Monster Continent D&D Quest - /qst/ (#6265878) [Archived: 24 hours ago]

Anonymous ID: dJRCo9Lp
6/27/2025, 1:09:14 AM No.6265878
velvetia
velvetia
md5: 0b7ba8c806dc4621ef6fe292e6a3c032🔍
The Monster Continent. A land discovered quite by accident by captain Velveto decades ago. It is home to hundreds of different kinds of monsters, maybe thousands! Some old scrolls mention this land, saying an ancient god of Dreams lies sleeping there, somewhere at the bottom of a gigantic dungeon. The creatures above him become the monsters he dreams about.

You came to the monster continent aboard Captain Klein's ship. He leaves you in the harbor of Velvetia with warning:
"Don't stray too far from the city. The monsters further inland are far more dangerous."
Replies: >>6265884
Anonymous ID: dJRCo9Lp
6/27/2025, 1:13:29 AM No.6265882
You are a level 1 adventurer.
You have 200 gp.
Roll 24d6 for attributes, drop lowest, you can reorganize.

Select your gender, name and starting class.
> Barbarian
> Bard
> Cleric
> Druid
> Fighter
> Monk
> Paladin
> Ranger
> Rogue
> Sorcerer
> Warlock
> Wizard

Buy your equipment, here are the main shops in this town:

The Ironsong Smithy
A simple, reliable forge run by Maela Ironsong, a broad-shouldered half-dwarf with a blunt manner but a soft spot for newcomers.
Goods
Short sword (15 gp)
Dagger (2 gp)
Spear (5 gp)
Light crossbow (25 gp)
20 crossbow bolts (1 gp)
Round steel shield (10 gp)
Chain shirt (50 gp)
Studded leather armor (45 gp)


Whitecap Supplies
A general store owned by Old Jorell, a wrinkled sailor who retired after being maimed by a sea serpent. He is endlessly talkative.
Goods
50 feet of rope (1 gp)
Backpack (2 gp)
Bedroll (1 gp)
Waterskin (1 gp)
Flint and steel (1 gp)
5 days of trail rations (3 gp)
Basic healing salve (heals 1d4 HP, 10 gp per vial)
Small lantern (5 gp)
Oil flask (1 gp)


The Singing Satchel
A charming leather-goods and travelers’ outfitter run by Miri Sunwhistle, a halfling bard turned craftsworker with a contagious laugh.
Goods
Sturdy leather boots (5 gp)
Traveler’s cloak (3 gp)
Belt pouch (1 gp)
Waterproof satchel (4 gp)
Coin purse with hidden pocket (2 gp)
Traveler’s journal (1 gp)
Simple map case (2 gp)
Leather gloves (2 gp)

Sandroot’s Herbal Emporium
Operated by Sandroot, a stooped and eccentric gnome alchemist who claims he can “see the color of pain” and fix it.
Goods
Healing herbs (restores 1 HP per use, 5 gp per packet)
Antitoxin (25 gp)
Sleeping draught (10 gp, makes target drowsy)
Minor stimulant tea (5 gp, grants advantage on Constitution saves for 1 hour)
Bug repellent salve (2 gp)
Herbal poultices (bandages and herbs, stabilize dying target, 3 gp each)
Bitterroot powder (5 gp, eases nausea)

Feylight Curiosities
A little trinket shop brimming with oddments, owned by Lirael, an elf with mismatched eyes and an eerie calmness.
Goods
Chalk (5 sticks for 1 gp)
Signal whistle (1 gp)
Iron holy symbol (5 gp)
Blank spell scroll (10 gp)
Tiny mirror in a wooden frame (2 gp)
Simple lucky charm (5 gp, no mechanical effect)
Wax for sealing letters (1 gp per block)
“Monster Lure” (weird-scented powder that might attract local critters, 8 gp)

What starter quest are you going to go in?

> Protect a merchant caravan traveling to a nearby village
> Investigate goblins raiding local farms
> Rescue a kidnapped villager from a monster lair
> Clear giant rats from the city’s sewers
> Guard a shipment of precious goods in the harbor overnight
> Retrieve a stolen family heirloom from local bandits
> Hunt down a wolf pack threatening livestock
> Explore an abandoned ruin rumored to have undead
> Deliver an urgent message through monster-infested woods
> Track and capture a runaway thief
> Write in
Replies: >>6266053 >>6266344
Anonymous ID: dJRCo9Lp
6/27/2025, 1:17:09 AM No.6265883
The companions available to you in the city are these, the maximum amount you can have is equal to your charisma modifier. You can have at least one, regardless.

Barbarian
Name: Grulka Stone-Eater
Race: Half-Orc
Background: Outlander
Gear: Greataxe, handaxe, explorer’s pack
Notes: Grulka left her mountain tribe seeking glory in the Monster Continent’s savage heart.

Bard
Name: Elvion Mistgleam
Race: Half-Elf
Background: Entertainer
Gear: Rapier, lute, leather armor
Notes: A charismatic performer seeking new songs and stories among the monstrous wonders of Velvetia.

Cleric
Name: Sister Kaeli
Race: Human
Background: Acolyte
Gear: Mace, shield, chain shirt, holy symbol
Notes: Devoted to the goddess of light, Kaeli feels called to protect settlers against nightmare-born monsters.

Druid
Name: Fethra Mosscloak
Race: Wood Elf
Background: Hermit
Gear: Wooden staff, leather armor, druidic focus
Notes: Having lived alone in the wilds, Fethra studies the Monster Continent’s unnatural creatures.

Fighter
Name: Torven Blackwell
Race: Human
Background: Soldier
Gear: Longsword, shield, chain mail
Notes: A disciplined veteran who came to Velvetia to earn coin guarding merchant caravans.

Monk
Name: Chun
Race: Human
Background: Far Traveler
Gear: Quarterstaff, simple robes
Notes: Trained in a distant monastery, Chun has crossed the sea to test his discipline against monsters.

Paladin
Name: Dame Selyne of Oakvale
Race: Human
Background: Noble
Gear: Longsword, chain mail, holy symbol
Notes: On a divine quest to root out evil rumored to spread from the dreaming god’s dungeon.

Ranger
Name: Corwin Ashwood
Race: Half-Elf
Background: Hunter
Gear: Longbow, short swords, leather armor
Notes: Expert tracker hired to scout the edges of the monstrous frontier.

Rogue
Name: Nera Quickstep
Race: Halfling
Background: Urchin
Gear: Shortsword, dagger, leather armor, thieves’ tools
Notes: A streetwise sneak hoping the Monster Continent’s chaos means easy pickings.

Sorcerer
Name: Valen Starborn
Race: Human
Background: Sage
Gear: Quarterstaff, spell component pouch
Notes: His magic flares up unpredictably, drawn to this place of living nightmares.

Warlock
Name: Thalia Redroot
Race: Tiefling
Background: Charlatan
Gear: Dagger, arcane focus
Notes: Bound to a strange patron of dreams, Thalia feels compelled to explore the slumbering god’s dungeon.

Wizard
Name: Edrin Glass
Race: High Elf
Background: Guild Artisan
Gear: Spellbook, dagger, component pouch
Notes: A meticulous scholar determined to record the Monster Continent’s magical oddities.
Replies: >>6265900
Anonymous ID: Sz8fugPY
6/27/2025, 1:19:49 AM No.6265884
>>6265878 (OP)
Is this single or multi?
Replies: >>6265892
Anonymous ID: dJRCo9Lp
6/27/2025, 1:26:25 AM No.6265892
>>6265884
>Is this single or multi?

Whatahell, let's do multi, why not?
Anonymous ID: dJRCo9Lp
6/27/2025, 1:31:58 AM No.6265896
We will have to keep track of time, since we are doing a multi.

The Monster Continent uses a simple calendar with four seasons, each lasting 90 days.

Summer (Days 1–90)

1st of Summer — summer solstice festival
5th of Summer — first adventurer arrivals
45th of Summer — Market of Blades, a weapons fair
90th of Summer — Eve of Harvest, prayers for safe crops

Harvest (Days 91–180)

4th of Harvest — second wave of settlers and adventurers arrive
30th of Harvest — Monster Hunt Festival
75th of Harvest — Blessing of the Ale
90th of Harvest — Night of Lanterns

Winter (Days 181–270)

2nd of Winter — third group of adventurers arrives
21st of Winter — Longest Night festival
60th of Winter — Dream’s Day
90th of Winter — Hearth Reunion

Spring (Days 271–360)

1st of Spring — fourth wave of arrivals
15th of Spring — Songbird Fair
60th of Spring — Founders’ Day
90th of Spring — Rites of Renewal
Choose your date of arrival between these four options:

> 5th of Summer
> 4th of Harvest
> 2nd of Winter
> 1st of Spring

(the dates Captain Klein's ship arrive from the old continent bringing fresh souls to the grinder)
Anonymous ID: dJRCo9Lp
6/27/2025, 1:35:55 AM No.6265900
>>6265883

Also, these are ALL the companions available in the city for the first wave.

First come first serve

If someone chooses a different wave of arrivals, I will post more companions choices.
Anonymous ID: dJRCo9Lp
6/27/2025, 2:02:04 AM No.6265921
Since things are a bit slow right now, we will start tomorrow.

Expect updates every 1-2 days, sometimes more often.
Replies: >>6265925
Anonymous ID: Sz8fugPY
6/27/2025, 2:03:34 AM No.6265925
>>6265921
Great, I'll make my character tomorrow.
Ramza !TJ9qoWuqvAID: r1UJB9YG
6/27/2025, 6:42:20 AM No.6266053
Rolled 3, 1, 4, 6, 3, 6, 5, 5, 5, 5, 1, 3, 1, 4, 4, 5, 1, 2, 4, 2, 5, 5, 4, 4 = 88 (24d6)

>>6265882
Race: Human
Class: Fighter
Background: Fisher

What DnD is this 5E? Do we get starting gear from our class and backgrounds?
Replies: >>6266056 >>6266061 >>6266067
Ramza !TJ9qoWuqvAID: r1UJB9YG
6/27/2025, 6:47:41 AM No.6266056
>>6266053
3, 1, 4=8
6, 3, 6=15
5, 5, 5=15
5, 1, 3,=9
1, 4, 4,=9
5, 1, 2,=8
4, 2, 5,=11
5, 4, 4 =13
So do I drop the 2 lowest of these stats?
Replies: >>6266061
Anonymous ID: dJRCo9Lp
6/27/2025, 6:52:43 AM No.6266061
>>6266053
>>6266056


organize in groups of 4 numbers and drop the lowest of each

no you get nothing, you have the clothes on your backs and 200 gp to buy whatever is available

It is an adapted version of D&D, as per necessity in a forum game
Replies: >>6266080
Anonymous ID: dJRCo9Lp
6/27/2025, 7:01:22 AM No.6266067
>>6266053

Also, I don't care all that much about background, it is mostly for your personal RP needs.
Ramza !TJ9qoWuqvAID: r1UJB9YG
6/27/2025, 7:27:03 AM No.6266080
>>6266061
3, 1, 4, 6=13
3, 6, 5, 5=16
5, 5, 1, 3=13
1, 4, 4, 5=13
1, 2, 4, 2=8
5, 5, 4, 4=14

Str:14
Dex: 13
Con:16
Int:13
Wis:13
Cha:8

Short sword (15 gp)
Dagger (2 gp)
Round steel shield (10 gp)
Chain shirt (50 gp)
50 feet of rope (1 gp) X2
Backpack (2 gp)
Bedroll (1 gp)
Waterskin (1 gp)
Flint and steel (1 gp)
Small lantern (5 gp)
Oil flask (1 gp)X3
Sturdy leather boots (5 gp)
Traveler’s cloak (3 gp)
Belt pouch (1 gp)
Waterproof satchel (4 gp)
Coin purse with hidden pocket (2 gp)
Leather gloves (2 gp)
Bug repellent salve (2 gp) X2
Herbal poultices (bandages and herbs, stabilize dying target, 3 gp each) X3
Bitterroot powder (5 gp, eases nausea)
Iron holy symbol (5 gp)
Tiny mirror in a wooden frame (2 gp)
5 days of trail rations (3 gp)
Basic healing salve (heals 1d4 HP, 10 gp per vial) X2
152gp Total

> Clear giant rats from the city’s sewers

Cleric
Name: Sister Kaeli
Race: Human
Background: Acolyte
Gear: Mace, shield, chain shirt, holy symbol
Notes: Devoted to the goddess of light, Kaeli feels called to protect settlers against nightmare-born monsters.
For my companion.


Can I pick skill to be good at? And are races just flavor? I sleep make rest tomorrow.
Replies: >>6266088 >>6266420
Anonymous ID: dJRCo9Lp
6/27/2025, 7:50:05 AM No.6266088
>>6266080

You can pick a fighting style and some skills (if you want). But you are the one who has to keep track of them, I might forget, specially if we get a lot of players.

Please roll the attributes of your companion.

Yes, races currently are largely for flavor, for simplicity sake. I might apply their bonus/malus to attributes if they are balanced (up to +2 in something if you get -2 in something else), but for now that's all.
Replies: >>6266121 >>6266420
Anonymous ID: JOCn42Ag
6/27/2025, 10:06:37 AM No.6266121
>>6266088
Can we pick ANY skill we want? I'll submit my character quite later today, a lot later. If I don't do it on time then so be it.
Replies: >>6266203
Anonymous ID: dJRCo9Lp
6/27/2025, 2:30:01 PM No.6266203
>>6266121

>Can we pick ANY skill we want
Sure, sure, but invent a good reason if you're picking outside of the allowed skills of your class.
Morgan's Demon ID: JOCn42Ag
6/27/2025, 9:35:29 PM No.6266344
Healer Morgan
Healer Morgan
md5: cf5be4fdc86c04ed4cecd228ff6d6a5a🔍
Rolled 3, 6, 1, 4, 6, 5, 6, 4, 1, 6, 5, 3, 2, 2, 5, 5, 4, 4, 4, 5, 6, 3, 6, 1 = 97 (24d6)

Ok, but this is not really my OC.
>>6265882
Name: Morgan
Gender: Female
Class: Paladin

>EXTRA SKILLS, ABILITIES AND CURSES:
Ability: She can turn invisible as long as she's holding her breath (not upgradeable and she can only hold it for a pretty short time). It doesn't work on weapons and clothes/armor.
Curses: Her breasts get temporarily bigger when gets angry or afraid.
Monk: She can also fight bare handed to mitigate the weakness of her invisibility.

Lore for this: I'll write it if you are OK with this. Otherwise, I'll just leave the thread. No big deal.

Equipment: I'll buy it once you confirm you're ok with the build and give me info about the starter quest.

Starter Quest:
> Retrieve a stolen family heirloom from local bandits

Companion:
Can't she go solo?

Date of arrival:
> 5th of Summer
Replies: >>6266363
Anonymous ID: dJRCo9Lp
6/27/2025, 10:00:16 PM No.6266363
>>6266344
>Ability: She can turn invisible as long as she's holding her breath (not upgradeable and she can only hold it for a pretty short time). It doesn't work on weapons and clothes/armor.

TOO OP. Vetoed. If you wanna leave, leave. If it was a single character quest, I might have allowed, but in a multi a semblance of balance must be maintained.

>Curses: Her breasts get temporarily bigger when gets angry or afraid.

I mean, this is merely cosmetic, idc

>Monk: She can also fight bare handed to mitigate the weakness of her invisibility.

1+Str mod. damage.

>Can't she go solo?
Sure, you take a companion (or more) if you want to, you're not forced.
Replies: >>6266398
Anonymous ID: JOCn42Ag
6/27/2025, 10:48:29 PM No.6266398
>>6266363
Lame, I'm out.
Ramza !TJ9qoWuqvAID: KtgQePG9
6/27/2025, 11:48:35 PM No.6266420
Rolled 2, 4, 3, 5, 5, 2, 4, 4, 6, 3, 3, 1, 4, 5, 1, 2, 3, 4, 1, 1, 6, 2, 5, 1 = 77 (24d6)

>>6266088
>>6266080
Fighting Style: Protection
Skills: Survival, Athletics

Dice rolls for companion.

Date of arrival:
> 5th of Summer

Ramza a bastard from the coast. Spending his days of youth fighting crabs and on fishing trawlers. After his mother's passing it was his time to search for a different place with more opportunity. He heard of the Monster Continent and was invigorated by the wild beasts of the lands and sea.
Replies: >>6266425
Ramza !TJ9qoWuqvAID: KtgQePG9
6/27/2025, 11:55:41 PM No.6266425
>>6266420
2, 4, 3, 5=12
5, 2, 4, 4=13
6, 3, 3, 1=12
4, 5, 1, 2=10
3, 4, 1, 1=8
6, 2, 5, 1=13

Name: Sister Kaeli

Str:10
Dex:12
Con:13
Int:8
Wis:13
Cha:12
Replies: >>6266448
Anonymous ID: dJRCo9Lp
6/28/2025, 12:52:29 AM No.6266448
>>6266425


Velvetia, 6th of Summer, Year of the Dreaming God

You slept that first night in Velvetia at the Longhouse, a sagging timber lodge near the wharves. Captain Klein had told you newcomers could rest there at no cost — and he hadn’t lied, though he’d left out how crowded and rank the place could be. Bodies lay side by side on straw mats, the smell of damp wool and stale sweat thick in the air. Sister Kaeli, your chosen companion, stayed close, ever wary of pickpockets. You took turns keeping watch through the night, each dozing for a few short hours while the other stayed awake, listening for the shuffle of footsteps or the jingle of someone’s coin purse. The Monster Continent had its share of hopefuls, but also desperate thieves — and your 48 gold remaining was too precious to risk.

At dawn, the Longhouse’s doors creaked open, letting in a knife-cold breeze from the harbor. Fishermen were already dragging their nets, a chorus of gulls screaming above them, while the city around you slowly stirred. Velvetia had been built in a hurry, boards nailed together in mismatched patterns, canvas roofs patched with tar, and strange monster skulls decorating signposts. It was a place hungry for fortune, where those who survived might claim unimaginable prizes.

You and Kaeli left the Longhouse behind, stepping into streets that smelled of fish brine, sea salt, and a faint, metallic tang drifting from the Ironsong Smithy. The notice board near the harbor drew your attention:

"WANTED: GIANT RATS CLEARED FROM THE UPPER SEWER TUNNELS.
1 COPPER COIN PER RAT TAIL PROVEN DEAD."

The note bore the seal of Mayor Larissa. You had little enough gold left — and besides, killing rats was about as straightforward as monster hunting could be.

Kaeli nodded gravely. “Better to start small,” she said. “There is courage in facing lesser evils first.”
Replies: >>6266450
Anonymous ID: dJRCo9Lp
6/28/2025, 12:55:20 AM No.6266450
mayorlarissa
mayorlarissa
md5: df6b5ada04a027e44796d8ce1445614a🔍
>>6266448
You made your way to the mayor’s hall, an imposing wooden structure with a crooked tower and faded banners. Inside, a woman waited for you behind a rough-hewn desk of local lumber. Middle-aged, with streaks of iron in her hair and a weatherworn face, she looked up sharply as you entered.

“Larissa,” she introduced herself. “Mayor of Velvetia.”

You returned your name, and Kaeli offered hers with a polite half-bow.

The mayor wasted little time:

“There’s an infestation in the upper sewer tunnels,” she explained. “The old catacombs beneath this city were repurposed to carry away waste. Rats the size of dogs have taken over the upper tunnels, gnawing on everything they can. One copper for each rat tail brought back, paid by the city purse.”

She paused, tapping her finger on the desk.

“Don’t — and I mean this — don’t go into the lower tunnels.”

She leaned forward, eyes intense.

“We’ve walled off those sections. There’s an undead infestation down there — bones that walk, spirits that scream. Another time, another contract. For now, stick to the upper tunnels.”

You nodded. There was something heavy in her voice, like she had seen that nightmare herself and wanted no one else to share it.

“Understood,” you told her.

Larissa relaxed, a bit. “Good. Follow the main sewer grate by the old stone bridge. I’ll have a guard there unlock it for you. Bring me the tails. The city’s too stretched thin to pay more, but it’ll be honest coin.”

Kaeli gave a resolute nod. “The goddess grants us strength.”

As you left the mayor’s hall, the weight of what awaited you sank in. Velvetia was a city built on top of old bones — the dead underfoot, the sea at its doorstep, monsters all around. Even a simple rat hunt could turn grim in a place like this. But copper coins were copper coins, and your purse could use every one of them.

Sister Kaeli adjusted her mace at her hip, ready for battle. You checked your weapons, secured your gear, and looked to the streets of Velvetia one last time before stepping down toward the sewers.

Down where the monsters of the dreaming god roamed.

And the hunt began.
Replies: >>6266457
Anonymous ID: dJRCo9Lp
6/28/2025, 1:12:43 AM No.6266457
SEWERSOFVELVETIA
SEWERSOFVELVETIA
md5: 8f37184c045644f27827ed70efe2859e🔍
>>6266450

The sun was already high when you and Sister Kaeli reached the arched stone bridge at the edge of Velvetia’s old quarter. A guard in mismatched mail armor stood waiting by a large iron grate sunk into the street. He looked tired — eyes red-rimmed, one gauntlet missing a strap — but he nodded at you with the practiced courtesy of someone who’d had to explain this a dozen times already.

“You the rat-killers, yeah?” he asked, more weary than skeptical.

You confirmed it. He grunted, then unrolled a battered oilcloth map and weighed it down with a chunk of brick so the breeze wouldn’t lift it.

The map showed a tangle of corridors, blocky chambers, and branching tunnels. Some parts were labeled in a shaky hand: “MARKET DRAIN,” “TAVERN WASTE,” “STOREROOMS,” and at least half a dozen other trash-chutes feeding into larger rooms.

The guard pointed at the lines of corridors.

“That’s where you’ll find the big rats. Running up and down, scurrying, biting ankles. But the rooms—” he tapped the big square chambers, “the rooms are where the swarms are. There’s always a bigger pile of refuse there, easy pickings, so they gather up, get bolder. They’ve even climbed out through drain holes. Had one gnawin’ on a baby last week.”*

Kaeli winced, crossing herself at the thought.

The guard continued, brow furrowed.

“Here’s your entry,” he said, stabbing a finger at a hatch marked in red near the river gate. “And here — if you get boxed in, run to this exit. That ladder goes to an old courtyard behind the leatherworkers’ street.”

You nodded, committing it to memory.

Then the guard’s finger moved again, this time to two heavy, bold X marks on the map.

“These two stairwells go down to the lower tunnels,” he said, voice suddenly hard as iron. “They’re barricaded. They must stay barricaded. You hear me? If you even so much as touch those barricades, you’ll stir the dead.”

His eyes were grim.

“The lower tunnels have… worse things than rats,” he finished, voice tight. “Stay up top, do your job, don’t be a hero. You so much as feel a cold wind down there, you back away.”

Kaeli swallowed, her mace tapping lightly against her leg.

“We understand,” you answered, steady.

The guard handed you a small token stamped with the city seal — proof for the mayor that you’d been officially authorized to hunt.

Then he took a ring of keys, unlocked the great iron grate, and with a hollow groan of hinges, swung it wide.

“Best of luck,” he sighed, stepping back. “The rats’ll hear you before you see them. May the gods watch you.”

The dark tunnel yawned before you, damp air rolling up from the depths with a stink of rot and stagnant water. Somewhere far below, you thought you heard faint squeaking — or was it something worse?

Either way, there was no turning back.

You stepped into the dark.
Replies: >>6266464 >>6266503
Anonymous ID: dJRCo9Lp
6/28/2025, 1:20:19 AM No.6266464
giantrat
giantrat
md5: 92b9a663cf726da8800a3fef67f8d3c3🔍
>>6266457

MONSTER CONTINENT SEWER QUEST RULES

Your goal is to clear the upper sewers of Velvetia from the giant rat infestation. For every giant rat you kill, you will earn 1 copper coin by bringing back its tail as proof. The sewers are made up of corridors and rooms — each will present its own danger.

Encounters

Every corridor you enter contains one giant rat you must fight. Every room you enter contains one swarm of giant rats. These monsters are aggressive and will attack immediately. You cannot avoid combat by simply passing through. The lower tunnels are off-limits due to undead infestations; do not break the barricades or approach them.

Giant Rat Stats

AC 12, HP 5. Their bite attack is +4 to hit and deals 4 (1d4+2) piercing damage.

Swarm of Giant Rats Stats

AC 12, HP 24. Their bite attack is +4 to hit and deals 10 (4d4) piercing damage, or 5 (2d4) if the swarm is at half HP or lower.

Combat Rules

Combat is turn-based. Each participant rolls initiative (1d20 + Dexterity modifier). On your turn, you can attack, move, use an item, or try to disengage. If you try to flee from a corridor battle, the rat gets an opportunity attack. In rooms, you cannot flee until the swarm is defeated or driven off. After combat, be sure to cut off the rat tails for payment.

Safe Zones

The entry ladder and an emergency exit ladder are safe places where you can rest. However, beware lingering too long, as random encounters may still occur.

Lower Tunnels

The lower tunnels are sealed with barricades to keep an undead infestation contained. Do not break or approach these barricades — doing so will awaken dangerous undead creatures far beyond the rats you face above.

Additional Notes

You may track your own hit points, armor class, and inventory. If you use healing items or spells, please declare them during your turn. Sister Kaeli is your companion and can assist in battle. Remember to report back to the mayor with rat tails for payment.
Replies: >>6266466
Anonymous ID: dJRCo9Lp
6/28/2025, 1:21:49 AM No.6266466
wraithling
wraithling
md5: ada3691494dc147dd3cbcc8b7b4b0d0b🔍
>>6266464


Optional Rule: When entering a corridor, roll 1d20. On a roll of 20, you encounter a Spectral Wraithling—an incorporeal undead that haunts the sewers. Otherwise, you face a giant rat as usual. The Spectral Wraithling is a small undead with AC 13, 12 HP, and can hover through walls. It resists necrotic damage and all bludgeoning, piercing, and slashing damage from nonmagical weapons, meaning such damage is halved unless your weapon is magical or you use spells or force effects. It attacks with Life Drain (+4 to hit, 7 necrotic damage) that can reduce your maximum HP temporarily. This adds a rare but dangerous threat without overwhelming low-level parties.

Spectral Wraithling — AC 13, HP 12, Life Drain +4 to hit, 7 (2d4+2) necrotic damage, resistant to nonmagical weapon damage (bludgeoning, piercing, slashing), immune to poison.

Resistance means that whenever the Spectral Wraithling takes bludgeoning, piercing, or slashing damage from a weapon that is not magical, that damage is halved. For example, if a nonmagical sword hits the wraithling for 8 damage, it only loses 4 HP. Magical weapons, spells, and force damage bypass this resistance and deal full damage as normal.
Replies: >>6266469
Anonymous ID: dJRCo9Lp
6/28/2025, 1:23:21 AM No.6266469
>>6266466

The wraith gains temporary HP equal to the HP it dealt in damage to you with Life Drain.
Anonymous ID: dJRCo9Lp
6/28/2025, 1:27:21 AM No.6266474
Time rules:

Entering a new corridor or room takes 1 hour.

You can only do 1 short (4h) or long rest (8h) per day.

Even in the safe areas, there is 1 chance in six of being disturbed by rats every hour.

In unsafe areas (any area you cleared and decided to camp) the chance is 1 in 2 per hour.

Corridors attract lone rats. Rooms attract rat swarms.
Replies: >>6266478
Anonymous ID: dJRCo9Lp
6/28/2025, 1:32:45 AM No.6266478
>>6266474

Rewards:

1 rat tail = 1 copper

Swarm = 5 rats for rewards purposes (any extra flees)

Defeating the wraithling has 50% chance of dropping:

1 spell scroll (level 0) = choose any cantrip (75% chance)

You can sell it for 5 gold.

or
1 spell scroll (level 1) = choose any level 1 spell (25% chance)

You can sell it for 25 gold.

Happy hunting!
Anonymous ID: dJRCo9Lp
6/28/2025, 1:33:48 AM No.6266480
Now waiting for more players, and if you have any doubts, Ramza, just ask.
Ramza !TJ9qoWuqvAID: KtgQePG9
6/28/2025, 2:05:48 AM No.6266503
Seweage2
Seweage2
md5: 77e38d008bcc9397b5877d53811bbac5🔍
Rolled 6 (1d20)

>>6266457
I light up my lantern and head inside the sewers. "Oof, get a whiff of that. We'll head to the northeast corridors then west to that room. Could be a good spot to take a rest when we clear it out."
Replies: >>6266841
Anonymous ID: dJRCo9Lp
6/28/2025, 5:24:50 AM No.6266571
Funny, I opened it as a multi and only got one character.

Do you mind rolling it solo for now?
Replies: >>6266597
Ramza !TJ9qoWuqvAID: HpxC0/vW
6/28/2025, 6:34:31 AM No.6266597
>>6266571
I don't mind.
Replies: >>6266841
Anonymous ID: dJRCo9Lp
6/28/2025, 6:26:34 PM No.6266841
Rolled 9, 10 = 19 (2d20)

>>6266503
>>6266597


The first giant rat shows up to attack, emerging from the filth!

AC 12, HP 5. Their bite attack is +4 to hit and deals 4 (1d4+2) piercing damage.


(i just realized I didn't write the initiative of the creatures. Here it goe:

Giant Rat — Initiative +2, AC 12, HP 5, Bite +4 to hit, 4 (1d4+2) piercing.

Swarm of Giant Rats — Initiative +2, AC 12, HP 24, Bites +4 to hit, 10 (4d4) piercing or 5 (2d4) if half HP, counts as 5 rats for reward.

Spectral Wraithling — Initiative +2, AC 13, HP 12, Life Drain +4 to hit, 7 (2d4+2) necrotic (reduces max HP), resistant to nonmagical bludgeoning/piercing/slashing, immune to poison.)

Rolling initiative and first attack roll of the rat. Roll your initiative and that of your companion, plus your attack rolls if you're going to attack.
Replies: >>6266851
Anonymous ID: dJRCo9Lp
6/28/2025, 6:34:50 PM No.6266851
>>6266841

Your stats:

Ramza (Fighter): STR 14 (+2), DEX 12 (+1), CON 16 (+3), INT 13 (+1), WIS 13 (+1), CHA 8 (-1), Initiative +1, AC 16, HP 12, Shortsword +4 to hit (1d6+2 piercing), Dagger +4 to hit (1d4+2), Fighting Style: Protection (reaction to impose disadvantage on attack vs ally within 5 ft), Skills Athletics +4, Survival +3.

Sister Kaeli (Cleric): STR 10 (0), DEX 12 (+1), CON 13 (+1), INT 8 (-1), WIS 15 (+2), CHA 12 (+1), Initiative +1, AC 16, HP 9, Mace +4 to hit (1d6+2 bludgeoning), Spell save DC 13, Spell attack +5, Turn Undead (once/rest, undead in 30 ft flee on failed Wis save), Skills Insight +5, Religion +4, Cantrips: Sacred Flame (1d8 radiant, Dex save), Thaumaturgy (utility), Spare the Dying (stabilize), 1st-level Spells: Bless (+1d4 attack/save for 3 creatures), Shield of Faith (+2 AC 10 min), Detect Magic (sense magic 30 ft), Guiding Bolt +5 to hit (4d6 radiant, next attack vs target advantage), Can convert spell slots to healing.

You can roll the whole combat if you want, or you can wait for my replies, thought that might take a long time.