The Setup
In the bowels of the infamous Bedlam Asylum, known for housing the most unfortunate souls suffering from maladies of the mind, lies a dark secret. Beneath the creaky wooden floors and behind the peeling paint of the walls exists a labyrinthine sewer system, a decaying relic from the time of its construction. A clandestine entrance to this underworld lies in an unused basement storage room, filled with dusty boxes of forgotten records and rusty medical equipment. A weathered wooden door, hidden behind a dilapidated shelving unit, conceals the grimy tunnel entrance to the sewers. This door, which has been long overlooked by the asylum's staff, has become the inmates' potential gateway to freedom.
The key to this secret door, a rusted, gnarled bit of metal, had been obtained by a cunning group of inmates. Some say it had been passed down from inmate to inmate, a secret shared by the desperate and hopeful. The inmates, wrongfully committed and desperate to escape their wretched circumstances, are prepared to risk their lives within the dank, pestilent sewers for a chance at freedom.
Stepping beyond the hidden door, the escapees descend into the bowels of the asylum, trading the stone and mortar of their prison for a maze of mouldering brickwork and slime-slicked stone. The subterranean air is foul, thick with the smell of rot and decay, and filled with the echoing sounds of dripping water and skittering rodents. The labyrinthine sewers are a dark, winding mirror of the twisted corridors of the asylum above.
Worse still are the remnants of experiments that reside here. Long ago, a secret laboratory existed, connected to the sewers, where unholy scientific endeavours were conducted. This abandoned laboratory, hidden deep within the labyrinth, was the birthplace of grotesque bio-mechanical creatures, human in form but monstrous in nature. These creatures, the results of cruel experimentation, still lurk within the tunnels, drawn to the psychic effluvium of madness that seeps from the asylum above.
The remnants of the laboratory are a macabre sight. Shattered glass and rusty cages, broken surgical tools, and aged paper documents detailing monstrous experiments litter the rooms. Some sections of the lab are flooded, others collapsed. Electrical equipment sparks occasionally, making the water around it a hazardous obstacle. There may be high-risk, high-reward opportunities for the desperate escapees to salvage something useful from the ruins of the lab, although navigating the shattered remains without attracting the attention of the lurking monstrosities would be an immense challenge.
The optimal route through the sewer maze, although treacherous, could provide the inmates with a safe and secluded exit. Each twist and turn, each decision they make, could mean the difference between liberation or a grim demise at the hands of the monstrous sewer inhabitants. The echoing cries of the creatures and the disorienting maze of tunnels create a relentless psychological torment, a test of their sanity as much as their physical endurance.
Hidden alcoves, narrow offshoots, and decrepit maintenance tunnels create opportunities for stealth and evasion, but also hold their own risks. Collapses and cave-ins are a constant threat, and the fetid sewer water is a breeding ground for disease. The way is often treacherously slick, and in some places, the tunnels are plunged into total darkness, with the only light coming from the occasional phosphorescent fungi clinging to the walls.
Traversing the sewers requires courage, cunning, and a sense of direction. Those who keep their wits about them might notice clues to help them navigate – scratches on the walls, a unique arrangement of stones, or even a half-submerged piece of machinery that might indicate they are near the old lab.
In their journey, the escapees may uncover the remnants of previous attempts – an inmate’s discarded locket, a makeshift weapon, or more ominously, a pile of ragged clothes stained with dry blood, adding to the oppressive air of dread and despair.
Despite the horror and danger that permeate these sewers, they hold a glimmer of hope for the asylum's inmates. A successful escape could not only mean freedom from their unjust confinement but also the uncovering of the asylum's dark secrets. However, the path to salvation is not a straight one. It winds and twists through the cold underbelly of Bedlam, filled with nightmarish trials and the lurking remnants of man's unholy ambition.
Locations
The Doorway - Concealed within the forgotten storage room, the door is more than an entrance to the sewers. It is the threshold between the realms of confinement and the dangers of a potential path to freedom. As one descends from the door, they immediately enter the upper levels of the sewer system. It is the asylum's unknowing gate to the labyrinth beneath.
Upper Sewers - These tunnels represent the starting point of the labyrinth, where the light from the entrance door is gradually devoured by the eerie darkness. In these parts, the tunnels are largely human-made, structured with orderly brickwork. They branch off towards the east and the west. The westward path is more decayed, suggesting it is the older section of the sewers, while the eastward path looks more recently used, perhaps by the asylum staff.
Collapsed Junction - A few hundred meters westward, the sewer line collapses into a sinkhole, blocking the main path. This area is unstable and precarious, with loose stones that could tumble at the slightest touch. On the northern wall, there is a narrow maintenance tunnel that leads north, then bends to the east, circumventing the blocked path.
Forgotten Cistern - Accessed by continuing eastwards from the collapsed junction, the forgotten cistern is a large, vaulted chamber filled with stale water. Echoes linger here, amplifying every sound and creating a haunting melody. The cistern has two exits, one to the northeast that leads towards the laboratory, and another to the southeast that eventually leads to the sewer exit.
The Laboratory's Outer Chambers - Accessible by a rusted ladder leading upwards from the northeast exit of the cistern, the outer chambers still hold remnants of a workplace that was abandoned hastily. Moldering papers, odd bits of machinery, and other detritus are strewn about, signs of the frantic work that once happened here. The main path continues north into the core of the laboratory.
The Abandoned Laboratory - Located further north from the outer chambers, the abandoned lab is a hub of dereliction. Shattered equipment and eerie shadows cast by the intermittent sparks of residual electricity make the lab a nightmarish place. Although replete with possible salvage, it is also the most dangerous location due to the high likelihood of encountering the monstrous remnants of past experiments. The only exit from the lab, aside from the way one came, is a hidden maintenance tunnel leading southeast, which can be found with careful exploration.
Lower Sewers - Accessed by taking the southeast exit from the cistern, these tunnels represent the older sections of the sewer. The air is thicker here, and the stench more intense. The walls are slick with slime and other unknown substances. The lower sewers zigzag south and east, eventually leading to the sewer exit.
The Sewer Exit - Located at the farthest southeast of the lower sewers, the sewer exit is a narrow and rusty grated outlet. If they can find it, and if they can pry the rusted bars apart, the inmates will find themselves emerging to the freedom of the outside world, far from the walls of Bedlam Asylum.
Creatures
Stalkers - The most numerous of the unholy creatures, Stalkers appear to be mutated humanoids, their bodies distorted and bent. They crawl along the sewer walls and ceilings with surprising speed, their keen senses attuned to the slightest sound or movement. Their eyes are small and beady, glowing faintly in the dark, and their mouths are stretched into a perpetual grimace, filled with razor-sharp teeth. They are typically found in the upper sewers and around the cistern.
Lurkers - Unlike the agile Stalkers, Lurkers are heavy-set creatures, their bodies unnaturally swollen and tough. They remain submerged in the stagnant water of the sewers, invisible until the moment they attack. When they emerge, their grotesque forms become visible, their large mouths gaping open to reveal rows of jagged teeth. Their presence is most common in the lower sewers, especially near the sewer exit.
Watchers - The Watchers are the remnants of failed experiments that sought to enhance human cognitive abilities. Now, they possess heightened psychic sensitivity, drawing them to the mental chaos of the asylum's inhabitants. They hover in the laboratory, their slender forms levitating inches above the ground, their eyes milky and vacant. In their presence, the air buzzes with a strange energy, and they can induce hallucinations or disorientation in those who get too close.
The Warden - An apex predator of this bleak ecosystem, the Warden is a solitary entity, inhabiting the area around the abandoned laboratory. It is a hulking figure, a hideous blend of man and machine. With a rusted metallic exoskeleton grafted onto a distorted humanoid form, it is both powerful and agile. Its mechanical limbs end in sharp implements resembling surgical tools, and it moves with an eerie, almost delicate precision. The Warden seems to patrol the laboratory, perhaps driven by some vestige of its previous directives.
Rat Swarms - Although not a result of the experiments, the swarms of oversized rats are just as dangerous. They have grown fat and aggressive on the detritus of the sewers and the remnants of the laboratory. They travel in large numbers, and while they usually avoid the more dangerous inhabitants of the sewers, they can be provoked into a frenzied attack by the scent of fresh blood. Their numbers are greatest in the collapsed junction and forgotten cistern.
Hazards
Slippery Slopes - Found at the initial descent from the doorway into the upper sewers, these treacherous inclines are slick with green algae and moss. The ground here is unstable, and a single misstep could send an unwary escapee sliding down into the darkness below. Additionally, the steady trickle of water down these slopes often pools at the bottom, creating deep and frigid puddles that can numb the limbs and slow progress.
The Sinkhole - Located in the western path of the upper sewers, the sinkhole is a sudden drop where the floor of the tunnel has collapsed. This pit is a combination of loose earth, broken stone, and shattered pipes. Trying to cross or climb around the sinkhole could result in more of the unstable earth crumbling away, potentially causing a disastrous cave-in.
Stagnant Pools - The forgotten cistern is the most prominent example, but stagnant pools can also be found throughout the lower sewers. The water here is murky and fetid, filled with decomposing matter and parasites. Wading through these pools can not only result in sickness but could also potentially alert the lurking Lurkers to the presence of prey.
Faulty Electrics - The abandoned laboratory is fraught with exposed wires and malfunctioning electrical equipment. Touching them or stepping into the pools of water they electrify can result in debilitating shocks. Occasionally, the electricity sparks wildly, illuminating the lab in a strobe-like effect that may momentarily blind or disorient the escapees.
Narrow Tunnels - Particularly in the lower sewers, several offshoots are narrow, winding, and poorly structured. Some sections are only large enough for a person to crawl through. Not only do these claustrophobic spaces slow down progress, but they also risk collapse, especially if disturbed by hasty or panicked movement.
Gas Pockets - Trapped pockets of methane and other gases, result of the decomposing organic matter, are a hidden danger, especially in the collapsed junction and the lower sewers. A sudden release of these gases can cause dizziness, unconsciousness, or even suffocation. Any spark, such as from a torch or a flint, can ignite these gases, causing a sudden, deadly explosion.
People
The Rogue Scientist - Dr. Margareta was one of the leading minds in the secret lab. When the experiments went awry, she escaped into the sewers, hoping to find a way out. Trapped in the labyrinth with her own monstrous creations, she has since been hiding in the outer chambers of the laboratory, desperate to avoid the Warden's patrols. She's gaunt and weary, her eyes filled with the guilt and fear of her past deeds. If found, she can provide valuable insights into the nature of the creatures and the layout of the laboratory.
The Beggar King - A former gentleman who lost everything, Barnaby fled to the sewers when he was chased out of his home. He's built a small kingdom for himself in the far east of the lower sewers, near the sewer exit. He's surrounded by a band of similarly desperate individuals, all living in the shadows. Barnaby is a crafty man, wise in the ways of survival. He is willing to trade information or supplies for food, fresh water, or other valuable items.
Salvage
The Worker's Toolbox - Left behind in the upper sewers by a hasty maintenance worker, this toolbox contains a variety of tools that could prove useful in navigating the sewers, such as a hammer, a set of screwdrivers, and a rusted but sharp saw. Particularly, a sturdy crowbar could be crucial in prying open the barred sewer exit or unjamming stuck doors.
Lost Heirlooms - Scattered throughout the sewers, especially near the collapsed junction and lower sewers, are the forgotten belongings of past inhabitants or unfortunate souls who fell into the labyrinth. These items, ranging from jewelry to ornate cutlery and antique pocket watches, could fetch a handsome price in the right market.
Scientific Instruments - The outer chambers of the laboratory, and the laboratory itself, are littered with abandoned scientific equipment. Some of these items, such as microscopes, measuring tools, and chemical glassware, could be salvaged and sold. More importantly, medical supplies such as bandages, antiseptics, and rudimentary surgical tools could be critical for survival.
Chemical Compounds - In the abandoned laboratory, there might still be unmarked vials, bottles, and flasks filled with mysterious compounds. While many of these substances could be dangerous, others might provide valuable effects, like a temporary boost to physical strength or mental acuity, if administered correctly.
The Beggar King's Hoard - In his makeshift throne room in the lower sewers, Barnaby has accumulated an array of items, mostly trinkets, coins, and baubles from those who sought his help. However, some of these items are of considerable value, and could be traded or sold.
Provisions - In the hidden alcove occupied by Martha and her children, there's a small cache of food and fresh water, salvaged from above or bartered from passersby. The family is willing to share some of their supplies in exchange for help, providing much-needed sustenance to the asylum escapees.
Generic Creature Stats (0-100)
Stalkers
Stealth (80): Stalkers are incredibly sneaky and can move with eerie silence, blending into the darkness of the sewer tunnels.
Agility (70): Their distorted forms allow them to move swiftly and climb the sewer walls and ceilings with ease.
Strength (40): While they can overwhelm with numbers, individually they aren't very strong.
Intellect (30): They function on basic instincts - hunting, attacking, and surviving.
Lurkers
Strength (80): Lurkers are significantly stronger than Stalkers, capable of dragging their prey into the water with ease.
Stealth (60): Submerged, they are nearly invisible until they decide to attack.
Speed (50): While they're sluggish on land, in water they can move swiftly.
Intellect (20): Lurkers function on a basic level, lying in wait for prey to come near.
Watchers
Psychic Sensitivity (90): Watchers can induce hallucinations or disorientation in those who get too close.
Levitation (70): They float above the ground, moving silently through the sewer tunnels.
Strength (10): Physically, they are weak and rely on their psychic abilities for defense.
Intellect (70): They retain a higher level of cognition, exhibiting complex patterns of movement and strategy.
The Warden
Strength (90): The Warden is powerful and agile, capable of dealing significant damage with its mechanical limbs.
Speed (80): Despite its size, it can move with surprising quickness, closing in on its prey rapidly.
Durability (100): Its metallic exoskeleton can withstand significant damage before showing signs of wear.
Intellect (60): It follows an intelligent patrol route and will engage in strategic combat when threatened.
Rat Swarms
Numbers (100): They move in large swarms, and their strength lies in their sheer quantity.
Agility (60): The rats are quick and can swarm over obstacles with ease.
Strength (20): Individually, they are not a significant threat, but together they can overwhelm.
Intellect (10): They operate on instinct, driven by hunger and self-preservation.
Random Events
- A sudden surge of water floods a tunnel, cutting off the original path and forcing a detour.
- A pipe ruptures, releasing a shower of hot steam that obscures vision and makes passage treacherous.
- A lost diary from a previous inmate is found, providing hints about potential dangers or routes.
- A hidden cache of provisions, stashed by a previous sewer dweller, is discovered in a concealed alcove.
- A group of rats scurry past, fleeing from an unknown threat that is soon to follow.
- A sudden drop in temperature fills the sewers with a cold, eerie mist that reduces visibility.
- The water in the lower sewers suddenly recedes, revealing a path previously submerged.
- An unexpected downpour floods the sewers, stirring up the Lurkers and forcing the group to find higher ground.
- A set of fresh footprints leading off into a tunnel reveals that someone else is nearby.
- The group finds an ornate, antique locket wedged between the stones, potentially belonging to a previous sewer dweller.
Good Ending
Ahead, you see a faint glimmer of natural light, a hopeful beacon slicing through the gloom. Guided by this promise, you quicken your pace, though the exhaustion weighs heavy on your limbs. The familiar foul scent of the sewer begins to mingle with the aroma of wet earth and growing things, a fragrance you'd nearly forgotten.
The murky water underfoot transitions into a solid, gradually inclining stone path, a reassuring solidity beneath your weary feet. Around you, the dank brickwork fades into natural rock, craggy and rough to the touch. The sound of dripping water is replaced by the distant, gentle murmur of wind.
As you move forward, you realize that the light is coming from a grate above, a modest square of freedom nestled in the ceiling of this tunnel. With a shared glance, you move towards it. The grate is heavy but rusted with age, its metal groaning under the exertion of your hands. After a moment of struggle, it yields, revealing the world above.
As you clamber out of the sewer, you're greeted by a secluded glen, a tranquil oasis hidden from the bustling city. Trees with broad leaves cast dappled shade, and thickets of undergrowth promise concealment. A narrow, babbling stream offers fresh water, and a mossy, overhanging ledge provides a natural shelter.
As you emerge into this sanctuary, you feel the sunlight on your skin, soaking through the grime and weariness. You sink to the ground, exhaustion overcoming you, but it’s a respite that you have earned. You've escaped the haunted labyrinth of the sewers, evading monstrous creatures and psychological horrors. The glen offers a safe haven, a place to rest, heal, and strategize.
For now, you are safe. For now, you can breathe. There is still much to be done, many decisions to be made. But in this moment, all that matters is the sun on your face, the wind in your hair, and the taste of freedom in the air you breathe. You've escaped the Bedlam beneath, and though the future is uncertain, you have survived. For now, this is enough.
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