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2728342-Sewer Snakes

The party hears a distressed lady who had her amulet stolen by a goblin thief in the sewers. Exploring the sewers, they can find clues about the goblin and uncover he was captured by snakes, leading to a snake lair where they can rescue the goblin and return the amulet.

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0% found this document useful (0 votes)
112 views14 pages

2728342-Sewer Snakes

The party hears a distressed lady who had her amulet stolen by a goblin thief in the sewers. Exploring the sewers, they can find clues about the goblin and uncover he was captured by snakes, leading to a snake lair where they can rescue the goblin and return the amulet.

Uploaded by

Godsend
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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CREDITS

Creator: Peter Kuna


Document Design Template: Simple Microsoft Word Template
by Laura Hirsbrunner
Maps: Created by Peter Kuna on Inkarnate Pro
https://inkarnate.com/

Additional information

All art and content within this adventure was created by Peter
Kuna with the use of licensed IP or DM’s Guild Creator
Resources, and only serves the purpose of you having fun
within your tabletop adventures.
If you are interested in finding more resources like this, check
out the following site:
https://peter.kuna.hu/index.php/peters-maps/

If you like the content and wish to contribute to creation of


similar adventures, buy me a coffee here:
Paypal Donation link

If you would like to receive access to the adventure through


Roll20 in a digital format – ready to run – or if you have
questions and requests, drop me a note on:
peter@kuna.hu

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all ot her Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
pp
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permissio n under the Community Content
Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2021 by Peter Kuna and published under the Community Content Agreement for Dungeon Masters Guild.

1
TABLE OF CONTENTS
Credits ................................................................................ 1
Table of Contents............................................................... 2
The Adventure ................................................................... 3
The Story Overview ............................................................. 3
DM Details – The full story ............................................... 3
Preparations ......................................................................... 3
Scene 1 – Above the ground .............................................. 3
Scene 2 – Sewer exploration ............................................ 4
1 – Sewer entrance .........................................................5
Swarm of Rats .................................................................5
2 – Rat nest ......................................................................5
Sick Giant Rat ..................................................................5
3 – Sewer hall ..................................................................5
4 – Barricaded chamber .............................................. 6
Rat Matriarch ................................................................. 6
5 - Sewer canal – north-south .................................. 6
6 - Sewer canal – west-east ....................................... 6
7 – Sewer entrance at the church .............................. 6
8 – Snake pit ................................................................... 6
Displacer Serpent ...........................................................7
9 - Tight pipe ..................................................................7
10 – Goblin bedroom .....................................................7
11 – Sewage pool .............................................................7
Swarm of Waterbugs .....................................................7
12 – Sewer entrance at a shady street ........................7
13 – Service tunnel .........................................................7
14 – Lower canal ............................................................ 8
15 – Old frog den ............................................................ 8
16 – Flooded tunnel ...................................................... 8
17 – High drop ................................................................ 8
Scene 3 – Underground cavern ....................................... 8
18 – Toad lake ................................................................ 9
Giant Toad “The Dreaded” ......................................... 9
19 - Grasping roots ...................................................... 10
Sentient Carnivorous Plant ........................................ 10
20 – Tunnel ................................................................... 10
21 - Snake lair ................................................................ 10
Serpent King .................................................................. 10
Epilogue ............................................................................... 11
Resources ......................................................................... 12
Map of the sewer and caves (80*60)............................. 12
Enemy Tokens .................................................................... 12

2
THE ADVENTURE
THE STORY OVERVIEW
A young lady cries out on a busy city street – “Help! My
amulet was taken! Please! Someone! I saw the thief
running away!”

DM DETAILS – THE FULL STORY


The thief was a young goblin who lives alone in the
sewers. He manages to navigate most of the dangers, but
soon after taking the amulet he gets caught off guard by
a sewer snake, and taken to the snakes’ lair, to be
trapped – stored away to be consumed later.
The party can find clues in the sewer about the goblin,
they can uncover that he has been taken, fight off the
sewer’s dangers and eventually find the lair of the
snakes – killing the Serpent King, deciding the faith of
SCENE 1 – ABOVE THE GROUND
the goblin, and taking back the amulet to its rightful In this scene the party hears the distressed lady who will
owner. share her problem with them.
The adventure can be split to 3 different scenes.
• Scene 1 – Above the ground
Starting the scene and the adventure you can cut this
• Scene 2 – Sewer exploration
scene as short or if you wish. The lady can be questioned
to share information about legends and lore of the
• Scene 3 – Underground cavern
sewers, but she will not share it if not asked.

PREPARATIONS
PCs in this adventure should be level 6-8, no limitation
to their capabilities. The dungeon has multiple different
rooms with dangers, foes, and opportunities within.
Each room has their own explanation in the later
chapters, with stat blocks of foes included.
There are some mechanics of the dungeon that will be
referred to by their name during the chamber
descriptions. These are the following effects: Give chance to your players to introduce themselves to
the lady and if they are open to - engage in role play.
The lady upon being talked to will share the following
information without being questioned explicitly:
• Her name is Elli, and she is a resident of the city.
• She works as a librarian and she just was on her way to
work.
• Her amulet was stolen right now, about 5 minutes ago.
• Nobody seems to want to help, people turn a deaf ear
to her pleas.
• She has seen the thief, a small figure run and
disappear in an alleyway, but she could not find him
there.
• She will show you the alleyway – and the party can
identify that it is one-way with no exit on the other
side, but there is a sewer grate that has recently been
moved.
• She will ask you to help get the amulet back.

She will share the following information if asked


specifically:
• There is talk that goblins live underground. She
suspects one of them stole her item.
• The sewers are told to be dangerous and filled with
snakes.
• There are some contraptions down there which are
used to manipulate sewer water levels, and some
workers go down every year or so to open them up and
let out some of the sewer’s contents to underground
caverns.

Upon the party deciding to help, they can enter the


sewers and start the dungeon.

3
SCENE 2 – SEWER EXPLORATION
The Sewer has the following layout, adventurers
entering at (1). If they took more time above the ground
and wanted to approach differently you can decide to
start the adventure from the sewer grates of (7), (11) or
(12). In the below chapters all chambers’ specifics and
encounters are detailed. You can use the map under the
Resources (80*60) to run the adventure’s battles.

4
1 – SEWER ENTRANCE
Moving the sewer grate is easy, it seems to be moved
regularly. Looking down there is a rusty ladder which
Medium Swarm of Tiny Beasts, Unaligned
leads to the ground about 30 feet downwards into
complete darkness. The ladder is easy to climb and does
Armor Class 10
not break.
Hit Points 24 (7d8-7)
The sewer smells of rot, and sewage, the party hears
Speed 30 ft.
water trickling from the west, and the sound of small
feet – probably rats and cockroaches skittering around.
STR DEX CON INT WIS CHA
With a DC13 Perception check they can find footprints 9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4)
leading to the west as well. With a DC15 Nature check
they can identify that they are barefoot footprints of a
Damage Resistances Slashing, Piercing and Bludgeoning
goblin.
Condition Immunities Charmed, Frightened, Grappled,
Looking out with some sort of light source they will be
Paralyzed, Petrified, Prone, Restrained, Stunned
able to identify the 3 paths leading out of the chamber –
Senses Darkvision 30 ft.
their height about 10 feet, and width as shown on the
Languages -
map.
Challenge 1/4 (100 XP)
The walls are made from stone – built, not natural but
are mossy and slimy everywhere.
Pack Tactics. The rat has advantage on an attack roll against a
2 – RAT NEST creature if at least one of its allies is within 5 ft. of the creature and
the ally isn't incapacitated.
Traversing a small, 5 feet wide entryway the party finds
themselves in a little hall 40 feet long, 15 feet wide, 10 Swarm. The swarm can occupy another creature's space and vice
feet high. The room has multiple holes on the wall. A versa, and the swarm can move through any opening large enough
DC12 Investigation check will reveal that there is a lot of for a Tiny rat. The swarm can't regain hit points or gain temporary
rat droppings on the floor. A DC12 Nature check will hit points.
reveal that this is a nest of rats. A DC14 Investigation Actions
check will reveal that there is a dog sized hole on the east
side wall next to a portion of the wall which seems to be Bite. Melee Weapon Attack: +2, Reach 0ft, one target in the
an iron door welded shut. swarm’s place. Hit: 6 (2d6) piercing damage. Or 3 (1d6) piercing
Having any sort of light source, after 2 round’s worth of damage if the swarm has less than half its hitpoints.
investigation the party starts hearing squeaking sounds.
They can leave or prepare – and if they decide to stay,
ask them to roll for initiative as rats will attack them. (3
Sick Giant Rats, 2 Swarms of Rats) The 3 Sick Giant rats
come from (4), the Swarms from around the holes on the 3 – SEWER HALL
wall. The rats’ strategy is to use their pack tactics as The path continues and diverges into 2 small tunnels, 10
actively as possible. feet high, 10 feet wide. The sound of water starts to fade
away, so is the smell. The area is drier here, and there are
some cobwebs on the walls. Going to the end of the top
corridor in the corner the party will find a skeleton,
Medium Beast, Unaligned
wearing simple clothes, which are in different states of
being dissolved. The party can identify with a DC10
Armor Class 15
Nature check that the person died a natural death.
Hit Points 20 (5d6+5)
Along with the person they can find a small pouch that
Speed 30 ft.
contains 2 Potions of Darkvision, and 1 Potion of
Healing.
STR DEX CON INT WIS CHA
10 (0) 8 (-1) 14 (+2) 6 (-2) 10 (+0) 4 (-3)

Senses Darkvision 60 ft.


Languages -
Challenge 1/2 (100 XP)

Pack Tactics. The rat has advantage on an attack roll against a


creature if at least one of its allies is within 5 ft. of the creature and
the ally isn't incapacitated.
Sickening Presence. Any creature starting its turn within 5 feet of With a DC12 Investigation check the party can find that
the rat, must succeed on a DC12 Constitution saving throw. On a part of the south wall under some dried out moss is
failure they take 1d8 poison damage. made out of iron – looking like a door that has been
Actions sealed shut.
With a DC14 Perception check they can hear a frog
Bite. Melee Weapon Attack: +4, Reach 5ft, one target. Hit: 5 (1d6+2) croaking sound coming from through the wall to the
piercing damage. If the target is a creature it must succeed on a east, downwards. It is a faint noise but shows there is
DC12 Constitution saving throw or take 1d6 permanent hit point some kind of activity down there.
damage due to contracting a disease.

5
4 – BARRICADED CHAMBER 5 - SEWER CANAL – NORTH-SOUTH
The chamber is barricaded both from the West and North A small river of sewage water with a bridge above. The
with welded iron doors. The doors can be broken through water is 10 feet deep, in the bottom the party can find
with a DC25 Strength check, or the party can use the 1d10 silver pieces. On both sides of the canal there is a
rat’s entrance with a DC14 Athletics check from the west walkway, paved with stone. When standing on the bridge
to come through. or in the water, the effect of Stinky Fumes comes into
From the outside, passing a DC14 Perception check play. With a DC 12 Perception check the party can track
they can hear a slight sickly breathing. the footprints going to the south and disappearing to the
The chamber itself is 20 feet high and the built walls water, ending at the entrance of the small pipe (9) that
are in ruins, with stones all over the floor making it leads to the south.
difficult terrain. With a DC10 Perception check the party The chamber is about 15 feet high and looks like it is a
can identify that the broken stones were caused by the main pipe in the sewer. It looks to be clean – as much as
creature within. a sewer pipe can be.
In the hall the party will see a large, giant breathing With a DC14 Investigation check you can find small
rat with scarred, broken snout, small, disproportionate bits of rat meat that seem to have been cooked and eaten
legs, on its side on the ground– giving birth to Sick Giant – and then thrown away. (Eaten by the Goblin).
Rats. The Rat Matriarch is not hostile unless attacked. If
attacked initiative order is prompted in the chamber.
6 - SEWER CANAL – WEST-EAST
The canal is similar in its description to the (5) sewer
canal. There is a portion at the beginning with no
walkway to the right-hand side. The sound of water
Large Beast, Unaligned trickling starts to be stronger and stronger as the party
progresses east, and where the canal ends, they can hear
Armor Class 10 that on the other side of the wall there is a waterfall.
Hit Points 100 (10d12+40) Water on the east side disappears under the wall –
Speed 0 ft. towards the waterfall. Next to the east end of the tunnel
the party finds a large brass wheel. With a DC12 Strength
STR DEX CON INT WIS CHA check they can turn it. Seemingly nothing happens, with
6 (-2) 6 (-2) 16 (+3) 8 (-1) 16 (+3) 6 (-2)
a DC12 Perception check they can see that the water level
did decrease just a tiny bit.
Senses Darkvision 60 ft. Looking into the water with a DC15 Perception check
Languages - they can see a closed pipe end, 10 feet in diameter on the
Challenge 4 bottom. If looking at the pipe while the wheel is turned,
they can see that the top lid is moving slightly to the side
Mother of Rats. The rat on each of her turns gives birth to a Sick as an effect, and some water starts to go down the pipe.
Giant Rat, who goes on the same initiative count as the Matriarch, While under water next to the eastern side of the
already on the turn it was spawned on. tunnel players need to make a DC12 Dexterity saving
Sickening Presence. Any creature starting its turn within 5 feet of throw. Upon failure, they are getting sucked through the
the rat, must succeed on a DC12 Constitution saving throw. On a opening to the east (16) taking 2d8 bludgeoning damage
failure they take 1d8 poison damage. and are getting thrust through the waterfall to the lower
Actions level falling 40 feet, with a 40% chance to fall on solid
ground taking fall damage.
Squeak. Each non-rat creature in the lair of the Matriarch needs to While in the water, Stinky Fumes is in effect.
make a DC12 Wisdom saving throw. Upon failure the targets take In the middle of the canal the party can see an opening
2d8 psychic damage and are frightened until the end of their next to the north leading to an exit from the sewer (7) – like
round. On success they take half damage and are not frightened. the one they came in through.
Legendary Actions (3 actions per turn) With a DC14 Investigation check they can find a 5 by 5
lose rock in the wall, concealing a natural cavern. They
Tail Whip (1 Action). Ranged Weapon Attack: +4, Reach 15ft, one can move the rock with a DC14 Strength check, revealing
target. Hit: 8 (2d6+2) bludgeoning damage. entry to (8).
Consume (1 Action). The Matriarch can consume a friendly
creature in her melee range healing equal to half of the hit points 7 – SEWER ENTRANCE AT THE CHURCH
They can see that this sewer opening is near the town
of her target. A Swarm of Rats can also be consumed as one target.
church hearing the bells.
Summon (2 Actions). The Matriarch summons 1d4-1 Swarms of On the ground with a DC15 Investigation check they
Rats from the holes on the wall. Entering initiative order on the can find an Amulet of Health. They can also find 1d8 gold
same initiative count as her. pieces on the ground.
Legendary resistance (3 per long rest). When the Matriarch Upon climbing the 30-foot ladder, it will break. On a
would fail a saving throw she can decide to succeed instead. failure of a DC14 Dexterity saving throw, the climber
falls and takes 2d6 bludgeoning damage.
After this the grate is not accessible through the
Upon killing the Matriarch her stomach will reveal 1d4 ladder.
uncommon magic items of the DMs choice.
8 – SNAKE PIT
This is natural opening with dirt walls, and pitch
darkness. The chamber is about 6 feet high, and smells
of excrement and decay. the party can find patches of
Snake Slime. Upon touching it, 3 Displacer Serpents

6
appear from around the chamber, prompting initiative party decides to go in the water/fall in/does not leave
order. The snakes can be identified in the chamber with a immediately the water after arriving from (9) they will
successful DC16 Perception check, next to the corners of be attacked by the Swarm of Waterbugs. The Waterbugs
the chamber, avoiding the surprise round. can’t leave the pool further away than 5 feet. The pool in
this chamber is 15 feet deep. If players find a way to
separate the bugs from the water, they wither away and
die in 1d4-1 turns.
Medium Monstrosity, Unaligned

Armor Class 13
Hit Points 51 (6d8+24)
Speed 30ft., climb 10 ft., swim 10 ft. Huge Swarm of Tiny Beasts, Unaligned

STR DEX CON INT WIS CHA Armor Class 12


17 (+3) 12 (+1) 19 (+4) 5 (-3) 12 (+1) 7 (-2) Hit Points 350 (5d100+100)
Speed 30 ft.
Senses Darkvision 60 ft., Passive Perception 11
STR DEX CON INT WIS CHA
Languages -
11 (+0) 18 (+4) 19 (+4) 2 (-4) 12 (+1) 3 (-4)
Challenge 2 (450 XP)

Avoidance. If the displacer serpent is subjected to an effect that Damage Resistances Slashing, Piercing and Bludgeoning
allows it to make a saving throw to take only half damage, it Condition Immunities Charmed, Frightened, Grappled,
instead takes no damage on success and half damage if it fails. Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Darkvision 30 ft.
Displacement. The displacer serpent projects a magical illusion Languages -
that makes it appear to be standing near its actual location
Challenge 7 (2900 XP)
causing attack rolls against it to have disadvantage. If it is hit by an
attack, this trait is disrupted until the end of its next turn.
Water bound. The swarm can’t go further than 5 feet away from
Actions its water habitat.

Bite. Melee Weapon Attack: +5, Reach 5ft, one target. Hit: 7 (1d8+3) Swarm. The swarm can occupy another creature's space and vice
piercing damage. versa, and the swarm can move through any opening large enough
for a Tiny bug. The swarm can't regain hit points or gain temporary
hit points.
Hidden underwater. When the swarm decides to, they can
retreat and hide underwater. In this state they can’t attack or use
abilities against their enemies on the surface but attacks against
them from the surface are also at a disadvantage and they have a
9 - TIGHT PIPE +5 AC against those attackers.
This pipe is 5 feet high and 5 feet wide, half of it is filled
Actions
with water. Stinky Fumes are in effect. With a DC10
Perception check the party can identify the length and
Charming Hum. All creatures in a 20-foot radius from the swarm
find the opening to chamber (10). With a DC12
need to make a DC12 Wisdom saving throw. Upon failure they take
Investigation check they can find that the hole was cut
1d10 psychic damage and are charmed until the end of their next
with some sort of sharp tool. They can push themselves
turn and need to use all their movement to go into the water, and
through the 3 by 3 hole to the chamber (10) with a
swim to the bottom.
successful DC 12 Athletics check. Small creatures succeed
this check automatically. Chew. Melee Weapon Attack: +4, Reach 0ft, all creatures in the
swarm’s place. Hit: 12 (2d6+6) piercing damage.
10 – GOBLIN BEDROOM
Inside you find a small chamber. The height is little less
than 5 feet, and it has been carved out of ground. It is
pitch dark, but you can find the remains of a campfire, In the chamber a DC12 Investigation check reveals
and a cot. scales on the water and a small piece of clothing – as a
Passing a DC12 Investigation check you can find snake trace of the goblins fight.
scales, and signs of a fight. You find no amulet here –
though you find some shiny items – a gold ring and a 12 – SEWER ENTRANCE AT A SHADY STREET
silver bracelet. Following the snake’s trail is near The chamber is empty, and the ladder is already broken.
impossible through water (DC18 Survival) if succeeded At the bottom you find a small sack, looks like that of a
the party can follow through (11) – (14) –(17) where it thief. The Sack contains 1d4 potions selected by the DM
disappears under the wall, to the waterfall. Separately in and 1d4-2 rare magical items of your choice.
all those places, traces of the snake (scales and fighting)
can be found with a DC12 Investigation check. 13 – SERVICE TUNNEL
A small, 3 feet wide, 7 feet high tunnel. In some places
11 – SEWAGE POOL the players will need to shimmy to get through. Other
The chamber opens to 20 feet in height, with than rats and cockroaches running around there are no
walkways on the side. The water is murky and looks dangers in this area. In the end of the tunnel the players
greyish, with black blobs underneath. Above/in water find a wheel like that in (6). Turning both wheels will
Stinky Fumes is in effect. With a DC15 Perception check open the drainage at the east end of (6) allowing for
the party can identify that the blobs are moving. If the

7
controlled passage through the formerly flooded tunnel SCENE 3 – UNDERGROUND CAVERN
(16).
The Cavern is 50 feet in high in most places – except for
14 – LOWER CANAL the Tunnel (20) and Snake lair (21). There is no light
A 10 feet high canal with Stinky Fumes in effect above here, and the Stinky Fumes effect does not come into play
water. with the more open space in this area. The area smells of
DC 12 Investigation check near the east end reveals a algae and ferns, and there is a slight hiss, that gets
dropped dagger with fresh blood on it – the blood of a stronger the closer the party gets to (21)
Displacer Serpent. There is no natural light source – it is pitch dark.
In the middle of the side pavement the party can find a Players should be able to find further traces of the goblin
small patch of Snake Slime – and try to experiment/ in (19), (20) – eventually finding him trapped in the
understand its effects. Snake’s lair. In (19) the Grasping Roots impact comes into
effect both on the ground and in the water.
15 – OLD FROG DEN
An empty chamber with slimy green goo on the 15 feet
high ceiling. The water here is 5 feet deep, and there is
no movement inside. If the party did not defeat the
Swarm of Waterbugs they will follow them here – and
have an even more advantageous fight.
If the party touches the green goo – it will stick to
everything on their clothes, not being able to be washed
off. This can come to effect in the fight at (18)

16 – FLOODED TUNNEL
A tunnel with a steady stream of water inside. Until
both wheels are turned in (6) and (13), entering the
tunnel will result in being shot out on the east side
through the waterfall, with a 40% chance to hit the
ground below falling 40 feet.
After the wheels open the excess pipe, it is going to be
possible to traverse the tunnel and look down on the
other side to the underground cavern – seeing a small
underground sewage lake with different kinds of ferns in
pitch dark. This allows for planning – how to get down
through the waterfall.

17 – HIGH DROP
The sound of the waterfall is stronger than at 16. The
water disappears under the wall, not enabling sight on
what is on the other side. If adventurers jump in, they
will fall 70 feet, with a 50% chance to fall on solid
ground, 50% chance to fall in water.

Dropping either way down the waterfall will trigger the


third scene.

8
18 – TOAD LAKE Upon being revealed the toad turns hostile, prompting
In the bottom of the waterfall the sound of the water, the initiative order. With a DC10 History check, players can
white noise is so great that any perception check based identify that this toad is called “The Dreaded” in the
on hearing automatically fails. Going a bit further away, history books, having killed a lot of children and adults
the Hissing mentioned in the previous chapter will be throughout its long life.
heard. The toad represents a significant challenge, but if you
The chamber (18) is a natural cavern, its sides being as a DM would like to make this fight even more
made from rock, formed by water. The bottom is covered challenging, you can add the smaller toads as part of the
in thick mud (1 feet) and sewage water ponds 1–5 feet encounter with 10HP, 13AC +4 to hit bite attacks, 1d6+2
deep. damage.
There are meaty leaved ferns 5-10 feet in height The toad will stand down if players make a DC12
growing around here. Animal handling check. A DC12 Insight check will reveal
With a DC12 Investigation check you can find that that the toad is only defending its offspring and
some of the ferns have been chewed upon. With a DC 14 territory.
Nature check you can see it is a large mouth. If players touched the goop in (15) they have
With the same Investigation check players can find advantage on these checks as the frog recognizes the
1d12+4 large eggs and can identify by cutting one open smell and thinks they are part of her family.
that there are tadpoles inside.
Upon exploring in this area, players will hear a loud
toad sound. If they light a fire (magical light does not
count) the toad will attack them instantly. Otherwise, if
they start looking for the source of the sound with DC12
Survival check they can find tracks in the mud, which
lead to a large toad who is concealed as a pile of dirt at
the north of the cavern and 4 of its small children.

Large Monstrosity, Unaligned

Armor Class 20 Hit Points 129 (14d12+42) Speed 20 ft.

STR DEX CON INT WIS CHA


18 (+4) 8 (-1) 17 (+3) 7 (-2) 16 (+3) 6 (-2)

Damage Resistances Acid Damage Immunities Poison Condition Immunities Blinded, Charmed Poisoned
Senses Blindsight, Passive Perception 14 Challenge 7 (2900 XP)

False Appearance. While the Toad remains motionless it is indistinguishable from a dirt pile.
Grasping Tongue. The Toad can use its long tongue to attack and grapple targets pulling them in to be eaten. The tongue can be attacked (AC 20;
10 hit points; immunity to poison and psychic damage). Destroying the tongue deals no damage to the Giant Toad, who can grow a replacement
tongue at the end of its next turn. The grapple can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Whenever the Toad reels a target to it, it will try to use Swallow.
Actions

Multiattack. The Giant Toad makes one attack with its bite, and one attack with its claw.
Tongue and Reel. Ranged Weapon Attack: +7, Reach 30ft, one target. Hit: The Target is Grappled and Restrained. And is pulled 30 feet towards the
toad.
Swallow. The Toad targets a creature grappled and standing right next to it. The Target needs to make a Strength Saving throw (DC 15) and upon
failure, is Swallowed. The toad can have only 1 person swallowed at a time. The Swallowed creature can try to escape the toad with a successful
DC17 Strength check. They can attack the toad from the inside (DC of the Toad from the inside is 12) If the toad takes more than25 points of damage
in a single turn the Swallowed creature is released to the ground The Swallowed creature can't breathe and is blinded.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:22 (4d8 + 4) piercing damage.
Poisoned Claw. Melee Weapon Attack: +7to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. On a hit the target must make a
Constitution saving throw (DC 17) or take an additional 2d8 poison damage and become poisoned.
Poison Spit - All creatures in a 10feet diameter need to pass a DC15 Dexterity saving throw. Upon failure they are locked in poisonous goo, taking
2d8 poison damage at the start of each turn they spend in the cocoon. DC15 STR save to exit the cocoon at the end of their turn. In water the effect
does not restrain the action but will linger and once a creature enters the area they take the damage.
Toad Rush. Melee Weapon attack: +7 to hit, reach 25 feet rush in a straight line, multiple targets. Hit: (4d8+5) bludgeoning damage.

Reactions

Poison Glands. Upon being hit with a Melee weapon attack, the Toad can split open one of its Poison Glands, spraying the contents on its attacker.
The attacker needs to pass a DC 15 Dexterity Saving throw. Upon failure, taking 2d8 Poison damage.

9
19 - GRASPING ROOTS 21 - SNAKE LAIR
This area is dry and has a lot of brown barked roots Entering the lair, the party can see a 15-foot-high, dark
protruding from multiple locations. A DC 10 Perception chamber, with Snake Slime covering most of the floor.
check reveals that the roots are moving in your direction. There are 3 Displacer Serpents and one boney looking
A DC12 Investigation check reveals the trail of a snake larger green Serpent – the Serpent King in the lair.
and further blood splatters – now those of a goblin and They are circled around the goblin who is in the center
the snake too. of the chamber half covered in Snake Slime.
In this area you will find a Sentient Carnivorous Plant If the party passed the stealth check earlier, they have
growing in the ground. Upon finding the plant, out of a surprise round – otherwise the snakes realize the
initiative order ask the players to roll a DC13 Dexterity intruders arrived, and initiative order starts. Displacer
saving throw to evaluate the initial effect of Grasping Serpents use the stat block from (8).
Roots. If fight breaks out players can attack the roots as
well (AC12, HP20).
Upon killing the Plant, the roots will fall limp, ending
the effect of Grasping Roots.
Large Monstrosity, Neutral Evil
During the fight, with a DC14 Insight check or DC14
Nature check players can identify that this Plant can’t be
Armor Class 18
inherently evil.
Hit Points 144 (20d12+24)
Upon being friendly regardless of the roots attacking
Speed 30ft., climb 10 ft., swim 10 ft.
you, after 2 rounds of strangling the Plant will release
you and a flower opens on its side, revealing a cup of
STR DEX CON INT WIS CHA
glowing fluid nectar. Drinking the nectar has the effect 20 (+5) 16 (+3) 19 (+4) 10 (+0) 12 (+1) 7 (-2)
of a long rest, and all party members can benefit from it.
If the Sentient Carnivorus Plant was killed, some of
Damage Resistances any non-magical
the nectar will still be able to be found. Drinking it has
Damage Immunities Poison
the effect of a short rest.
Condition Immunities Blinded, Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 11
Languages -
Medium Monstrosity, Unaligned Challenge 7 (2900 XP)

Armor Class 13 Elusive. The serpent king has advantage on strength and dexterity
Hit Points 10 (2d8+2) saving throws.
Speed 0ft. Commanding Aura. Any ally within a 15 feet radius of the Serpent
King has advantage on their attack rolls and on their wisdom
STR DEX CON INT WIS CHA saving throws.
8 (-1) 6 (-2) 6 (-2) 5 (-3) 12 (+1) 7 (-2) Actions

Senses Darkvision 60 ft., Passive Perception 11 Multiattack. The Serpent king takes 3 Bite attacks.
Languages - Bite. Melee Weapon Attack: +6, Reach 10ft, one target. Hit: 7
Challenge 0 (10 XP) (1d8+3) piercing damage.
Constrict. Melee Weapon Attack: +6, Reach 5ft. one target. The
Controller of the roots. The plant uses the rootsin the area to
target needs to make a DC16 Dexterity saving throw or become
defend itself or catch prey.If the plant dies the roots lose their
Restrained. Each turn the target is Restrained they take 1d6
ability to move.
bludgeoning damage. While having a target Restrained the
Nectar. The plant can present its gloving nectar willingly to Serpent King’s movement speed is 0.
friendly creatures benefiting them the effects of a long rest. Legendary Actions (3 per turn)
Actions
Gaze. The Serpent king selects a target within 30 feet and imposes
Bite. Melee Weapon Attack: -1, Reach 5ft, one target. Hit: 7 (1d8+3) disadvantage on their next attack roll.
piercing damage.
Movement. The Serpent king moves up to half of its movement
speed.
Push. A target in Melee range needs to make a DC14 Strength
20 – TUNNEL saving throw or be pushed 10 feet into a direction chosen by the
Serpent King.
From (18) and (19) a slight hissing sound can be heard
leading the adventurers to a tunnel angling downwards. Legendary resistance (3 per long rest). When the Serpent King
Going down the path ask them to make a group Stealth would fail a saving throw he can decide to succeed instead.
check, DC13. Upon a success, the Snakes do not hear the Lair effect
intruders – otherwise initiative is prompted as soon as
the party enters the chamber. Disrupting noises. Any spell with a verbal component cast has a
This tunnel is also made naturally, it looks like a chance to fail. The spellcaster needs to make a DC13 Charisma
former sinkhole. All around, you see scales of reptiles, Saving throw. Un a success the spell comes to effect, on a failure
and specks of blood on the floor (both goblin and snake). (roll of 10 and above) the spell slot is not used up, but the spell
With a DC12 Perception check you can hear shouting fails to cast, anything below, the spell slot is used but the spell
from inside the chamber (21) – the shouts of the goblin does not have an effect.
thief.

10
The Goblin has the stat block of a Peasant (Standard
rules) and is locked in the Snake Slime for the duration
of the battle. The snakes will not attack him if you are
present.

EPILOGUE
After the serpents are defeated you can find the Goblin in
the goo. The hissing sound stops as all snakes lie dead on
the ground.

If the goblin is alive, he will share that his name is


Plump, and indeed he has stolen the amulet. He will
happily give it back to you and will lead you out from the
chamber back to the sewers on a secret path. He will
share that he has been living here for all his life, and the
only way staying alive was through stealing food from
the surface and being stealthy underground – but he got
found and a serpent took him to their lair to be eaten.

It is up to the players what fate do they want for


Plump, and the amulet, and to play out those fates are
parts of another adventure. We will leave our players at
the entrance of the dungeon with their wounds and glory
– and a set of new experiences...

11
RESOURCES
MAP OF THE SEWER AND CAVES (80*60)

ENEMY TOKENS

12
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