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"What I don’t like is the open end in the sewers, where players don’t get a clear signal that nothings to be had down there and the DM has do come up with content till they give up."

Any ideas how you would approach that? I was struggling to fit in what I did, but I'll admit that I often focus more on presenting a storyline than stressing over things I feel can be left to GM interpretation. I'd love any suggestions you can make.

(+1)

Perhaps we’re not talking about the same thing. I mean the literal open end in the north of the map. Just putting a wall, a sewer waterfall, rubble ob dubious matter there would do the trick.