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Sewer Crossing

Room

DCC 87 · p.11

Open source p.11

Area 3-2 – Sewer Crossing

The drainpipe slopes gently down ahead of you, opening into a larger space. Where the pipe ends, a narrow bridge spans a gap. From below you hear water flowing rapidly.

A concrete bridge spans a major wastewater drainage channel, and a swift flow of water moves through a grate and

toward the south. Should the PCs follow the flow of water, they would find themselves near the river and close to the entrance to Itai’s stronghold. However, the water is strongly radioactive. Should a PC fall in and fail a DC 25 Fort save, roll on Table 5-1 (page 18) and halve the effect (round down).

The feral korgu hiding in this area are a bigger concern. At this point, the PCs probably are being trailed by four other feral korgu. Six others lurk under the bridge. They strike from hiding as soon as the PCs are strung out along its length. The trailing korgu strike from behind. The korgu on the bridge use it as cover, and both stab at the party with spears and attempt to grapple them and throw them into the water below. As soon as four korgu die, the rest flee. Some go down the walls of the drainage channel, toward the river, but at least two move toward their nearby lair (Area 3-4), carrying an alarm. If it is successful, the korgu begin to evacuate through the arena corridor (Area 3-5) with their young. Some stay behind to skirmish as they retreat, and lure the PCs close to the arena floor and the fearsome zarn sleeping beneath its rocky sands.

Korgu (6 to 10): Init (75% chance to surprise if hiding); Atk claw melee () or acid missile (); AC 14; HD ; MV 40’ or climb 30’; Act ; SP amphibious, boneless; SV Fort , Ref , Will ; AL N.