The Khanzuin Sewer refers to the section of the sewer where the Thief Khanzuin Haradjinn hid his fortune (wealth obtained from theft, extortion and other criminal activities). Khanzuin was the former owner of the building that is now known as the Thirsty Dwarf Tavern and built a secret passageway connecting the cellar to the sewer system, allowing him to access his hidden fortune.
The moist and fertile environment of the sewer system has allowed the growth of fungus and other forms of plant life suitable for an underground environment to flourish. Attracted to the plant life and the sewer waste are a host of insects commonly referred to as sewer bugs (there are in fact over 50 distinct species of insects that occupy the sewers below Autumn's Reach). The sewer bugs, in turn, attract frogs, salamanders and rats that have adapted to living in a sewer environment.
Just as the frogs, salamanders and rats feast upon the sewer bugs, so too do larger predators feasts upon these creatures. These predators include giant frogs (aggressive frogs the size of medium sized dogs), otyughs, oozes, slimes, and other such creatures.
In recent years, colonies of humanoid monsters, namely the Dredge and Bulworgs, have started to occupy the sewers. In the last decade a sizeable Dredge colony, located in a series of tunnels and caverns underneath the sewers have tunnelled into the sewers to search of food and to expand their ever growing territory. Bulworgs colonies, who have occupied the lands surrounding Autumn's Reach for centuries, have accessed the sewers through sewer outflow tunnels, and have established permanent lairs in the sewer system.
A group of Adventurers may encounter a number of monsters when exploring the sewer system. Below is a Wandering Monster Table that could be used to generate random monsters the party may encounter.
|1-3||5-10 (D6+4) Bulworgs|
|4-6||1-3 Carrion Crawlers|
|7-8||1-3 2HD Giant Frogs|
|9 - 10||6-12 (2D4+4) Dredge|
|11 - 12||Dredgore and 2-8 Dredge|
|17||Black Pudding (Sm 5' dia, 10-20 hp)|
The sewer passageways are 15 feet wide, while the runoff, located in the centre of the passageway, is 9 feet wide. Located to the left and right of the runoff are walkways, each 3 feet wide. The depth of the runoff varies from 2'-6" to 3'-6" deep (the different depths improves the flow of the sewage). The typical depth of the sewer water itself is around 2' deep. The distance from the walkway to the ceiling is 7 feet.
Area 1 begins once the players have entered the secret passageway from the cellar of the Thirsty Dwarf Tavern. Once the players have passed the second secret door in the cellar, read the following:
There is a secret door to the south of the chamber, which is easy for the players to spot due to the fact that air from the sewers is flowing through small openings along the edges of the door (resulting in the foul smell entering the chamber). Once discovered, the secret door is easy to open.
On the floor in the east corner of the chamber are the following items (all the items are cover in dust):
This statue is of a Sewer Guardian. The Ayrdan, the creators of the temple and the sewer system, placed a number of these statues through the sewers. The writing on the base of the statue is written in the Ayrdan language, and says "The Watchers of our Sewers".
This is where one of Khanzuin's treasure stashes was hidden. It has been looted some time ago. All that is left are two empty chests, with the lids wide open. The chests itself are damaged and in poor condition and only worth a few copper pieces. Fortunately for the Party, Khanzuin has two more hidden treasure stashes in the sewers.
If the Players take time to investigate the entrance to the treasure room, they will see a symbol scratched into the wall. The symbol is difficult to spot, and consists of two vertical lines. The symbols are Khanzuin's way of marking the whereabouts of his hidden treasure. There are two more hidden stashes of treasure in the sewer, each marked with a similar symbol.
The mushrooms are a non-poisonous variety of mushroom. The mushrooms are sources of shelter and food for the sewer bugs (the players will see beetles and other such insects crawling all over the mushrooms). Hidden beneath the mushrooms are the skeletal remains of a Dredge. Along with the skeleton, the players will find a crude rusted short sword, which is too rusted to be of any use.
The tunnel was dug by the Dredge, who have a lair beneath the sewers. The tunnel is 25 feet long (at a 45 degree angle), and opens up to a cavern under the sewers (map will be available in the future). The players need to crawl if they wish to travel down the tunnel to the cavern. The reason why the tunnel has a diameter of 2 feet is that it needs to be large enough for the Dredgores to crawl through.
The fracture in the sewer was caused by a major earthquake that occurred some 500 years ago. The fracture is 20 feet across at the closest points. The fracture created a hole that is 30 feet deep. At the bottom of the hole is pool of sewer water 4 feet deep. Living in this pool is a hungry 8 HD Otyugh (AC 3, Hp 55), who will feast on whatever should fall down the fracture (anything from sewer bugs to foolish adventurers).
This sewer access ladder leads to Cooper Road, and is used mainly for depositing horse and animal dung (this is what the slimy substance is).
This Sewer Access Ladder is directly underneath the foundations of a brewery. The brewery's foundation is made out of stone; therefore, this access ladder is no longer functional.
This fracture in the sewer was caused by a major earthquake that occurred some 500 years ago. The fracture is 22 feet across at the closest point. If any of the players should fall into the pit created by the fracture, they would fall 20 feet and land in a deep pool of sludge (concentrated sewer waste). The pool of sludge is 15 deep at its deepest point, and has a similar effect as quicksand.
If a player falls into the pool of sludge, they are forced to tread water, as the walls of the pit do not have anything that the player could grab onto. For the first minute that the player is treading water, he or she must roll a D20, and roll below their strength score (every minute after this, the player must roll another strength roll with a +2 added to their die roll, reducing their chances of success).
If the player should fail their strength roll, then they will be submerged in the sludge. When this occur the player must roll a D20 every minute to see how long they could hold their breath under the sludge. The result of their roll must be less than their Con score. Each time the player rolls their Con check (every minute they are submerged), a +4 is added to their dice roll, making it harder for them to succeed. If the player rolls higher than their Con score, then they become unconscious and sink to the bottom of the sludge pit.
Bulworgs can jump across the fracture with ease, and have made a lair on the other side of the fracture (the map on this area will be available in the future).
The young lady the players see in front of them is not real; rather she is a projection, an animated image (the players will likely notice that her robes are not soiled, despite the fact the she is walking in the sewers). The Ayrdan Projection cannot communicate with words (the projection cannot produce sounds) and therefore she will communicate to the party through gestures and actions.
The young lady is an Ayrdan, the race of beings who created the temple and the sewer system. The Ayrdan are a race forgotten from the pages of history, who are no longer part of this world. The Ayrdan appears as a blend of elves and humans; they have the graceful figures of elves, with the facial features of humans (they lack the pointed ears and the almond eyes of the elves; males have the ability to grow beards).
The Ayrdan are telepathic and communicate both with words and thoughts (telepathically). The Ayrdan are a good aligned race (lawful good), and detest all things that are evil.
Depending on whether there are any evil aligned characters in the party will effect the Ayrdan Projection's reaction to the party. If there are any evil aligned party members the Ayrdan Projection will try to scare the party away through illusionary magic. If they fails, then she will simply disappear. If all of the party members are of a neutral alignment, she will do nothing unless threatened by a party member (if threatened she will disappear).
If at least one party member is of a good alignment, the Ayrdan Projection will select one of the characters with a good alignment, and attempt to lead the character to the Guardian Statue (the Guardian Statue is a normal statue as is identical to the statue found in Area 2). If she is successful, read the following:
The ring is a Magical Ring of +2 Protection. The gemstone on the rings is a Soul Stone, and it contains the thoughts, memories and emotions of Aywyn, the young lady is represented by the Ayrdan Projection. If the player Aywyn chooses decides to put the ring on their finger, then the player will become attuned to the soul stone. Only the player that Aywyn choose can be attuned to the soul stone.
When the player attuned to the soul stone puts the ring on, a telepathic connection will be established between the player and Aywyn. At first Aywyn will communicate with the player subtly, through emotions and images; as time progresses, the bond between Aywyn and the player will strengthen, and in time Aywyn will be able to communicate through words and memories to the player.
The Guardian Statue is the same as the statue found in Area 2. However, located on the wall behind the statue is a coin pouch, which is hidden behind a loose brick against the wall. The coin pouch contains the following items:
The bright red blob is the remains of a deceased Gobrel (see AD&D Fiend Folio for more detail). Hidden on the ceiling of the chamber are 6 Gobrels. As soon as any of the players enter the chamber, the Gobrels will fall from the ceiling and attempt to lack themselves onto the backs of their victims.
This sewer access ladder is directly underneath Margretta's chicken coop. If the players exit from this access ladder, then will be greeted by two dozen happy chickens. Margretta, who has named each individual chicken, raises her hens for eggs. The chickens are much for than livestock to Margretta, they are her friends, and she has spent long hours hanging out in the coop with her hens. As a result of this, her hens are very tame, and are excited when anyone enters their coop.
This was once a sewer passageway leading west. However, after the earthquake, the passageway caved in.
Sewer Access Ladder. This Sewer Ladder leads south of Copper Road, behind the buildings on the south side of Copper Road. If the players should venture up this ladder, they will emerged directly behind the Iron Boar Tavern, on an area of public land owned by the town.
Secret Door. There is the same marking outside the secret door as found in Area 3. The marking is difficult to see, but if the players are familiar with the marking in Area 3, then their chances of spotting this marking will improve greatly. Once spotted, the secret door is easy to open.
The secret door leads to a small chamber, which has two chests: one chest is locked chest and the other is unlocked.
Locked Chest. Not only is this chest locked, but it is trapped with poisonous gas (for a description of the poisonous gas please see below). The bronze key from in Area 1 will unlock the chest and bypass the trap. However, if the chest is opened without the key, then the poisonous gas will be released. The chest contains the following:
Unlocked Chest. The unlocked chest contains a number of artefacts stolen from the local temples. The content of this chest are:
If the players decide to sell these artefacts at the markets, they typically will receive half the value of the items. However, if the players return these items to the temples, then the players could gain potential benefits from the temples (i.e. free or discounted clerical services).
The Bulworgs have created a makeshift altar out of the Ayrdan Guardian Statue. There are no items of value here.
This passageway leads to the Sewer Outflow, some 300 feet outside of the walls of the town. It is through this Outflow that the Bulworgs have entered into the sewer system.
This area contains a hidden chamber accessed through a secret door. The secret door has the same marking as those found in Areas 3 and 16. The marking is difficult to see, but if the players are familiar with the previous markings, then their chances of spotting the marking will improve greatly. Once spotted, the secret door is fairly easy for the players to open.
Inside the hidden chamber is a locked chest and a small pile of weapons. The weapons are non-magical and are of an average quality. The weapons are as follows:
Locked Chest. This chest is both locked and trapped, whereby a poisonous gas is released if the chest is opened with the bronze key from Area 1 ( see below for a description of the poisonous gas). The chest contains the following:
*Dwarven Amulet. The Amulet is made of out Electrum, and has a large ruby in the centre. Around the ruby, engraved into the Electrum are Dwarven symbols and the Grimroot family crest. On the back of the amulet, engraved in Dwarven it says "To My Thomila". Merchant Lord Grimroot gave this amulet to his beloved wife after the birth of their first child. The amulet has no magical properties, but is worth 500 gold. The players could either try to sell the amulet or return it to Thomila Grimroot (who would be very grateful to have this precious item returned).
The passageway leads to an area of the Sewer called the Sewers of the Dead (this section of the sewer will be added at a later date). The Sewers of the Dead are guarded by the undead and other foul monsters. On the walls of the junction leading to the Sewers of the Dead, the Dredge have written warning symbols to warn their brethren not to enter this area. The warning symbols consists of a crude X with two horizontal lines underneath it.