TS: The Deep Sewers
Jul 7, 2014 15:25:51 GMT
Post by ArnoldY on Jul 7, 2014 15:25:51 GMT
The Deep Sewers ("The Maze")
"Up there, we're the bogeymen. Down here--wait, what's that clicking sound?"
- Last words of a Sewer Custodian (Necromancer)
The aptly nicknamed Maze is a wholly sunless nebula of criss-crossing reservoirs, canals and tunnels, some wide, and others diabolically narrow. There are many routes in and out of the deep sewers peppered throughout the Waterworks-level of Tel Vinrae, but they are restricted zones guarded by elite members of the Watch. The only "open" gate into the Deep Sewers is through the canals adjacent to the Beren Tasurdur, which requires a lengthy trek underground anyway. The Maze is a no man's land, scarcely patroled by the Watchmen of Tel Vinrae, and considered so dangerous to life that authorities have turned to necromancers as the custodians of the Maze. Even then, no one truly knows how deep the lower sewers now go, and those who wander are bound to become lost unless they have the aid of a Sewer Map. (See Below)
Complete architectural layouts of these sewage systems is knowledge monopolized and obsessively guarded by the government, but renovations made by the Maze's unsavoury denizens have put their cartography to shame. The oldest thieves' guild of Tel Vinrae, the Eamane Anarion, is headquartered somewhere within these dark tunnels, among many, many other enigmatic things.
Some madmen rave that there is a tavern within the Maze… or beneath it, even an entire city…
SEWER MAPS:
Special Note: Some player characters (for example, Thieves' Guild members, sewer-custodians, and chain-gangers) may so frequently traverse certain routes in "the Maze", or be given an infallible set of directions for a specific task, that they do not run the risk of becoming lost in regards to those routes. Ultimately, the mechanics of becoming lost in the sewers should never hinder entertaining play (if anything, it's hoping for accidents to spice up sewer adventures), but good sense should be practiced by DMs to protect the paranoia and terror of the deep sewers, and the value of the sewer maps.
The DC of navigating the sewer system can vary depending on where the target location is. This goes by DM discretion.
• Mapless: No cost. -10 penalty to relevant skill checks made to navigate the sewer system.
• Crude Map: 5 sp, +1 to relevant skill checks made to navigate the sewer system. Gather Information/K. Local DC 10 to locate a seller.
• Mediocre Map: 10 gp, +3 to relevant skill checks made to navigate the sewer system. Gather Information/K. Local DC 15 to locate a seller.
• Premium Map: 50 gp, +5 to relevant skill checks made to navigate the sewer system. Gather Information/K.Local DC 20 to locate a seller.
• Outdated Government Survey (Ref. #1029): 200 gp, +6 to relevant skill checks made to navigate the sewer system. Once per day, users of this map may roll twice for a single skill check made to navigate the sewers and take the higher result. Gather Information/K.Local DC 30 to locate a seller.
"Up there, we're the bogeymen. Down here--wait, what's that clicking sound?"
- Last words of a Sewer Custodian (Necromancer)
The aptly nicknamed Maze is a wholly sunless nebula of criss-crossing reservoirs, canals and tunnels, some wide, and others diabolically narrow. There are many routes in and out of the deep sewers peppered throughout the Waterworks-level of Tel Vinrae, but they are restricted zones guarded by elite members of the Watch. The only "open" gate into the Deep Sewers is through the canals adjacent to the Beren Tasurdur, which requires a lengthy trek underground anyway. The Maze is a no man's land, scarcely patroled by the Watchmen of Tel Vinrae, and considered so dangerous to life that authorities have turned to necromancers as the custodians of the Maze. Even then, no one truly knows how deep the lower sewers now go, and those who wander are bound to become lost unless they have the aid of a Sewer Map. (See Below)
Complete architectural layouts of these sewage systems is knowledge monopolized and obsessively guarded by the government, but renovations made by the Maze's unsavoury denizens have put their cartography to shame. The oldest thieves' guild of Tel Vinrae, the Eamane Anarion, is headquartered somewhere within these dark tunnels, among many, many other enigmatic things.
Some madmen rave that there is a tavern within the Maze… or beneath it, even an entire city…
SEWER MAPS:
Special Note: Some player characters (for example, Thieves' Guild members, sewer-custodians, and chain-gangers) may so frequently traverse certain routes in "the Maze", or be given an infallible set of directions for a specific task, that they do not run the risk of becoming lost in regards to those routes. Ultimately, the mechanics of becoming lost in the sewers should never hinder entertaining play (if anything, it's hoping for accidents to spice up sewer adventures), but good sense should be practiced by DMs to protect the paranoia and terror of the deep sewers, and the value of the sewer maps.
The DC of navigating the sewer system can vary depending on where the target location is. This goes by DM discretion.
• Mapless: No cost. -10 penalty to relevant skill checks made to navigate the sewer system.
• Crude Map: 5 sp, +1 to relevant skill checks made to navigate the sewer system. Gather Information/K. Local DC 10 to locate a seller.
• Mediocre Map: 10 gp, +3 to relevant skill checks made to navigate the sewer system. Gather Information/K. Local DC 15 to locate a seller.
• Premium Map: 50 gp, +5 to relevant skill checks made to navigate the sewer system. Gather Information/K.Local DC 20 to locate a seller.
• Outdated Government Survey (Ref. #1029): 200 gp, +6 to relevant skill checks made to navigate the sewer system. Once per day, users of this map may roll twice for a single skill check made to navigate the sewers and take the higher result. Gather Information/K.Local DC 30 to locate a seller.