Festering Sewer Tunnels
Built up beneath the streets, the sewers form a network of partially blocked, collapsed, and flooded tunnels. The air of this underground maze is thick with rot and the ever-present risk of disease.
Clinical Eye. Any adventurer that makes a Medicine check or castsrecognizes the risk of disease and contamination, allowing them to take precautions that grant on any sullied miasma saves. This also enables an Engineering check (or a check made with tools the Narrator deems appropriate) that allows each adventurer to adequately protect any Supply they are carrying. This check must be made before the Supply is contaminated.
Sullied Miasma. The corruption of the Fellspire manifests as persistent, barely visible mist in these tunnels. Creatures who areupon entering (or who become bloodied while traversing) the sewers must make a DC 14 Constitution or become infected with and nightmares of consuming their comrades. On a success, a creature is immune to the miasma for 24 hours.
Make a group check. Each adventurer may choose either an Acrobatics or Athletics check to use the unstable debris to keep dry, falling into the filth on a failed save and taking 7 (2d6) poison damage. A creature that does not need to breathe does not take this damage. An adventurer who makes an Engineering check or makes continuous use of thecantrip to keep themselves clean makes the check with advantage.
Critical Failure. The adventurers disturb a nest of malformed rats. Each adventurer takes 7 (2d6) piercing damage and must make a DC 11 Constitutionor contract .
Failure. Each adventurer that fails becomesan hour after they next consume any of their Supply and realize the rations were contaminated. This effect lasts for 24 hours and each such adventurer loses an additional 2 (1d4) Supply.
Success. The adventurers exit the sewers with no additional effects.
Critical Success. While traveling through the sewers the adventurers find something valuable or useful. Roll on thetable.