CZFT FANTASY SCENARIO –
TROUBLE IN THE WATERWORKS:
The players are hired to
check the sewers/water system below the town/city, as some of the workers have
not returned.
A group of workers were sent
to investigate, but they to, have not returned.
The group will be paid 100Gp
each.
The players should make sure
they have everything they need before venturing into the sewer tunnels.
The players can have a guide
if they wish:
Cobb Aleman: STR: 17, CON:
16, DEX: 16, INT: 17, DB: +3
HP: head: 16, arms/legs: 26,
Torso: 36.
Skills: Melee/unarmed: 50%,
Ranged: 55%, Track: 60%, Climb: 55%, Listen: 55%, Jump: 55%, Observe: 55%,
Hide: 50%, Nav (land): 65%, Read/write: 55%.
Architect (small buildings):
65%
Cobb is a veteran of the
sewers.
He’s worked there for 10
years, and knows the tunnels well.
Equipment: Sword &
Medium Shield. Armour: Hard leather.
Sword: 1d8+3+SB, wt: 2Kg.
Medium shield: AV5, Block: 25%+DEX, WT: 3Kg.
Hard leather: AV4 (head,
arms, legs), AV5 (torso).
He carries 3 medium healing
potions and 1 large healing potion.
He also carries 4 torches, 1
lantern with 3 flasks of oil. 3 days of trail rations, crowbar, shovel,
backpack, anti-toxin (6), waterskin, flint & steel, rope (50ft), grappling
hook, hammer 2 empty sacks.
The sewer tunnels can be
pre-made or made out at random as the players investigate the tunnels.
Tunnel descriptions:
The tunnels are made of
brick, which seem covered in moss/slime here and there.
The tunnels are curved, with
wall brackets every 3 metres for torches.
There is a small ledge (6
inches high, 10 inches wide) running along both sides of the tunnels along the
floor.
Water can be heard dripping
from the tunnels with an echoing sound.
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