Red Sewers (3.5e Quest)

After many weeks of people disappearing in the town of Hinter Harbor, the town Mayor has placed a bounty of 300gp for anyone who can find and bring the abducter to him, dead or alive. This has brought mighty attention to the small town, mercenaries have come in great numbers in hopes to recieve the bounty. The town, bustling with news of what has been happening, is eerily empty by night.

Town Description: The town has two streets. A East/South road (Aderen) that ends (East) into the dock and the West leading into the grasslnads. The North/South road (Mourith) both lead into a dirt road that travel along the coast. At the corner North-East Corner has the Inn, south of the Iron Smith. Across Mourith Road from the inn is the local Tavern (Gilded Lion). West of the Gilded Lion is the Church. Across the street from the Inn is th Bank. West of the Bank is the Goods Store. West of the Inn is the Boat House. North-East of the Inn is a large courtyard with a Well and a Gallows. The courtyards' North-East side is surrounded by the Jail/Courthouse. To the South of the Goods Store, there is the entrance to the sewers.

Cast of Charecters (Credit to --Aarnott)

Dekura, the Thief: Dekura is the a cohort with the Vampire and his friend in the Jail. He can be found walking around at night, following the party. He watches discreetly, trying to understand how close they are to finding out about the Vampire.


 * He will follow the party into the sewers, and if/when caughtm he will try to plead mecry that he was trying to see if "making sure they were capable of doing some delicate work for him". He will explain that his friend had been trying to also find out about the disappearences as well and he had found out the gaurds had brought the Vampire here to for some evil purposes (A lie).


 * If the players except any of his offers, he will run to 'distract' the garuds, while in actuality, he is informing them of thier intentions.

Grim'Chk, Orc Barbarian Mercenary: Grim'Chk through Miday till Dusk sits in the Tavern, waiting. Other mercenaries (Anyone in general, actually) who come to him to ask questions revieve short Irritated answers.


 * If he thinks the Party has usefull Information, he might threaten them into informing him.


 * He sits in the Tavern, clearely waiting for someone, though he is not sure who it is (Vampire and/or Dekura). He sits, stairing at the door, never sure who it is he is waiting for.

Aluric, Vampire: The Vampire, also the 'Final Boss' is, himself, unsure why he is alive. He believed that he had beeen slayed, long ago, when the Blood Hierarchy had been destroyed. He has been feeding, wiating for whomever had ressurected him.


 * He has a Lisp, odly enough.


 * He has offered Dekura eternal life through Vampirism if he assists Aluric.


 * He comes out at Dusk to the Tavern, looking for more information and to talk to Dekura. He smells putrid and when asked, he will say he is boarding for a local farmer and working in the pigs pen. His clothing is a bit odd for the work, but he continues on his way and sits down and listens to Dekura.

Sarah, the Priest: A devout follower of Pelor, Sarah is very disturbed by the recent events. She is willing to help anyone to remove the Evil pressence.


 * She will inform the party that she had cast Detect Undead, and she had seen a person walking in robes, but she her sight had been interupted when Dekura, the local Thief had approached the man.


 * Very jumpy lately. She speeks like she has not slept in many days.

Player can start in multiple of ways or places. Commonly, it's allways the 'Tavern' or 'Bar', or the players can be a band of Mercenaries hoping to split the gold and their are sleeping in the Inn or they might be some local residence. The starting time is Dawn:

Some of the buldings are closed, but the Inn, Jail/Courthouse, Basic Goods store and Iron Smith. The players (Depending on how you start) may enter any of these buildings. They players may buy, sell and talk with any of the owners of these buildings, but try and make it obvious that the players should go to the Courthouse and talk to the Mayor. As to yourself, you may stock all the shops to your own liking (I personaly filled them up with minor tools). The players may preform Gather Knoweledge rolls against NPC's for knowledge. The average knowledge for GIR (Gather Information Rolls) are as follow:

Average Knowledge from Gather Information Rolls:

1-9: The target will have next to no information on the subject.

10-15: Some common Knowledge on the town and recent events are know like the disappearances occur at night.

16-20: More uncommon Knowledge might be that the town used to have a sewer system or the disappearances never happen in a house.

21-25: Much more rare information is that the city was built on a crypt or that a entrance to the sewers are South of town.

26+: The most unknown knowledge is that the Crypt was origanaly housed Vampires.

Inn: There are a few mercenaries sitting around, preparing for the day and a man behind the bar. There are some cheap ale [Ale, Mug of; 5cp]. All mercenaries have grudges and have a -5 dice roll for Gather Information (Doesn’t want info leaked) and they all have Uncommon Knowledge. The man working behind the bar knows of the Sewer Entrance.

Basic Goods Store: The store has a large random amount of goods [On map sheet]. There are also three books for sale; Hinter History [Knowledge that town was built on crypt can be read; 20gp], Swordsmanship: Long Sword [+1BA for Long Sword after reading; 30gp] and Hunters Hand Guide [+1 for all Tracking and Survival rolls; 25gp]. The Owner knows of Information Rolls Rumors-Uncommon.

Iron Smith: The Iron Smith has a varied arrangement of goods for sale. He knows of Rumors to Uncommon and about the Crypt.

Jail: There are two people in the Jails. One had robbed the day before and the other had been caught cheating at poker. The thief (Dekura) offers you a reward if you free him [50Gp]. The Gambler is weeping in the corner of his cell.

Courthouse: The Court house is empty, but there is one guard at the back of the Court House. He knows about Rumors-Uncommon. He will allow you to see the mayor. The Mayor is busy preforming paper work, but he is willing to inform you as much as he knows about the situation at hand (Common). He will point out that you can go and talk to the Boat House Keeper, the Tavern Owner and the Priest. [All are now open]. Disappearance [Midday; There are few people roaming around town. All business is now open. The Iron Smith, Courthouse, and the Jail are all the same.] Tavern: There are a few people drinking. None are drunk. There is also the town Elder sitting at the stool in robes. All Patrons have Rumors-Uncommon knowledge. The Bar Tender has Rare Knowledge as well. Drinks costs are the same as the Inn. Church: There are a few people praying but you can see the Priest at the front of Church, writing. He is pacifist, and if any character has a weapon drawn or on them all Gather Information Rolls take a -3 for each weapon. He has Rumors-Rare Knowledge. The Priest can also sense that there are Evil things below the Courtyard at where the Gallows are. Boat House: The boat house smells of fish and ocean. The owner is easily annoyed and will answer questions as he knows them to make people leave. He has a Rumors-Uncommon Knowledge [Exception; he does know of the Sewer Entrance]. He also sees dark figures in the Courtyard at Night. Bank: The owner of the Bank is very frank about everything and wishes for you to leave. If you stay longer than ten minutes all GI Rolls take -3 and -1 for each minute afterwards. [The bank has roughly: 120Gp, 30Sp, 230Cp. Inn: The Owner of the Inn is now inside. He is a large man who will be Gambling. He has Rumors-Rare Knowledge. Another Special GI Roll is a Rare is that he had retrieved water once from the well to find it bloodied water [He will only speak of this in the back room]. [Dusk: Not much has changed. There are no individuals walking in the streets. The Bank, Boat House, Church and Iron Smith are all closed. Only the Tavern and Inn have changed] Tavern: The Elder is no longer their (Left) and the people from earlier are very drunk. All GI rolls take a -5 because the men are drunk. They are also allowed to take more rolls because the men’s judgment is worse and will not question someone’s inquiries. Inn: The Mercenaries are leaving in search for the killer. The Owner is gone. Outside of the few straggling Mercenaries there is only a man eating food at a table and the Bar Keep. The man eating has Rumors-Uncommon. [Night: Every 10 Minutes, on a D% Roll, they have the chance of bumping into a Mercenary with a 70% plus roll. The Vampire will not leave until things have quieted down]

Sewer Entrance: The sewer entrance is south of town in the water. It has a diameter of about 5 feet and players can only move in Marching Order. The Pipe runs straight. At the Corner there is a Dire Rat. Stats are given below:

Dire Rat: Hit points: 6	Initiative: 8+3	Speed/Climb: 40/20 Ft. AC: 15	Base Attack/Grapple: +0/-4	Attack: bite +4 Melee (1D4 plus Disease)	Space/Reach: 5/5 Ft.	Special Attacks: Disease	 	Special Qualities: Low-light Vision, Scent	Saves: Fort +3, Ref +5, Will +3	Abilities: Str 10, Dex: 17, Con 12, Int 1, Wis 12, Cha 4	Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11		Feats: Alertness, Weapon Finesse Sewer Systems….

1.	Have player (Lead in Marching Order) roll Spot check (Hidden). On a fail of 14 or lower, the Skeleton Hand will pull them down onto the ground (trip Check: +3 ‘Ambush’). The player will take a -5 penalty for the slippery ground. If he is not pulled under, a Skeleton crawls out of the water and a fight presumes. Skelton Stats below:

Skeleton: Hit Points: 8	Initiative: 7+5	Speed: 30 Ft.	AC: 15	Base Attack/Grapple: +0/+1	Attacks: Claw +1 Melee (1D6+1/18-20)	Space/Reach: 5 Ft/5 Ft	Special Qualities: Damage Reduction 5/Bludgeoning, Dark Vision 60ft, Immunity to Cold and Undead Traits	Saves: Fort +0, Ref +1, Will +2 Abilities: Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1	Feats: Improved Initiative

2.	A large circular room with some debris. There are two open entrances and a large Stone Door. On a Search Roll of 15+ they can notice the ceiling is a portrait of a large castle. They can attempt to open the door. It takes a Strength check needs to be a 18+ to o⅛⅛pen. Any player may help to give a +2 bonus.

3.	The door has opened into a large chamber, about forty feet long. At the far end, there is a large shrine. The shrine has is a large Angel with Demonic styled wings. There are few items on the Shrine: Gold pieces (5), a Large Flask (2 Cure Light Wounds), a book depicting on how to kill vampires, and a few bones. On both side of the door, there are four large rock ‘caskets’. The one closest to you is knocked over and empty. Above each Casket is a large Glass portrayal of people being burned and attacked by angry mobs.

4.	The door to the room is Wooden. This room is empty. On a search roll of 18+ the players can find a broken Long Sword (Stats are of a Dagger) next to a skeleton of another adventurer. The door on to leave the room and continue further is jammed. It’ll take a Strength check of 17+ to open the Wooden Door.

5.	This room is leading into the pipe system. There are two Dire Rats in the room. If the players take more than attempt to open the door, they will be ready for an ambush. The two Dire Rats stats are below:

Large Dire Rat: Hit points: 9	Initiative: 9+4	Speed/Climb: 40/20 Ft. AC: 16	Base Attack/Grapple: +1/-4	Attack: Bite +4 Melee (1D4+1 plus Disease)	Space/Reach: 5/5 Ft.	Special Attacks: Disease	 	Special Qualities: Low-light Vision, Scent	Saves: Fort +4, Ref +5, Will +4	Abilities: Str 11, Dex: 17, Con 12, Int 1, Wis 12, Cha 4	Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11		Feats: Alertness, Weapon Finesse

Dire Rat: Hit points: 6	Initiative: 16+3	Speed/Climb: 40/20 Ft. AC: 15	Base Attack/Grapple: +0/-4	Attack: Bite +4 Melee (1D4 plus Disease)	Space/Reach: 5/5 Ft.	Special Attacks: Disease	 	Special Qualities: Low-light Vision, Scent	Saves: Fort +3, Ref +5, Will +3	Abilities: Str 10, Dex: 17, Con 12, Int 1, Wis 12, Cha 4	Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11		Feats: Alertness, Weapon Finesse

5.5.	Continued: After defeating the rats, the player will notice that the room drop down into water and a large Pipe, about 5 Feet in diameter, and they will have to form Marching order to continue. In the room is nothing, but on a 20+ Search roll, they can find a few silver pieces in the water (8Sp)

6.	They enter the dank room through the pipes. There is some stairs that leads up to a platform. There isn’t anything of use here.

7.	Two Dire Rats are around the Corner and if they can Move Silently. This action is aided (+5) if the Players are not Moving silently either (+5 per Player) because of the water motion. Stats are as Follow:

Dire Rat: Hit points: 6	Initiative: 13+3	Speed/Climb: 40/20 Ft. AC: 15	Base Attack/Grapple: +0/-4	Attack: Bite +4 Melee (1D4 plus Disease)	Space/Reach: 5/5 Ft.	Special Attacks: Disease	 	Special Qualities: Low-light Vision, Scent	Saves: Fort +3, Ref +5, Will +3	Abilities: Str 10, Dex: 17, Con 12, Int 1, Wis 12, Cha 4	Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11

Dire Rat: Hit points: 6	Initiative: 18+3	Speed/Climb: 40/20 Ft. AC: 15	Base Attack/Grapple: +0/-4	Attack: Bite +4 Melee (1D4 plus Disease)	Space/Reach: 5/5 Ft.	Special Attacks: Disease	 	Special Qualities: Low-light Vision, Scent	Saves: Fort +3, Ref +5, Will +3	Abilities: Str 10, Dex: 17, Con 12, Int 1, Wis 12, Cha 4	Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11

7.5.	After defeating the Rats, there is a split in the Pipe. To the left is silent, while to the right they can hear the sound of running water.

8.	The large room is empty except for a few debris of chipped wall. On a roll Search Roll of 18+ they can find a brick in the wall that can be pulled out. If they pull it out, they will find a Cure Light Wounds Potion behind it (1d8).

9.	They will come to another split in the Pipes. To the right there is a gushing noise while straight ahead is very silent, except for the echo of the gushing noise. When they go towards the gushing noise, the current will pull them out over a ‘waterfall’ into water. After falling into the water and swimming out, they will find themselves in a natural cave system, in a low pool of water. Above the, atop of a ‘hill’, three Tiny spiders and one Small spider will attack. Stats are as below:

Tiny Spider: Hit Points: 3	Init: 7+3	Speed: 20 Ft/Climb ten	AC: 15	Base Attack/Grapple: +0/-12	Attack: Bite +5 Melee (1D3-4 plus poison)	Space: 2 Ft/0 Ft		Special Attacks: Poison, Web	Special Qualities: Dark Vision 60 Ft, Tremor sense 60Ft	Saves: Fort +2, Ref +3, Will +0	Abilities: Str 3, Dex 17, Con 10, Int -, Wis 10, Cha 2 	Skills: Climb +11, Hide +15, Jump -4, Spot +4	Feats: Weapon Finesse

Tiny Spider: Hit Points: 3	Init: 4+3	Speed: 20 Ft/Climb ten	AC: 15	Base Attack/Grapple: +0/-12	Attack: Bite +5 Melee (1D3-4 plus poison)	Space: 2 Ft/0 Ft		Special Attacks: Poison, Web	Special Qualities: Dark Vision 60 Ft, Tremor sense 60Ft	Saves: Fort +2, Ref +3, Will +0	Abilities: Str 3, Dex 17, Con 10, Int -, Wis 10, Cha 2 	Skills: Climb +11, Hide +15, Jump -4, Spot +4	Feats: Weapon Finesse

Tiny Spider: Hit Points: 2	Init: 9+3	Speed: 20 Ft/Climb ten	AC: 15	Base Attack/Grapple: +0/-12	Attack: Bite +5 Melee (1D3-4 plus poison)	Space: 2 Ft/0 Ft		Special Attacks: Poison, Web	Special Qualities: Dark Vision 60 Ft, Tremor sense 60Ft	Saves: Fort +2, Ref +3, Will +0	Abilities: Str 3, Dex 17, Con 10, Int -, Wis 10, Cha 2 	Skills: Climb +11, Hide +15, Jump -4, Spot +4	Feats: Weapon Finesse

Small Spider: Hit Points: 5	Initiative: 13+3	Speed: 30 Ft/Climb 20 Ft	AC: 14	Base Attack/Grapple: +0/-6 Attack: Bite +4 (1d4-2 plus poison)	Space/Reach: 5/5	Special Attacks: Poison, Web	Special Qualities: Dark Vision 60 Ft, Tremor Sense 60 Ft, Vermin Traits	Saves: Fort +2, Ref +3, Will +0   Abilities: Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2	Skills: Climb +11,Hide +11, Jump -2, Spot +4 Feats: Weapon Finesse

9.5.	After defeating the spiders, the large room has webs in the corner. On a search check of 15+ they can find many human bones in the webs and on a 20+ they can find a Quiver (6 Arrows). As they look around, they will notice that the only place to go is to cross more water.

10.	The team (Each player) has a Spot check. On a 15+ they will notice that there are two Small Spiders in the webs before them. Stats are as follow:

Small Spider: Hit Points: 3	Initiative: 6+3	Speed: 30 Ft/Climb 20 Ft	AC: 14	Base Attack/Grapple: +0/-6 Attack: Bite +4 (1d4-2 plus poison)	Space/Reach: 5/5	Special Attacks: Poison, Web	Special Qualities: Dark Vision 60 Ft, Tremor Sense 60 Ft, Vermin Traits	Saves: Fort +2, Ref +3, Will +0   Abilities: Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2	Skills: Climb +11,Hide +11, Jump -2, Spot +4 Feats: Weapon Finesse

Small Spider: Hit Points: 4	Initiative: 11+3	Speed: 30 Ft/Climb 20 Ft	AC: 14	Base Attack/Grapple: +0/-6 Attack: Bite +4 (1d4-2 plus poison)	Space/Reach: 5/5	Special Attacks: Poison, Web	Special Qualities: Dark Vision 60 Ft, Tremor Sense 60 Ft, Vermin Traits	Saves: Fort +2, Ref +3, Will +0   Abilities: Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2	Skills: Climb +11,Hide +11, Jump -2, Spot +4 Feats: Weapon Finesse

10.5.	After defeating these spiders as well, they will find themselves in another cave. On a 20+ Search check, any player can find a few gold pieces in the webs (4Gp). After moving through the Cave, they will find themselves in another built Dungeon.

11.	There is a Pressure plate here and on a Spot of 15+ any player will notice this. If a player DOES walk on the plat, four Long Bow Arrows are shot at them. In Marching Order, the arrows have a chance to hit: Arrow Shots 9/4/6/17+1 Damage: 1D8+1. The players then can also spot a Hidden Entrance on a 20+ Spot. At the end of this hallway, it breaks into two different paths.

12.	East Entrance door is Good Wooden (Hit points: 15 and Stuck: 16). The doors to the North and West have the same Stats. This room is full of debris and causes players to move at a rate of 2 Squares for one movement. There is a Skeleton that will jump to life if anyone comes near it (5 feet). Players will notice this Skeleton on a 10+ spot roll. Search Checks will find the Skeleton and awaken it if no one saw it, or a 20+ will find a Wooden Stake (stats of a Dagger). Skeleton Stats are as follow:

Skeleton: Hit Points: 8	Initiative: 3+5	Speed: 30 Ft.	AC: 15	Base Attack/Grapple: +0/+1	Attacks: Claw +1 Melee (1D6+1/18-20)	Space/Reach: 5 Ft/5 Ft	Special Qualities: Damage Reduction 5/Bludgeoning, Dark Vision 60ft, Immunity to Cold and Undead Traits	Saves: Fort +0, Ref +1, Will +2 Abilities: Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1	Feats: Improved Initiative

13.	This large room has appears to be an old courtyard before a half of it caved in. The Door to the North is unlocked. There is a pool of water at the farthest part of the room. On a Spot check of 20+ a player will notice the ledge above them. On a Search check of the water, a player can find a Buckler. On the opposing side of the Northern door, there is a cave in.

14.	This is a large room with nothing much in it. There are a few barrels and a Cage. On a search check of 20+ they will find a Key in the Cage. The key can open all Wooden Doors.

15.	This large room has two Skeletons in it, who are guarding the large door to the North West. A battle will occur in this room. Here are the Stats:

Skeleton: Hit Points: 8	Initiative: 8+5	Speed: 30 Ft.	AC: 15	Base Attack/Grapple: +0/+1	Attacks: Claw +1 Melee (1D6+1/18-20) Scimitar +1 Melee (1d6/18-20x2)	Space/Reach: 5 Ft/5 Ft	Special Qualities: Damage Reduction 5/Bludgeoning, Dark Vision 60ft, Immunity to Cold and Undead Traits Saves: Fort +0, Ref +1, Will +2 Abilities: Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1	Feats: Improved Initiative

Skeleton: Hit Points: 7	Initiative: 9+5	Speed: 30 Ft.	AC: 15	Base Attack/Grapple: +0/+1	Attacks: Claw +1 Melee (1D6+1/18-20) Scimitar +1 Melee (1d6/18-20x2)	Space/Reach: 5 Ft/5 Ft	Special Qualities: Damage Reduction 5/Bludgeoning, Dark Vision 60ft, Immunity to Cold and Undead Traits Saves: Fort +0, Ref +1, Will +2 Abilities: Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1	Feats: Improved Initiative

15.5.	After defeating the Skeletons, the can search the room. The Scimitars re not worth much (5 Gp) and that there is no other value on them. They will notice the large wooden door (Hit points of 40 with Damage Reduction 5). On Search check of 20+ in the room, the players will find a Lever that can opens the large wooden door.

16.	After passing through the hidden entrance at 11, the players will find themselves in a long staircase. At the top of the stair case there is a small room with nothing in it. After they pass through the room into a small cave, they will have to take a balance check and make a 10+ roll to cross the ledge above room 13. After this, they will appear in the cave of 16. There are no monsters in this room. On a spot check of 15+ they will notice that a Pipe is protruding from the water. Further investigation will lead them to find it to be the Caved in Pipe from earlier. In the north end of this cave, there is a hole, which drops down into room 17.

17.	This room, entered from either side, smells of blood and all the players can see that there are chains hanging from both side of the room. Attached to two of the chain are objects. A simple search of the objects will lead the players to find them to be bodies of people from town with large hooks in their backs (dead). The players can Search both of the people for supplies. On a 15+ they can find 4 Cp on one and 2 Gp, 2 Cp and a Dagger on the other. Search of the room will find two potions of Cure Light Wounds (1d8).

18.	As they leave down the corridor to the North, the will find a Spiral Stair Case that drop off into waist High water. They can move west till they come to a large Wooden door (Unlocked). Here, they can see symbols of demons on the door. The door is easily opened. On the other side is the Vampire.

19.	They enter a large room. At the far end, there is an altar and a man standing at the altar. He looks up from where he is. The man’s face is very white, his eyes red and sunken, he smiles at you all. “How often does prey come to me?” He asks. Any players may respond, and have a conversation. At the end of the conversation the Final Battle will ensue. Stats of the Vampire are below:

Vampire: Hit Points: 15	Initiative: 10+3	Speed: 30 Ft	AC: 16	Base Attack/Grapple: +3/+7	Attacks: Slam +3 (1d6+1) Short Sword +1 (1d6+1 and 1d4 Life Drain/18-20)	Space/Reach: 5ft/5ft	Special Qualities: Dark Vision 60ft, Fast Healing 1, resistance to cold 10, spider climb, undead traits, vampire weakness	Saves: Fort +3, Ref: +5, Will +3	Abilities: Str 17, Dex 14, Con -, Int 13, Wis 15, Cha 12

19.5.	After you defeat the Vampire, he will become Gaseous and fly behind the tapestry. If the characters search it, on a 10+ they will find a passage behind the middle one. If they search the room, they can find on a 10-19: a Cure Light wounds (1d8) and 13gp 20+ The players will find a Scroll with . Once the players travel down the hall, they will find a large glass Mosaic, which they will need to smash. This will drop into Room 3, where the opened casket will have the Vampire sleeping. After the kill him, they will find the sword and that he has 63Gp on him. After this all Skeletons are ‘dead’. As the players turn towards the door, there will be a figure standing in the path, adorned in black, flowing robes that seem to flow in and out of existence.