100 Oddities for a Sewer

Skirmisher Publishing is pleased to announce the release of "100 Oddities for a Sewer," the eleventh entry in its popular "100 Oddities" series of universal mini-sourcebooks! This publication includes 100 unique things characters might encounter in otherwise mundane subterranean gutters and includes guidelines for ways to introduce Oddities into your game sessions or stories in a fun and compelling way. It is available from DriveThruRPG and RPGNow (14 pages, $1.99).

Sewers figure in a lot of roleplaying games, especially those set in or involving cities and, from the lowly rat-slaying forays of fledgling heroes to quests against monstrous beasts that dwell within them, they can keep adventurers busy. They also can allow travel below, to, or through intervening places (including those you might want to visit even less than the sewer itself). They might also be a haven for criminal elements or street folk, or a hideout for those who cannot stand scrutiny by the light of day.

Sewers exist from age to age, and could figure in an ancient setting as easily as a modern or future one (heck, the same sewer might be found in all three). And, as far as post-apocalyptic setting goes, the sewer is often where all the best mutants hang out.

If there is any place that will have its fair share of oddities, therefore, it is a sewer, and we have provided 100 great ones for you here.

Other volumes in this series include "100 Oddities for a Creepy Old House," "100 Oddities for a Graveyard," "100 Oddities for a Thieves’ Guild," "100 Oddities for a Wasteland," "100 Oddities for a Wizard’s Library," "100 Oddities for an Enchanted Forest," "100 Oddities for a Found Car," "100 Oddities for a Viking Encounter," "100 Oddities for a Treasure Hoard," and "100 Oddities for a Wizard’s Tower." 

Brendan Cass