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Apprentice slumlord [<---] Yngmul Dinwick has an issue. A really big issue.

About twenty
feet long, according to the occasional eyewitnesses who claim to have spotted the monster
crawling around in the sewers of his tenement block (floor cells (6x4ft.) to rent). They say
that it got flushed down there by some careless brat who found it getting too ugly to keep
being a pet. Most people called it a myth, click-grabbing guff: “GATORS IN CY SEWERS?”
Then the thing scarfed down a Virid Vipers operative, with a particularly important drive
installed on their cyberware. The Vipers are claiming it’s Yngmul’s fault for not clearing out
the sewers, and also that Yngmul will be diving to recover the drive himself if it’s not
returned soon.

Desperate, Yngmul is offering 10K creds total to the team who can kill the thing down there and fish the
drive out of its guts. The Vipers have a tracker tag on it, so there’s a live feed of the monster’s location.
Get in there, kill the thing, carve it open, and get that drive back before the Vipers turn Yngmul into a
human whetstone.

[GEO] the sewers underneath DINWICK TOWER ESTATES COMPLEX.


● Consistently about 4 ft. deep with putrid sludge. Just deep enough to hide a huge, reptilian
body…
● Overpowering, horrible organic stench.
● Dark; a few sparse, dim maintenance lights.
● Ambient sound level is low. Gurglings and the distant, muffled sounds of the streets.
● Tunnels are spherical, 5 ft. in radius, with a 3-ft.-wide catwalk on one side. Using the catwalk is
loud; your rattling steps will echo down the sewers, and possibly alert the beast.
● According to the scanner Yngmul gave you, the drive is located in Area F (see map).

The tunnels. Pink indicates entry/exit points.

THE BEAST. The other leviathan down here, not the one that ate the drive, always starts off in the
corridor of the entrance closest, clockwise, to the one that the pvnks came through. Its movement is
random:

MOVEMENT TABLE.
>if (in:room) then: [d4]
1. Stay put, wallowing.
2. Exit, via exit closer to pvnks.
3. Exit, via exit further from pvnks.
4. Exit, via random exit.
>if (in:hallway) then: [d4]
1. Proceed down hallway to intersection, then take random side
2. Turn around and go back to where it started from
3. Submerge and stay put, wallowing
4. Proceed down hallway straight, ignoring intersections
>if (detects(pvnks/prey)) then:
1. Submerge and stay put.
2. Move towards them.
3. Move towards the room closest to the pvnks, then submerge there.
4. Move towards the intersection closest to the pvnks, then submerge there.
>if(spottedby:drones, robok9s, etc) then->immediately execute: (attack)
>if(spottedby:pvnks) then: [d4]
1. Submerge and stay put.
2. Rush and attack.
3. Move away to nearest intersection/corner, submerge and stay put.
4. Surface, issue threatening growl, attacking if pvnks don’t back off.
>if (HPlost=50%+) then move->to area=F.

The beast rolls its behavior once every 5 minutes. It takes the pvnks 5 minutes to traverse long
hallways, 1 minute to cross a room or a tiny hallway, and 2 minutes to traverse a medium-length hallway.
The beast can cross a long hallway in 2.5 minutes, a room or tiny hallway in half a minute and a
medium-length hallway in 1 minute. If a behavior would be completed within 5 minutes, roll again (i.e., if it
rolls a 2 on hallway behavior and gets to an intersection in 2.5 minutes, it will roll again, depending on
whether it entered a room or another hall).

THE BEAST

SEPTIC LEVIATHAN
HP 30 ARMOR tough hide -d6+1 MORALE special
BITE like a car-crusher but with more teeth, 2d10
DEATH ROLL if the initial bite didn’t kill you, you need to test STR DR 18 to break out, or deal
more than 10 damage to the leviathan in a single round, or it gives you the roll, brutalizing you
to death with its frenzied thrashing. You die.
INNOCUOUS invisible to the naked eye while it’s submerged beneath the putrescence of the
sewers. Thermal scans might even skip it (DR 14 PRE check to locate it).
LAIR doesn’t test Morale, but always retreats to area F if reduced to 15 HP or less.

AREAS:
A. Old weapons stash and crumbling gang flags. Somebody thought this would be a good
hideout, for some reason. The stash is inside a secured locker, coded with a LogiLok
(KNO DR 20 or half-hour hacking to crack it). Inside are two assault rifles and one Scrap
Rocket Launcher with three rockets left (2d8 damage per shot), plus two ancient doses
of red-juice. (Well past expiration date, actually deal d4 damage if used.)
B. Deceptive sinkhole. Close to 50 ft. deep with a treacherous sink current despite how
placid and slow the flow of filth looks here. Toss a cred chip, screw, casing or similar in
and you’ll instantly realize how deadly the flow is. (The beast never enters this
chamber; reroll if it would.) Test STR DR 16 to not get sucked in if you step in;
otherwise, the closest person to you has to test STR DR 17 to tug you back. If both of
you fail, you’ve been sucked down. What a way to go.
C. Maintenance hub; catwalks lead into a sort of island in the center, about 3x3m wide, with
an ancient status monitor for the systems and security. Loose wires dangling from the
frame and one screen nearly smashed, gang tags coat the huge computer. Electrifying
the sewage below with the spare wires does work: automatically deals d10+1 damage,
ignoring armor, to anything in the water, before ancient safety systems cut the flow.
D. Shallow kind of runoff area; the sewage is condensed to a less fluid, sucking, muddy
consistency. It takes 5 minutes to cross this room for pvnks and dodging attacks for them
is at DR+4. The leviathan doesn’t suffer these penalties.
E. Ford between two catwalks, bridged by a thin, rickety old bridge. Deep sewage level
here, nearly six feet; will block thermal scanners searching for the leviathan if it’s here.
F. Rusted island of scrap metal and random sewer trash piled up in the center. A number of
dog, cat and human bones scattered about. Horrifying stench. Catwalks are rusty and
collapsing; 1 in 6 chance per movement made across them that they give way and drop
you into the sewage below. Also has the leviathan’s mate (same stats but only 12 HP
and can’t death-roll; it’s been deadly sick ever since it ate that drive).
G. Abandoned construction material from the building of the sewer network, mostly rusted
beyond repair. Rummage for 5 minutes to come up with a still-dry pack of five
demolition charges and their detonator. Each one has a 10-second delay before it
blows, dealing 3d10 damage to anything within 5m.

H. Drug-runner cache seems to be set up here.


Plastic tarps draped to block out the smell. One of the
smugglers here at the moment- one Qunyo ‘Racoon’
Hoff. [<---]She’s currently bunkering down, scared out of
her wits, since the leviathan almost made her 50% off
with a sudden lunge out of the sewage.
a. What she knows: The leviathan’s been a
myth as far as anyone ever knows, clickbait stuff that
some NetTubers always pretend to be spotting. Nobody’s
ever seen it before.
b. What she wants: Just to get out.
c. What she has: six doses of red-juice and
three of purified bliss stims. She’ll sell either (200 creds
for a dose of bliss; it’s premium product, the good stuff).
Also carries a 9mm pistol and two mags for it.
I. Enormous grate leads the nauseating stream downwards to the municipal network. The
current pulls anything here towards the grate but the bars are about 4 inches apart and
sturdy; you can’t get sucked through. If the grate is removed (a half-hour’s work with a
blowtorch, a full hour with crowbars and sledgehammers, pretty much instant with
explosives on the wall around it), anyone within 10m has to test STR DR 15 to avoid
getting tugged through the grate by the tide. The grate is about 5m across and 1.5m tall,
semi-circular.
J. Catwalks totally broken down here, rusted remains blocking the flow of noisome waste.
You’ll have to wade. Takes 5 minutes to force your way through.

The leviathan will detect:


● Gunshots
● Explosions
● Shouting
● Motors
● Repeated hammering
● Whistling and music
● Feet on the catwalks
If the pvnks reach Area F without killing the other leviathan first, the sick leviathan will issue a
guttering, crooning sort of yowl, reverberating through the tunnels. The other leviathan will
immediately move to Area F.

Killing the sick leviathan and disemboweling it will find the half-digested corpse of the Vipers
agent whose cybernetic arm holds the drive in its internal storage compartment. Also, among
the bones and regurgitated indigestible bits in the lair, rummaging for 10 minutes will find bits of
cosmetic cyberware and jewelry worth about 500 creds.

● Returning the drive to Yngmul will get you the 10K he promised.
● Getting it to the Vipers and claiming you found it yourselves will draw suspicion, as
they’re dead certain they didn’t tell anyone about it, and assume you’re Yngmul’s hired
guns, just looking for a better paycheck than Yngmul himself was going to give you.
● Selling it to the Heirs of Kergoz will net you a maximum of 13K for it; they’re interested in
anything that the Virid Vipers want covered up but they drive a hard bargain.
● Keeping it for yourselves and decrypting the program (keep it for more than 12 hours
without wiping the tracker subroutine on the drive and the Vipers will come after you for
it) will reveal that it’s a treasure map of sorts.
○ One of the cunning old snakes on the Council of the Ten Fangs, Gashi Gildde,
finally decided to give up the rejuv treatments and kick the can, but left her
inheritance scattered across CY’s various districts in secure caches.
○ Digging into the matter with the Virid Vipers, or someone who keeps an eye on
them, will reveal that the agent got munched while fleeing after stealing the drive
from the youngest heir, who Gashi left the drive to, taped to an antique pair of
bookends.
○ Each site was chosen by Gashi as a way to keep her “cringe millions from my fail
children lmao 5head”, such as the training compound for UCS’ elite troopers, the
heart of G0 itself, or the crumbling, airless remains of the most ancient of CY’s
orbital platforms.
○ If the drive was sold to the Heirs of Kergoz, they may re-contact the pvnks after
decrypting it, informing them only that the drive leads to Vipers cred caches
around CY. They say that if the pvnks can retrieve them, with HoK support, the
Heirs will go half and half on the caches’ contents with them.

The pvnks will Get Better if they retrieve the drive and escape the sewers. Helping Qunyo
escape will also get them her good graces; she can restore a pvnk at -1 to 0 HP back to health
for free, which she figures she owes you for the rescue (besides, it gives her someone who
can’t complain to try out these experimental stims on), although it’s up to you to get said pvnk to
her. Past -1 HP is beyond her abilities.
LEVIATHAN is an independent production by Ross_Hollander and is not affiliated with
Stockholm Kartell. It is published under the CY_BORG Third Party License. CY_BORG IS
©2022 STOCKHOLM KARTELL.

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