Page 165 - Guildmasters' Guide to Ravnica
P. 165
Three locations important to the adventure are men- SEWER ENCOUNTERS
tioned in the information above: the sewers. Foundry d20 Encounter
Street, and Tin Street. Each site is described in detail
below. The travel time (on foot) between any two of 1-4 ld4 cultists of Rakdos
5-9 2d4 giant rats
these locations is 30 minutes to 1 hour.
10-11 l gray ooze
T H E SEWERS AT P LAZA WEST 12- 14 l kraul warrior (see chapter 6 for the stat block)
15-18 1 swarm ofinsects (centipedes)
Characters heading west of the plaza on a tip they re-
ceived earlier might look for a sewer grate that is out of 19-20 ld4 zombies covered in fungus
place. lt takes 1 hour and a successful DC 10 Wisdom
(Perception) check to find a grate with scrapes from a The tracks end at another maintenance shaft in the
crowbar on it. Alternatively, the characters can interview ceiling of the tunnel. A cord dangles down from the
residents in the area, in which case it takes half an hour shaft; pulling on it releases a folding ladder that can
and a successful DC 10 Charisma (Persuasion) check to easily be climbed. The shaft terminates in a grate,
find the location of the grate. which can be pushed aside with a successful DC 15
The grate can be pulled up with a successful DC 15 Strength check.
Strength check. Once the grate is opened, read: The characters emerge in an alley beside an old ware-
house on a canal dock near Foundry Street, in Precinct
Six of the Tenth District. The tracks continue up to the
A circular maintenance shaft plunges down into the warehouse.
darkness. An iron ladder is bolted to one side of the
TIN ST REET
shaft. The pungent smell of the sewers wafts up to your
nose. A faint light is visible at the bottom, illuminating
refuse-filled water. This bustling market area is busy with the flow of mer-
chants, entertainers, shoppers, and revelers. During
There is no light source in the shaft, which continues daytime hours, Tin Street is a prime destination for
down 50 feet until it ends in a folding ladder with a dan- shopping and dining. At night, theaters and taverns
gling cord. When unfolded, the ladder reaches another come alive.
20 feet to the sewer tunnel floor. When the characters
descend to the floor, read:
Tin Street is one of the two avenues that traverse the
entire Tenth District (see chapter 3). Where it passes
You stand shin-deep in sewer water, in a dimly lit tunnel.
through Precinct Six, the Shattergang Brothers have
There's a raised walkway on either side that gets you out claimed much of it as their turf. They keep a keen eye
of the smelly, muck-filled water. Small lamps housing out for Azorius arresters, rival gang members, and any-
magical flames shed dim light. The walls are covered in one who asks too many questions.
Tin Street is also the home of Falish, a renegade Izzet
moss and lichen.
arms dealer who, for the right price, supplies criminals
with weapons and explosives.
The tunnel is dimly lit by small continual flame bea-
cons positioned every 30 feet or so on alternating sides SHATTERGANG E AVESDROPPING
of the 20-foot-high tunnel. The sewer tunnel is 30 feet If a check to gather rumors fails by 5 or more, or the
wide and continues in both directions. The tunnel has characters are otherwise indiscreet while investigat-
a raised walkway 5 feet wide and 5 feet tall along both ing around Tin Street, word gets to the Shattergang
sides. The main passage is flowing with I-foot-deep wa- Brothers that someone has been asking about Krenko.
ter and smelly refuse. They send an unremarkably dressed, beady-eyed goblin
Krenko and three other goblins came this way, head- named Erko to tail the characters (about 60 feet) and
ing to his new hideout. The characters can spot signs of sneak up to eavesdrop on conversations. If a character's
grimy boot prints made by Small creatures on one of the passive Wisdom (Perception) score equals or exceeds
walkways by succeeding on a DC 10 Wisdom (Percep- the goblin's Dexterity (Stealth) check, that character no-
tion) check. After finding the prints, they can continue to tices that they're being followed or observed.
track them through the sewer tunnels by succeeding on If Erko notices the party has seen him, he tries to run
a DC 15 Wisdom (Survival) check. For every day since away, back to one of his gang's hideouts. As he makes
the goblins came through here, add 5 to the DC of the his way down the busy market of Tin Street, you can
check. It takes 2 hours to navigate the twisting tunnels conduct this scene as a chase, using the chase rules and
at normal walking speed. The tunnels are near Golgari the Urban Chase Complications table in chapter 8 of the
territory. but above the undercity. Dungeon Master's Guide.
For each hour the party spends in the sewers, roll a In addition to his weapons, Erko carries a Oask of
d20. On a 15 or higher, the party has an encounter de- alchemist's fire, which he hurls at the first creature that
termined by rolling on the Sewer Encounters table. threatens him. See chapter 5 of the Player's Handbook
for rules on using alchemist's fire.
H11 CllAPrEJ< 4 fel<l!.l\TJ~G All\ I N1URI S

