Sewer
The typical sewers beneath fantasy cities are magnificent public works from a bygone age. A mishmash of deserted concourses, covered riverways, claustrophobic tunnels, and buried ruins, they are a royal road for thieves, monsters, and adventurers alike.
Tiers. Sewers are rarely tier 3 or 4. Below the sewers, deeper and more dangerous areas are usually ruins, tombs, or other locations.
Sewer Size. Each 100-foot-square node of a sewer contains passages. Some of these passage nodes also contain a room or chamber at an intersection or dead end. A sewer typically spans the oldest or richest parts of a city and can cover as much as a square mile.
Disease. Sewers are filthy. A humanoid that takes damage while in a sewer is exposed to disease. At the end of its next long rest , the creature must succeed on a DC 11 Constitution saving throw or be infected with sewer plague.
Creating a Sewer
To generate a new map, roll on the Description table for the initial area and follow its instructions, and then do so again to see what’s past each exit, and so on. If you’re filling a pre-made map, roll on Inhabitants and Contents for each location.
Sewer: Description
1 - 5 |
Narrow passage. Roll on Passage Contents and Exits. For passage width, roll 1d6: |
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1 | 1 1/2 ft. pipe | |
2 - 3 | 2 1/2 ft. pipe | |
4 - 6 | 5 ft. tunnel | |
6 - 11 |
Passage. 10 feet wide. Roll on Passage Contents and Exits. |
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12 - 14 |
Wide passage. Roll on Passage Contents and Exits. For passage width, roll 1d6: |
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1 | 15 ft. | |
2 - 3 | 20 ft., 5-foot-wide walkways on either side of flowing water | |
4 - 6 | 30 ft., 10-foot-wide catwalk or gallery above flowing water | |
15 - 20 | Chamber. Roll on Chamber Contents and Exits. For chamber size, roll 1d6: | |
1 | 20 × 20 ft. | |
2 | 30 × 30 ft. | |
3 - 4 | 40 × 40 ft. | |
5 | 40 × 50 ft. | |
6 | 50 × 50 ft. |
Sewer: Passage Contents
1 - 10 |
Empty |
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11 - 14 |
Roll on Passage Scenery |
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15 |
Roll on Novelties |
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16 |
Roll on Obstacles |
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17 | Roll on Discoveries | |
18 - 20 | Roll on Escalations |
Ruin: Room and Chamber Contents
Roll 1d20 in small room, 1d20 + 2 in large chamber.
1 |
Empty |
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2 - 5 | Roll on Chamber Scenery | |
6 - 8 |
Roll on Novelties |
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9 - 11 |
Roll on Obstacles |
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12 - 13 |
Roll on Discoveries |
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14 - 16 |
Roll on Escalations and on Chamber Scenery |
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17 - 20 |
Roll on Set Pieces |
Sewer: Exits
All exits are passages. Roll 1d12 on Description table for passage size.
1 |
No Exits |
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2 - 3 |
One exit left |
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4 - 7 |
One exit straight |
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8 - 9 |
One exit right |
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10 |
Two exits, left and right |
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11 - 12 |
Two exits, left and straight |
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13 - 14 |
Two exits, straight and right |
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15 - 16 |
Three exits, left, straight, and right |
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17 - 20 | Ascent or descent. Roll 1d12. Then roll again on this table for other exits. | |
1 - 2 |
Slimy stone stairs down |
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3 - 4 |
Grating up |
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5 |
Grating down |
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6 |
Pipe up |
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7 - 8 |
Pipe down |
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9 |
Metal ladder up |
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10 |
Metal ladder down |
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11 |
Sloping waterway up or down (50 percent chance of each) |
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12 |
Pulley elevator up or down (50 percent chance of each) |
Sewer: Novelties
1 |
A filthy altar surrounded by torches and arcane markings |
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2 |
Cult shrine to a prohibited faith |
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3 |
Amidst moldy bedrolls, a faded map of the sewers with various locations marked is pinned to the wall |
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4 |
Makeshift classroom. A selection of thieves’ cant glyphs and their meanings is written on the wall |
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5 |
Bioluminescent, telepathic mold grows on the walls. It is friendly and converses telepathically with passers-by |
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6 |
A pool of congealed alchemical slurry. A creature that touches the slurry regains 3 (1d6) hit points, recovers a 1st-level spell slot, and becomes poisoned for 1 hour. The slurry then becomes inert |
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7 |
A gigantic snakeskin fills most of the room. The scales glow with a soft, iridescent light |
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8 |
A disused side passage is overgrown with edible fungus |
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9 |
A partially collapsed tunnel conceals a clean and dry area that provides sanctuary for one long rest |
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10 |
Makeshift docks line the banks of an underground river or lake |
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11 |
Steel or stone supports are spaced evenly around the area, indicating something unusually heavy above |
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12 |
Water flows from a pipe high on the wall, creating an oddly beautiful waterfall |
Sewer: Obstacles
1 |
Lock: The entire area is flooded with sewage, and the valve to drain it is missing a handle. Key: A handle that fits the valve |
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2 |
Lock: An iron door has rusted shut (DC 18 Strength check to open). Key: A flask of a solution that dissolves the rust, allowing the door to operate freely |
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3 |
Lock: Jammed sluice gate. Key: Long bar that can pry open the gate |
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4 |
Lock: Iron grate secured with a padlock that has rusted solid (DC 18 Strength check to open). Key: A set of bolt cutters that can cut through the padlock |
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5 |
Pocket of poisonous gas. Area is affected as per the cloudkill spell |
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6 |
Vast pool of raw sewage with no apparent way across |
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7 |
Fast-moving storm drain current with no bridge across |
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8 |
A dry “sluice gate” in an odd place conceals an exit |
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9 |
Magical illusion of a mass of waste blocking an exit. DC 13 Perception check: no smell |
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10 - 11 |
A submerged exit leads to a flooded tunnel |
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12 - 13 |
A tight squeeze through an exit tunnel, 1d12 + 12 inches wide |
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14 |
Draining a cistern reveals a concealed exit |
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15 - 20 |
Trap based on the dungeon level: level 1–2 acid bucket trap or slippery floor trap; 3–4 oil pool trap or poison gas trap ; 5–10 gelatinous cube pit trap or ratling-catcher trap ; 11–16 monster pit trap or water-filled room; 17–20 plague poison lock or water-filled dungeon |
Sewer: Discoveries
1 - 4 |
Roll 1d4 on the Obstacles table. You find the key listed in that entry. Make a note of the matching lock. The next Obstacle encountered is that lock. |
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5 |
Supply cache. Contains 2d6 days of rations, 1d4 50-foot coils of rope, two sets of climber’s gear, a healer’s kit, a hatchet, 1d4 ladders, a pickaxe, and two daggers |
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6 |
Armory. Contains 1d10 nonmagical simple or martial weapons and two suits of Medium or Small leather armor |
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7 |
Ratling larder. Crates of food are patrolled by cats that keep tiny vermin at bay |
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8 |
Cultist cache. Boxes and jars filled with ritual components and 2d6 spell scrolls of level 1d4 - 1 (results of 0 indicate a cantrip) are crammed in poorly concealed shelves |
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9 |
Minor Treasure hidden behind a waterfall of filth |
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10 |
Recently hatched dragon, smaller than a wyrmling (use stats for a lizard ) |
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11 |
The sewer connects to the cellar of a noble’s townhouse or other above-ground structure |
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12 |
The bottom of a wishing well; the area is strewn with 6d6 gp worth of copper and silver coins |
Sewer: Escalations
50 percent of guards possess a Minor Treasure.
1 |
Guards: on patrol on behalf of the surface city or the sewer’s local overlord (roll or choose from Set Pieces). Demand to know intruders’ business |
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Level 11–16: 2 or 3 blackguards or gladiators |
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Level 17–20: assassin with 1d6 + 4 cutthroats or thugs |
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2 |
Guards: skulking near their secret lair |
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Level 1–2: 1d8 cultists |
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Level 3–4: 3 or 4 cutthroats or thugs |
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Level 5–10: 2 or 3 doppelgangers |
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Level 11–16: 2 cambions , night hags , or vampire spawn |
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Level 17–20: vampire with vampire spawn |
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3 |
Intruders: stealthily passing by on their way somewhere else |
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Level 1–2: 1 or 2 cutthroats or thugs |
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Level 3–4: doppelganger or oozefolk oozemancer (DDG) |
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Level 11–16: vampire , vampire assassin , or vampire mage |
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Level 17–20: master assassin , master thief , or 2 assassins |
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4 |
Denizens: hunting |
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Level 1–2: 2 or 3 ratling scavengers |
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Level 3–4: dire centipede , gelatinous cube , or gelatinous tube |
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Level 5–10: 2 or 3 euphoria jellies (DDG) or flash cubes (DDG) |
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Level 11–16: troll hulk (DDG) |
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Level 17–20: 2 assassins or ur-otyughs |
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5 |
Denizens: in lair |
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Level 1–2: 2d4 giant rats or poisonous snakes |
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Level 5–10: otyugh , ur-otyugh , or sewer chimera |
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Level 11–16: 2 elder black puddings or otyughs |
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6 - 8 |
Roll 1d6 on this table to determine an encounter group. The group is nearby (in the nearest unexplored room) and may be detected by tracks, noises, flickering torchlight, or other signs |
Sewer: Set Pieces
Set piece encounters usually feature a Treasure Hoard.
1 - 2 |
Criminal Hideout. A gang or thieves’ guild has a base here. |
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Level 3–4: crime boss or gladiator with 1 or 2 thugs |
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Level 11–16: archmage or master assassin with 2 assassins |
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Level 17–20: master assassin or 3 gladiators with 3 assassins and 1 mage |
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Setting: The area resembles an underground shantytown with numerous tight passages and close corners. Visibility is limited to a range of 20 feet before a corner or makeshift structure blocks line of sight. |
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3 - 4 |
Sewer Predator. Something hungry and dangerous lurks under the water. |
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Level 1–2: 2 giant constrictor snakes , gibbering mouthers , or will-o’-wisps |
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Level 3–4: giant crocodile and 1d4 + 1 crocodiles ; sewer chimera |
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Level 11–16: troll hulk (DDG) and 2 or 3 trolls |
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Level 17–20: draconic horror (DDG) and 2 or 3 murmuring worms or behirs |
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Setting: The creature’s watery lair is full of unpredictable currents. On initiative count 20 each round, a wave sweeps through the area in a random direction. Creatures that fail a Strength saving throw (DC 10 + half dungeon level) are pushed 30 feet in the direction of the flow. The predators can choose to fail or automatically succeed on this saving throw. |
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5 - 6 |
Cult Cell. Cultists hide their illicit activities below cities for many of the same reasons ordinary criminals do, and the reach of the sewer tunnels means they can snatch victims from anywhere. |
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Level 1–2: cult fanatic with 1d4 cultists |
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Level 3–4: 1 or 2 cult fanatics with 2 oculites (DDG) |
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Level 5–10: forgotten god or glabrezu with 1d4 cult fanatics |
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Level 11–16: aboleth , aboleth champion (DDG), and 1d6 maw swarms (DDG) |
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Level 17–20: aboleth fallen ascendant (DDG), aboleth , and 2 or 3 aboleth champions (DDG) |
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Setting: The area features an altar and a central pool filled with black water that obscures the vision of trespassers only. Creatures with a swim speed gain total concealment while beneath the water. Cultists attempt to herd interlopers near the water. |
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7 - 8 |
Tide-driven stone gates close behind the adventurers, forcing them to escape via a 100-foot underwater swim through fetid water. At the start of each of its turns, each creature in the water must succeed on a Constitution saving throw (DC 10 + half dungeon level) or become poisoned and unable to hold its breath. At the end of the swim, a metal grate (DC 10 + half dungeon level Strength check to break) blocks the exit. |
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9 - 10 |
A sluice gate opens, creating a waterfall that sweeps the adventurers to a new area or out of the sewer. Each creature must make three Strength, Dexterity, or Constitution saving throws (their choice), taking 2 (1d4) damage per dungeon level per failure. |
Sewer: Minor Treasure
1 |
Set of directions that leads to treasure — possibly in a mansion accessible through the sewer |
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2 |
Spell scroll containing a spell appropriate to the area’s tier (tier 0: cantrip or level 1 spell, tier 1: level 2–3 spell, tier 2: level 4–5 spell, tier 3: level 6–7, tier 4: level 8–9) |
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3 - 6 |
Treasure worth an amount appropriate to the tier (tier 0: 10 gp, tier 1: 100 gp, tier 2: 1,000 gp, tier 3: 10,000 gp, tier 4: 100,000 gp). Roll |
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7 |
1d6 vials. Roll 1d6: 1–3 potions of healing , 5–6 potions of water breathing |
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8 - 10 | Ring, necklace, or other jewelry, worth an amount appropriate to the tier (tier 0: 25 gp, tier 1: 75 gp, tier 2: 750 gp, tier 3: 2,500 gp, tier 4: 25,000 gp) |
Sewer: Treasure Hoards
Dungeon Level 1–2 |
Valuables: 1d4 × 100 gp in copper, silver, or gold coins Magic (30 percent chance): pipes of the sewers or ring of swimming |
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Dungeon Level 3–4 |
Valuables: 2d4 × 100 gp in gold coins or jewelry Magic (40 percent chance): cloak of protection or ring of water walking |
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Dungeon Level 5–10 |
Valuables: 1d6 × 1,000 gp in gold coins, bulky housewares, or jewelry Magic (50 percent chance): dagger of venom or ring of evasion |
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Dungeon Level 11–16 |
Valuables: 1d4 × 10,000 gp in gold and platinum coins or gems Magic (60 percent chance): folding boat or nine lives stealer |
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Dungeon Level 17–20 |
Valuables: 1d4 × 100,000 gp in gold coins, gems, or property deeds Magic (70 percent chance): luck blade or well of many worlds |
Sewer: Passage Scenery
1 - 4 |
Footbridges across drainage channel in middle of passage |
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5 - 7 |
Filthy, stinking mud makes the area difficult terrain |
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8 - 9 |
Mundane graffiti or thieves’ cant glyphs on walls. May contain useful information |
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10 - 11 |
Drainage channel covered with boards. There’s a table and chairs and a couple of bookcases full of moldy books |
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12 |
An open secret door reveals empty barrels and crates |
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13 |
Predator’s den containing gnawed bones and other garbage |
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14 |
Cement or stone blocks attached to chains, used by a local criminal element to dispose bodies |
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15 |
Sewer grate leads to a secret above-ground hideout |
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16 |
Ossuary. Neat stacks of humanoid bones fill niches. Memorial plaques identify the remains |
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17 |
Outflow tunnel. Water streams through a heavy grate into a nearby body of water, such as a river or lake |
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18 |
Benches and tools fill a makeshift workspace. The usual board flooring is reinforced with heavier beams and metal braces. |
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19 |
Abandoned, one-person hovel containing candles and a sleeping pallet |
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20 |
A stack of 10-foot poles affixed with hooks, used for dredging drainage channels |
Sewer: Chamber Scenery
1 - 3 |
Storm runoff reservoir. The water is relatively clean and clear |
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4 - 7 |
Reservoir full of raw sewage |
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8 - 9 |
Flow control room. A vast array of pipes and valves |
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10 - 11 |
Fast-moving water with several sturdy access bridges across the flow |
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12 |
Maintenance storage area. Spare lengths of pipe are stacked neatly on pallets. Tools hang on peg boards behind locked grates |
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13 |
Barrels of lye and other chemicals (treat as acid) are covered in tarps |
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14 |
The exits are hatches like those found on a submarine |
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15 |
Eggs incubating in a nest of warm filth; depending on the tier, the eggs may hatch into giant centipedes , crocodiles , dinosaurs, or otyughs |
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16 - 17 |
One exit leads to ancient ruins. Switch to the ruin tables for the areas in this direction |
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18 - 19 |
One exit leads to catacombs. Switch to the tomb tables for the areas in this direction |
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20 |
One exit leads to natural caves. Switch to the
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