Adventure 5: Dunmarket’s Sewers
History check about Dunmarket reveals that Dunmarket was
initially called Marketon a centre of human population explosion for a long
time. Positioned as the gateway to the west of the country, it found itself a
valuable trading route and a waypoint for many travellers. However, Marketon
quickly found itself sinking under a tide of human excrement, leading to the
colloquial name of Dunmarket. Disease and bad smells began to scour the town
clean of humanity. However, an enterprising family quickly deduced that only a
sewer system of immense scope could save the town from becoming plague-ridden
and generally disliked by all. Thus the idea of sewers was invented in Lyria
and the family prospered, held in high regard by the townsfolk. They spread
their ideas far and wide and revolutionised waste management in Lyria.
A better History check (15) reveals that the name of the
family was Lowell, and that the way the sewer system is kept clear of waste is
a closely-guarded secret of success. Whatever their method, Dunmarket is the
cleanest large town in all of Lyria.
Almost immediately the group is approached by a small boy,
about 12 years old. He asks if they’re adventurers, then breaks down in tears.
He reveals he is Tommy Lowell. His father is the current
Dunnyman in charge of keeping the sewers clean. However, he went down into the
sewers a few days ago and disappeared. Tommy can’t get anyone to believe
there’s anything wrong, but he knows in his heart something is wrong.
Please would the adventurers go down there and find his
daddy? He promises them that they will be rewarded if they find his father.
Tommy also tells them that he told the Captain of the Guard, but he doesn’t
think anything will happen on that front.
Access can be granted from any manhole cover.
Dunmarket has a number of amenities:
A large market: Every day many traders from all the four
countries of the Grand Concord gather in the covered market area. Almost
anything has a price there and an expert can be found on pretty much anything.
A specified armour shop is there, selling all tier-1 and -2
armour. There is also a suit of magical armour which is not for sale until the
end of the questline here in Dunmarket.
A basics store selling everything in the PHB.
A Magical Emporium stall which sells a small range of
magical necklaces out of price range and rings which are not magical; an
insight check reveals them to be lies by the storekeeper.
A fine clothing store
A boots store.
A potion shop selling mostly poisons, one or two healing
potions.
A hairdresser.
A food stall. Any character eating there has to make a CON
check against food poisoning.
A mulled cider stall.
A captain of the Guard’s office; the captain of the guard is
in charge of missing persons. He is a tall man with prematurely white hair,
green eyes and a small goatee which is neatly trimmed. He wears armour which is
more practical than ceremonial; a medium perception check reveals that he is
also wearing a sword, the pommel of which is decorated with some sort of bird,
its wings spread and going down the hilt. He has no interest in launching a
search for the missing Dunnyman, however, and won’t say why. An insight check
reveals that he is angry at something, and another person in the guard takes
them aside and explains that three months ago the Captain’s son disappeared
down in the sewers and, despite the Dunnyman saying he’d searched, nothing was
found. The Captain blamed the Dunnyman, but couldn’t take any action.
There is a town hall, but the mayor is far too busy to see
the adventurers.
There is a library. It is closed on Wednesdays due to
cutbacks. Today is Wednesday.
Eventually the adventurers end up in the sewer. There is a
complex of tunnels which have become infested with kobolds. Eventually they
find a gelatinous ooze, by chance or design. As they attack it, a voice calls
them to stop.
It is the Dunnyman, Richard Lowell. He explains that the
gelatinous ooze is the secret of how clean Dunmarket’s sewers are kept. The
Ooze fits perfectly into the tunnels and melts down any waste, keeping things
clean. However, it has become stranded in an offshoot tunnel (which the
adventurers have gotten to through a kobold-tunnel too small for the ooze) and
it needs to be lead back to the main tunnels. The Dunnyman hasn’t been able to
do this because he’s been stuck down here, penned in by kobolds. Now that the
adventurers are here they can help him lead it back to the main tunnels, keep
the kobolds off of him and generally help him out. He also tells them, if they
haven’t found it already, that the kobolds seem to be responsible for a series
of thefts in the city now that they have free reign of the sewers and that they
are storing all the treasure in a room disguised behind a false stone.
Inside that room is a pile of gold and gems, a scroll, a
magical bow and the corpse of a teenager; he has a dagger with the same design
as was on the Captain’s sword. The kobolds killed the son, not the Ooze. Taking
this back to the Captain allows him to mourn his son properly and he rewards
the PCs with experience and the dagger they have bought back to him. It is a
Wyrmtooth Dagger +2; the Captain tells that he and his son went for his
coming-of-age to the caves north of John’s Retreat to find the great dragon
from which this tooth came; they brought it a sacrifice and listened to its
knowledge, accepting its tooth gratefully. He tells of the skill and wisdom of
the Dragonflight Union, stating that none would willingly harm sentient life.
They are the keepers of knowledge in Lyria and, indeed, Ehrian.
On hearing that one has attacked the PCs, he is greatly
worried; this is not normal. He tells them that he will send out an
expeditionary force to John’s Retreat and into the mountains; they are welcome
to join it.
There is a windmill on the way out of town. If asked, people
mention that an engineer bought it a few months ago and he is occasionally seen
in town. People tend not to go near it, citing an uneasy feeling. Closer
inspection reveals that it turns whether there is wind or not. This is because
the motile force for it is provided by an enslaved goliath; the windmill is
powering a rogue SIC engineer’s attempts to create life, which will eventually
replace the goliath. On releasing the goliath, it’s one of Kali’s family, Ron
Noc. The golem comes to life and, with the goliath’s help, they fight it and
the engineer.
The goliath tells Kali that the entire family was dominated
by some of the strongest charm magic that they have ever experienced; they
never got to see their captors and were forced to endure a sea voyage, then to
walk for many leagues while hooded and chained together. Their captors were men
and women who rarely spoke; it was enough to hear that their accents were
foreign, from somewhere on this continent. One of them clinked every time he
took a step with one foot, almost like it was metal or there were spurs on his
shoes.
Finally this particular goliath was singled out as being the
‘weakest blood’ of the family and as he was the ‘spare’, she was sold to this
engineer as a slave.
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