THE
GUTTERS
By A.R.Holmes.
A Game Master's Play Aid for use with a small town or city, large castle or stronghold, or as a base for scenarios.

Introduction
The 'Gutters' is the name given to the sewer system beneath your fantasy city, castle or town. Often referred to as 'The Dark Drains' by certain factions of the city, the city's sewer system is both old and well maintained. It has to be, as flowing far beneath the city is an underground river, known locally as the 'Dragonwater', although no-one really knows where the origins of this name derive from. The river is the city's main source of fresh water, and it is perfectly drinkable. The sewers empty into this river quite a way downstream, to avoid polluting the waters and to provide an escape for the noxious liquids which the sewer tunnels collect. The Dragonwater emerges from the ground about 15 miles to the south of the city, joining with a larger river and then heading to the sea.
The Gutters serve many purposes, not all of which are savoury! It's primary function is obviously to provide a sewerage disposal system for the city above, keeping the city clean and relatively free of serious diseases. It's secondary function is to serve as an underground transportation system, both for legal official city functions, and for, shall we say, the less publicized movement of goods, and people! Thirdly, the sewer acts as a base for the criminal factions which operate within the city above. In the darkness of the older sewer tunnels, thieves and criminals meet, hide, plan and scheme, whilst always on the look-out for the King's patrol of Sewer Guard, referred to by many of the city's poorer residents as the 'King's Shit-Kickers'.
Recently, there has been work undertaken by the City Council to repair damage to the tunnels, and to enlarge the system somewhat to cope with the growing population above. This has led to a fall in the amount of smuggled goods in and out of the city, and a subsequent rise in crime, namely petty theft, caused by the reduction in the rate of 'black market' goods available. City Council workers have been charged with the task of closing-off many of the old tunnels, in an aim to reduce the freedom of the underworld factions, but they have not been as successful as they believe. The plan was leaked to the Thieves' Guild via a spy in the council offices, and the Guild took measures which would prevent many of their more favoured routes through the sewers from being discovered and subsequently sealed-off.
Before detailed descriptions are given of the interior of the sewer, a map now follows, showing the sewer in its entirety. (The Game Master is encouraged to add to or remove features to this map, to suit his or her individual requirements)

Brief Notes on the Construction of 'The Gutters'.
The sewer system is composed of two main levels. The upper level, shown in black on the main map, contains the newest sections of tunnel, whereas the lower level, shown in red, is composed of older tunnels. There is a third level, in green, but this is just a small section of larger tunnel which serves to drain the sewers into the underground lake, which runs beneath. The upper level is patrolled regularly by City Officials ('Shit-Kickers'), but they do not venture down to the secondary level all too often, as this is the realm of the criminal factions, and home to one or two unsavoury creatures. The third level is composed of larger tunnels, which are actually 30' in diameter, and City Officials only venture down here when maintenance checks are necessary. (All tunnels are described in detail within the GM's Map Key below)
The tunnels are all built from large bricks, supported at many points by strong wooden posts, and in some places by stone pillars and arches. The upper level (BLACK) is perfectly safe, having been recently mapped, enlarged and strengthened by the City Administration & Construction Department. All tunnels have recently been cleaned-up and many dangerous parts of tunnel have either been repaired and strengthened or dismantled. Throughout this level there is visual evidence of these repairs. In many places, particularly within the tunnels at the edges of the system, one can see that tunnels have been bricked-up, the newer brick & stone being obvious to distinguish from the original tunnel brick. City Admin. have ensured that there are many lantern points and torch holders throughout this upper level, and all grilles which lead down from the streets are clean and easy to remove (with the correct keys). This level has circular tunnels approx. 10' in diameter, with channels cut into the floor which carry the water down to the next level. In the floor of these tunnels are numerous escape holes through which the water travels down to the next level. These often get blocked and have to be cleaned by city officials. These tunnels have a slight slope to them to aid the flow of water.
The second level (RED) of sewer tunnels, which are roughly 15' below the tunnels above, are older and not as well maintained. Again, much of this section is supported by thick wooden posts and stone pillars, but many are damaged and in urgent need of repair or even replacement. Throughout this level, the tunnels show signs of wear and tear, and sections of the wall are loose and falling-in. Parts of the ceiling are missing and water drips (in some places pouring) through from the tunnel level above. In fact, some parts of this level are dangerous. As mentioned previously, City Admin. have attempted to repair and close-off some parts of this level, but the criminal factions are ahead of the game, and at present, the city officials have made little progress within this level.
The tunnels which make-up level 3 (GREEN) are 30' in diameter with channels in the floor. They slope towards the main sewer outlet (see map), taking away the water collected from the drains above. These tunnels are ancient, but have undergone some repair and re-strengthening during the last 10 years. There are ancient iron hooks set into the wall for holding lanterns.
The criminal factions of the city which use these sewer tunnels, are aware of secret rooms and passages throughout the second level, which do not appear on any maps and are not easy to find. The GM map does not show these places, as they are to be generated by the individual GM, who will be able to fit them in with his overall plan of his town or city. These rooms are ancient, once forming part of the second level. There are rumours that another level existed beneath this, of which some old narrow disused passages still exist...

The
Gutters - Game Master's Map Key
Notes
The sewer consists of three main levels; upper (black on the map), lower (red on the map) and a third level (green) which exists as a main flow down into the bowels of the earth and the underground river. The sewer system works well, and is being renovated by the King and his City Officials. It has however been impossible as yet to completely stop the criminal elements of the city from inhabiting the sewers, who use them as a means of secret transportation and meeting. It is rumoured that the sewers contain secret passages, but no-one knows for sure if they indeed exist, and to where they lead. At least if anyone knows, they sure aren't tellin'...
Direction of Flow & Blockages
The GM's map is littered with arrows. These show the direction of slope the tunnel takes, and subsequent water flow. Often the tunnels become blocked and water is retained within them, requiring either manual unblocking by human intervention or a great surge of water flowing through the tunnels, either caused by long periods of rain, a torrential downpour or storm, or again by human hands (lots of buckets and many willing volunteers!). These blockages can be caused by natural debris and detritus, having washed down from street level (sticks, clothing, bones, man-made objects & general rubbish etc.), or by collapsed sections of older sewer tunnel. Occasionally, blockages can be caused on purpose (see the criminal factions for example) or be caused by a cadaver, not always human! City officials regularly patrol the upper level for blockages, but these are rare as the upper level is newer and has seen recent improvements. The lower level is more dangerous, and city officials rarely venture down into it. The depth of water/muck varies from tunnel to tunnel and from time to time. Roll randomly for the condition of sewer tunnels or make up your own details when required.
Upper/Lower Levels
Where the upper level meets lower level (black meets red on the map), you may decide that there is a drop of 10-20', with a ladder going down (or not...), a set of stone steps covered by a gateway, or just assume the corridor has sloped sufficiently to reach the lower level. Or, if you wish, you may place dead-ends at these junctions, with manholes providing the way down. These details are up to the individual GM, who may tailor the sewers to meet with his or her specific or preferred requirements.
Creature Comforts
The tunnels of the Upper Level are 20' wide, but the Lower Level tunnels are only between 10' & 15' wide, being older and more cramped. The sewers are not lit in any way except for the places where the light from above ground filters through. Adventurers will require lanterns or torches when wandering around down here, unless they have night vision or other light sources. The sewers stink, and those traveling down for the first time will have to make a L2SR on CON each hour to avoid being sick, and losing 1D3 CON. Such characters may well have to head back to the surface to recover. In addition, there exists a chance of catching a disease whilst down here, and wounds taken in combat could turn very nasty!

Upper Level (Black) (Tunnels approx. 20' wide)
1) This is the main sewer chamber, access to which is gained through the master street grille, which requires 4 different iron keys to open. An iron ladder leads down to here, and in this chamber a small supply of lanterns, oil, torches, flint & steel & rope are kept. These items are stored in locked iron chests which are bolted to the floor. There are hooks in the walls which will hold lanterns and rope if necessary. This chamber is always kept clean and is inspected regularly by city officials. Four sewer tunnels lead away from it at a slight slope.
2) This is the secondary chamber, similar to 1 above, and used by city officials. Again, a locked grille in the street provides access to it, requiring four different iron keys to open. An iron ladder leads down into here again, and again four sloping sewer corridors lead away from it. In here are two locked iron chests of essential provisions (rope, lanterns & oil). It is regularly inspected by city officials.
2) (Green level) This is the main outlet at the end of the lowest level of tunnels, which leads down to the underground river. It is a shaft 40' in diameter, being directly underneath chamber 2 on the upper level, about 35' beneath. The shaft is lined by slime and strange subterranean mosses and ferns, and drops 90' to the underground river, the sewer deposits being taken swiftly away by the fast flowing waters which run beneath the city. This river also provides the city's main drinking water supply, with all wells sunk upstream of this point.
Living in this shaft is a Giant Salamander, MR 310. It is 15' long and almost blind, having skin of pale, almost transparent blue, with pale white patches. It has frills above its eyes and around its gills (it is amphibian) and a pale red frill running the length of its slimy body. It spends most of its time sleeping and feeding on the creatures and insects which inhabit this area. The Salamander can climb the sheer wall of the shaft with the aid of its sticky feet, and often spends time sleeping in the large, warm corridors of the lower green level.
3) At this four-way intersection, city officials have placed a permanent lantern, which hangs from the roof. On the wall are a series of hooks which are used to hold rope etc. by city workers. In the floor at this junction is a 2' diameter shaft, covered by a permanent iron grille, which leads all the way down to the underground river. A cold wind blows up from it.
4) As above, but there is no permanent lantern there yet, although the fixing is in place.
5) As 3 & 4, but fixed to the wall is an iron rack, on which a couple of 8' hooked poles rest. These are used by city officials to clear drains of debris.
6) At this junction is an iron lever, which is used to raise and lower the iron gate which is in position at the end of the corridor where it meets the next level. It is well oiled and maintained. A ST of 10 is required to operate the lever. Characters may attempt to operate it with a L1SR on ST if their ST is less than 10.
7) At this junction, there is evidence of recent work; a tunnel has been sealed off at the end of the corridor and the ceiling has been strengthened. There is a large iron hook in the wall.
8) At this point, a strong iron ladder leads 15' up to the street, emerging in or near to the City Barracks. The barracks waste is drained into this corridor, which slopes down to the next level, being very effective in removing large amounts of waste quickly. This junction is regularly maintained by city officials.

Lower Level (Red) (Tunnels between 10' & 15' wide)
9) The upper level slopes down to pass under itself here, running 50' along before climbing again. In the floor in this section are numerous grilles which help drainage and eventually deposit in the underground river. This section of corridor is always very wet, and there are many ferns and mosses growing on the walls and roof. This is a dangerous section of tunnel, which often is used by criminal factions for hiding and ambush.
10) At this four way intersection are two iron levers, requiring a L1SR on ST to move either up or down. The levers are rusty and old. City officials do not know the purpose of these levers, and it is a sore-point with City Admin. & the King. The exact purpose of these strange levers is left entirely up to the individual GM.....
11) These are huge tunnels, being 30' in diameter. In the roof are numerous grilles which drain water from the streets above, which constantly drips into here. Ferns and mosses grow in abundance in here, and in the floor are ancient iron grilles which deposit waste waters straight down into the underground river many feet below. Both tunnels labeled 11 are fed by sloping corridors from the upper level (point A). These large tunnels help to aerate the sewer system, having numerous openings up to the grilles in the street. This reduces the build-up of toxic and explosive gasses within the sewers, and provides a little fresh air. The floor of these tunnels is always a foot or so deep in water which has drained away from the upper level. There are 5' wide ledges along each of these tunnels, and rats are always present. These tunnels have been the scene for many a battle between criminal factions and city guards and officials, and are sometimes used by the Thieves' Guild for meetings and for hiding contraband goods and messages.
12) At this junction the tunnel roof is in a very poor state, and is almost collapsing. However, it looks more dangerous than it really is, for the walls contain hidden alcoves which are used to hide small items and messages. There is hardly ever a time when a rogue or assassin is very far away from this dangerous junction. The floor has a 2' diameter hole which was once covered by a grille, but this is now missing, leaving a dangerous foot-trap. This is sometimes hidden by ferns to provide a trap for unwelcome visitors.
13) Hidden in the roof of the tunnel here at the junction is a trapdoor, which requires a L3SR on LK to spot if searched for, otherwise it will not be noticed. It leads to a narrow shaft in which an iron ladder leads to the surface....
14) This is a main tunnel, which slopes steeply downwards, taking the waters down quickly towards its destination of the lower green tunnels. All along the floor of this corridor are grilles which help drainage, taking water down into the earth, towards the river. Along the tunnel on either side is a 3' walkway. At various points in the roof are old lanterns, many now disused, but used to hide messages by smugglers, thieves and other denizens of this strange underworld.
15) This is the main sewer tunnel, 30' wide, which takes 80% of the sewers waters down steeply to the green tunnels, which take it away to the shaft above the river. This tunnel has a 5' walkway to either side, and many lantern/torch points. Many grilles in the roof drip street water into the tunnel, and the walls are lined with glowing yellow and green mosses and ferns, some sporting small white flowers (which are rumoured to contain healing properties) which sometimes appear, especially in long spells of wet weather.
The outer walls of this long tunnel contain 5 secret passages. Each requires a L4SR on LK to find and a L2SR on DEX to open. Some lead to ancient disused sewer tunnels, whereas some lead down and away into the earth.....
There is an 80% chance of encountering an Adult Sewer Spider in this corridor...
16) As 14.

Main Drain-away Tunnels-(Green)
17) This is the lowest level of sewer, being a 30' diameter tunnel of ancient design and build, being arched and containing old carvings in the walls. Strong stone pillars and arches support these great tunnels, and the roof is littered with grilles which provide extra drainage from the upper levels. They have been strengthened within the last 10 years, and the walls hold strong iron hooks which are useful for holding lanterns or securing rope. There is a 60% chance that the Giant Salamander (see 2 above) will be encountered in one of these huge tunnels.
In one of the walls of one of these great sewers is a secret door, requiring a L4SR on LK to find, and a L3SR on DEX (or L6SR on LK) to open. It is known by only the highest ranking members of the Thieves' Guild (if one exists in your city) and leads to a secret meeting place, the exact details of which are left to the whim of the Game Master.
A brief note on travel within the Gutters
The Upper level is quite easy to travel in, having 3' wide
ledges along the sides on the tunnel just above the water level
(there are 1' deep channels in the floor of the sewers), and in
many places there are iron rings set into the tunnel wall which
can be used to hold onto or to tie rope or hang lanterns. The
Lower level is not so luxurious, with only a 2' walkway along the
side, which is often covered in slime, muck and water, and there
are few places to hang onto. The tunnel walls are slimy and great
care must be taken not to fall or slip into the water flowing
along the floor of the tunnel. Travel through this level is slow
and dangerous. If the delvers encounter combat, they will
certainly have to leap into the water to fight, as the ledges are
far too narrow and slippy from which to fight.
The Sewer
Spider....
These are pale spiders with short sharp hairs covering them. Young spiders are approx. 3' long, with adults growing up to 8' long and 5' wide, with an maximum leg span of 15'. MR ranges from 30 - 230. They spin webs and hide in the corners and ceilings of the tunnels.
These nasty arachnids are perfectly at home in the sewer environment, and thrive there. However, they were at one point so successful that their presence unnerved the populous in the city above, and rumours spread of a sewer system overrun with these giant spiders, and swift action was taken to halt the invasion! A programme was undertaken and the sewers searched from top to bottom. Such were the rumours that the criminal factions ceased their business for a while, and the flow of black-market goods into the city stopped. However, as the King ordered a specially selected team of warriors to head into the sewers to rid them of these gruesome beasts, it became apparent that the rumours were grossly exaggerated, and only a few adult spiders were found in the Lower Level. However, the team did discover many eggs, and reported that young spiders were in fact wandering the Upper Level, so had the appropriate action not been taken, the city may well have found itself with a problem.
The Sewer Spider is highly poisonous. Anyone bitten by one will suffer the following;
1 turn after being bitten, the person will begin to sweat profusely, and must sit/lie down, as dizziness begins to take effect. The following turn, breathing will become difficult, and the sweating continues. Shortness of breath continues for another ten minutes, after which the person must make a L1SR on CON or pass-out. If this happens, ST & CON will drop to 1, and unless the victim is treated within the next hour, will die if a L1SR on LK is missed. Should the victim not pass-out, they will become paralyzed for 1D6 hours, during which time ST & CON will drop to 3, after which the venom will begin to wear-off, with ST returning quickly (1 per 2 turns) and CON returning at the rate of 1 per day. The person will feel disoriented until CON fully recovers, and must rest and drink plenty of fluid.
A Note about Spiders
All spiders have fangs and venom glands. A
spider injects toxins with its fangs to paralyze or kill the
prey. Or it may simply crush smaller prey with its mouth parts.
Spiders can eat only liquid food. They spit or inject digestive
juices into their prey. The juices liquidize the internal organs
of the prey and the spiders suck out the resulting soup. If the
prey has a tough exoskeleton, only a shell is left behind.
Muscles running from the throat to the stomach act like a stomach
pump and hairs in the mouth and throat filter out undigested bits
which are spat out.

ENCOUNTER TABLES
Four Encounter Tables now follow. The GM may choose to use them, change them, ignore them, or whatever. They are basic, and leave plenty of scope for the individual GM to expand upon them, and lead the party into further adventure and additional scenarios to the one they may be playing. In a city, there are many plots and schemes going on at the same time, and the party will find themselves part of more than one adventure at the same time. City adventures lead to other adventures, which they may ignore or become involved in.
Use these tables as you will, or not at all. At the very least, they will provide ideas for scenarios you may wish to involve the party in when they venture into the sewers, and the criminal underworld who make it their home.
ENCOUNTER TABLE ONE: UPPER (BLACK) LEVEL (1D20)
1) City Guard. 50% chance of a second guard being just around
the corner.
2) 1D4 City Guard. 30% chance of the Guard Leader being not too
far away.
3) Sewer worker, going about his daily/nightly business.
4) Giant Slug. 8' long. All delvers make L1SR on CON not to catch
a disease.
5) Lone rogue (GM to detail). Not connected with any major
criminal groups.
6) Solitary adventurer (GM to detail).
7) 1D4 city officials will be clearing a blockage.
8) 1D4 city officials will be repairing or cleaning the walls.
9) Member of the Thief's Guild (though the delvers will not know
this....)
10) Favourite NPC of the GM or roll again.
11) Small group of rats. Roll 1D20 for number, each with MR 5.
May be poisonous...
12) Large horde of rats. Roll 3D20 for number of rate MR 5 each.
13) (Roll 1D6) 1-2 Sewer snake, MR 45. 3-4 Giant rat MR 50 5-6
Slime, MR 75.
14) Wild dog, MR 35, may well carry disease. 90% chance it has
fleas....
15) Wild cat, MR 25. Will scream and howl, fur raised, and
attract another encounter.
16) Moss monster, MR 80. May well block the tunnel completely.
Moves very slowly.
17) Giant spider, MR 55. Web may stretch across full width of
tunnel. Poisonous.
18) Giant centipede, MR 100. Poisonous.
19) Large Sewer Lizard, MR 110. Pale, 8' long. Only hostile if
annoyed.
20) Water Elemental. GM to complete exact details of this rare
encounter.
ENCOUNTER TABLE TWO: LOWER (RED) LEVEL (1D20)
1) Unusual Discovery - Roll on Encounter Table Three.
2) 1D4 Members of a criminal faction, e.g. Thief's Guild.
3) Bats! 1D20 brown bats. 50% chance they attack. MR 12 each. May
be poisonous.
4) Troglodyte. MR 110. Smelly troll-thing with night vision &
sharp teeth & claws.
5) 1D3 Giant Spiders, MR 50 each. Web will stretch across sewer
tunnel.
6) 1D3 Giant Centipede, MR 120. or Giant Leech, MR 80.
7) 1D6 giant Woodlice. Horrible but generally harmless. May
appear aggressive.
8) Hooded assassin. Roll 1D6. 1-3 He goes about his business. 4-6
He attacks!
9) Giant Sewer Worm, MR 200! or Giant Slug, MR 180.
10) Sewer Spider
11) Roll on Table One above, and double the MR if a monster is
rolled.
12) Oozing Slime. Will drop on character from tunnel roof. GM to
detail further.
13) Large group of Blood flies. May bite and infect delvers with
poison.
14) As above.
15) Ghost! GM to decide if it is hostile or not. May lead to
further scenario ideas.
16) Sewer Devil! Horrid scaly, slimy, multi-eyed beast, hides
under the water. MR 200.
17) Poisonous Fungus. Any form the GM wishes. May release
poisonous spores.
18) Zombie! MR 130
19) 1D4 members of the Guild of Thieves.
20) Roll on Encounter Table Four.
ENCOUNTER TABLE THREE: AN UNUSUAL DISCOVERY (1D10)
1) A corpse lies in the sewer waters. 1-2 Human 3-4 Dwarf 5-
Elf 6-Other
2) A section of sewer wall is about to collapse (1D10 turns until
it does).
3) An iron box is found containing a strange object....
4) 1D3 members of the Thieves Guild argue about the fate of a
captive.
5) A recently murdered corpse lies in the bloody waters, a dagger
in his chest.
6) A major blockage is causing a build-up of sewerage across the
tunnel.
7) A pile of clothing lies on the walkway along the tunnel,
bloodstained.
8) A lantern, still lit, stands on the sewer ledge or hangs from
a hook in the wall.
9) A huge growth of nasty-looking fungus completely blocks the
tunnel.
10) Roll on Encounter Table Four.
ENCOUNTER TABLE FOUR: DANGEROUS ENCOUNTERS (1D10)
1) A high-level Assassin stalks the tunnels.
2) A leading member of the Thieves Guild discovers the delvers,
and is not pleased...
3) A rogue Lizardman is stalking the sewers. It is a dangerous
foe.
4) A Golem stands guard over part of the tunnel. What or whom is
it guarding?
5) A secret door in the sewer wall closes just as the delvers
appear.
6) The delvers witness a murder by a criminal organisation. What
happens next?!
7) A dangerous non-human warrior searches the tunnels for food
and treasure.
8) A smuggler is delivering black-market goods into the city. May
have bodyguards.
9) A secret patrol of the King's men are searching for criminals
& contraband goods.
10) Major NPC of the GM's choosing, roll again or GM invent
encounter on the spot!

GAME MASTER'S NOTES
This is not a complete scenario on it's own, it serves to act as a base for the GM in which he or she can set adventures or use within city scenarios. It also serves to provide a working sewer system to use with your small town or city, and should be changed to fit-in with your town plans. Scenario ideas are provided within the basic Encounter Tables, and hints are given as to further disused tunnels which may exist somewhere amidst the labyrinth of sewer tunnels shown on the map. Add extra tunnels & chambers wherever you wish to accommodate your criminal organisations etc.
Drainage from the streets.
The streets in your city have small drainage grilles down which waste water flows and enters the Upper Level of the Gutters through baked clay or metal piping, which runs beneath the streets. Therefore, whilst in the sewers, the player-characters will become very wet as they pass beneath these openings. There are also openings in the sides of the sewer walls from which water and sewerage flows from the streets and houses above. Characters spending time down in the Gutters will emerge wet and stinking, and the GM should take disease into consideration, especially if they come into contact with some of the less savoury creatures which dwell down there in the stinking gloom. If your buildings have internal toilets, they will deposit waste down into the system of smaller pipes running beneath the streets and eventually empty into the main tunnels of the Upper Level.
Game Master's Map (Take me there)
The GM's map* does not give the locations of openings from the Upper Level into the streets or buildings above; the GM should decide where these manholes are, how (and if) they are guarded and how access is gained. If you have buildings or a castle/palace a small distance from the actual town or city, decide where to extend the sewer and place extra tunnels to accommodate the buildings above. If you require a larger sewer system, photocopy the map and join them together to make a symmetrical map twice the size, aligning the numbered sides together.
*(The Scale for the Map is 1 square = 10'. Alter this to suit your requirements if need be)
Within the Gutters
Inside the tunnels, it is wet, stinking, dark and unpleasant. In addition to the encounters given above, they are teeming with small spiders, slugs of all shapes, sizes & colours, tiny bats, lizards or various design and size, countless crawling things and filthy waste. The Upper Level is not too bad, as it is patrolled regularly, but the Lower Level is horrible. Sections used regularly by the criminal factions may be kept free of dangerous creatures by the thieves and smugglers who spend a lot of time there. If the GM decides that extra tunnels & chambers exist, they will be clean and inhabitable, possibly with fresh water supply (drawn-up from the underground river) and a source of fresh air. As for the internal design of the tunnels, well, that's up to you! have them arched, gothic, Victorian, whatever!
This ends 'The Gutters', a GM Play Aid for use with Fantasy Role Playing Systems. Enjoy!
