Chapter 5: Bridgemoor: Difference between revisions

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==== '''Sewer Events''' ====
==== '''Sewer Events''' ====
While wandering the sewers, players may come upon odd encounters, hostile creatures, or inexplicable events. These can act as side quests learned of from the surface, or simply as fun interruptions to other events within the sewers.
While wandering the sewers, players may come upon odd encounters, hostile creatures, or inexplicable events. These can act as side quests learned of from the surface, or simply as fun interruptions to other events within the sewers.
{| class="wikitable"
!1d6
!Event
|-
|1
|Hail the Rat Queen!
|-
|2
|A Diamond in the Sludge
|-
|3
|The Worst [[Elemental]]
|-
|4
|Trash Gryphons?
|-
|5
|Urchin Colony
|-
|6
|Magical Anomaly
|}
{| class="wikitable"
!1d6
!Combat Encounter
|-
|1
|Occult
|-
|2
|Vermin
|-
|3
|Criminals
|-
|4
|Cultists
|-
|5
|Inferno
|-
|6
|Monstrosity
|}
=== '''Hail the Rat Queen!''' ===
While navigating the endless sewer corridors, the players come upon a small, empty storage room, the iron-joints of its doors gnawed off. Inside the room are piles of refuse and rotting food liberated from trash cast-aside from above the bridge, along with 10 '''Dire Rats'''. These rats are sitting in a circle around a massive [[Dire Rat]], one that can speak. This rat refers to herself as Queen Ratina, and is content with her small kingdom of rats within the Underbridge. She is rather regal, and will ask players if they wish to pay tribute to the Rat Queen.
Players can donate currency, items, or food to satisfy Ratina.
If players donate 250sc worth of materials, she will bless them with an escort through the sewers. 2 '''Dire Rats''' will accompany, and fight for, the party until they leave the sewers.
If they donate 1,000sc or more, Ratina will instead grant them her Rat Hat, and praise their worthiness of the Rat Queen. With this outcome, should the event trigger again, Ratina will offer the players safe haven and will protect them with her rats if they choose to Take a Rest.
Queen Ratina has the stats of a '''[[Druid]] (Greater)''', and if attacked, she and her subjects will scatter into burrowed holes into the foundations.
{| class="wikitable"
|
===== '''Rat Hat''' =====
''Helm, Rare, Essence 30''
This strange hat, shaped like a plush rat, snuggly fits atop any head and keeps it warm with its brown fur exterior. Your speed base speed increases by 5 ft, and you gain Resist Toxic 5 and become immune to the Sickened condition. Additionally, you may spend 3 AP to become a '''Dire Rat'''. While transformed, you use your own HP, INT, and CHA, but otherwise use the stat block of a Dire Rat with an additional +2 bonus to its DEX.
|}
=== '''A Diamond in the Sludge''' ===
Amidst the roving sewage of the sewers the occasional item goes missing. While traveling the depths, the party comes across a strangely vibrant glint with an exposed water way. Beneath the muck and grime, something shines within.
Whatever the item is, to reach it, the players will have to [[jump]] into the sewage. Caked in muck, the item is held fast to the stoney basin, and will actively resist being liberated. With a proper weighted lure and a hook, it’s possible to reach the item with DEX checks to get a hold of it, then a STR/Applied Force to liberate it (use your best judgment depending on item’s value)
Otherwise, they can dive into the water. Navigating the current requires a DC 12 STR/Athletics, and failure will carry the player 10 ft. down the basin. As soon as they enter the water, they must also make a DC 15 END check or become Sickened. Once they reach the item, a DC 15 STR/Applied Force, or INT/Sleight of Hand can liberate the item, then another DC 12 STR/Athletics will carry them back to the surface.
To determine what the item is, you or your players can roll a d100.
{| class="wikitable"
!1d100
!Item
|-
|1-10
|A singular gem worth 150sc.
|-
|11-30
|An old set of tools of superior quality. These tools grant a +2 bonus to their intended purpose.
|-
|31-50
|A singular gem worth 300sc.
|-
|51-70
|A pair of Magnetic Gloves (MCG, chapter 7, “Magic Item Codex”).
|-
|71-90
|A singular gem worth 500sc.
|-
|91-100
|A Mul’ator Blade (MCG, chapter 7, “Magic Item Codex”).
|}
=== '''The Worst Elemental''' ===
In a distant corridor the sounds of a husky, bellowing voice echoes off the earthen stone in the form of a terribly out of tune melody. Should players explore this, they’ll come across what appears to be a creature risen out of the sewage. Created from stray Arcane magics imbued into the Underbridge’s foundations, the source of the voice is a fondly named Excrement Elemental, or has they like to call themselves: Mordecai. Mordecai is friendly, and has nothing but respect for humanoids that traverse the sewers, as they envy the adventurers’ intrepid spirit.
Mordecai has several uses, so long as the heroes are willing to pay for their assistance. Mordecai doesn’t accept currency or items, but instead asks for a story, song, or a painting of the outside world. Keep track of each of these options as “favors” for Mordecai.
'''Story or Song'''. A DC 15+ CHA/Entertaining or Instrument will captivate Mordecai and count as 1 favor. A DC 25 will count as 2. Players receive TA on this check if they narrate a particularly exciting event or piece of lore.
'''Painting.''' Mordecai is particularly obsessed with seeing the outside world. Every 10 DC met with an INT/Painting check counts as 1 favor.
Players can trade favors for the following:
{| class="wikitable"
!Favors Cashed
!Exchange
|-
|1
|Mordecai will lead the heroes through the sewers, reducing travel time by 50% across Bridgemoor via the sewers. They won’t assist in any combat and will leave after.
|-
|2
|Mordecai will [[distract]] the next combat encounter in the sewers, nullifying it.
|-
|3
|Mordecai will exert their protection over the heroes, granting them [[immunity]] to the Sickened condition and the ability to breathe underwater for 24 hours.
|-
|5
|Mordecai will aid the players in their next random encounter, or help them fight Shadows or Shades in the Rust Gate.
|}
If necessary, Mordecai has the stats of a '''[[Water Elemental]]''', only they deal toxic damage in place of cold. Mordecai can be met multiple times.
=== '''Trash Gryphon''' ===
A strange, squawking cry rebounds from the stone stones; shrill, it pierces the eeriness of the sewer with a curious tone. The flickering shadow of a massive, winged creature appears at the edge of the light, its harrowing gait approaching ever faster. As it nears, the full form of the beast manifests. No larger than a cat, the creature’s feathers are disheveled and dismayed, its wings flapping in anticipation of its approach while the elongated rat-like tail flickers behind its thin frame.
Here, the heroes stumble upon a '''Trash [[Gryphon]].''' Accustomed to the oddities of the sewer, this particular beast isn’t afraid of people, but is lost and is looking for help to return to its nest. An AWR/Animal Handling of 13+ will convince the gryphon that the heroes are friendly and allow them to approach. This roll can be circumnavigated by tossing the little guy something to eat (meat) or anything that shines when it catches the light. Once calmed, the gryphon will accompany the heroes as a temporary companion, and will count them as its nest, activating its Territorial feature.
If the heroes wish to permanently tame and keep the gryphon they may do so by rolling several  checks. Once per 7 days, they must make a DC 15 AWR/Animal Handling. If they fail, increase the next check’s DC by the difference they failed by (if they rolled a 10, then the next DC increases by 5). After 4 checks, so long as they’ve succeeded 3, the gryphon becomes a loyal pal, bonding with whoever made the skill rolls.
Otherwise, heroes can return the gryphon to its nest. To do so, they can make a DC 18  AWR/Tracking check once per every 24 hours they remain in the sewers. On a success, they find a small room full of trash and shiny jewelry, along with 11 '''Trash Gryphons'''. If the lost one is returned. a slightly larger gryphon will appear and, in exchange for the help, will offer the heroes a Ring of Illumination (Uncommon)  (''Mythcrafter’s [[Guide]]'', chapter 7, “Rarity Examples”). If the heroes have bonded with the gryphon, it will run into the nest, procure the ring, then return to travel with its new family.
While traveling the sewers, if this event is rolled again, the heroes will stumble upon the nest naturally. They may rest here safely, protected by the gryphons if they helped the stray.
=== '''Urchin Colony''' ===
A series of flickering flames in the distance alerts the heroes to the presence of some forgotten dregs of society. Within one of the freshwater basins an assortment of dozens of urchins, maybe even hundreds, have set up a series of lean-tos, tents, cookfires, and wall-mounted torches for light, using the city’s waste and trash to get by. The urchins use the basin for their water and occasionally venture into the streets of Westbridge to steal, forage, and search for others that may be lost above-bridge. Most of the children here share the same story: either they were separated from their parents during a toll crossing, or were left behind after an arrest or Underbridge Cult attack.
The colony is led by fraternal twins, Spicket and Widget, a human brother-sister pair that take no nonsense and are strangely good at what they do. Spicket, the brother, has the stats of a '''[[Physician]]''' (with +1 INT and rolls INT/Medicine at +10), and Widget, the fiercely protective sister, has the stats of a '''[[Hex Witch]]''' (both from ''CC,'' chapter 4, “NPCs”), though she keeps her powers a secret. They will be suspicious of the heroes at first, as they are of all adults, but CHA or INT checks of 15+ will convince them to allow the heroes access to the colony. Once in, there is a fair amount the heroes can do here. If it becomes necessary, use '''Thug''' or '''Bandit''' stats for random urchins.
=== '''Aiding the Colony''' ===
If the heroes wish, they can aid the colony in a myriad of ways.
'''Foodstuffs.''' Heroes can give the urchins rations or meals. For every 5 portions (or days) worth of food they give, they’ll gain +1 Goodwill with the Urchin Colony.
'''Medicine.''' Spicket is particularly interested in medicine. Heroes can donate common and rare herbs, or basic or advanced medicine. Every 50sc in such items grants +1 Goodwill with the Urchin Colony, to a maximum of +3.
'''Weapons.''' Widget is always looking for means to protect her fellow kids. Heroes can donate scrolls, weapons, or magic items to her. Every 100sc in such items grants +1 Goodwill to the Urchin Colony, to a maximum of +5.
The urchins do not want to be saved—they’re doing just fine in the sewers—but they appreciate aid when they can get it. If the heroes foster Goodwill, they can use this as a resource to call on the colony for aid, trading Goodwill for certain favors both usable in the sewer and above-bridge. See the Urchin Colony Goodwill table for exchanges, and Goodwill is cashed in with either Spicket or Widget.
{| class="wikitable"
!Goodwill Spent
!Favor
|-
|1
|The heroes gain access to the Urchin Market, a strange, wonderful black market of “potential”  stolen goods that can fetch any number of rarities.
|-
|2
|A stray urchin, using the Thief stats (CC, chapter 4, “NPCs”), provides a distraction for a single hero. This distraction grants TA to a single skill check or attack, or can be used for guaranteed DC 18 or lower Lockpicking, Sleight of Hand, Eavesdropping or Tracking check.
|-
|3
|Widget makes a single hero one of her poppet dolls. This doll lets Widget keep track of that hero, and 1/Rest, they can spend 2 AP to have Widget cast [[Minor Augmentation]] on them (Core Rulebook, chapter 4, “Occult Spells”). This doll only works within Bridgemoor.
|-
|5
|Inured to the Urchin Colony, they take the time to teach the hero their strange ways of life. One hero may take their first rank in the Thief profession.
|}
=== '''The Urchin Market''' ===
Within the colony, the heroes can find Bramblepatch, an auspicious [[Bhrunai]] 10-year old and merchant extraordinaire. If the heroes spend 2 of their Urchin Colony Goodwill, Bramblepatch will open up their store. Bramblepatch sells all basic equipment (no weapons, armor, or food) at 50% of its normal value, and has the stats of a '''[[Dwarf]] Navigator''' (''CC'', chapter 4, “NPCs”) with a +2  to their AWR. More importantly, though, Bramblepatch will offer their black market goods. When heroes open the black market, have them roll a d100. Bramblepatch will have the following available depending on the roll, which refreshes on spending Goodwill every 24 hours:


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