So, I am at a bit of a difficult point in a campaign!
It's a solo adventure, and I sent the PC off on a side quest to fight some bandits who had stolen her horse. The bandit leader escaped after she killed his brother, swearing vengeance as he took a boat into the underground river which flows under a town.
I had planned for her to get onto the barge, and also for her to not - it was optional. If she got onto the barge - which she did - it would capsize after some fight and she would wash up in the sewer, and have to navigate her way back to the surface.
What I hadn't anticipated was her jumping onto the bage on her horse and then proceeding to wash up in the sewers with a horse!?!
Now, obviously, the expected rom through narrow pipes and possibly chasing something which had stolen her purse through a network of narrow pipes is not going to slide- I know for a fact that she won't be leaving her horse alone in the sewer, so she's going to be following the main route through. So now I need a new plan!
She's got about 5hp left and needs a rest, and she's also due to level up to level 5 when she does so (I'm doing Oblivion levelling-up where it happens on a rest rather than at a random time mid-adventure), so she's going to need a safe spot. I'm thinking of introducing an NPC to give her safe lodgings and to guide her through the sewers - possibly making her go through some tunnels to unlock a door which will let the horse through. I want it to function like a mini dungeon, as it will be her first one, so perhaps that's how I'll design it.
NPC could cast Enlarge / Reduce on the horse. Of course, it doesn't last too long, so it would be necessary to cast it at a critical moment to get past an obstacle and then hopefully your home free.
Alternatively, let the player find a magic item that casts Enlarge / Reduce with a certain number of charges that don't recover: just enough charges to get past all the points it would be hard for a horse to pass.
Something like a portable hole might work too, if it's big enough for a horse to enter.
Convenient one-way teleportation portal could let the player escaoe, long rest, and come back and start over without the slimy pony.
I'd definitely have some level of consequence for bringing a horse into a sewer. To start with I'd think a horse might begin to struggle with trust issues and/or panic. For sure there might be some sections that the horse cannot enter. With a player capable of facing a harsh reality you could have a dice roll to find out if there was any feasible way forward for the horse. They've gone into the unknown without guarantees and, especially in the environment of a sewer, shit might happen. If you make things easy the players may want to take the horse mountain climbing or on underwater adventurers next.
if "the barge -... would capsize after some fight" maybe the time for it to capsize was when jumping/getting on it with the horse.
Having an NPC that wants their sewer to only accommodate sewer type things could be fun.
I wouldn’t worry about it all. It’s the player’s job to figure out how to get the horse out, and deal with having it in there. The villain doesn’t change their plans and the world’s topography doesn’t change because the PCs made a bad choice. Maybe the character fails at this task, and hopefully learns from it. The person who stole her purse gets away with it. Now the character can decide if they want to let it go, or hunt them down.
I'd like to ask what class this player is. Because how you address this problem for a Fighter is vastly different from how a Wizard will address it.
I think it's okay to be a little more generous to a single player than you would with a group... after all, D&D is balanced under the assumption of being a group game, so a single character will often need help to accomplish something that a party of 2 could easily accomplish. I think just having a spellcasting NPC meet them in the sewer would be a fairly straightforward way to make sure they're able to navigate with the challenge of escorting a Large animal through the sewers... either through Enlarge/Reduce or maybe just outright Polymorph the horse into something else until everything is resolved.
The hard part is coming up with a motivation for this NPC to help your PC, and also an explanation as to why they live in the sewer. You mentioned the possibility of a locked door... maybe the NPC needs your player to open it for them. Again, it depends on their class... if your player is a Rogue it's a simple matter of just giving them a lock to pick that the NPC can't. Maybe it's guarded by something... either a construct that was built to watch over this particular door, or maybe just a big nasty swamp monster that, by chance, set up its nest there.
It's also fine to say "the terrain now can't be passed by the horse (you shouldn't have brought it in here)!" Horses can swim and run but they can't typically climb or shrink. They could take a day to go round.
I am trying to build the world as an "anything's possible, but it all has consequences" approach. The barge very nearly capsised with the horse, and then the PC (a ranger) got a good animal handling roll to calm it and stop it from trying to stand up. Then the bandit captain capsized the barge on purpose, to escape, knowing she would care more for her horse than for capturing him.
The current situation is that she & the horse have washed up in the sewer, and she has basically no health left. So I'm considering leaving some net/rope traps which she might fall into, which were put there by a one-armed dragonborn (why not?) who's been living in the sewer, possibly running experiments on the other residents of the sewer (rats and such). The Dragonborn will offer her a way out that isn't suitable for her horse, and when she refuses to leave it (a guarantee), he will suggest opening the sluice gates to allow her to float out of the sewer on a homemade raft.
I'd like to have a side effect of the sluice gate being opened - not necessarily an evil plan by the dragonborn, but something which has repercussions. I like the idea of a nasty swamp monster. Perhaps I will try environmental story telling, and make a story where someone who lived in the sewers before blocked off the area to keep the beast imprisoned...
That could make this into a small dungeon with a boss fight, so that could be the answer! Now to come up with a sewer-boss-monster... a colossal rat? rat dragon? ooh, that's got a disturbing edge to it... I think rat dragon could be an answer...
Mechanically the horse leaves in the same manner it got in the sewer in the first place. Maybe not in the same exact location, but mechanically the same way. It would be feasible that the sewer system would lead to a river, the "secret entrance to the city", or have larger access points that the city workers could take wheelbarrows and carts into the sewer for "larger projects".
I might not directly give the PC the way out via a DM fiat NPC that "just happens to be there". Handing the player the solution to the obstacle might imply that it needed to be solved the way you had planned it. (Which, admittedly you didn't. Plan it, that is.) I might suggest to the PC that if they try to search for the way, it's possible to find something helpful, nothing, or maybe something that would be detrimental. End of day, if the PC wants to look for an NPC that could help, then yes, they can try to find one.
Maybe the Ranger-in-question could pull off a daring run back through the thieves hideout, all "Indiana-Jones-style". Knocking people over with pony, flurry of arrows from horseback epic escape scene type stuff. The recurring theme here is allowing the PC to choose how to solve the problem, and the DM narrates the outcome.
Rollback Post to RevisionRollBack
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
I think the spell Enlarge/Reduce is not the best option here. I suggest casting Polymorph or Animal Shapes. With this option, you can transform the horse into an insect i.e., for a long time
Another option would be Gaseous form which it could surround your horse with a fog which it tuirns it in a demi-hidden state.
opening the sluice gates to allow her to float out of the sewer on a homemade raft..
... type approach. It works and, if a character has opted for a less magical type of class, they may also be happy with less magical ways out of their problems.
I have actually just spent some time working on the underground and I think it's coming together well!
The town has a system of underground rivers which connects to the sewers (which is how she got there in the fisrt place). This is used by the thieves guild to smuggle stolen goods in & out of the town, so there's a small setup of the thieves guild in the sewers who will have been setting up traps to keep themselves safe from giant rats and other, worse things. They will be able to offer her a chance to travel to the surface - for a price - as a guard for their goods, where she will join a caravan heading east, which was her original goal anyway before her horse got stolen!
If she ends up getting on their bad side, then they will send her down a chute to the other side of a Sluice gage, wherein a rat-based abomination waits for its next meal. They will not be inclined towards this though, and would far rather pursuade her to their side - she would have to really offend them for that. There will be an option to open the gates and release the abomination onto the thieves guild group - but I doubt it will get that far!
The thieves guild will know all about her (they have eyes and ears everywhere), and will be keen to have her on their side. So that's the route I'm considering!
Alternatively, she can try to navigate her way out by herself - using insight checks to determine the thieves cant symbols scratched on the junctions to offer directions.
I think I've got all the bases covered now! I feel like an NPC popping up with exactly the spells needed to get a horse out of a sewer is probably stretching the boundaries of belief anyway!
I have actually just spent some time working on the underground and I think it's coming together well!
The town has a system of underground rivers which connects to the sewers (which is how she got there in the fisrt place). This is used by the thieves guild to smuggle stolen goods in & out of the town, so there's a small setup of the thieves guild in the sewers who will have been setting up traps to keep themselves safe from giant rats and other, worse things. They will be able to offer her a chance to travel to the surface - for a price - as a guard for their goods, where she will join a caravan heading east, which was her original goal anyway before her horse got stolen!
If she ends up getting on their bad side, then they will send her down a chute to the other side of a Sluice gage, wherein a rat-based abomination waits for its next meal. They will not be inclined towards this though, and would far rather pursuade her to their side - she would have to really offend them for that. There will be an option to open the gates and release the abomination onto the thieves guild group - but I doubt it will get that far!
The thieves guild will know all about her (they have eyes and ears everywhere), and will be keen to have her on their side. So that's the route I'm considering!
Alternatively, she can try to navigate her way out by herself - using insight checks to determine the thieves cant symbols scratched on the junctions to offer directions.
I think I've got all the bases covered now! I feel like an NPC popping up with exactly the spells needed to get a horse out of a sewer is probably stretching the boundaries of belief anyway!
Sounds like a very solid plot progression... gives your player lots of choices with how to move forward, adds some worldbuilding, and every option has consequences that could come back later, for better or worse.
have larger access points that the city workers could take wheelbarrows and carts into the sewer for "larger projects".
I really like this suggestion, feels plausible, ranger can see signs of passage from the equipment (straight line scrapes at waist height from wheelbarrows, stacked bricks or an abandoned cart of building supplies, ect) if you need/want a combat you could have a resident of the sewers either nesting near (if animal) or looting building supplies.
I have actually just spent some time working on the underground and I think it's coming together well!
The town has a system of underground rivers which connects to the sewers (which is how she got there in the fisrt place). This is used by the thieves guild to smuggle stolen goods in & out of the town, so there's a small setup of the thieves guild in the sewers who will have been setting up traps to keep themselves safe from giant rats and other, worse things. They will be able to offer her a chance to travel to the surface - for a price - as a guard for their goods, where she will join a caravan heading east, which was her original goal anyway before her horse got stolen!
If she ends up getting on their bad side, then they will send her down a chute to the other side of a Sluice gage, wherein a rat-based abomination waits for its next meal. They will not be inclined towards this though, and would far rather pursuade her to their side - she would have to really offend them for that. There will be an option to open the gates and release the abomination onto the thieves guild group - but I doubt it will get that far!
The thieves guild will know all about her (they have eyes and ears everywhere), and will be keen to have her on their side. So that's the route I'm considering!
Alternatively, she can try to navigate her way out by herself - using insight checks to determine the thieves cant symbols scratched on the junctions to offer directions.
I think I've got all the bases covered now! I feel like an NPC popping up with exactly the spells needed to get a horse out of a sewer is probably stretching the boundaries of belief anyway!
This is really cool! My sewer adventure just features a tribe of good Kobolds and a nasty Mimic infestation, but now I might have to steal a lot of your ideas!
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I live with several severe autoimmune conditions. If I don’t get back to you right away, it’s probably because I’m not feeling well.
Realistically, if a city is large enough to have sewers, they will have higher level mages with teleportation or dimension door available to them. Its time for the players to go to the College of Magic and Uncertainties and ask for help from a Wizard, perhaps one of their apprentices will be tasked with the smelly task as a punishment, and cost them some coin for their trouble. Perhaps teleportation fails and they end up in the next adventure you want to run with a very irate apprentice complaining about not having enough chalk and gem to get home. It would be hilarious that they spend the next 2 or 3 sessions in the Quest for Chalk.
This is really cool! My sewer adventure just features a tribe of good Kobolds and a nasty Mimic infestation, but now I might have to steal a lot of your ideas!
A mimic infestation sounds cool, and potentially really disgusting if it's in a sewer...
"oh gods, it's a fatburg!" *fatburg moves and splits, revealing teeth* "oh thank goodness, it's just a mimic!"
Though now I'm considering the sheer unpleasentness of a sewer-themed ooze... or a fatberg golem... ugh
Horses can walk up stairs, so just have either a ramp, a storm drain or a staircase leading upwards to a trapdoor and she can get it out easily enough.
So, I am at a bit of a difficult point in a campaign!
It's a solo adventure, and I sent the PC off on a side quest to fight some bandits who had stolen her horse. The bandit leader escaped after she killed his brother, swearing vengeance as he took a boat into the underground river which flows under a town.
I had planned for her to get onto the barge, and also for her to not - it was optional. If she got onto the barge - which she did - it would capsize after some fight and she would wash up in the sewer, and have to navigate her way back to the surface.
What I hadn't anticipated was her jumping onto the bage on her horse and then proceeding to wash up in the sewers with a horse!?!
Now, obviously, the expected rom through narrow pipes and possibly chasing something which had stolen her purse through a network of narrow pipes is not going to slide- I know for a fact that she won't be leaving her horse alone in the sewer, so she's going to be following the main route through. So now I need a new plan!
She's got about 5hp left and needs a rest, and she's also due to level up to level 5 when she does so (I'm doing Oblivion levelling-up where it happens on a rest rather than at a random time mid-adventure), so she's going to need a safe spot. I'm thinking of introducing an NPC to give her safe lodgings and to guide her through the sewers - possibly making her go through some tunnels to unlock a door which will let the horse through. I want it to function like a mini dungeon, as it will be her first one, so perhaps that's how I'll design it.
Any advice gratefully received!
Wait, she's at Level 5, and facing her first dungeon?
Ok.
Well, I would look to the Skullport NPCs for inspiration for the sewer guide.
Rollback Post to RevisionRollBack
Hi, I am not a chest. I deny with 100% certainty that I am a chest. I can neither confirm nor deny what I am beyond that.
I used to portray Krathian, Q'ilbrith, Jim, Tara, Turin, Nathan, Tench, Finn, Alvin, and other characters in various taverns.
So, I am at a bit of a difficult point in a campaign!
It's a solo adventure, and I sent the PC off on a side quest to fight some bandits who had stolen her horse. The bandit leader escaped after she killed his brother, swearing vengeance as he took a boat into the underground river which flows under a town.
I had planned for her to get onto the barge, and also for her to not - it was optional. If she got onto the barge - which she did - it would capsize after some fight and she would wash up in the sewer, and have to navigate her way back to the surface.
What I hadn't anticipated was her jumping onto the bage on her horse and then proceeding to wash up in the sewers with a horse!?!
Now, obviously, the expected rom through narrow pipes and possibly chasing something which had stolen her purse through a network of narrow pipes is not going to slide- I know for a fact that she won't be leaving her horse alone in the sewer, so she's going to be following the main route through. So now I need a new plan!
She's got about 5hp left and needs a rest, and she's also due to level up to level 5 when she does so (I'm doing Oblivion levelling-up where it happens on a rest rather than at a random time mid-adventure), so she's going to need a safe spot. I'm thinking of introducing an NPC to give her safe lodgings and to guide her through the sewers - possibly making her go through some tunnels to unlock a door which will let the horse through. I want it to function like a mini dungeon, as it will be her first one, so perhaps that's how I'll design it.
Any advice gratefully received!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
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NPC could cast Enlarge / Reduce on the horse. Of course, it doesn't last too long, so it would be necessary to cast it at a critical moment to get past an obstacle and then hopefully your home free.
Alternatively, let the player find a magic item that casts Enlarge / Reduce with a certain number of charges that don't recover: just enough charges to get past all the points it would be hard for a horse to pass.
Something like a portable hole might work too, if it's big enough for a horse to enter.
Convenient one-way teleportation portal could let the player escaoe, long rest, and come back and start over without the slimy pony.
I'd definitely have some level of consequence for bringing a horse into a sewer. To start with I'd think a horse might begin to struggle with trust issues and/or panic.
For sure there might be some sections that the horse cannot enter.
With a player capable of facing a harsh reality you could have a dice roll to find out if there was any feasible way forward for the horse. They've gone into the unknown without guarantees and, especially in the environment of a sewer, shit might happen.
If you make things easy the players may want to take the horse mountain climbing or on underwater adventurers next.
if "the barge -... would capsize after some fight" maybe the time for it to capsize was when jumping/getting on it with the horse.
Having an NPC that wants their sewer to only accommodate sewer type things could be fun.
I wouldn’t worry about it all. It’s the player’s job to figure out how to get the horse out, and deal with having it in there. The villain doesn’t change their plans and the world’s topography doesn’t change because the PCs made a bad choice. Maybe the character fails at this task, and hopefully learns from it. The person who stole her purse gets away with it. Now the character can decide if they want to let it go, or hunt them down.
I'd like to ask what class this player is. Because how you address this problem for a Fighter is vastly different from how a Wizard will address it.
I think it's okay to be a little more generous to a single player than you would with a group... after all, D&D is balanced under the assumption of being a group game, so a single character will often need help to accomplish something that a party of 2 could easily accomplish. I think just having a spellcasting NPC meet them in the sewer would be a fairly straightforward way to make sure they're able to navigate with the challenge of escorting a Large animal through the sewers... either through Enlarge/Reduce or maybe just outright Polymorph the horse into something else until everything is resolved.
The hard part is coming up with a motivation for this NPC to help your PC, and also an explanation as to why they live in the sewer. You mentioned the possibility of a locked door... maybe the NPC needs your player to open it for them. Again, it depends on their class... if your player is a Rogue it's a simple matter of just giving them a lock to pick that the NPC can't. Maybe it's guarded by something... either a construct that was built to watch over this particular door, or maybe just a big nasty swamp monster that, by chance, set up its nest there.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
It's also fine to say "the terrain now can't be passed by the horse (you shouldn't have brought it in here)!"
Horses can swim and run but they can't typically climb or shrink. They could take a day to go round.
Thank you all for the advice!
I am trying to build the world as an "anything's possible, but it all has consequences" approach. The barge very nearly capsised with the horse, and then the PC (a ranger) got a good animal handling roll to calm it and stop it from trying to stand up. Then the bandit captain capsized the barge on purpose, to escape, knowing she would care more for her horse than for capturing him.
The current situation is that she & the horse have washed up in the sewer, and she has basically no health left. So I'm considering leaving some net/rope traps which she might fall into, which were put there by a one-armed dragonborn (why not?) who's been living in the sewer, possibly running experiments on the other residents of the sewer (rats and such). The Dragonborn will offer her a way out that isn't suitable for her horse, and when she refuses to leave it (a guarantee), he will suggest opening the sluice gates to allow her to float out of the sewer on a homemade raft.
I'd like to have a side effect of the sluice gate being opened - not necessarily an evil plan by the dragonborn, but something which has repercussions. I like the idea of a nasty swamp monster. Perhaps I will try environmental story telling, and make a story where someone who lived in the sewers before blocked off the area to keep the beast imprisoned...
That could make this into a small dungeon with a boss fight, so that could be the answer! Now to come up with a sewer-boss-monster... a colossal rat? rat dragon? ooh, that's got a disturbing edge to it... I think rat dragon could be an answer...
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
They can't get back out the same way they came in? Is there a strong current or something that makes it so that they can't just swim back out?
Mechanically the horse leaves in the same manner it got in the sewer in the first place. Maybe not in the same exact location, but mechanically the same way. It would be feasible that the sewer system would lead to a river, the "secret entrance to the city", or have larger access points that the city workers could take wheelbarrows and carts into the sewer for "larger projects".
I might not directly give the PC the way out via a DM fiat NPC that "just happens to be there". Handing the player the solution to the obstacle might imply that it needed to be solved the way you had planned it. (Which, admittedly you didn't. Plan it, that is.) I might suggest to the PC that if they try to search for the way, it's possible to find something helpful, nothing, or maybe something that would be detrimental. End of day, if the PC wants to look for an NPC that could help, then yes, they can try to find one.
Maybe the Ranger-in-question could pull off a daring run back through the thieves hideout, all "Indiana-Jones-style". Knocking people over with pony, flurry of arrows from horseback epic escape scene type stuff. The recurring theme here is allowing the PC to choose how to solve the problem, and the DM narrates the outcome.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
The ranger finds Yoda who, eventually, raises the horse from the sewer like an x-wing fighter from a swamp! ;D
I think the spell Enlarge/Reduce is not the best option here. I suggest casting Polymorph or Animal Shapes. With this option, you can transform the horse into an insect i.e., for a long time
Another option would be Gaseous form which it could surround your horse with a fog which it tuirns it in a demi-hidden state.
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
Either that or use an ...
... type approach. It works and, if a character has opted for a less magical type of class, they may also be happy with less magical ways out of their problems.
I have actually just spent some time working on the underground and I think it's coming together well!
The town has a system of underground rivers which connects to the sewers (which is how she got there in the fisrt place). This is used by the thieves guild to smuggle stolen goods in & out of the town, so there's a small setup of the thieves guild in the sewers who will have been setting up traps to keep themselves safe from giant rats and other, worse things. They will be able to offer her a chance to travel to the surface - for a price - as a guard for their goods, where she will join a caravan heading east, which was her original goal anyway before her horse got stolen!
If she ends up getting on their bad side, then they will send her down a chute to the other side of a Sluice gage, wherein a rat-based abomination waits for its next meal. They will not be inclined towards this though, and would far rather pursuade her to their side - she would have to really offend them for that. There will be an option to open the gates and release the abomination onto the thieves guild group - but I doubt it will get that far!
The thieves guild will know all about her (they have eyes and ears everywhere), and will be keen to have her on their side. So that's the route I'm considering!
Alternatively, she can try to navigate her way out by herself - using insight checks to determine the thieves cant symbols scratched on the junctions to offer directions.
I think I've got all the bases covered now! I feel like an NPC popping up with exactly the spells needed to get a horse out of a sewer is probably stretching the boundaries of belief anyway!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Sounds like a very solid plot progression... gives your player lots of choices with how to move forward, adds some worldbuilding, and every option has consequences that could come back later, for better or worse.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
I really like this suggestion, feels plausible, ranger can see signs of passage from the equipment (straight line scrapes at waist height from wheelbarrows, stacked bricks or an abandoned cart of building supplies, ect) if you need/want a combat you could have a resident of the sewers either nesting near (if animal) or looting building supplies.
This is really cool! My sewer adventure just features a tribe of good Kobolds and a nasty Mimic infestation, but now I might have to steal a lot of your ideas!
I live with several severe autoimmune conditions. If I don’t get back to you right away, it’s probably because I’m not feeling well.
Realistically, if a city is large enough to have sewers, they will have higher level mages with teleportation or dimension door available to them. Its time for the players to go to the College of Magic and Uncertainties and ask for help from a Wizard, perhaps one of their apprentices will be tasked with the smelly task as a punishment, and cost them some coin for their trouble. Perhaps teleportation fails and they end up in the next adventure you want to run with a very irate apprentice complaining about not having enough chalk and gem to get home. It would be hilarious that they spend the next 2 or 3 sessions in the Quest for Chalk.
A mimic infestation sounds cool, and potentially really disgusting if it's in a sewer...
"oh gods, it's a fatburg!" *fatburg moves and splits, revealing teeth* "oh thank goodness, it's just a mimic!"
Though now I'm considering the sheer unpleasentness of a sewer-themed ooze... or a fatberg golem... ugh
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Horses can walk up stairs, so just have either a ramp, a storm drain or a staircase leading upwards to a trapdoor and she can get it out easily enough.
Wait, she's at Level 5, and facing her first dungeon?
Ok.
Well, I would look to the Skullport NPCs for inspiration for the sewer guide.
Hi, I am not a chest. I deny with 100% certainty that I am a chest. I can neither confirm nor deny what I am beyond that.
I used to portray Krathian, Q'ilbrith, Jim, Tara, Turin, Nathan, Tench, Finn, Alvin, and other characters in various taverns.
I also do homebrew, check out my Spells and Magic Items
"That is not dead which can eternal lie, and with strange eons, even death may die"