Chapter 5: Bridgemoor: Difference between revisions

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=== '''The Urchin Market''' ===
=== '''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:
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:
{| class="wikitable"
!1d100
!Item
|-
|1-14
|An Uncommon magic item
|-
|15-29
|1d6+3 spell scrolls from any school with an SPC of 25 or lower.
|-
|30-49
|A stray Magister or Bridge Knight Badge (200sc cost)
|-
|50-69
|1d4+1 Uncommon magic items
|-
|70-84
|A Writ of Credit (150sc)
|-
|85-99
|A Rare magic item
|-
|100
|An Epic magic item
|}


Info
Bramblepatch sells these items for 50% of their standard cost, except for the badges and Writ.
 
'''Badge.''' If this option is rolled, these badges are reported stolen, and if used on a city official or guard there is a 50% change they will notice. This nets -2 Goodwill with that official’s organization, and the heroes may be accosted or arrested.
 
'''Writ of Credit.''' Bramblepatch doesn’t know the value of the writ. On purchase, you or the adventurers roll 5d10 then multiply the result by 10 for the value (in sc) of the writ.
 
=== '''Reporting the Colony''' ===
If players wish, they can reveal the location of the colony to city officials. The Bridge Knights, Magistrate, Meritocrats, and Trade Consortium will be interested in this information. Reporting the colony grants the heroes +3 Goodwill with that organization and removes the urchins from the event list, as most scatter. Doing this removes any Urchin Goodwill, and if an adventure possesses a poppet doll from Widget, it will explode in a purple [[mist]].
 
=== '''Magical Anomaly''' ===
The sewers are prone to strange events from stray Arcane magics borne into its foundations to random extraplanar visitors. This can manifest in any number of ways, and the following options are provided for you, as the MythCrafter, to develop and create your own. Use any number of the below suggestions for prompts:
 
'''First of Its Kind.''' Arcane auras have seeped into the various piles of refuse and trash, bestowing a strange degree of magic sentience and creating the first (or one of…) Trash Golem.
 
'''The Trickster.''' Perhaps one of the worst things to encounter while wandering a sewage-ridden undercity is a fey with a chip on their shoulder. Or, even worse, a group of mischievous '''Parsors''' (''Creature Compendium).''
 
'''The Sewer Knight.''' Above-bridge may be ruled by the Bridge Knights, but the sewers are the domain of Ser Bartholomew of Bridigins. Ser Bartholomew is a strangely intelligent '''[[Gretchling]]''' (''CC'', “Gretchlings”). He possesses an INT of 2 and a STR of 4, wields a Hero’s Standard (''Mythcrafter’s Guide,'' chapter 7, “Magic Item Codex”) and wears a suit of gilded plate. Bartholomew believes in righteousness, and vows to aid those deemed worthy (he is a ranking Vigilant, somehow). If poor Bartholomew is killed, his standard becomes mundane, as its powers were born only of his fervent goodness.
 
=== '''Combat Encounters''' ===
If you roll for combat you can use the following for prepared encounters. These are suggestions, and may need adjustment depending on the strength of the party and number of players. Difficulty is based around a party of 4, with levels ranging between 4-8.
 
=== '''Occult''' ===
From individuals chased from the city into the sewers, to mages dabbling in the profane, occult encounters are rare but are known to happen within the sewers. These encounters are '''difficult''' due to their strange natures.
{| class="wikitable"
!Party Level
!Encounter
|-
|4
|1 Shambling [[Grim]], 3 Skeletons
|-
|5
|1 [[Blood Effigy]], 2-4 [[Zombies]]
|-
|6
|1 [[Ghul]], 2 Shambling Grims, 3 Zombies
|-
|7
|1 [[Transcendent]], 2 Bonewraiths
|-
|8
|2 Churlocks, 4 Zombies
|}
 
=== '''Vermin''' ===
Maybe the most common incursion within the sewers. Rats, spiders, and other vermin thrive in the waste-filled Underbridge.
{| class="wikitable"
!Party Level
!Encounter
|-
|4
|4 Dire Centipedes, 4 Insect Swarms
|-
|5
|5 Dire Rats
|-
|6
|1 Queen Dire Ant, 3 Warrior Dire Ant
|-
|7
|7 Swarms of Rats
|-
|8
|4 [[Rot Bees]]
|}
 
=== '''Criminals and Cultists''' ===
Many criminals escape to and live in the Underbridge while cultists are a common inhabitant. They’ll often ambush anyone they can in the darkness in an effort to gain an upper hand.
{| class="wikitable"
!Party Level
!Encounter
|-
|4
|6 Thugs, 1 [[Rogue]], 2 Bandits
|-
|5
|2 Underbridge Cultists, 4 Underbridge Initiates, 1 Rogue
|-
|6
|2 Fallen Bridge Knights*, 4 Bandits
|-
|7
|1 Hex Witch, 3 Underbridge Cultists, 6 Thugs
|-
|8
|1 [[Necromancer]], 4 Skeletons
|}
 
<nowiki>*</nowiki>Use the stats of a Bridge Knight.
 
=== '''Inferno''' ===
Between the occasional occultist and the dabbling of the Underbridge Cult fiendish creatures of Inferno  make their way into the foundations, sewing devastation and chaos.
{| class="wikitable"
!Party Level
!Encounter
|-
|4
|2 Guraxes, 1 [[Demonologist]]
|-
|5
|1 [[Amanojaku]], 2 Slag Toads
|-
|6
|1 [[Night Devil]]
|-
|7
|2 Column Crawlers, 1 Demonologist
|-
|8
|1 [[Gratchen]], 10 Corrupted Gretchlings
|}
 
<nowiki>*</nowiki>Corrupted Gretchlings use standard '''Gretchling''' stats, but are under the control of the fiendish Gratchen, making them hostile.
 
=== '''The Rust Gate''' ===
A strange and mysterious section of the Underbridge, the Rust Gate lies between four central water basins beneath Westbridge. These basins are empty, and no pipes or waterways feed into them, as if intentionally designed to be separate. The gate itself is a massive constructed wrought from iron and covered in Arcane wards and runes. It is impenetrable by spells, divination, or teleportation, and physical attempts to breach it result in an equal degree of force blown back at the offender. No scholar or mage in the known history of Bridgemoor has been able to open the gate, and no one living has any clue to its purpose.
 
What is known is that a low-frequency Psionic energy emanates from the gate, or whatever lies behind it. With prolonged exposure, this energy drives near anyone mad, their minds eventually lost to permanent insanity. This has led to odd gatherings about the gate: cultists, creatures, and the lost, and the occasional scholastic excursion of newly minted graduates of the Meritacratium trying to make a name for themselves.  
 
=== '''Rust Gate Inhabitants''' ===
The gate can be used for any number of encounters. Anyone that spends more than 24 hours here, though, must make CHA checks or slowly lose their mind. Any spells or items that protect against Psionic spells will remove the need for these rolls. The DC starts at 5, then increases by 1 for each day spent within sight of the gate. The DC decreases by 1 for every 24 hours spent away from the gate.
{| class="wikitable"
|
===== '''Insanity''' =====
Whenever an adventurer fails a CHA check by the gate, they temporarily decrease their INT by 2 and increase their AWR by 1. Should their INT drop to -4, the adventurer becomes incapable of coherent speech and their WILL defense becomes 0. They will refuse to leave the gate then, and if they remain in the gate’s presence, they will become a '''[[Hungering Shade]]''' in 1d6+1 days.
|}
 
When entering the area around the gate, roll a 1d4 to see the current inhabitants.
 
'''1, Cult of the Vertical Limit.''' An inane group of beggars, vagrants, and vagabonds, this cult is convinced that continuing to build upward will crush Bridgemoor under the weight and destroy the city. They’re entirely harmless, but oddly, they’re immune to effects of the Rust Gate. If a player has failed at least 1 CHA check by the gate, they may join these cultists, and also become immune to these energies, but the insanity effects become permanent. They also gain TA against resisting the effects of Psionic spells, but TD against the effects of Divine spells.
 
'''2, Scholarly Excursion.''' A group of scholars has ventured into the sewers to study the gate. They’ve been here for 1d6+1 days, and are having no luck at all while some of their members are already falling victim to the Rust Gate’s energy. If the heroes convince the scholars to leave, they gain +2 Academic Goodwill. They can do so by using the Social Combat system outlined under the “Kendartown Events” section, starting with a DC of 13, or with successful CHA checks of 18+.
 
'''3, Urchin Colony.''' If you’d like, you can place the Urchin Colony from the Sewer Events here. In this case, the urchins will be immune to the effects of the gate, as if it doesn’t want to hurt the children.
 
'''4, Hungering Shades.''' The result of ill-fated explorers or fools, several '''Shadows''' or '''Hungering Shades''' (CC, chapter 2) [[haunt]] the Rust Gate. Any combination of either of these creatures, totaling a Monster Level of 36 (2 Hungering Shades or several Shadows) can be found here for 7 days before they disappear. If fought, and beaten, a strange Arcane rune will appear at the foot of the Rust Gate, with a single sigil that reads: “Key”.
{| class="wikitable"
|
===== '''Key Sigil''' =====
By all accounts, this obsidian sigil appears completely mundane except for the green rune on its surface. This has no use in Bridgemoor, but can see use within the Great Chasm.
|}
 
=== Westbridge ===
From the Fortress of Merit to the western tollgate, Westbridge is home to those that settled from Nalathesh and Lesmishan. Westbridge acts as home to the city’s lower classes: minors, laborers, and those without the spare coin to afford higher education. It’s also home to the temple district, itself containing the Temple of Vigil, Order of the Darkscourage, and House of Alms. The northwestern residential block is the closest Bridgemoor gets to a slum, short of folk retreating to the Underbridge.
 
==== '''Temple District''' ====
Bridgemoor considers itself a secular state, but it allows for its citizens to pursue religious endeavors as they will. Most, if not all the centers of religion, are centered in Westbridge, as one of the less wealthy districts there is a wealth of charitable opportunities and individuals to recruit into the various faiths.
 
Smaller than any major city district, this one consists of four compounds that all face a large, public square, where more religious inclined merchants, denizens, and organizations set up during day-time hours.
 
==== '''Temple District Locations''' ====
 
==== '''Temple of Vigil''' ====
The Moorian Temple of Vigil is less militant than many of its kind. Due to its contract with the city, Vigil paladins and other warriors are given less creedence to operate within the city walls, making this construction a more serious place of worship. The temple itself is a white-stone construct, four stories tall and has a slew of support buildings for local [[clergy]] and worship shrines for Celestials and Avatars. It keeps a modest wealth, not nearly as well funded as other Vigilant centers, but perhaps more earnest in spirit.
 
This temple is run by Saphira Barrowghast, a middle-aged dwarven woman with fiery red hair and a sunny, friendly disposition, much in contrast to her brother, Dagan. Saphira has the stats of a '''[[War Priest]]''' (''CC'', chapter 4, “NPCS”), and is always willing to help those who help others. She has a dozen or so '''Clergy''' that she manages throughout the temple, but no real warriors besides herself.
 
Here, adventurers can liaison with the more benevolent forces of the divine. If they possess +5 Religious Goodwill in Bridgemoor, they can rest safely at the temple for free. Otherwise, Saphira will allow an adventurer to join the ranks of the Vigilant. There are no requirements for service. On joining, an adventurer will feel a divine influence about their person and can begin to accrue Vigilant Goodwill.
 
==== '''Gaining and Losing Vigilant Goodwill''' ====
This Goodwill is earned even if there is no one around to witness the act.
{| class="wikitable"
!Gain
!Action
|-
| +1
|Protect an innocent from harm.
|-
| +1
|Aid another Vigilant in their duties.
|-
| +1
|Donate at least 500sc to a Temple of Vigil. This only works once every 7 days, a maximum of 3 Goodwill earned this way.
|-
| +2
|Purge a corrupted Vigilant.
|-
| +2
|Free an individual from wrongful imprisonment, bondage, or slavery
|-
| -1
|Knowingly harm an innocent.
|-
| -2
|Assault another righteous Vigilant.
|-
| -2
|Commit an immoral crime.
|-
| -1
|Take advantage of the weak.
|}
 
If an adventurer loses 10 Vigilant Goodwill they are expelled from its ranks.
 
Heroes can also "spend" their Goodwill with the Temple of Vigil in exchange for favors.
{| class="wikitable"
!Cost
!Favor
|-
|1
|A hero may cast [[Minor Blessing]] even if they cannot normally cast spells. This has an APC of 4.
|-
|2
|A hero may gain +1 Goodwill with any occupation except for Vigilant. This can only raise Goodwill as high as +5.
|-
|2
|A hero may cast [[Heroism]] even if they cannot normally cast spells. This has an APC of 3.
|-
|5
|One hero may take their first rank in the Clergy profession.
|-
|10
|One hero may advance to the next rank of the Clergy profession. This cannot advance Clergy beyond rank 3.
|}
 
Adventurers can also purchase Divine spell scrolls from the temple so long as they possesses at least +5 Religious Goodwill.
{| class="wikitable"
|
===== '''Scroll Sales''' =====
The temple possesses 1d10+5 scrolls at any time. These scrolls refresh every 15 days and can be any Divine spell of an SPC cost of 15 or less. Whenever you roll to refresh scrolls, you or your players can roll a d100. If the result is 50 or higher, the temple will have 1d8 extra scrolls of an SPC cost of 25 or less.
|}
 
==== Order of the Darkscourge ====
A purely militant compound, the order has managed to convince Bridgemoor to allow it to operate within its walls, if only by the grace of Governor Arinwin. The Bright Knights are vocal opponents of the order, and it possesses little to no authority, only allowed to act as independent mercenary guards for those that seek out its services—meaning order members cannot [[intervene]] in violent confrontation, lest they suffer legal consequences. Still, the order persists, if mostly for their interest in snuffing out the Underbridge Cult and other occultic activities in the surrounding areas.
 
The Darkscourge compound is a small fortress that consists of half a dozen buildings encircled by moderately-tall stone walls: dorms, stables, training halls, armories, and offices, and makes its home in the temple district due to its history of working with religious institutions. It supports only 30 active militant members at a time—as Bridgemoor limits its active presence—consisting of 3 '''Paladins''', 5 '''Knight Errants''', 15 '''Knights''', and 7 '''Squires''' (CC, “NPCs).
 
The ranking chapter member is Sera Nessacourias Elian, an elven [[Paladin]] of an iron will and a fervent adherence to her beliefs. She has incurred several fines levied from the Magistrate due to illegal interference, but refuses to budge on her stances, making her rather popular with the Westbridge locals. Players can speak to Nessacourias to join the Darkscourge.
 
==== '''Joining the Order''' ====
To become a squire within the order, an adventurer must first pay dues of 500sc to prove that they are self-sufficient enough to provide for themselves. This need not be currency. They can donate weapons, scrolls, items, or anything of value to the order. Next, the adventurer must face several order members in single combat with wooden weapons (all do blunt damage). A '''Squire''', followed by a '''Knight''', then a '''[[Knight Errant]].''' The adventurer needs not win any of the bouts—only prove their resourcefulness in combat, by lasting at least 3 rounds against each opponent (but the order will not inform them of this). Finally, they must take a vow to uphold the order’s values.
 
Once this is done, the adventurer becomes a member squire, and gains access to Darkscourge Goodwill and services. They also may take their first rank in the Knight profession. The adventurer and allies may rest in the order compound and may request sanctuary there if they are in danger.
{| class="wikitable"
|
===== '''Darkscourge Vow''' =====
“From this day, upon my life, I pledge my sword, my soul, my worth, to seek out those that spread the vile curse of chaos and will see their misdeeds brought to an end. I will be the beacon in the night, the [[terror]] of ill intent, forever and for always, I will be the scourge of the dark.”
|}
 
==== '''Gaining and Losing Darkscourge Goodwill''' ====
This Goodwill requires at least one witness to the act, or for the deeds to be reported to an order member.
{| class="wikitable"
!Gain
!Action
|-
| +1
|Dispatch a group of cultists, occult creatures or fiends (or related monster) of an ML of at least the hero’s level.
|-
| +2
|Discover and report a previously unknown cultist cell or plot to an order compound.
|-
| +3
|Dispatch a cultist cell operating in a civilized region.
|-
| +1
|Find and discard of dangerous occult knowledge.
|-
| -1
|Prevent the execution or capture of a cultist or related creature.
|-
| -1
|Lose in combat against a group of cultists or related creatures.
|-
| -2
|Fail to prevent a cultist plot in a local region.
|-
| -5
|Fight against or hinder the Order of the Darkscourge.
|}
If an adventurer loses 10 Darkscourge Goodwill they are expelled from its ranks.
 
Heroes may also spend Darkscourge Goodwill to gain favors.
{| class="wikitable"
!Cost
!Favor
|-
|2
|Requisition a [[War Horse]].
|-
|3
|Gain a  Guardian’s or Sunburst [[Shield]] (Mythcraft Compendium, chapter 7, “Magic Item Codex”).
|-
|3
|Gain a magic weapon (any) that bestows +1 to attacks and damage with an essence cost of 5.
|-
|10
|One hero may advance to the next rank of the Knight profession. This cannot advance Knight beyond rank 3.
|}
'''House of Alms.''' One of the few institutions of charity within Bridgemoor, the House of Alms accepts donations to help feed, house, and cloth the needy, and sees to the care of Moorian orphans and destitute. The House also acts as the largest hospital in the city. It receives several thousand sc in funding from the Meritocratic Senate and Trade Consortium, but is often overwhelmed with those beseeching aid. Unfortunately, nepotism runs rife here as it does elsewhere within the city, with the power and wealthy seen before those less fortunate.
 
The House of Alms is run by Sorrowstone, an elder Bhrunai of immense patience and empathy. Sorrowstone has dedicated much of his life to caring for the sick and can be seen among the ranks of his physicians and healers, helping where he can despite his aging hands.
 
Players can receive healing at the house, donate to help the people of Bridgemoor, or work as a physician themselves.
 
'''Donations.''' Heroes can donate rations or meals, money, or medicine. For every 250sc in value they donate they receive +1 Goodwill with Bridgemoor Commoners (+5 at most).
 
'''Healing.''' The physicians at the house can cure the adventurers of nonmagical diseases and can remove temporary levels of insanity, such as those gained at the Rust Gate. If done for free, this treatment takes 1d4 days +1 day per rarity of the disease (1 day for common, 2 for uncommon, etc.) or per level of insanity, otherwise it costs 20sc per level of rarity, and the adventurer is healed after 8 hours.
 
'''Work.''' The House of Alms is always looking for individuals to help. If an adventurer wishes to, they can spend blocks of 8 hours aiding those at the house. They can choose to work for pay or donate their time. When doing either, they roll an INT/Medicine check, with results depending on their roll:
 
'''Skill Check of Less Than 13'''
 
Rolling below a 15 results in being more a nuisance than anything. The adventurer receives no pay in this case, and loses 1 Aristocratic Goodwill or Goodwill with Bridgemoor Commoners (or both). If this result occurs more than 3 times within a 7 day period, the House of Alms will ask the adventurer to kindly stop helping.
 
'''Skill Check of 13'''
 
The adventurer is of great help and earns a salary of 25sc + 25sc per rank of Physician they possess. If choosing to work for free, the adventurer earns +1 House of Alms Goodwill.
 
'''Skill Check of 18'''
 
The adventurer proves their worth to their fellows and earns a salary of 75sc + 25 per rank of Physician they possess. If choosing to work for free, the adventurer earns +2 House of Alms Goodwill.
 
'''Skill Check of 25+'''
 
The adventurer outshines even the regular house physicians and earns a salary of 150sc + 50 per rank of Physician they possess. If choosing to work for free, the adventurer earns +3 House of Alms Goodwill.
 
An adventurer can only earn as much as +5 Goodwill and the house can only pay out as much as 500sc per 7 day period. If an adventurer earns at least 5 Goodwill with the house, they make their first rank in the Physician profession. They may increase their Physician rank by 1 for every 15 Goodwill they earn after that, to a maximum rank of 3.
 
'''Shrineyard.''' The courtyard of the temple district, the Shrineyard is where small religious delegations set up small, mobile shrines and preach their various doctrines to their Moorian flocks. During day-time hours, the yard is active with priests and preachers, clergy, and other such individuals hoping to bring peace or recruit for their divines. This is also a common spot for beggars to frequent, begging for alms while relying on the more generous spirit of their religious neighbors.
 
==== '''Western Markets''' ====
'''''Read Aloud:''''' ''From the western districts one is always subject to the rolling call of hammers on iron, to the rabble of sales and the dulcet tones of commoners’ celebrations. Wit and whimsy rule these markets, perhaps more jovial than elsewhere within Bridgemoor. While less grand in stature, the buildings here a muted yellow, matte, with less gilded exteriors, Westbridge boasts an earnest sincerity, one that comes with the wonderful scents of freshly baked bread and strong teas brewed for a work-weary day.''
 
The Western Markets are a practical exchange, geared toward commoners and materials, things that the average citizen can use in their daily lives. Many Eastbridgers will take a day trip to the western stalls to load up on essential goods, leading to weekly sales to [[entice]] bulk purchases. Adventurers won’t find much in the way of luxury or special goods here, but any goods made from metal materials can be purchased for a 20% discount, and as salt and spices are a common import here, rations and meals are also sold at 30% less.
 
These markets are less prone to Bridge Knight patrols and given less attention by magistrate officials. They get by with only monthly inspections to check writs of sales, catalog goods, and to levy a 3% sales tax on profitable merchants for every 30 days of income. Theft and less scrupulous behavior occurs more often in Westbridge than in other districts, but it is still not considered to be rampant.  
 
==== '''Westbridge Markets Events''' ====
The following are events that can occur within the markets. Combat encounters are rare here, as Darkscourge members and Bridge Knights are never too far from trouble. Combats of less than four rounds can escape notice, so long as no civilians report it.
{| class="wikitable"
!1d4
!Event
|-
|1
|Enterprising Urchin
|-
|2
|A Grand Opportunity
|-
|3
|Flash Sale
|-
|4
|Skirmish!
|}
'''Enterprising Urchin.''' A lone urchin was caught stealing from a local food merchant. Insisting on their innocence, the dispute is growing ever louder, potentially attracting a Bridge Knight patrol. While it’s obvious the urchin tried to steal, and flubbed their attempt, a DC 13 AWR/Perceiving will reveal the urchin hasn’t eaten for days. Heroes can bribe the merchant to ignore the offense for 25sc or more, or convince them to let the urchin go with either a social combat (starting at a DC of 12), or CHA checks of 15+. If this route is taken, the adventurers gain +1 Underworld Goodwill (and +1 Urchin Colony Goodwill), and the urchin may reveal the existence of the sewer colony as thanks.
 
Adventurers can also report the urchin and turn them over to authorities, earning  +1 Mercantile and Militant Goodwill.
 
'''A Grand Opportunity.''' Beset by a fastidious, and ruthless, magistrate, a local merchant is about to lose everything to years of unpaid back taxes. Desperate, and lamenting publicly, the merchant approaches the heroes with an opportunity of a lifetime. The merchant will ask for them to either help pay the taxes, or convince the magistrate to grant an extension. Adventurers can pay half (500sc) for a 15% stake in the merchant’s business, or all of the taxes (1,000sc) for 25%. This earns the players a stipend of 75sc (15%) or 125sc (25%) every 7 days, so long as they remain in Bridgemoor to collect.
 
The local magister can be found nearby with 1d4+2 Bridge Knights, and will grant an exemption of half a year if the adventurers pay a fee of 250sc. They can also convince the magister with an appropriate DC 18+ CHA or INT check. Threats of violence or intimidation will result in the magister calling for their guards. Succeeding this route grants the heroes +1 Mercantile and Militant Goodwill.
 
'''Flash Sale.''' The markets are flooded with customers today, leading to steep discounts. Any goods purchased from the Western Markets are done so at a 20% additional discount for the next 8 hours.
 
'''Skirmish.''' The Underbridge Cult is attacking the market, smashing stalls, stealing goods, and wrecking devastation. If this event occurs, see the accompanying Skirmish Encounter table.
{| class="wikitable"
!Difficulty
!Encounter
|-
|Easy
|1d4+2 Underbridge Initiates
|-
|Moderate
|1 Underbridge Cultist, 1d4+2 Underbridge Initiates
|-
|Difficult
|1d4 Underbridge Cultist, 1d4+2 Underbridge Initiates, and 1 [[Gurax]]
|-
|Deadly
|1d4+1 Underbridge Cultist, 1d4+2 Underbridge Initiates, and 2 Guraxes or 1 [[Bonewraith]]
|}
You may have Darkscourge or Bridge Knights show up to aid players if the skirmish is too dangerous.
 
Adventurers may simply run from these encounters with no reward or penalty. If they successfully fend off the cultists, a Knight-Captain will appear and award them 50sc as a base, multiplied based on the encounter difficulty (x1 for easy, x2 for moderate, x4 for difficult, and x6 for deadly). For a difficult encounter, players gain a +1 Social and Bridge Knight Goodwill, or +2 for a deadly encounter. Additionally, a deadly encounter will reward players with a Writ of Passage.
 
Instead, on a difficult or higher encounter, you may have a Darkscourge Paladin (or Nessacourias herself) approach the adventures and offer to have them join the order, bypassing the fee and combat test.
 
==== '''Westbridge Market Locations''' ====
'''The Grove.''' Home to a simple conclave of [[Primal]] mages, The Grove sits apart from the markets while being at its very center. Surrounded by stone walls lined with vines and greenery, the mages here receive a regular stipend from the Meritocratic Senate to upkeep the Courtyard Gardens and to seed the city with greenery, interrupting the yellow, brownish make of the bridge. The mages care little for city politics and foster a policy of noninterference, concerned only bringing a bit of nature to Bridgemoor and the chasm below.
 
The Grove is run by Gaspard Greenwright, a human druid with sharp, severe features and a calm disposition. He has the stats of a '''[[Druid (Greater)]]''' (CC, chapter 4, “NPCs”).
 
There’s not much to be found at the grove for adventurers except for Primal components and scrolls, that of which the grove will sell so long as the heroes possess at least +5 Social Goodwill.
{| class="wikitable"
|
===== '''Scroll Sales''' =====
The Grove possesses 1d4+3 scrolls at any time. These scrolls refresh every 7 days and can be any Primal spell of an SPC cost of 10 or less. Whenever you roll to refresh scrolls, you or your players can roll a d100. If the result is 50 or higher, The Grove will have 1d4 extra scrolls of an SPC cost of 30 or less.
|}
'''Chasm Forge.''' The Chasm Forge is a massive metal working facility home to Bridgemoor’s most successful, and essential, industry. Here, smiths work around the clock to produce common metal goods, armor, and weapons. Combined with regular shipments from the chasm-based mines, the forge allows Bridgemoor to be self-reliant for its own defense, able to outpace most nations in equipping its soldiers with superior goods.
 
Citizens can purchase weapons and armor directly from the forge, an honor only available to non-citizens with express permission from a Meritocrat. Equipment purchased here is done so at its base base cost, but is of superior quality. Weapons, even though they are mundane, grant a +1 bonus to attacks, and armor reduces speed by 5 ft. less and has its minimum STR requirement lowered by 1. Shields (except for tower, which possess the armor benefit) gain +1 to their Physical [[Resistance]].
 
Adventurers may purchase a space to rent at the forge to create their own equipment. This costs 25cr per day used and allows the creation of superior quality equipment. While using the optional crafting rules (''Core Rulebook'', chapter 7, “Complete List of Skills), assuming the cost of the relative item is increased by 20% when creating a superior item.
 
=== Nalatown ===
'''''Read Aloud:''''' ''Poised at the end of the sand-ridden western roads, Nalatown is beset by dust storms and miners in heavy clothing, most of its inhabitants possessing face masks of one sort of another. The buildings here are built in an adobe style, dry, with flat roofs, red with clay mined from the chasm cliffs. In the north, a small Bronzeguard outpost sits out of place amidst Moorian culture, and to the south, a series of lively markets fills the space enroute to the great lifts of Bridgemoor, and more than one militant compound.''
 
Nalatown is one of Bridgemoor’s two border towns and is significantly more productive than its eastern cousin. Home to the chasm mines, Nalatown houses the only guard barracks outside of the city walls, much more militant in its governance than anywhere within Bridgemoor. Non-citizens are allowed to purchase land and own homes here, making it a desirable prospect, so close to jobs and the city gates, despite the more totalitarian enforcement. Many traders in Nalathesh will do business in the materials market and be on their way, letting those with passage writs deal with the inner marketplaces.
 
==== '''Nalatown Locations''' ====
'''Bronzeguard Outpost.''' Situated on the northern side of the tollgate, Nalathesh manages and operates a small barracks of Bronzeguard with special dispensation from the Meritocrat Senate. There are only ever a few dozen or so of the guard stationed here, and they are forbidden in engaging in any action outside of Nalathesh disputes. Still, they run the local roads, handling bandits and farther afield problems, as Bridge Knights rarely possess mounted scouts to handle ranging patrols.  
 
The outpost is run by Enkidu Injaka, a human Bronzeguard and expert cavalier. Enkidu is a scared veteran, stocky and short, but a warrior of great renown. He is ultimately loyal to the [[Godking]], but has a friendly relationship with the Bridge Knights, more diplomatic than most in his position. He has the stats of a '''Knight Errant''' (CC, chapter 4, “NPCs”) and rides a '''[[Dracanis]]''' (CC, chapter 2).
 
Adventurers can also report to their superiors, or even join the Bronzeguard here. See “Joining the Bronzeguard” under the Nalathesh location entry.
 
'''Redcliff Lifts.''' Down a series of wooden scaffolding structures lies the great elevators of Nalatown, two massive constructions fueled by a combination of Arcane prowess and advanced Moorian technology. The lifts each consist of a 20 by 20 ft. platform, constructed from metal, joints and all, that are controlled from a series of nearby levers. These levers activate a corresponding series of enchantments that can raise and lower the lifts, which are capable of sustaining several dozen tons at a time. Both the top and bottom landings are connected to a series of mining tracks that ferry materials from the Chasm Mines to Bridgemoor. In all, the lifts cover 100 ft. of height.
 
'''Chasm Mines.''' A spiraling complex of mine shafts, tracks, and caves, the Chasm Mines are built into the side of the red rock cliffs of the Great Chasm, housing hundreds of workers as they dig deep for ore, precious stones, and mystical Avadrium. The mines are a carefully controlled hierarchy of officials appointed by the Minerals Board of the Meritocrat Senate and take their jobs seriously, painstakingly counting every ounce of material liberated from the earth. Most of the miners either live in Nalatown or the Northwestern block of Westbridge and tend to be uneducated laborers, though the most responsible among them rise to be forman, eventually buying their way to citizenship.
 
The Bridge Knights keep a tight and close eye on the operations, going so far as to run daily patrols around the mine’s exterior. While undoubtedly they do this to prevent theft or malfeasance, practicing vigilance so close to the chasm is necessary—as one never knows what might crawl its way out of the depths. Only the most secure Bridge Knights are authorized to watch the mines, as there are thousands of sc worth of material carted to the surface daily, and the temptation can be too much for some.
 
'''Karak’s Compound.''' The Bridge Knights of Nalatown are a militant bunch, acting as both enforcement and as magistrates in their fervor. As the bordertown is outside the city walls it lies beyond the jurisdiction of the Magister Superior, granting Karak Tenix, the local Knight-Captain, a rare degree of power. Karak is an uncompromising [[Hondu]]; tall, thick, with black, scarred fur and one eye, he is one of Ser Blacksky’s most fervent supporters and has a tendency to close his fist around the weak. He has the stats of a '''[[Bandit Captain]]''' (''CC,'' chapter 4, “NPCs”) only he has a STR of 4, wears a set of field plate, and possesses a Flametouched Longsword (''Mythcrafter’s Guide'', chapter 7, “Magic Item Codex”), making him a brutal opponent.
 
The compound possesses its own walls and is set up like a small fort, complete with a barracks, armory, and granary. It acts as the seat of power in Nalatown, with Karak assuming his position as a local “governor”, employing anywhere between 50 to 60 Bridge Knights in its regular garrison. While Karak can be abusive in his power, he does retain order, and does not actively harass locals—so long as they stay in line, and ensures that mercantile traffic is well protected.
 
'''Materials Market.''' The small markets of Nalatown are efficient and lack variety, focusing on the daily needs of the locals with foodstuffs, textiles, and household necessities. Yet, with its proximity to the mines, this market is brimming with raw ores and gems, making it a source of potential excitement to local merchants. Common ores and gems can always be found here, and are purchased at a 30% discount.
 
==== '''Nalatown Events''' ====
The Materials Market acts as the center of commerce and community in Nalatown, and several events often occur within, from the occasional impromptu bardic show to planned festivals, making it a place of joy and celebration. While wandering the area, adventurers may stumble across one such random event:
{| class="wikitable"
!1d4
!Event
|-
|1
|Avadrium
|-
|2
|An Abuse of Power
|-
|3
|Celebration
|-
|4
|A Tad Bit Unhinged
|}
'''Avadrium.''' Local merchants in the materials market have managed to land a rare supply of Avadrium. A local bidding war is on, but the sale of Avadrium is tightly controlled, and it's only a matter of time before Karak’s Bridge Knights show up to seize the stock. Roll 3d10 and multiply the result by 100 for the amount, in sc, of available Avadrium. Avadrium normally sells at a 1 to 5 ratio (every 1sc of the material costs 5sc to purchase). For this event, you can have multiple merchants bidding for the supply, or give the heroes first dibs. Either way, if the exchange is not resolved within 30 minutes, a patrol of 1d6+2 Bridge Knights will show up to apprehend the Avadrium.
 
Heroes can turn in the merchant and supply for +2 Militant (or Bridge Knight) Goodwill, +1 Aristocratic Goodwill, and -3 Mercantile Goodwill. Additionally, an adventurer may spend 3 Urchin Colony Goodwill to call upon a nearby ally to “liberate” some of the material. Roll 5d10 and multiply the result by 10 in this case for the “acquired” Avadrium.
 
'''An Abuse of Power.''' A local miner, merchant, or non-citizen has found themselves afoul of 1d4+1 Bridge Knights. The Bridge Knights are insisting the individual has broken one law or another, and if they don’t pay them at least 100sc, then they’ll be taking a trip to the Bridgekeep Cells. Heroes can ignore this and move along with no consequence. Otherwise, they can convince the Bridge Knights to sod off with a social combat (starting DC of 15) or with CHA checks of 18+. This is also one of the few locations where combat with Bridge Knights does not result in reinforcements or immediate apprehension, as Nalatown operates apart from the city. Adventurers can also simply pay off the extorted amount.
 
Helping the individual nets +3 Social (or Bridgemoor Commoner) Goodwill. If combat occurs, heroes suffer -3 Goodwill with the Bridge Knights and an additional +1 Aristocratic Goodwill. If any of the heroes is a deputy, magistrate, or Meritocrat, DCs are reduced by 5.
 
'''Celebration.''' The adventurers stumble upon a local celebration! Music, stories, and jovial festivities reign over the day, along with a dance circle for those more physically inclined. If the heroes spend 4 hours participating in the celebration, they count as having finished Taking a Rest, and make choose a single attribute. That attribute gains a temporary +1 for the next 24 hours. If they’d like to contribute, the heroes can roll DEX, AWR, INT, or CHA checks to perform, tell stories, or otherwise engage with the people. They earn their roll x2 in sc in prizes and raw currency.
 
'''A Tad Bit Unhinged.''' Preaching on the arrogance of Bridgemoor to build such tall buildings on so finite a space, a member of the Cult of the Vertical Limit is accosting anyone that crosses their path. In general, this cultist is harmless, and is more than a little insane, though a DC 18+ AWR/Perceiving will reveal that there’s something under that madness. If spoken to, adventurers may make DC 18+ INT or CHA checks to convince the cultist of their worthiness, insisting they are against such tall structures. If successful, the cultist will reveal the location of the Rust Gate, and inform the players that “the great gate awards those that cast away the shadows”.
 
If an adventurer is a part of the cult, the cultist will connect with them instantly, and insist on accompanying them as a companion. The cultist has the stats of a '''Charlatan''' (''CC,'' chapter 4, “NPCs”) and will disappear after 24 hours. During this time, the cultist will sacrifice their life for that adventurer if the opportunity arises, but bestows TD on any social interaction, as they won’t stop preaching on the horrors of vertical construction.
 
If the heroes possess the “key” runestone, the cultist will lose their mind, blathering on about the eyes in the dark ad nauseam.
 
=== City-wide Locations ===
Bridgemoor is a wide and expansive city. The areas above give context and details, but adventurers can come across any number of institutions, shops, or organizations while traveling the bridge. Some such locations don’t belong to a single district and are detailed below.
 
==== '''Bridgeroad''' ====
Named as it is the main means of travel across the bridge, Bridgeroad is a single stretch of uninterrupted travel through the center of the bridge. This road takes 8 hours to traverse from one side to the other, and is heavily patrolled by Bridge Knights and magistrates, and traveled by constant throngs of traffic: merchants, travelers, citizens, and their mounts alike.
 
==== '''Inns''' ====
Moorian inns are a common sight, with most of them positioned in some proximity to the central road that runs from tollgate to tollgate. They are always packed, full of travelers and merchants making the day-long trek across the city, and are a great place to rest, eat, and trade information. Such inns are a wealth of culture, ideas, and information, with constant passers-by and locals looking to network.
 
Inns in Bridgemoor are vertically inclined, usually two-to-three stories tall, with luxury or premier rooms available on the upper floors. With the never-ceasing cavalcade of travelers, double the prices of inn services in Bridgemoor for non-citizens, with luxury rooms running 60sc a night, able to house eight individuals comfortably.
 
'''Theft.''' Desperate locals and enterprising thieves haunt Moorian inns for a quick score. There’s a 20% chance (roll on a d100) that adventurers staying in a non-luxury room are robbed while Taking a Rest. If this occurs, thieves can be caught or noticed with 13+ AWR checks. If failed, the targeted adventurer loses 10% of their carried currency. You can ignore this mechanic if it proves too troublesome or irritating for your table.
 
'''Whisper Network.''' Within the Moorian inns exists a group of linked information brokers. Bartenders, merchants, or otherwise shady individuals, the whisper network is a paradoxically known quantity that no one knows anything about. The network takes coin in exchange for information, and seems to know a little about everything, if not a lot about anything. On entering an inn, roll a d100. On a 50 or higher, that inn will have a Whisperer informant, identified by a small marking nearby of a dagger kept within a raised hood. This symbol can be sussed out with DC 15+ AWR checks.
 
Whisperers do not negotiate. If intimidated or attacked, they will try to leave, and adventurers will lose access to the network until they pay a 500sc restitution fee to another informant. Prices and available information can be found on the Whisper Network table.
{| class="wikitable"
!Cost
!Information
|-
|10 sc
|Location of a single area or item. Reduces travel time by 25%.
|-
|50 sc
|Rumor or hint pertaining to a quest or event (planned or random).
|-
|100 sc
|Dossier or location of any non-major NPC. Grants TA on social interactions with that NPC for the first 3 checks made.
|-
|250 sc
|Dossier on major NPC. This can reveal minor secrets, pressure points, or motivations, but no major event or campaign altering information.
|}
'''Who Runs the Network?''' While no agent would ever reveal this, simply because they don’t know, the true master of the Whisper Network is a shadowy figure known as Mort Ironheart. Nobody knows much about this individual; even the highest-level informants know little beyond that he is a dwarf and is a criminal mastermind.
 
'''Performing.''' It’s inevitable for adventurers to want to earn a little extra coin. If an adventurer spends 4 hours performing at an inn, they can roll a CHA/Entertaining or an INT/Instrument to net themselves a bit of extra income and Goodwill. They may only perform once every other day.
 
'''Skill Check of Less Than 13'''
 
Rolling below a 13 is a flop of a performance.
 
The adventurer is booed or jeered off stage and loses 1 Social Goodwill. If this occurs 3 times within a 7 day period, the adventurer gains a reputation as a local terror, and will receive TD on such rolls in inns for the next 90 days. Also, their feelings will surely be hurt.
 
'''Skill Check of 13'''
 
The adventurer puts on a passable show and earns 10sc + 10sc per rank of [[Entertainer]] they possess. This (and all other positive checks) can be used in addition to the weekly gain of a performance based Entertainer.
 
'''Skill Check of 18'''
 
The adventurer puts on a great show and earns 20sc + 15sc per rank of Entertainer they possess.
 
'''Skill Check of 25+'''
 
The adventurer astounds and amazings, earning 40 sc + 20sc per rank of Entertainer they possess. They also gain +1 Social Goodwill.
 
An adventurer can only earn as much as +5 Social Goodwill, and cannot earn any money at the same in more than twice every 7 days. If that much Goodwill is earned, that adventurer may take their first rank in the Entertainer profession, or advance their current rank to a maximum of rank 3.
 
==== '''Toll Stations''' ====
Toll stations are fortified stone buildings that are poised along the length of Bridgeroad. Non-citizens are required to pass through a toll station for each district and face inspections for Writs of Sale and any other goods they may be carrying. Here, violators may be detained for entire days until they can meet with a local magister, and fines can be anywhere from 5% to 25% of unregistered sale goods. It costs 5sc to pass through a toll station, and there are four such stations that are inevitable on Bridgeroad, meaning it costs 60sc to simply travel through one tollgate to another.
 
==== '''Moor Blocks''' ====
City blocks in Bridgemoor are tightly knight, inner city communities. These residential blocks are stacked, apartment-like housing that can go as high as four or five stories, with dozens to hundreds of people living in each. Many have their own small economies, keeping shops and taverns and artisans contained within, and can even form their own subcultures depending on who settles there. Some even foster community gardens or raise livestock, each able to thrive as a small hamlet within the city at large. Multiple blocks are usually under the purview of a junior magistrate that becomes an essential community member, sometimes even acting as a liaison to the Bureaucracy.