FLAVOR: ### Stinking Sewers Foul smells assail the adventurers' senses as they make their way down into the warrens below the city. All urban waste passes through these tunnels, as well as a significant subset of all crime. Revolting creatures live in the waste, lurking below the opaque liquids. These sewers were once a marvel of engineering, and to an extent they still serve their purpose well. The skillful craftsmanship still shows through the grime in places, and the torch holders in the wall are made of elegantly curling cast iron. However, time and the increasing population of the city above have overtaxed the aging system. When it rains, the water turns the tunnels into floodpaths. #### Might be inhabited by: Giant Slug --- # Revolting Morass *2nd tier (constructed or terrain)* **Challenge:** 6 (2,300XP) **DC:** 16/14 **Area:** Greater (1 day) The air is foul and the ground is hazardous. Walking is difficult but the greater hazard is losing your lunch. Try not to think about what you're walking through. Such a morass can be organic –- although nature rarely ends up this foul without outside intervention -– or constructed. #### Sickening For each hour that the party spends in the morass, they must make a DC 12 Constitution saving throw. On a failure, they are poisoned; on each subsequent failure, roll 1d4. On a 1, they take a level of fatigue; on a 2, a level of strife; on a 3, both; and on a 4, they suffer no further ill effects. Creatures immune to poison are immune to this effect. #### Prior Preparation An adventurer can spend one Supply Die to create waterproof boots, create makeshift galoshes, and create a scented face covering, granting advantage on saves made to resist the unpleasantness. #### Nature A [[03-Mechanics/6-Ability Scores/Nature|Nature]] check identifies any diseases or creatures endemic to the morass. #### Engineering (if constructed) An [[03-Mechanics/6-Ability Scores/Engineering|Engineering]] check reveals any clues to the structure's design that allowed its original builders, as well as any maintenance workers that cared for the structure, to travel through the morass unhindered. On a success, it grants advantage on future checks. ## **Possible** **Solutions** Characters must navigate through the area to their destination. A navigator's tools check is the best option; if no adventurer has the ability to make such a check, a group [[03-Mechanics/6-Ability Scores/Survival|Survival]] check is sufficient. **Critical Failure.** On a critical failure, the party becomes lost, wandering for 1d6+4 hours before they find an exit, and do not find their destination. **Failure.** On a failure, the party becomes lost, wandering for an additional 1d4+2 hours until they finally find their destination. **Success.** The party finds their destination in the time it would have typically taken. **Critical Success.** The party finds their destination in the time it would have typically taken, and makes two discoveries along the way. Roll twice on the Boons and Discoveries table. ___ **Source:** Stranger Sites