“Right, here’s the job. There’s this old crypt we used to smuggle goods through from the graving dock. Trouble is, now the House has closed down the Smocklehythe warehouses, there’s no getting into the tunnels that way.”
“As luck would have it, though… Turns out there might be another way in. Through the sewers.”
“You need to find a passage through to the crypt, grab the loot that’s lying there and bring it back here. You do that, there’s a pound apiece in it for you. That and you can keep any tosh you find lying about.”
“Oh, and do yourselves a favour. Don’t get caught.”
1. Entrance. A huge stone face in the riverbank wall, its mouth agape with fetid dribble. Inside, pitch black and foul. Roll a die to see how many rats are about, and another for how many lost pence are scattered across the grimy floor.
The tunnel is just wide enough to walk single file. Waste trickles from skull sized holes that line the walls.
From one such hole, the Rat Queen beckons. A spirit of the sewers, she asks that you deal with the monster who has corrupted her halls, rewarding any who expel the snake in the sewer depths (2) with a bite mark. Those who bear this scar can be understood by all rats.
2. Depths. Further in from the entrance (1), the stench thickens. A side tunnel (3) leads out of the muck while the main sewer continues, eventually ending in a wide, shallow cesspool.
The monstrous snake that dwells within attacks any who disturb the water, fangs dripping deadly venom. Glinting from amongst the bones below the surface are a die roll’s worth of pence, a black athame knife (£2), and a vial containing a potion of hiding (£3), which conceals the drinker for as long as they can hold their breath.
Beyond the pool, the sewer adjoins the crypt (6).
3. Tunnel. Connects the sewer depths (2) to the crypt (6) via a gate (5). Laying around are an empty vial (2d) and a long wooden pole (1d). Roll a die to see how many rats are about.
In an alcove a stone serpent bares its fangs, dried blood caked on its forked tongue. A fresh offering causes the secret door it guards to open, revealing the sanctum (4).
4. Sanctum. A small, square chamber, rough-hewn pillars holding up a low, cobwebbed ceiling. In its centre sits a hunched grotesque, older than even the chamber itself.
The statue offers a deal. Player characters may pay 1 Luck and learn how to vomit up a venomous serpent. The snake obeys none but the Devil.
5. Gate. Black iron bars block the connection between the side tunnel (3) and the crypt (6). The hinge is rusty and screeches loudly if opened. Rust has also eaten a hole in the gate itself, wide enough for a person but lined with jagged metal.
A coffin is stuck in the hole. Its lid, sprouting black fungus, bears the inscription “let none who stir my bones know peace”.
The skeleton within inflicts terrible visions on anyone who open it. Also inside are two funerary coins (1d each) and a silver ring (£2&6d) in the likeness of a snake, engraved with the words “silver for blood”. Its bearer may open the sanctum (4) without sacrifice.
6. Crypt. A vaulted catacomb paved with gravestones, its many sepulchres long since looted. In one is a heavy, padlocked chest holding twelve vials of rum (6d each). An archway borders the sewer depths (2), and the gate (5) leads to the tunnel (3).
From the far end of the tunnel come echoing footsteps and a blood red glow. A uniformed House guard patrols the crypt, carrying a hooded lantern (£1) and official truncheon (£13).