A Merry Chase
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.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...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.
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

Plot points/Scenes
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
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
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.
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