller toward their mouths for a bite attack. Victims no larger than a halfling may be swallowed on an attack roll of 20. Any creature swallowed will suffer 1d6 hit points of damage per round as the frog digests it.