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.


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