A Merry Chase

Starting this aside at Raythanya's Tavern tavern, the characters all discover that they have been robben when one of the drunken patrons, a man they call "Ole drunk Bill", points it out to them.
GM Note:

The Wharf Rats robbing the party are fifth level rogues, with advantage on their sleight of hand rolls. Roll a Sleight of Hand check, +12, vs. a Group Perception Check. If the party's perception check is higher than the Wharf Rats' sleight of hand check, the party will notice they have been robbed before the urchins leave the Raythanya's, and will witness the children dashing up the street.

Alternatively, the characters can have no chance in the matter. The Wharf Rats are very good at what they do, after all.
Read the following aloud

With a start, you realize the drunk at the corner of the bar has been trying to get your attention. Slurring his words, he falls off of his bar stool, catches himself at the last second, and waves his hand at your table, which overbalances him, and he promptly falls in a manner that would have been flat on his face, were it not for his good natured compatriots. "Hey! You guysh!" The drunken patron stands quickly up with the help of his friends and the people around him, who had all linked their arms together with a laugh and a hearty "Whoaaaa there, Bill!".

"Yoush should check yer pocketsh, mateysh!" The drunk hiccups. "Them kidsh out there jusht robbed yoush." He burped; silently, but rank enough to drive many of his friends away. He promptly falls flat on his arse as he tries to reclaim his bar stool. He motions out the window to the east, and you watch as five laughing children start running up the street, whooping and hollering with glee. One of them notices you looking at them through the window, and almost squeals with laughter. "Run, Rats! The jig is up, they're on to us!" With a laugh the group of kids starts jogging off to the northeast, obviously unworried about a group of old people catching them. With a flurry of middle fingers, the children continue on down the road...
GM Note

If the party decides to give chase, have them and the Wharf Rats roll initiative immediately. The Wharf Rats have a base speed of fifty, and have Cunning Action as rogues, but have no advantages on Initiative.

Chases can be a great way for the party to get to know each other, and the five Wharf Rats will be having a grand old time leading the party on. Always assume the Wharf Rats move more quickly than the party, and they get advantage on Dexterity Checks, and Dexterity Saving Throws.
GM Note

If the Wharf rats all evade capture for five rounds straight, they will all disappear down drains and under carts, never to be seen again.

If any of the Wharf Rats are captured, the rest of them will return, and pelt the party with their own belongings until they manage to free their friend.

If the Black Bands come around, the Wharf Rats will immediately scurry and melt away, unless they are being restrained.

Street Chase Complications Table

Rooftop Chase Complications Table

The Wharf Rats by Nighcafe AI

Plot points/Scenes

Raythanya's
Raythanya's tavern, a mainstay in the city of Greynor for almost three centuries.
Greynor: Residential Neighborhood 1

A mostly residential neighborhood, the buildings here are made like much of the rest of the city's architecture; that is, in a manner which is easy to rebuild when the river floods. A few of these homes even boast their own docks.

Greynor: Neighborhood 2 residential

Structure

Exposition

The five Wharf rats will start about 160' away on the initial chase map, being about halfway between the beginning and end of the map, and about twice as far as a typical character can dash.

The children will scatter once they notice they are being chased, using their considerable stealth skills and putting their exceptional speed to good use. They will use their Movement first to try to lose line of sight, then head to the northeast, parrallel to the road. 1d3 of them will climb onto roofs to hide, fleeing across the thieves' highway wherever possible.

Conflict

Chasing the Wharf Rats is, at first glance, the conflict. However, the big problems are 1) what to do with the children if the party catches them, and 2) what to do with no money should the children escape.
GM Note
If the party is anything but fair to the Wharf Rats, the gang of children will persecute them anytime they are in Greynor. Everything from pranks to petty theft will be perpetrated upon them until they "make it right" by the young miscreants.

Climax

The party will either catch or lose the Wharf Rats following them.

If the party catches the Wharf Rats

  • How the players treat the children will inform how they will be treated by the Wharf Rats upon their return to the city.
  • If any of the children are caught, the rest will surround the party and pelt them with their own belongings.
  • If they assault or otherwise attack the children, there is a 20% chance they will be noticed and arrested.

If the Wharf Rats Get Away

  • The party's money pouches will have been stolen, as well as random items from their inventory
  • The Wharf Rats will act as eyes and ears for the party the next time they come to town, letting them know about jobs and generally acting as cheerful spies.

Falling Action

The party has to figure out what to do after the fact, including where to stay if they have not gotten their money back! The staff at Raythanya's is nice, and all, but they won't pay for a random adventuring party's room and board.

Resolution

Either they get their stuff, or they do not. The rest of the evening is all about what they do with that fact.


Cover image: Wharf Rats Banner by Nightcafe AI

Tellus' Standard Reference

Wharf Rat

Small Any (child, Burglar, Any Good

Armor Class 16
Hit Points 3d8+12
Speed: 50 ft

STR

8
( -1 )

DEX

18
( +4 )

CON

12
( +1 )

INT

14
( +2 )

WIS

10
( +0 )

CHA

16
( +3 )

Saving Throws Dex +8, Cha +6
Skills Acrobatics: +6, Athletics: +6, Stealth: +12
Wharf Rats Banner by Nightcafe AI
Languages Common
Challenge Rating 3
Proficiency Bonus 2

Description

The Wharf Rats are a gang of pre teen orphans who have ganged to gether for their own protection and greater good. Led by a mysterious twelve year old lawyer named Phillie Phil, these waifs make sure they educate themselves, keep themselves clean and healthy, and the gang has a dental plan.

Ideals

My mates are my family, and I would give my life for them.

Bonds

The Wahrf Rats pulled me from the gutter when I needed it most.

Flaws

I eat with me elbows close to my food, to make sure no one steals it.

Suggested Environments

Any of the city-states of Pax.

Actions

Unarmed Attack: +6 attack, 1d4+2 damage

Bonus Actions

Cunning Action: The Wharf rat can take the disengage , dash, or hide action as a bonus action

Reactions

Flinch: The Wharf rat instinctively ducks away from an attack, reducing the damage by 1d4+4 hit points

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