Wererat's Lair
Friday, January 5, 2147
Introduction
Rats have taken over this part of the sewer. There have been rumors of rats that are larger then those of the normal breeds. Something is amiss.Level
An Ultra Modern 5 (UM5) adventure for level 14 characters. While UM5 is based upon the Dungeons and Dragons 5e (5e) rule set, this adventure is likely not well suited for 5e characters that are level 14.Background
One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and glow red in the dark. A wererat has moved into this part of the sewer and they are using their blood to change the rats that live there. The rats are not becoming wererats, but they are gaining strength and size from the exposure to the wererat's curse. The wererat is planning to start a wererat clan in the sewers of Seattle. They are starting by creating rat minions that will serve the wererats while they find suitable candidates to partake of the curse. For now, there are only a few of them.Synopsis
The adventure begins with the party arriving in this section of the sewer to escort Vork so that he can draft a map of the area. The party wanders through the area, encountering the various rat minions of the wererat, until they finally reach the wererat king's lair. Once they reach the lair, they will confront the wererat king. The party must decide if they will kill the wererat king or not as it will attempt to flee should it reach half its hit points. This is a site based adventure with all of the action taking place within the single sewer location.Structure
Conflict
Wererats have just moved into the sewer. They are in the Kobold territory and are not wanted there. They have no desire to relocate. The party must decide how to handle the dispute for territory.
Components
Goals
- Get this area of the sewer mapped
- Protect Vork
- Resolve the territory conflict
Hooks
There is a section of sewer that the Kobolds believe can be converted into a living area for the Goblins. However, the area needs to be mapped and Vork is afraid to venture into the area without an escort. Kobolds have been telling stories of there being rather large rats in that section of the sewer and they have been reluctant to go in with him.
Stakes
For the Goblins
They are looking for a place where they can build their own home and perhaps establish a larger Warren.For the Were Rat
The wererats are also looking for a place to call home and a haven that is safe from the Mundanes.Backdrops
Locations
1. Entrance
The party comes into the area here.2. Rubble Pile
Broken rocks, chunks of wood and clumps of dirt are piled in the hallway here. There is no visible damage to the walls or ceiling. Beyond the pile of rubble, you can see a door.This is where the rats have been a work. They are trying to block the passage that leads to the Kolbold's area. This is a meager defensive measure.
3. Platform
This area is a platform that is 5 feet above the hallway. Piles of rubble dot the surface of the platform. You can hear rustling as you approach.
Swarm of Cranium Rats
Giant Rat
https://www.dndbeyond.com/monsters/274116-svirfneblin-wererat|tab
4. Bedroom
This small room is surprisingly clean and organized. There is a pallet in one corner that looks like someone has been living here. There is a small collection of books and papers in another corner that appears to serve as a makeshift study. A crudely carved rat statue stands in a third corner.Curt Nada
5. Pool
Water from the halls runs into a large pool that takes up most of this room. You can hear the sounds of splashing and running water. A fine mist hangs in the air.
Morkoth
6. Alcove Hallway
There are 5 alcoves on either side of the hallway. In each alcove, there is a statue. They are very detailed and seem as though they were actually living creatures.
Svirfineblin Wererat
7. Out of Area
8. Pens
This is a hallway that has caged creatures.9. Fighting Pit
This area is clearly set up to be a fighting pit and it appears that it has been in use.The pit is 20 feet deep. Spikes are poisoned and deal 5d4 to anyone who falls onto them.
10. King Were Rat
This room is filled with old and mismatched items that are in good repair. It is clean and orderly. A large rat person stands next to a bed and glares at you.This is the were rat king. He will fight them until 50% life and then try to escape. If captured, he will negotiate to save his friends.
Plot type
Adventure
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