Table of Contents
Quick Reference
Every stat block in this scenario, resolved for Floor 1 (values printed as X+F have the Floor number folded in). Move keeps its "+ S": S is the relevant movement Skill Rank, added when that Skill applies.
The one rule that matters here: Vine Creepers are plants. Fire damage is doubled against them. Everything else in this neighborhood follows from that, including the reason the party should think twice before lighting anything inside a bar full of gasoline.
Vine Creeper (Rat Eater)
Mob; Huge (6), Plant
| Level | Surprise | Evade | Move | DR |
|---|---|---|---|---|
| 5 | 12 | 13 | 15 + S | 1 |
| Str | Int | Con | Dex | Cha |
|---|---|---|---|---|
| 3 (+2) | 1 (+1) | 3 (+2) | 6 (+3) | 1 (+1) |
Fang: 13 to hit, 1d8+2 Piercing, 5ft range
On an Evade Major Fail or worse, the crawler gains the Poison Debuff.
Talon: 13 to hit, 1d10+2 Slashing, 5ft range
Vine: 13 to hit, 1d6+2 Bludgeoning, 30ft range
Any hit crawler gains the Held Debuff and is pulled closer. Only broken when the Creeper dies.
Notes: Fat on Rats: this variant has been feeding for weeks and is two levels above a standard Vine Creeper. Kindling: Fire damage is doubled against Vine Creepers, and a Creeper reduced to 0% HB by Fire ignites its pod field (see The Pods).
Pack Rat
Mob; Tiny (1), Animal
| Level | Surprise | Evade | Move | DR |
|---|---|---|---|---|
| 2 | 12 | 13 | 20 + S | 1 |
| Str | Int | Con | Dex | Cha |
|---|---|---|---|---|
| 1 (+1) | 2 (+1) | 3 (+2) | 4 (+2) | 1 (+1) |
Bite: 12 to hit, 1d4+1 Piercing, 5ft range
Notes: Starving: in Tailpipe Alley, Pack Rats flee any crawler who drops food and spends no Action attacking. They have not eaten in days.
Rat Brute
Mob; Medium (4), Humanoid
| Level | Surprise | Evade | Move | DR |
|---|---|---|---|---|
| 4 | 12 | 13 | 20 + S | 1 |
| Str | Int | Con | Dex | Cha |
|---|---|---|---|---|
| 6 (+3) | 1 (+1) | 6 (+3) | 3 (+2) | 1 (+1) |
Knife: 14 to hit, 1d6+3 Slashing, 5ft range
Crossbow: 13 to hit, 1d8 Piercing, 50ft range
Notes: Roid Rage: sudden noises, bright lights, or perceived insults trigger an immediate rage response, doubling the Stat Mod bonus to damage rolls. A Rat Brute can attack one more time after being reduced to 0% HB. Weak-Minded: difficult to Intimidate, but charm and mind-control effects are made with Advantage.
Rat Shaman
Mob; Petite (3), Humanoid
| Level | Surprise | Evade | Move | DR |
|---|---|---|---|---|
| 5 | 15 | 13 | 20 + S | 1 |
| Str | Int | Con | Dex | Cha |
|---|---|---|---|---|
| 1 (+1) | 10 (+4) | 3 (+2) | 3 (+2) | 3 (+2) |
Clap Cloud Spell: 15 to hit, 1d4+4 Force, 50ft range, 20ft Blast radius
On an Evade Major Fail or worse, the crawler gains the Queasy Debuff.
Firestrike Spell: 15 to hit, 2d6+4 Fire, 30ft range (once every other round)
Mini Fireball Spell: 15 to hit, 1d6+4 Fire, 60ft range, 5ft Blast radius
Barflie
Mob; Medium (4), Mutated Humanoid
| Level | Surprise | Evade | Move | DR |
|---|---|---|---|---|
| 4 | 12 | 13 | 20 + S | 1 |
| Str | Int | Con | Dex | Cha |
|---|---|---|---|---|
| 6 (+3) | 1 (+1) | 5 (+2) | 4 (+2) | 1 (+1) |
Backwash: 13 to hit, 1d6+2 Poison, 30ft range
On an Evade Major Fail or worse, the crawler gains the Washed Debuff: if a Washed crawler perishes before drinking a Potion of Clarity, they become a Barflie themselves, wielding all the Skills and Spells they possessed in life.
Club: 14 to hit, 1d6+3 Bludgeoning, 5ft range
Notes: Flight: moves through the air as though on the ground and hovers in place.
The Bar Render
Neighborhood Boss; Large (5), Humanoid
| Level | Surprise | Evade | Move | DR |
|---|---|---|---|---|
| 8 | 15 | 15 | 30 + S | 1 |
| Str | Int | Con | Dex | Cha |
|---|---|---|---|---|
| 11 (+4) | 10 (+4) | 11 (+4) | 11 (+4) | 6 (+3) |
Fiery Cocktail: 15 to hit, 1d8+4 Fire, 30ft range, 10ft Blast radius
Any Fire damage inside The Last Call risks igniting the room. See The Fire Hazard.
Punch: 15 to hit, 2d8+4 Bludgeoning, 5ft range
On an Evade Major Fail or worse, the crawler gains the Held Debuff.
Notes: Last Call: two Barflies fight at her side at all times until she is dead. If one falls, another peels off a barstool at the start of the next round. House Rules: she will not leave The Last Call. Crawlers who retreat out the front door are not pursued.
Overview
Tailpipe Alley was a rat-kin neighborhood. Low ceilings, oil-stained stone, a gutted repair garage at every third junction, and a warren dug down under the middle of it where the whole clan slept. It worked for a long time.
Six weeks ago the Goblins to the south started clearing ground, and everything living in that ground moved north. Most of it died on the way. The Vine Creepers did not. They came up into Tailpipe Alley, found a neighborhood packed wall to wall with soft, slow, plentiful food, and settled in.
They have been eating rat-kin ever since, and it shows. These Creepers are two levels above spec, thick-stemmed and heavy, and their pods are everywhere: in doorways, in the garage pits, hanging off the ceiling ducts. Each one has something rat-shaped dissolving inside it.
The rat-kin are losing from the edges inward. Their warren, the deep nest at the center of the neighborhood, is now the densest Creeper colony in the zone, because that is where the food was thickest. That is also where the stairwell is.
What the party wants is simple: the stairs down. Everything else in this neighborhood is optional, including the Boss. There are two ways in.
A note on the stairs. Descending early is punished: crawlers who take the stairs well ahead of the collapse are held in stasis until it happens, and the recap show will not feature a crawler viewers cannot tunnel into. The standing recommendation is to descend no earlier than six hours before the floor goes. The goal in Tailpipe Alley is therefore to find and secure the stairwell, not to use it the moment they see it. A party that clears the warren and then walks back out to grind, with a known cleared route at their back, has won this neighborhood outright.
- Over ground. Straight into the warren through the colony. No Boss, no negotiation, pure attrition against Creepers in their own nest.
- Under it. The Last Call, a biker bar on the far side of the neighborhood, has a cellar that drops below the Creeper line and comes up inside the warren past most of the colony. It is a short, clean route. The Bar Render is standing in it, and she is red on sight.
One big fight, or a lot of small ones. That is the whole decision, and the party should understand both options before they commit.
GM Tip: Three Boxes, Three Voices
Blue dotted boxes are you narrating the scene. Green AI boxes are the System AI: examine text, creature reveals, the Boss Battle announcement, achievements. Dry and bored by default, full game-show host for the Boss reveal. Amber SYS boxes are floor-wide broadcasts in a different, tired, administrative voice. Never mix two speakers inside one box.
Nothing in this neighborhood is a quest giver. Gnash at the Del Taco will answer questions and Singe will monologue at them, but neither one asks the party for anything. If your table is used to being handed objectives, let the silence sit. The pods are the briefing.
GM Tip: Fire Is the Answer and Also the Problem
Fire does double damage to Vine Creepers, and a Creeper killed by Fire ignites the pod field around it. A party that works this out can clear ground faster than they can fight through it, and Scene 4 exists to teach them.
Then they arrive at The Last Call, which is a building full of spilled liquor, drained motorcycle oil, sawdust, and three gas cans. The tool that solves the neighborhood is the tool that destroys the shortcut and possibly the party. Do not warn them. Describe the gas cans once, clearly, and let them decide what that means.
If they do burn the bar down and survive it: the cellar route collapses, the Bar Render dies off screen, they get no Boss loot and no Neighborhood Map, and they still have to walk into the warren over ground. It is a legitimate win and it should feel like one for about four minutes.
Key NPCs at a Glance
The Bar Render (Neighborhood Boss, Level 8): Nine feet of rat-kin barmaid holding the last dry building in Tailpipe Alley, with two Barflies propped up beside her at all times. She is red on sight and she does not negotiate. She also does not leave: The Last Call is hers and the doorway out is always open behind the party, which makes this the rare Boss fight a party can quit.
Singe (Rat Shaman, Level 5, mini-boss): A knee-high pyromaniac in scorched robes who independently worked out that Creepers burn, and has been methodically torching his own neighborhood one pod at a time ever since. He is winning, locally, at enormous cost. He is not friendly, but he is loud, and a party that watches him for one round learns the single most useful fact in the zone.
Gnash (Rat Brute, non-combatant): A broken Rat Brute sheltering at the Del Taco who watched three of his war band go into a pod. He will not fight. He will, if anyone bothers to sit down with him, explain exactly what is in the warren and exactly why the bar is the only building the Creepers have not touched.
Nacha (Bopca Protector): Caretaker of the Del Taco saferoom. Inherited a fast food restaurant, has strong opinions about the fryer, answers questions in as few words as she can manage.
Prologue: The Edge
The stone changes underfoot. Bogbricks was wet brick; this is old oil-stained flagstone, low-ceilinged, with gutted repair bays opening off the thoroughfare every hundred feet or so. Motorcycle frames rust on their stands. There is rat sign everywhere: chewed cabling, nests packed into engine blocks, tiny greasy handprints on every surface below waist height.
There is also, growing up through all of it, a lot of plant.
Vines run along the walls at ankle height and knot around the door frames. Every twenty or thirty feet there is a pod: a leathery, man-high sac slung between two anchor points, faintly translucent, faintly warm. The nearest one has something in it. Something about the size of a large dog, curled, with a tail.
Let them look. A crawler who examines a pod (Perception vs 13) sees the shape inside is a rat-kin, mostly intact, and that the fluid around it is actively working on the fur. A crawler who cuts one open gets a faceful of acidic slurry (1d6 Acid, Evade vs 13 to halve) and the attention of whatever owns that pod.
Entry point. From the west they come in through the repair bays from Bogbricks. From the south they come up the slope from Goblin territory, in which case the vines are thickest behind them and thin out ahead: the party is walking the same route the Creepers walked.
Tailpipe Alley. Formerly rat-kin, currently contested, and before either of you asks: no, I did not put the plants here. The Goblins to the south have been redecorating, everything with legs ran north, and the things with legs and vines got here first and found a buffet.
The stairs down are in the middle of this neighborhood, underneath it, in a hole absolutely stuffed with the reason everything up here is dead. You are welcome.
Moving On
Before moving on, ensure that the players understand:
- That the pods are full of rat-kin and the neighborhood is being actively eaten
- That the stairwell is their goal and it is in the middle of the zone
- That nothing here is going to hand them a quest
When they move deeper in, go to Scene 1: Something in the Pods.
Scene 1: Something in the Pods
The thoroughfare opens into a service junction where four bays meet, and the vines here are not decoration. They carpet the floor, thick as garden hose, running in every direction toward a cluster of six pods hanging in the largest bay. The air is warm and smells like compost and something sweeter underneath.
One of the pods splits along its seam. What comes out of it is the size of a car, moves on all fours, and unfolds a great deal more of itself than you were expecting.
One Vine Creeper (Rat Eater), with a second waking one round later if the fight goes long or loud (it always does). They open at range with Vine to Hold and drag a crawler into talon range, which is the entire tactic and it is effective.
Vine Creeper (Rat Eater), Level 5
Remember the end of Little Shop of Horrors, when the plant breaks out of its pot and starts shooting singing vines in every direction? Take away the singing, replace the head with a giant transforming eggplant, and you have a Vine Creeper.
These surreptitious sprouts sleep in their pods until their vines detect nearby vibrations, triggering them to hunt. Vaguely humanoid, though rarely seen walking upright, they rely on those vines to ensnare and disable prey, then shamble along on all fours and descend on their victims in a fury of fangs, talons, and strangling vines. Whatever they catch gets dragged back to the pod, where poisons and acids gradually and painfully break it down into digestible enzymes.
These particular ones have been eating rat-kin for six weeks straight. They are bigger than the ones in the brochure and I would like it noted that this was nobody's plan.
Vine Creeper (Rat Eater)
Mob; Huge (6), Plant
| Level | Surprise | Evade | Move | DR |
|---|---|---|---|---|
| 5 | 12 | 13 | 15 + S | 1 |
| Str | Int | Con | Dex | Cha |
|---|---|---|---|---|
| 3 (+2) | 1 (+1) | 3 (+2) | 6 (+3) | 1 (+1) |
Fang: 13 to hit, 1d8+2 Piercing, 5ft range
On an Evade Major Fail or worse, the crawler gains the Poison Debuff.
Talon: 13 to hit, 1d10+2 Slashing, 5ft range
Vine: 13 to hit, 1d6+2 Bludgeoning, 30ft range
Any hit crawler gains the Held Debuff and is pulled closer. Only broken when the Creeper dies.
Notes: Fat on Rats: this variant has been feeding for weeks and is two levels above a standard Vine Creeper. Kindling: Fire damage is doubled against Vine Creepers, and a Creeper reduced to 0% HB by Fire ignites its pod field (see The Pods).
Held is the lesson. A crawler caught by a Vine cannot Move or Step and gets pulled closer every round, and the Debuff only breaks when the Creeper dies or the crawler escapes (Str-Opposed Dex Stat Check or Escape Artist). Ranged crawlers will be dragged into melee whether they like it or not. Let one of them find that out.
The pods. Six of them in the bay, five still occupied. Anything that sets a pod on fire learns something valuable one scene early: the pods go up like oiled rags, and a burning pod field deals 1d6 Fire per round to anything in it and spreads 5ft a round. If a crawler improvises this here, reward it, and quietly move the reveal in Scene 4 to be a confirmation instead.
Achieve-
ment!
"You killed a plant the size of a compact car with your hands, which means one of two things: either you are stronger than you look, or that thing was so fat on rat-kin it had gotten slow. I have footage. It was the second one. Still counts."
Reward: You've received a Bronze Gardener's Box!
Moving On
Before moving on, ensure that the players understand:
- What Held does and the two ways out of it
- That these Creepers are bigger than standard and why
- That the pods are flammable, if they tried it
The neighborhood opens from here. Move to whichever of Scenes 2, 3, or 4 they head toward.
Scene 2: The Last Ones Out
You hear them before you see them: a scrabbling, panicked chitter coming up the thoroughfare fast. A dozen Pack Rats round the corner at a dead run, going flat out, and behind them a Rat Brute the size of a man is running backwards, swinging a mattock at something in the dark that keeps not being there when the mattock arrives.
The Brute sees you. The rats see you. Nothing slows down.
A Strong group of Pack Rats and one Rat Brute, all fleeing a Creeper that is one junction behind them and closing. The rats will run straight through the party, biting anything in the way out of blind panic. The Brute will fight whatever is in front of him because he has been running for six weeks and is out of better ideas.
Pack Rat, Level 2
Rats. There is always rats. If you have ever played a video game before, you know killing these guys can take up your first few hours of gameplay.
Here is what is different about these ones: they are losing. Something moved into the neighborhood that eats them faster than they can breed, which I did not think was mathematically possible. Drop a sandwich and watch what happens.
Pack Rat
Mob; Tiny (1), Animal
| Level | Surprise | Evade | Move | DR |
|---|---|---|---|---|
| 2 | 12 | 13 | 20 + S | 1 |
| Str | Int | Con | Dex | Cha |
|---|---|---|---|---|
| 1 (+1) | 2 (+1) | 3 (+2) | 4 (+2) | 1 (+1) |
Bite: 12 to hit, 1d4+1 Piercing, 5ft range
Notes: Starving: in Tailpipe Alley, Pack Rats flee any crawler who drops food and spends no Action attacking. They have not eaten in days.
Rat Brute, Level 4
Are you afraid of rats? How about rats tall enough to look you in the eye and strong enough to break you in half? The Rat Brute is a force of raw physical power and sheer ferocity. The muscles in their jaws alone can shear through steel. These guys are deranged, too. They carry mattocks just because they like the feeling of steel slamming into flesh.
On the plus side, you can always tell when they are happy because of their bulging eyes. Just do not ask what they are thinking about.
Rat Brute
Mob; Medium (4), Humanoid
| Level | Surprise | Evade | Move | DR |
|---|---|---|---|---|
| 4 | 12 | 13 | 20 + S | 1 |
| Str | Int | Con | Dex | Cha |
|---|---|---|---|---|
| 6 (+3) | 1 (+1) | 6 (+3) | 3 (+2) | 1 (+1) |
Knife: 14 to hit, 1d6+3 Slashing, 5ft range
Crossbow: 13 to hit, 1d8 Piercing, 50ft range
Notes: Roid Rage: sudden noises, bright lights, or perceived insults trigger an immediate rage response, doubling the Stat Mod bonus to damage rolls. A Rat Brute can attack one more time after being reduced to 0% HB. Weak-Minded: difficult to Intimidate, but charm and mind-control effects are made with Advantage.
The cheap option. These rats are starving, and starving is a mechanic here: any crawler who drops food and does not attack that round watches the entire pack break off and swarm the food instead. It costs a ration and one Action. It also means the Brute, alone, may decide the party is not the enemy today.
The Creeper arrives at the end of round two regardless. If the party has been fighting the rats, they are now fighting the rats and a Creeper. If they let the rats go, the Brute fights the Creeper alongside them and dies doing it, which is a better scene.
Achieve-
ment!
"You fed the rats. In the middle of a running battle, with a plant the size of a van about forty feet out, you took an Action to put a sandwich on the ground. I want to be clear that this was tactically insane and that it worked perfectly. The rats will remember. Rats remember everything."
Reward: You've received a Bronze Good Neighbor Box!
Moving On
Before moving on, ensure that the players understand:
- That the rat-kin here are prey, not the neighborhood's threat
- That food is leverage with the Pack Rats
- That the Creepers hunt by vibration and noise draws them
Move to whichever of Scene 3 or Scene 4 they have not run.
Scene 3: The Del Taco
The sign is still lit. It is the only lit thing you have seen since you got here, a red and white glow at the end of a thoroughfare full of vines, and under it a squat building with a drive-thru lane and unbroken windows. Nothing grows within thirty feet of it in any direction.
Inside, the lights are on, the counter is clean, and there is a Bopca behind the register with a look on her face that suggests she has been waiting a long time to take an order she is going to hate. In a corner booth, a Rat Brute the size of a refrigerator is sitting very still with his hands flat on the table.
The neighborhood's saferoom. Short rests are available, and this is the only place in Tailpipe Alley loot boxes can be opened. Nacha runs the counter.
GM Tip: Saferoom Rules, and Why They Matter Here
The door will not open if Mobs are outside it. This is the rule that makes the Del Taco interesting in a neighborhood full of wandering Creepers. A party that sprints here with something on their tail arrives at a door that simply does not work, and has to turn and fight on the doorstep. Tell the players this the first time they see the building, not the first time it costs them.
The thirty feet of dead ground around the restaurant is why it stays usable at all. A Creeper wandering into that ring is the neighborhood's way of locking the party out of their own rest stop. It is worth spending exactly once.
Nothing can attack anything in here. The AI negates all attacks inside a safe area, full stop. A crawler who swings at Gnash does not get a lecture, they get nothing at all: the blow simply does not land. Mobs know better than to try, and a Mob that tries anyway is teleported out the instant it does.
So why is a Rat Brute sitting in the booth? Because Mobs can wander into a safe area if somebody leaves the door open, and one did, weeks ago. Gnash walked in and never walked back out. Nothing in the rules removes him, and nothing in the rules lets the party remove him either. He is furniture now.
Crawler conduct is a separate rule with teeth. No violence and no stealing between crawlers, and it is ironclad: three strikes, the first freezing the offender in place for about a hundred seconds with an automated lecture on playing nice, the second for an hour, the third stripping them of every piece of gear and teleporting them into a mob nest. If this party ever meets another party in the Del Taco, that is the rule that matters.
Nacha. Bopca Protector.
Caretaker of this saferoom.
This is a Non-Combatant NPC.
The dungeon staffs its saferooms with these: short, sour, magically bound to the room, and contractually incapable of hurting you no matter how badly she wants to. This one inherited a fast food restaurant and has decided the fryer is hers. Do not ask what is in the fryer.
Gnash is the Rat Brute in the booth, and he is a white dot. He watched three of his war band get taken and he has stopped. He will not go outside, he will not fight, and he will not be talked into either. What he will do is answer questions, in detail, because talking about it is better than sitting in silence:
Gnash. Rat Brute.
This is a Non-Combatant NPC.
This one is done. Three of his war band went into a pod and he watched it happen from under a car, which is the sort of thing that permanently adjusts a rat's outlook. He is not going to fight you. He is not going to fight anything. He is going to sit in a fast food restaurant until the floor collapses, and honestly? Reasonable.
- The warren is the clan nest, dug down under the center of the neighborhood, three levels deep. The stairwell down to the Second Floor is at the bottom of it. It is where most of the clan died, which means it is where most of the pods are.
- The Last Call is the biker bar on the east side. It is the only building besides this one the Creepers have not touched, and Gnash does not know why, but he can guess: nothing over there is alive to eat, and the whole place reeks of gasoline. Creepers hunt by vibration and appetite. There is nothing in that building either sense wants.
- The cellar. The Last Call has a cellar that connects to the old clan runoff tunnels, and those come up inside the warren, below most of the colony. It is the fast way in. It is also occupied by the largest, angriest rat-kin Gnash has ever personally met, and he would like to stress that he is a Rat Brute saying this.
- Singe is still out there burning pods. Gnash thinks he is insane. Gnash also concedes that Singe is the only one still winning.
Gnash does not ask the party for anything and will refuse if offered rescue. If the party comes back through after the warren, he is still in the booth.
Moving On
Before moving on, ensure that the players understand:
- Where the warren is and that the stairwell is at the bottom of it
- That there are two routes in, and what each one costs
- That loot boxes only open here
Move to Scene 4, or commit to a route (Scene 5 or Scene 6).
Scene 4: The Shaman's Stand
You hear the cough first, two junctions out. A wet, tearing hack that goes on too long and ends in a sound like a laugh.
Then you smell the smoke. Then you round the corner into a bay where nine pods are burning at once, hung in rows, going up like paper lanterns, and standing in the middle of it in scorched robes is a rat about knee height with its arms out, coughing and laughing and cooking.
It notices you. It does not stop what it is doing. It simply adds you to the list of things in the room that are going to burn.
Singe, a Rat Shaman, plus a Weak group of Pack Rats nesting in the rafters who drop in at the end of round one. He fights at range, opens with Firestrike, uses Clap Cloud the moment two or more crawlers are within 20ft of each other, and retreats rather than let anything close to melee.
Rat Shaman, Level 5
Listen for the coughing, crawlers. That is a rat who has made fire its entire personality, and it wants to share.
A knee-high rat in scorched robes, patchy where the fur burned off and never came back, announcing itself with a wet smoker's hack you could hear through two walls. It keeps its distance and throws fire, plus a green clap of pressure that knocks the wind out of everyone in the room and leaves them heaving like a bad gas-station burrito. Every one of them graduated by dancing through a bonfire until they stopped flinching; the ones who came out unburnt were beaten to death by their classmates, so assume the survivor is enthusiastic.
Rat Shaman
Mob; Petite (3), Humanoid
| Level | Surprise | Evade | Move | DR |
|---|---|---|---|---|
| 5 | 15 | 13 | 20 + S | 1 |
| Str | Int | Con | Dex | Cha |
|---|---|---|---|---|
| 1 (+1) | 10 (+4) | 3 (+2) | 3 (+2) | 3 (+2) |
Clap Cloud Spell: 15 to hit, 1d4+4 Force, 50ft range, 20ft Blast radius
On an Evade Major Fail or worse, the crawler gains the Queasy Debuff.
Firestrike Spell: 15 to hit, 2d6+4 Fire, 30ft range (once every other round)
Mini Fireball Spell: 15 to hit, 1d6+4 Fire, 60ft range, 5ft Blast radius
The burning bay. The fight takes place inside an active pod fire. Any crawler who starts their turn in a burning square takes 1d6 Fire, and the fire spreads 5ft a round in a random direction. Singe is immune to nothing; he just does not care, and will happily stand in flame to keep the range open.
GM Tip: This Is the Reveal
Whatever else happens in this fight, the party should leave it knowing that Fire does double damage to Vine Creepers, and that a burning pod field spreads. Singe demonstrates it continuously and at volume. If nobody comments, have a Creeper wake up, blunder into the burning bay mid-fight, and die in two rounds to the fire alone while the party watches.
Give them the loot to use it, too. Singe's body is carrying the accelerant he has been working with: four flasks of a thick, foul rat-brewed liquor that burns hot. That is four free Creeper kills, or one very bad decision inside a bar.
Achieve-
ment!
"You beat a pyromaniac to death in a room he set on fire, and then you took his lighter fluid. There is a word for what you are now, and the word is 'arsonist,' and I say that with enormous professional respect."
Reward: You've received a Silver Accelerant Box!
Moving On
Before moving on, ensure that the players understand:
- That Fire does double damage to Vine Creepers
- That burning pod fields spread and do not care whose side anyone is on
- That they are now carrying four flasks of something extremely flammable
With that, they have what they need for either route. Move to Scene 5 or Scene 6.
Intermission: Crawler Advancement
Run this at the two-hour mark, wherever the party is. The Del Taco is ideal. Skill Advancement Checks where applicable, Stat points for anyone who leveled, and this is the natural place to resolve grinding for an absent player.
Hello Crawlers,
A brief ecological notice. Several Second Floor candidate species have migrated outside their assigned neighborhoods due to unrelated activity in adjacent zones. Borant considers this an acceptable variance and has no plans to intervene. Viewers have found it compelling.
Crawlers currently in rat-kin territory should be aware that the local population is in steep decline and the usual assumptions about who is hunting whom no longer apply.
That's all. Now get out there and kill, kill, kill.
That voice is a Dungeon Admin, not the AI. Read it tired and corporate, and never name her.
Scene 5: The Overrun Warren
Route A. Run this scene if the party goes in over ground. If they take the cellar, they arrive on Level Three of this scene instead and skip most of it (see Scene 6 and the Boss).
The warren entrance was a garage pit once, a concrete rectangle with a ramp down, and the clan dug out from the bottom of it in every direction. Now it is a throat.
Vines pour up out of it and over the lip in a mat two feet thick. The air coming up is hot and wet and sweet. Somewhere down there, a lot of things are breathing.
Your minimap says the stairwell is three levels below you, more or less straight down.
Three levels, each one a fight, no rest between them. The party cannot retreat to the Del Taco without losing the ground they took (Creepers reoccupy within the hour).
- Level One, the Commons. Two Vine Creepers in an open chamber hung with pods. Wide ground, plenty of room to use the Vine attack, no cover. The straightforward version of the fight from Scene 1, doubled.
- Level Two, the Nursery. Where the clan kept its young, and where the pods are densest: thirty or more, floor to ceiling. One Vine Creeper plus a new one emerging from a pod every other round, indefinitely, until the party leaves the level or burns it. This is the level that punishes a party with no fire and rewards the four flasks from Singe. Burning the nursery clears it in three rounds and fills the warren with smoke (Disadvantage on Perception below this level, and on any Evade while a crawler is in the smoke).
- Level Three, the Deep Nest. Three Vine Creepers, the oldest and largest, wrapped around the stairwell itself. Low ceiling, close quarters, and the stairwell light is visible the whole fight behind them.
The stairwell is at the back of Level Three, half-swallowed by vine growth that has to be cut away (one Action, or any Fire). Nothing in this neighborhood can follow them onto it: Mobs cannot leave their own floor, and anything that tries to descend dissolves partway down. A party that reaches the stairwell with a Creeper train behind them is safe the moment they set foot on the first step, whether or not they intend to go down yet.
GM Tip: The Nursery Is the Point of Route A
If the party came in over ground with no fire, the Nursery is designed to feel unwinnable, because it is: an endless spawn in a confined space with Held pulling them apart. The correct plays are to burn it, to run through it to Level Three and fight with a Creeper train behind them, or to back out and take the cellar after all.
All three are good. What you should not do is soften it. This is the cost of the route they chose, and they were told what it would be.
Achieve-
ment!
"You went in over ground, through three levels of an active colony, with no shortcut and no help, and you came out the other side. That was the stupid way. It was also the way with the most footage in it, and between you and me, that is the only metric I actually care about."
Reward: You've received a Gold Overgrowth Box!
Moving On
Before moving on, ensure that the players understand:
- That there was an easier way and they did not take it
- What the Nursery cost them
- That the stairs are right there whenever they want them
Move to the Epilogue, or double back for The Last Call if they want the Boss after all.
Scene 6: The Parking Lot
Route B. Run this if the party goes for the cellar.
The east side of the neighborhood is dead ground. No vines, no pods, nothing green at all for a hundred feet in every direction, and the reason is parked in rows across the asphalt: forty motorcycles, maybe more, in various states of disassembly, every one of them drained into a pan underneath it.
The whole lot stinks of gasoline and old oil. It has soaked into the ground. Nothing is going to grow here again.
At the far end squats a low windowless building with a neon sign that says THE LAST CALL, and the door is propped open with a beer keg.
Perception vs 12 from the lot confirms what the smell already said: through the open door, along the near wall, a stack of red plastic gas cans. Three of them, full. A crawler who looks longer sees sawdust on the floor and a bar shelf that is mostly high-proof.
They should understand, before they walk in, that this is the most flammable room on the floor. Say it plainly. Then let them carry their four flasks of rat liquor inside if they want to.
Oh, this is going to be great. Either way. I genuinely do not have a preference.
The cellar is behind the bar, a steel hatch in the floor. It drops into the old clan runoff tunnels and comes up on Level Three of the warren, past the Commons and the Nursery entirely. The only thing between the party and the hatch is the woman standing on it.
Moving On
Before moving on, ensure that the players understand:
- That the bar is full of accelerant, and exactly where it is
- That the hatch is behind the bar and where it comes out
- That they can still walk away and take Route A
When they go through the door, move to the Boss Battle.
Boss
Battle!
Boss Battle: The Last Call
Inside, it is dark and close and smells like a fuel spill in a distillery. Sawdust on the floor. Pool table with a cracked slate. Forty barstools and two occupied ones, holding something bloated and man-sized that turns toward the door with a wet drone of wings.
Behind the bar, a rat-kin woman straightens up to her full height, which takes a while. Nine feet of her. Forearms like fire hydrants. She looks at you the way a bartender looks at a tab that is never going to get paid, and she reaches under the counter for a bottle.
She does not ask what you want.
B-B-B-Boss Battle!
A Neighborhood Boss has entered the arena!
Last call, ladies and gentlemen! The bar is closing, the tab is due, and the management has a bottle with a rag in it. Get your game faces on. Aaaand… here. we. go.
The Bar Render. Level 8 Neighborhood Boss!
Last call, assholes. She has a drink with your name on it, and I do mean burning across your face.
Nine feet of rat-kin barmaid with forearms like fire hydrants and the permanent expression of a woman closing out a tab you cannot pay. She hurls flaming cocktails that burst across a whole knot of crawlers, and when she gets a hand on you she does not let go while she works you over with the other one. Two Barflies stagger at her side at every moment and the bar always refills them. Kill her and last call finally arrives.
The Bar Render
Neighborhood Boss; Large (5), Humanoid
| Level | Surprise | Evade | Move | DR |
|---|---|---|---|---|
| 8 | 15 | 15 | 30 + S | 1 |
| Str | Int | Con | Dex | Cha |
|---|---|---|---|---|
| 11 (+4) | 10 (+4) | 11 (+4) | 11 (+4) | 6 (+3) |
Fiery Cocktail: 15 to hit, 1d8+4 Fire, 30ft range, 10ft Blast radius
Any Fire damage inside The Last Call risks igniting the room. See The Fire Hazard.
Punch: 15 to hit, 2d8+4 Bludgeoning, 5ft range
On an Evade Major Fail or worse, the crawler gains the Held Debuff.
Notes: Last Call: two Barflies fight at her side at all times until she is dead. If one falls, another peels off a barstool at the start of the next round. House Rules: she will not leave The Last Call. Crawlers who retreat out the front door are not pursued.
Barflie, Level 4
We only spawned a few thousand of these, and there are three times that many now. Do the math, then think very hard about keeping your mouth closed.
A bloated ex-human the size of a fridge, hovering on a wet drone of wings, drifting toward whatever is brightest and smells worst: the last-call regular who never left the bar, now with a club. It spits a stream of foul backwash from across a room, and a crawler who eats that spray is Washed. Die before you choke down a Potion of Clarity and you come back as one of these, keeping every skill and spell you had in life. Up close it just swings the club, because it never needed anything fancier.
Barflie
Mob; Medium (4), Mutated Humanoid
| Level | Surprise | Evade | Move | DR |
|---|---|---|---|---|
| 4 | 12 | 13 | 20 + S | 1 |
| Str | Int | Con | Dex | Cha |
|---|---|---|---|---|
| 6 (+3) | 1 (+1) | 5 (+2) | 4 (+2) | 1 (+1) |
Backwash: 13 to hit, 1d6+2 Poison, 30ft range
On an Evade Major Fail or worse, the crawler gains the Washed Debuff: if a Washed crawler perishes before drinking a Potion of Clarity, they become a Barflie themselves, wielding all the Skills and Spells they possessed in life.
Club: 14 to hit, 1d6+3 Bludgeoning, 5ft range
Notes: Flight: moves through the air as though on the ground and hovers in place.
The Fire Hazard
This is the whole room. Track it openly, in front of the players.
- Any Fire damage dealt inside The Last Call, from either side, adds one Spark. Her own Fiery Cocktail counts. She does not care and she is not smart about it.
- At three Sparks the room goes up. Everything not behind the bar takes 1d6 Fire at the end of each round, spreading, and the sawdust means there is no safe square.
- Two rounds after the room ignites, the gas cans blow: 4d6 Fire in a 20ft radius from the near wall, Evade vs 15 to halve. This is enough to kill a Level 3 crawler outright.
- If the room burns, the cellar is gone. The hatch warps in the heat and the tunnel below fills with smoke. Route B closes permanently and the party walks to the warren over ground with whatever they have left.
GM Tip: The Door Is Always Open
She will not leave The Last Call, and she will not chase. The keg-propped door behind the party is an exit for the entire fight, and a party that is losing can simply take it. That is deliberate: this Boss is optional, and a party that walks out of a Boss fight and takes the hard route instead has made a real decision, not a failure.
It also means the smart play with the gas cans exists. Bait her toward the front, back out the door, and throw a flask in. It works. It costs them the cellar, the Neighborhood Map, and every drop of Boss loot in the building, and the AI will have things to say about the quality of the entertainment.
Achieve-
ment!
"You beat a nine-foot barmaid to death in her own establishment while two dead regulars tried to vomit on you. I want to note that she was defending the last functioning business in this neighborhood and you took it from her for a basement. Capitalism, baby."
Reward: You've received a Bronze Boss Box, and a bronze star after your name.
Achieve-
ment!
"You set the bar on fire and left. No fight, no risk, no footage worth a damn. Technically a win. Technically. I have seen livelier content from crawlers who died in the first hour."
Reward: Nothing. That was boring and you know it.
GM Tip: Burning It Down Still Counts
If the party torches The Last Call with her inside, she dies and it counts. They get the kill, the bronze star, and a Bronze Boss Box, because the dungeon does not grade on style. They also get Dine and Dash!, which is a pure roast worth nothing, and the AI should be audibly disappointed about the quality of the footage.
What it costs them is the cellar (the hatch warps, the tunnel fills with smoke, Route B closes permanently) and easy access to her corpse. The Neighborhood Map is still lying on the floor of a building that will burn for hours, and the gas cans may not have gone off yet. Going in after it is a whole separate decision.
Boss loot is persistent. Her corpse stays where it falls, and anything on it can be picked up by any crawler who wanders through later, the Neighborhood Map included. The Boss Box and the bronze star go only to whoever actually landed the kill. A Neighborhood Boss pays a Bronze Boss Box; the richer tiers belong to Borough Bosses and up.
Moving On
Before moving on, ensure that the players understand:
- That the cellar is theirs, or that they burned it
- What the Sparks system cost them, if anything
- That Level Three of the warren is still between them and the stairs
Move to Scene 5, Level Three for the last fight, then the Epilogue.
Epilogue & Aftermath
The stairwell is at the back of the Deep Nest, and once the last Creeper is down it is a twenty-foot walk and a long way down. Nothing in Tailpipe Alley follows them to it.
- They killed the Bar Render: a Neighborhood Map drops, filling in Tailpipe Alley on the minimap, and The Last Call is theirs to strip. Forty motorcycles worth of parts, a working bar, and a cellar nobody is guarding.
- They burned the bar: she is dead and it counts, star and Bronze Boss Box included, but the cellar is gone and her corpse (with the Neighborhood Map still on it) is inside a building that burns for hours. A column of smoke the party can see from the warren entrance for the rest of the floor.
- They took Route A: no Boss, no map, no star, and the Bar Render is still in there for as long as the floor lasts. She will be exactly as hostile the second time, and the map is still sitting on her, waiting for whoever wants it.
- They burned the Nursery: the colony is functionally broken. Pack Rats start reappearing in the upper thoroughfares within hours, and the neighborhood begins the slow business of being a rat-kin neighborhood again.
- Gnash is in the booth at the Del Taco either way, and stays there.
Whatever they did, the Goblins to the south are still clearing ground, and whatever is left in that ground is still coming north. Tailpipe Alley was the first neighborhood to get hit. It will not be the last.
Items
Rat-Brewed Accelerant (4 flasks, off Singe): Thick, foul, and burns hot. Thrown weapon, Str × 10ft range: 1d6 Fire, 5ft Splash, doubled against Vine Creepers. Inside The Last Call, each one is a Spark.
Singe's Robes: Scorched to the point of structural failure, but the weave is fireproof. Worth Resistance to Fire if you want to reward taking them, or sell them to the first crawler who asks what happened here.
Motorcycle Parts (the parking lot): Chain, sheet metal, brake cable, forty gas tanks that are already empty. Raw material for a crawler with Fabricate or Repair, and the single best source of scrap on the floor.
Three Gas Cans (The Last Call): Full. Portable. A very bad idea to carry and an extremely good idea to leave somewhere specific.
The Bar Render's Bottle: Whatever she was reaching for under the counter. It is not a cocktail: it is a bottle of something older than the dungeon, and the AI declines to identify it. GM's call, ideally a Gold-tier consumable.
Pods (anywhere): Cutting one open yields a partly digested rat-kin and whatever that rat-kin was carrying. Grim, free, and the only loot in the zone that does not require killing something.
Neighborhood Map (Boss drop): Reveals Tailpipe Alley on the minimap and grants 1 bonus hour of credit on any grind of 5+ hours. Persistent loot: it sits on her corpse until somebody takes it, and that somebody does not have to be whoever killed her.
Adapting This Adventure
Sandbox and Pacing
Scenes 1 through 4 are order-free and Scene 4 is the one not to cut, because it teaches the fire rule that makes both routes survivable. Scenes 5 and 6 are the fork. A party that beelines can be at the warren entrance in ninety minutes, which is fine: they will arrive without accelerant and the Nursery will teach them what that means. If you are running long, fold Scene 2 into a travel beat and let the Brute die in one round.
The Two Routes
Route A is five Creeper fights and no Boss. Route B is one Boss fight and one Creeper fight. Neither is correct. Route B is shorter and more dangerous per minute; Route A is longer and grinds resources. A party can also start one and switch: backing out of the Nursery and walking to the bar is a legitimate and satisfying mid-session pivot, and backing out of the Boss fight through the propped door is the same move in reverse.
Scaling
Written for three to five crawlers at Level 3 to 5, arriving from a first neighborhood, with values resolved at F = 1. For a weaker party, drop the Rat Eater variant back to its standard Level 2 stat line and cut the Deep Nest to two Creepers. For a stronger one, leave the Creepers and give the Bar Render a third attack: a thrown barstool, 15 to hit, 2d6+4 Bludgeoning, 20ft, Take Down on a Major Fail.
Whose Is What
Tailpipe Alley, its premise, layout, routes, NPCs, achievements, the Spark system, and the Rat Eater variant are original to this scenario. The Vine Creeper, Pack Rat, Rat Brute, Rat Shaman, Barflie, and Bar Render stat lines are adapted from the Game Master's Campaign Toolkit; the Bar Render is re-skinned here as rat-kin rather than her published form, and the Shaman, Barflie, and Bar Render examine text are original rewrites. Fire doubling against Vine Creepers, the pod-field spread, the starving Pack Rat behavior, and every check Difficulty are GM additions.
Tone
The neighborhood is an ecological collapse played straight, with jokes layered on top rather than instead. The rat-kin are not villains and they are not a quest: they are the food, and the party is walking through the middle of their extinction to reach a staircase. Nobody asks the party for help. Nobody is saved. If a player decides to care anyway, that is theirs, and Scene 2 exists so that decision costs exactly one ration and means something.
Open Decisions
- Whether the Bar Render knows what the cellar connects to. Playing her as simply territorial is cleaner; playing her as the last rat-kin who understood the tunnels were an escape route is sadder.
- Box contents for the achievements are the GM's, rolled when they open at the Del Taco.
- Whether burning the Nursery has a longer-term effect on the floor. It is the single most consequential thing the party can do here and currently only pays off in the Epilogue.
- Whether the Goblin neighborhood to the south is reachable this floor, or just a pressure the party hears about.
Canon Alignment Notes
Checked against Book 1. That edition is an epub with no fixed page numbers, so references are by rule rather than page.
Saferoom doors will not open with Mobs outside. Stated flatly in Book 1 and used here as a live mechanic at the Del Taco rather than a footnote. It is the reason the dead ground around the restaurant matters.
Mobs can enter a safe area, they just cannot fight in one. Mordecai is asked this directly and says they will wander in if the door is left open, that you should always close it, and that a Mob teleports away the moment it attacks. Separately he notes the AI negates all attacks inside safe areas. That is why Gnash can sit in the Del Taco and why nobody, on either side, can do anything about it.
No violence or stealing between crawlers, three strikes. Roughly a hundred-second freeze plus an automated lecture, then an hour, then stripped of gear and teleported into a mob nest. The text frames this as crawler conduct; whether swinging at a Mob inside a safe area also trips the counter is not stated, so it is a GM call. This scenario assumes it does not.
A Neighborhood Boss pays a Bronze Boss Box. Corrected from an earlier draft that paid Gold. Bronze for Neighborhood, Silver for Borough, and up from there. The kill also adds a bronze star after the crawler's name.
Boss loot is persistent. The corpse stays put and any crawler can take what is on it, the Neighborhood Map included. Only the crawler who landed the kill gets the Box and the star. This is why Route A leaves the map sitting in the bar rather than removing it from the floor.
Killing a Boss with an explosion counts. Carl takes out a Neighborhood Boss with a boiler blast and still gets the notifications and the star, with no fanfare. That is the precedent the burn-the-bar option rests on, and it is why that route now pays the Box instead of nothing.
Mobs cannot leave their floor. A goblin NPC explains that anything descending the stairs dissolves partway down. The stairwell is therefore a hard safe line at the bottom of the warren.
Descending early is punished. Stairs are populated partway through the floor, early descent means stasis until the collapse, and the recap will not feature a crawler viewers cannot tunnel into. The guidance is to go down within about six hours of the collapse. This is why the objective here is securing the route, not using it.
Plant infestations are Floor 1 canon. A survivor in Book 1 describes an entire block overrun by thorny creeping plants that eat people whole, which is close enough to this neighborhood to be a precedent rather than an invention.
Plot Threads Seeded
- The Goblins are still clearing ground to the south. Everything they displace goes somewhere.
- Gnash survives unless the party gets him killed. A broken Rat Brute who owes nobody anything is a useful face later.
- A Washed crawler who dies without a Potion of Clarity comes back as a Barflie with all their Skills and Spells. If that happens to a party member, it happens on camera.
- Whatever the Bar Render was reaching for under the counter.
Compatible with the Dungeon Crawler Carl Roleplaying Game by Renegade Game Studios; requires the core rules to play. Unofficial Dungeon Crawler Carl RPG (Renegade Game Studios) Fan Material. Not affiliated with or endorsed by the publisher. Not for resale. Intellectual story belongs to CritsNThings.com.