THE CLOG (Oubliette D&D)
STARTING IN THE CLOG
You don't start in a tavern. Taverns imply surplus. Surplus implies sunshine.
You start where the falling stops.
The architecture of the oubliette is mostly vertical—endless shafts, slick chutes, and rusted grates dropping into nothing. But occasionally, the pipes narrow. The detritus of higher, unseen levels falls and gets stuck. Over centuries, bone, iron, and compacted filth calcify into a plug.
This is The Clog.
It’s an accidental floor suspended over an infinite drop. It groans under the weight of the miserable things living on it. The air tastes of copper and ammonia. The only light comes from burning rendered fat, which smokes black and makes your eyes water. If you look up, the elves are probably clinging to the ceiling, watching you try to sleep.
Locations of Note
The Seep A crack in the wall where condensation gathers and drips, once every four seconds. This is the only potable water. A half-human named Gallows sits under it with an iron bucket. He has a rusted shank and no lips. A mouthful of water costs one day's worth of food, or a working tool. He doesn't negotiate. Can't.
The Catch The closest thing The Clog has to a market. A massive, sagging net woven from braided hair, wire, and stripped clothing, strung taut across a secondary ventilation shaft. Things drop from the higher cells. The scavengers who maintain the net claim first rights on the bruised meat, shattered wood, and whatever trinkets the dead were carrying when they fell. The master of the net is an elf named Signpost. It trades exclusively for items of emotional significance. It will give you a length of rope or a rusted hatchet, but it wants the last letter you received before you were locked in the dark.
The Cold-Press Fire requires fuel and oxygen. The Clog cannot spare either. The "blacksmith" works on a flattened slab of boiler-plate. Nail, a human who has forgotten how to speak below a shout, does the work with kinetic force and spite. They smash scrap metal into crude shanks, hooks, and climbing pitons using a massive, stone-headed maul. It takes three days of deafening, rhythmic banging to cold-forge a blade. Payment is made in blood, literally. Nail uses it to quench the iron, claiming it gives the edge a necessary thirst.
The Bank A dwarf named Grind is wedged into a structural fissure. He hasn't moved in a decade. He is slowly expanding into the gap, acting as a load-bearing pillar. He holds things for people in his massive, stone-like hands. If you want your items back, you bring him scrap iron so he can eat it and "fix his bones."
The Marrow Farm You can't bury the dead in solid, calcified trash. Instead, they are dragged to the dampest corner of The Clog and stacked. The pile is cultivated to grow a specific, pale, luminescent fungus. The "farmers" are a territorial pack of halflings, constantly chewing on the surplus bone. The fungus is the only reliable food source down here that isn't meat. It tastes like chalk and eating it gives you the waking nightmares of the person it sprouted from.
The Echo Chamber A hollowed-out iron sphere—perhaps an ancient, fallen boiler—wedged dangerously close to the edge of the abyss. Inside, it amplifies the micro-vibrations of the oubliette. A human named Listener sits in the absolute dark center. They are blind and have chewed off their own fingers to heighten their other senses. They can hear the structural groans of The Clog, the coalescing of goblins in the deep, and the shifting of the upper levels. If you need to know where it is safe to walk, or where the next drop will fall, you go to them. To pay for an answer, you must press your face to the metal wall and whisper a secret you have never told another living thing.
The Perimeter The edges of The Clog, where the floor gives way to the abyss. You don't sleep here. The goblins coalesce on the underside of the floor. They reach up over the lip in the pitch black and pull things down.
Why leave? (1d6)
- The fat ran out. The lamps are dying. Without light, the Goblins will come over the edge. Someone needs to go down the nearest shaft and kill something big enough to render into oil.
- The Seep stopped dripping. Something is blocking the pipe further up. It needs to be cleared before Gallows starts killing people to conserve what's left in his bucket.
- A Halfling stole your boots. You tracked the grease-prints to a narrow ventilation duct. You'll have to crawl in. You can't turn around once you're inside.
- A body fell from above. It hit the floor hard, bursting like a rotten fruit. It was wearing a pristine, steel breastplate. Four people are already fighting over it. You could be the fifth.
- An Elf is bored. One of the ceiling-walkers has dropped down. It points a long, milky finger at you and demands you find it a memory worth keeping, or it will take yours.
- The Clog is shifting. The floor groaned today. A crack appeared near The Bank. The plug is failing. You need to find a new floor before this one gives way.
A Few NPCs of The Clog
| Name (Facts) | Description | Wants / Trades |
|---|---|---|
| Tallow (Human Fighter) | Smells of rancid grease and burnt hair. Tends a massive, sputtering fat-lamp made from half a human ribcage. Missing an eye from a grease fire. | Wants fresh, unbruised meat with high fat content. Pays in hours of proximity to the light. |
| Stare (Elf Thief) | Hangs upside down near the main drop-shaft. Categorizes and memorizes the Doppler-shifted screams of the falling. Eyes are entirely milky white. | Wants you to describe the exact color of the sun. Will trade perfectly preserved, functionally useless trinkets looted from the dead. |
| Slag (Dwarf Cleric) | Wedged into a compressed pile of rusted iron cogs. Convinced the cogs are pieces of a disassembled god. Grinds their teeth loud enough to make sleep impossible. | Wants perfect right angles. Will trade raw, kinetic violence in your defense for a pristine metal square. There is beauty in geometry. |
| Skitter (Halfling Thief) | Missing half its teeth, replacing them with sharpened copper wire. Sells "safe" passage through the narrowest, unmapped ventilation shafts. | Wants your left boot. Just the left one. Trades guide work, but has a 1-in-6 chance to try and eat you halfway through the crawl. |
| Click-Spit (Goblin Fighter) | Kept in a rusted birdcage hanging by a chain. Used as an early-warning system by a paranoid scavenger ring. Mimics the sound of a snapping neck when hungry. | Wants live, venomous centipedes. Will trade flawlessly accurate, echolocated maps of the immediate upper or lower levels. |
| Rust (Human Wizard) | Impaled themselves on a protruding structural rebar to ensure they are never pushed off the edge in their sleep. Slowly fusing with the iron. | Wants a mouthful of water from The Seep. Trades secrets heard through the deep structural vibrations of the metal rebar. |