Sc.5: The Rat's Market Plot in Savaged Eberron | World Anvil
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Sc.5: The Rat's Market

Elaydren's map leads the PCs to the lowest inhabited level of the Dorasharn Tower. Now they have to find a way to enter the sewer level that runs beneath their feet.

Plot points/Scenes

Common Knowledge or Networking check:The map only shows how to get to the general area in the sewers of Dorasharn Tower. The party will need help locating the E-213 Valve Cluster. A Successful Common Knowledge check (-2 unless someone is from the lower levels of Sharn will allow the character to know about the existence of Rat’s Market as a place for possible knowledgeable guide. A successful Networking check will have the characters stumble upon a Rat’s Market.  
The tunnels and corridors at this level of the tower are narrow and dark. An occasional window slit looks out upon the crowded walls and foundations of other towers, and infrequently placed torches sputter here and there, giving off pallid pools of light and clouds of smoke. Even so, rough and dirty people crowd the narrow corridors, and the smell of sweat and sewage permeates the stale air.   One tunnel opens onto a large chamber, where a mix of goblins, humans, and shifters gather around a small pile of garbage spread across three rotting blankets.
One of the goblins shouts, “No pushing! No pushing! There’s always enough for everyone at the Rat’s Market!”   Most of their merchandise consists of salvaged goods from the sewers and refuse heaps of lower Sharn, although stolen items sometimes wind up in the depths as well. Most of the merchandise is soiled and damaged, but sometimes a treasure hides among the garbage.   Notice check: A Notice check reveals the following among the items for sale: a bell (23 cp), a scratched steel mirror (38 cp), and 50 feet of rope (25 cp), plus 5 random trinkets.   Skaken , the male goblin who runs the rat’s market, can provide the PCs with the information they need. However, as an astute merchant, he won’t give anything away for free. If the PCs ask if he knows anything about the E-213 Valve Cluster or a gate to the lower tower, Skaken acts as though he hasn’t heard them. Instead, he points to his wares and starts describing some of today’s bargains:   “I’ve got a rare stick of sealing wax, only partially used, for a mere sixty coppers,” the goblin merchant says. “Or maybe you could use this fine woolen blanket with just a hint of mildew? Only thirty-nine coppers. How about a skewer of boiled rat meat? For you, just five silver. Or, perhaps, if I could point out the way to a certain valve cluster, what would it be worth to fine explorers such as yourselves? One hundred silver?”   Persuasion check: Skakan prefers to deal with actual customers, so the PCs have a better time gaining his help if they purchase something from his market. He smells gold and wants his share from these upper-level visitors. If the PCs make a purchase, they receive a +4 bonus on the Persuasion check required to close the deal. The check has a -1 modifier normally, and for every raise by which the PC beats the target number, the amount of silver that Skakan will accept is reduced by 20. If the PC fails the Persuasion check, Skakan won’t accept anything less than 100 sp.   Intimidation check: A successful Intimidation check (-1) also gets Skakan’s cooperation, but at a different cost. He won’t forget the threat and will seek revenge the next time the PCs roam the lower levels of the city.   Once the PCs and Skakan agree to terms, he folds up his merchandise and leads the adventurers to the entrance to the E-213 Valve Cluster.

Relations

Neutrals/Bystanders

Backdrops

Locations

Threats

Notice check: While the PCs negotiate with Skakan, any character not directly involved in the conversation can make a Notice check to notice that one of the shifters in the crowd is paying a lot of attention to the heroes. The shifter is across the large chamber, and if any of the PCs notice him, he immediately fades into the crowd and disappears.

Encounters

Negotiation
Plot type
Find a guide to the Sewers
Related Characters
Related Locations

Goblin, City

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6

Skills: Athletics d6, Common Knowledge d10, Fighting d6, Notice d6, Persuasion d4, Shooting d8, Stealth d10, Taunt d6

Pace: 6, Parry: 5, Toughness: 4

Special Abilities:
  • Diminutive: Goblins average only about three and a half feet tall, reducing their Size (and therefore Toughness) by 1.
  • Dirty Fighter: Goblins is particularly good at tricks to distract their foes. He adds +2 to his roll when performing a Test maneuver.​
  • Low Light Vision: Goblins ignore penalties for Dim or Dark illumination (but not Pitch Darkness).

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Cover image: Magic of Eberron by Wayne Reynolds

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