The Siren of the Sewers.
The word on the street and amongst travelers of a Beautiful Siren or river nymph who needs assistance. A waterlogged and muddy notice was posted to the local quest board late in the night. The notice itself seems fairly simple and direct:
Help Needed! Something strange and ill-tempered has taken up residence in the sewers! We can hardly get any peace! A Handsome reward will be given to anyone who can route out the beast! Come to the Lamplight Grotto for the reward or more information! - Una
Plot points/Scenes
The Lamplight Grotto
You follow a narrow trodden path along the south side of the river down in the direction of the coast. You begin to hear the thunderous crashing of water nearby as the path disappears into a thickly wooded patch of underbrush. With some effort pushing through you enter into a cove sheltered from the sun by the canopy above. Water flows smoothly down over each rock like a heavy blanket from the cliff's edge about 25 feet above, and cool mist hangs heavy in the air glistening in the narrow beams of sunlight. The water has cut into the stone, carving a round pool into the earth, filling it to the brim with crystal clear water that overflows into the next. Beneath the surface, small fish can be seen clearly darting around. Amongst the crashing waves you can also hear faint music.
After a few moments pass, two non-hostile mermaids (Una & Waverly) will appear from behind the crashing water, heralded by their soft singing. They will be almost surprised by the visitors but will regain their composure quickly remembering they asked outsiders to come here. Una, and Waverly are two sibling Sirens that hang out at the entrance to the Grotto. They know about the strange creature and reveal they have never seen it's like before in the sewers. They use the sewers as an easier way to get to town and access other waterways, but now they avoid them when they can. Turns out a few days ago a body was found and now they really fear for their safety! "There is an entrance inside the grotto that will lead you into the sewer from here if you wish. Bring us its foul head!" -Una.
- If pressed they will begrudgingly mention a fellow siren named Flow with disdain who lives in the sewers now and may be in danger. Flow was once a beautiful mermaid who lived with Una and Waverly, but has since disappeared and isolated herself. Turns out they all had an argument as she is in love with a lowly fishmonger from the floating Market and was given a Stone by a witch that made her sing even more beautifully than the other Sirens so she could win his affection.
- The Body was local fisherman Goonter Hooklip, the mermaids know him to usually mind his own business by the river, but he would sometimes trade them interesting things he found for fish when he had a bad day. "He was all chewed up like Una's fish Bones" - Waverly.
- A small amount of pirate gold can be found in the shallows with a successful perception check.
- They will offer a small barnicle-covered chest of Pirate gold as a reward for helping them that was hidden in the grotto long ago. It contains A Chest of holding, about 16 liters of water, about 40 useable Imperial Era Coins, a vintage bottle of Cinntanian Reserve Rum dated 950, 2 gems, a small slooth suspended in a glass bottle, fighting an animated storm, and a pristine sextant and compass.
The Sewer Entrance Riddle.
Watching your step as you climb the slippery rocks towards the greatest of the waterfalls. The mist and splashing water begin to soak into your clothes as you stand in front of a sheet of falling water. Breaking the surface with one arm you see the dark passage beyond. The crashing sounds of the waterfalls begin to fade as you step into the dim stillness of the cave. Light shimmers against the slick walls, undulating patterns of golden sunlight reflecting off the lapping waters. Your breaths and footfalls reverberate throughout the passages as you move about. despite the dim light, you find yourself somewhat at peace here and notice a single illuminated statue of white marble recessed into the far cave wall.
- A clean marble statue of Doethine Goddess of Wisdom sits recessed within the rocky wall of the cave. She appears to be carved as if she is sitting on the ground with a pot held in her right arm all the while holding a weeping expression on her face. clear beads of water occasionally drip from the eye holes and flow down into a stream originating from a metal grate near the floor. An inscription is carved onto the pot, it reads: "My body is vast and I travel far. My life ends when my sorrows turn to tears.” The Answer is: CLOUDS.
As you say the word "cloud" the marble begins to animate itself before your eyes as the statue's weeping grimace turns to a subtle smile, the tears stop and for a moment you think she might have even winked at you. But the whole rock face begins to move and slide itself sideways revealing a stone passage beyond. Following it for a hundred feet or so, the stone surrounding you gives way to neatly laid bricks, and the shallow slapping of your feet in the babbling water becomes labored sloshing as the floor becomes a sunken gutter, the air slowly becoming thick with a miasma of ammonia and feces. You are now definitely entering the sewer system.
Deeper into the Sewers.
Above in the City of Westlight all the Latrines, Canneries, chamber pots, knacker yards, slaughterhouses, and tanneries—all that waste has to go somewhere. The resulting foulness is captured, transported, and processed down here! When there is a walkway you find waste travels alongside in an open floor trench. Being careful not to touch anything as waste enters the system all around via pipes made of clay, metal, or hollowed wooden logs. These pipes branch off from the large trenches and tunnels in some instances large enough to accommodate a boat! When volumes are low, passages remain unobstructed. However, when volumes are high or during heavy rains, sewage can flood the system or back it up! so be careful
- There is a possible hidden door leading into the creature's lair. DC 15 perception, DC 15 slight of hand, or DC 17 strength.
- Random "flushes" that knock you into sewage as you cross in front of smaller pipes, or a special "pet" that gets flushed (think alligator, or something magical) DC10 DEX saves on slippery walkways to avoid falling into the slurry.
- 1-2 d6 Giant Rats.
- 3-4 Garum The Rat Catcher: This peculiar character hails to you in a muffled voice, their face concealed by an ugly leather mask. He pulls the mask up off his face revealing stark blue eyes and young boyish features. "I am Garum the Rat Catcher, what in Goddes's name brings you folks down here? You picked a terrible time to visit if there is a good time to visit the sewers. May I ask why you're here? I hunt for profit and fun! Lord Elmer gives me 2 coppers a tail, and a silver piece for the large ones! But I'm going to see if I can negotiate it to two silvers because the Rats are getting bigger and meaner lately! And clearly its more dangerous down here now since I found that body!"
- 5-6 Infected Goblin fighting the Ratcatcher. "The party sees a man embroiled in a fight with some unspeakably filthy and smelly goblins! One particular goblin has black thick blood that burns when touched, a failed constitution throw will result in poison, while another failure will result in Sewer Plague popping up in d4 days which causes exhaustion.
- An engagement ring that was lost down a drain worth 5gp.
- A "Poop knife", it's a dagger that deals 1d4 bonus poison damage. . . doesn't matter, it's a poop knife, and nobody wants to get stabbed by that!
- Pinecone of freshness: Enchanted by druids and sold to nobles, this pinecone on a string loop is hung in the privy, or just inside a sewer entrance, to prevent foul smells from offending the weak nobles' noses. The strings break easily though so there are a few lost into the sewers, some of which whose magic is not yet overwhelmed by the stench. These pinecones cleanse the air in a 15’ cube centered around them, giving all within advantage on saves vs airborne toxins and stench effects.
- Toadstools of noxious will: These disgusting yellow gooey fungi can be found in the sewers by the very lucky. They do not look edible and smell worse than the sewer they are found in. A survival check ( DC 16 ) identifies them for what they are. However, if swallowed the eater spends their next round vomiting the contents of their stomach and falling prone, but as they recover at the start of the next round they will realize the pool of vomit is quivering and moving, and rising up into a vaguely humanoid shape. The toadstool vomit uses the stats of a oblex spawn and is completely loyal to its creator, and can be commanded with a bonus action. The spawn loses coherence and becomes a nonmagical vomit pool after 2 hours or if it runs out of HP.
The U-Bend.
Moving deeper you notice the water becoming fouler, and fouler, smelly and full of green algae. The hallway terminates up ahead all you can see is a bubbling outflowing pool of raw sewage every once and a while a mysterious object floats up to the service. In the far wall, you see a single grate near the ground through which you can see another passage beyond it.
- DC 15 Con save if they swim through it, for sewer plague.
The Lair.
You breach the water and clamber out of the disgusting slurry as fast as you can, as you climb onto the water's edge you find yourself in a chamber larger than the previous hallways, with a pool of sewage in the center and two exits. You're not yet sure from where, but you can hear someone singing. You are not sure what language they are singing in, but the song sounds absolutely beautiful and also mournful.
- DC 5 perception check
Suddenly another sound catches your attention and overpowers the singing, the beautiful voice replaced by a sickly hissing and rhythmic heavy wet slapping sounds coming from the closest room
- Sahuagin pg. 343 PHB
You look on in horror as you see a large muscular amphibious humanoid. Its scaly skin is a camouflaging mixture of greens and browns. It is covered in filth and detritus dripping raw sewage, only a loin cloth seems to be worn with purpose. It lumpers about clumsily its glowing yellow eyes scanning the darkness.
- Lair Action: The beast will tear at pipes around it in a fit of rage, releasing fountains of poisonous liquid and gas. It may also dive into the sewage and reappear elsewhere when its health is low.
- Loot: A soiled necklace made of braided colored string and old Imperial coins, and a single ordinary-looking stone in the center bearing a rune (protection). DC10 insight/history check to know that it is a common custom amongst the river folk to carry stones from the old island of Cinn. DC 15 perception And engagement band has grown into the webbing of its hand worth 3gp.
- Next to a strange mass of what almost looks like tissue or paper you find a round half-empty bottle of Scute's Snake oil "melts your skin right off!" can be used as an acid vial and does 2d6 acid damage.
The Sirens Cistern.
Approaching the door, the singing you once heard stops, now you only hear the sound of crashing water and then it starts up again. Entering you see another mermaid perched upon a black stone in the center of a Cistern. She is surprised to see you. "what are you doing here?" she asks, "can I help you with anything?"
- DC 16 Intelligence (Investigation) checks to discern that the Siren is disguised.
Noticing the Jig is up the Mermaid throws off the illusion concealing her true appearance! What is revealed is the hulking warped form of a mermaid with slimy scales covering its pallid skin. Her hair now resembles seaweed clinging to her body, and her glassy eyes seem as lifeless as a doll’s. She smiles wide with sharklike teeth, raises a rusty pipe up into the air threateningly, and screams "Leave us alone, or become my next meal small fry!"
- She will use Charm by singing DC 10 wiz save to resist Charm.
- Lair action: She will turn a wheel to begin flooding the cistern with water that will fill the area in 2+d4 turns all ground becomes difficult terrain within 1 turn.
- Loot: A stone and knuckle bone necklace, that glows with strange purplish ripples of energy within. Holding it allows the wearer to sing beautifully but they will notice it greatly strains their normal speaking voice. If worn for an extended period of time it will need CON saves and begins to corrupt the wearer much like the mermaid. An engagement silver wristband decorated with images of sailing ships worth 30sp. In the rubble around there is a half a jar of Ram's Restorative Ointment; it has 1+ 1d4 uses and as an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
- DC 17 check for a hidden passage to the cistern connected to Archies Aleworks.
Sputtering and now dying the Creature returns to her normal form as a beautiful mermaid. She weeps and apologizes pleading to you in a very labored voice (as if she had bronchitis) "Destroy this black stone it grows every day and it is poison, only magic will do! I was such a fool! That cruel witch, we just wanted to be happy together, I guess we had that for a while. I would see to it she rots in the dark beyond for her trickery! Please adventurers she will use it to corrupt all... but with that, only a whisper leaves her lips and the light fades from her eyes.
See:
Sea Hag pg. 320 PHB
Sahuagin pg. 343 PHB
The End.
Relations
Allies
- Lowden The Rat Catcher periodically patrols the sewers under the streets of Westlight, he has long been the local rat catcher, but lately he has spent more and more time underground sighting an increase in the Rat population "Seems no matter how many I bag, their numbers recover soon returning with bigger and angrier vermin!" Lowden saw Flow exit the sewers and post the notice, he was actually a bit offended she didn't come to him, but he understands the situation is getting dire. He was actually about to seek out help himself!
Neutrals/Bystanders
- Una, and Waverly are two Sirens that hang out at the entrance to the Grotto. They know about the rats but reveal they are only a problem in the actual sewers, which they avoid when they can, but they didn't know about the notice. If pressed they will begrudgingly mention a fellow siren named Flow with disdain who lives in the sewers now. Flow was once a beautiful mermaid who lived with Una and Waverly, but has since disappeared and isolated herself. Turns out they all had an argument after she was given a Stone by a witch that made her sing even more beautifully than the other Sirens.
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