Sewer encounters for 8th level party?


Advice

Sovereign Court

What would be some good sewer encounters for an 8th level party? This is Faerun so feel free to include some of their "unique" monsters.

thanks!


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Things of the otyugh (sp) family, slimes/molds/oozes, the local thieves guild who considers the sewers their personal highway, and maybe even sewer crocs (made fiendish/giant/advanced/whatever to bring CR up to par).

Sovereign Court

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A variety of oozes. You can alter them a bit to do more nausea-style effects, including stench auras and all, because you know what a sewer ooze is made of.

Morlocks: think of them as people who've lived in the sewers for generations, inbreeding and becoming more and more degenerate. And then give them class levels. For example some clerics of an icky deity. Or alchemists with lots of weird and creepy debuffing sticky slimy thrown stuff.

Derros would use the city to hide from daylight, yet still move around under the city.

Ghouls; they actually get paid by the thieves' guild to dispose of corpses. There may be some teamwork going on, with ghoul shocktroopers working for the thieves guild. Hint: ghouls with Sneak Attack are nasty. Also, you can play around with the sewer smell camouflaging the ghouls' normally telltale scent.

Various cults could use the sewers as a base of operations.

Snakes and squidlike things that drag you underwater. Read up on your fighting-underwater and casting-underwater rules!

Flumphs.

Fungal/plant critters. You can take a plant creature and give it the "sewer template", which is mostly cosmetic, although it probably gives swim speed.

Darkmantles.

Small ugly fey.

Outsiders; maybe these sewers connect to (empty into!) another plane?


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Well remembering Baldur's Gate 2 and it's sewer encounters...

-ghouls and ghasts
-a beholder mage running a cult.
-a Lich's tomb
-a hidden shrine of Aumanator
-Guildies.
-Bounty Hunters hunting for the PCs
-various other things.
-fungal critters
-vegepygmies
-gibbering mouthers
-remnants of a hidden hangout for students of the mage's guild playing hookey (including magic mouths with Yo' momma jokes, weird booze, and whatever it was that they accidentally summoned that ended their use of this little clubhouse)
-A rogue Modron.


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Leveled Wererats


otyugh!

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

Fire-balling invisible vampires


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Galnörag wrote:
Fire-balling invisible vampires

Which sets off the trapped methane in the sewers, causing a larger radius of effect with increased damage...

Then, citizens on the surface are alarmed as flames burst out of storm sewer drains and privy portals....


It's rather a matter of why they're in the sewers. I'm assuming they're not down there for fun. And which sewers? Some Faerun-specific monsters are regional.

Likely ones from MoF are the Aballin (ooze, CR4) and the werecrocodile (CR6). Both are easy to bump up to meaningful CR.

Otherwise you can put anything in a sewer if it's not too big. A gang of pyromaniac goblins who pop up here and there to commit arson might be fun, if very much below CR.


Mudfoot wrote:
A gang of pyromaniac goblins who pop up here and there to commit arson might be fun, if very much below CR.

Not below CR if they're leveled. :)

One of the most challenging encounters our gaming group has ever faced was a bunch of leveled Kobolds. That encounter is still reminisced about years later.

My money would go on Rust Monsters.

The Exchange

a very dirty water elemental?

Grand Lodge

Well if you're willing to give them an epic encounter at the end of it, a lone Hezrou demon could serve well as a boss, particularly if you keep them in closed quarters with it.

Sovereign Court

Mudfoot wrote:

It's rather a matter of why they're in the sewers. I'm assuming they're not down there for fun. And which sewers? Some Faerun-specific monsters are regional.

Waterdeep!

Grand Lodge

The Human Diversion wrote:
Mudfoot wrote:

It's rather a matter of why they're in the sewers. I'm assuming they're not down there for fun. And which sewers? Some Faerun-specific monsters are regional.

Waterdeep!

I can assure you, it's not just deep water down there.


A beholder that's been stuck in a pipe for a few months.

Sovereign Court

Protoman wrote:
A beholder that's been stuck in a pipe for a few months.

Is that a euphemism for not enough fiber in the diet?


Do...you want it to be one?

Liberty's Edge

A nest of ettercaps and giant spiders, with traps set up around the nest that alert them to the presence of fresh adventurers.

The Exchange

Kobalds with lots and lots and lots of traps.

Swarms surrounded by sewer gases. Fire or electricity AOE spells make it go BOOM!

Remember to pay attention to lighting. The denizens should not need it.

Scarab Sages Modules Overlord

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A band of werecrocodiles the authorities refuse to believe actually live down there.

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