Mark S. Cookman
The Wharf Rats and Their Rumors -- Additional Content for Tavern Workers
This post contains additional material for our supplement Tavern Workers. If you aren't familiar with it, please click on the link or the picture to become enlightened. We thank you for your support. If you are familiar with it, then here is some additional material that fits in with the text of that supplement. If you don't have the supplement, don't worry. You will be able to use all of the stuff below without having it. Enjoy and Happy Gaming!
The Wharf Rats
Here are the stats for the followers/hero worshippers of Diogo Rios. The Wharf Rats style themselves as a "gang", but they are mostly just a bunch of homeless kids banded together to help each other. Think of them as a very low level thieves guild.
Male and Female Human Rogues Lvl 2
CN Medium Humanoid
Init +6; Listen +3, Spot +2
AC 12, touch 12, flat-footed 10
hp 12 (2d6+2)
Fort +1, Ref +5, Will +0
Melee weapon Club +2 (1d6+1) and Dagger +2 (1d4+1)
Unarmed Strike +2 (1d3+1)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +2
Atk Options Sneak Attack +1d6
Weapons: Clubs and Daggers on a few, but most are Unarmed
Abilities: Str 12 Dex 14 Con 12 Int 9 Wis 11 Cha 12
SQ Dodge, Trapfinding
Feats Dodge, Improved Initiative, Rogue Weapon Proficiencies, Simple Weapon Proficiency - All
Skills Appraise +1, Balance +3, Climb +2, Escape Artist +5, Gather Information +5, Hide +5, Jump +5, Listen +3, Move Silently +5, Search +3, Sense Motive +1, Sleight of Hand +3, Spot +2, Swim +5, Tumble +3, Use Rope +5
Possessions any weapons plus Peasant's Outfit, Pouch, belt (6 @ 5.2 lbs), Caltrops, Mirror, Money, Oil (1-pint flask), Signal whistle, Smokestick
Dodge +1 to AC vs attacks from one opponent.
Evasion (Ex) Take no damage on a successful Reflex save.
Sneak Attack +1d6 Deal extra damage when your target is flat-footed or flanked by you.
Trapfinding You can find and disarm traps with a DC < 20.
Wharf Rats Rumors
Below are twelve rumors that the Wharf Rats are privy to, perhaps you can use them in your game.
See that old rummy with most his leg blow'd off beggin' on the main pier. Every night he picks himself up, stands on one leg for a second and takes off a ring. Then, Bob's yer Uncle, he' s right as rain in Jolly Old and with two legs he goes sneakin' off to his home. For a silver I'll tell you where he goes.
The Highland Wind claims to be a Trade Guild merchant ship, but I know all of her cargo can't be legal. Why else would they be unloadin' her onto covered wagons in the middle of the night?
When the harbor's full and the Scrimshaw Shark's so busy that they be seatin' people outside, that's when the killer strikes. We've seen 'im dump the bodies. If ye give me a silver, I'll show ye where.
Most nights there are a pair of Spalish officers sitting at the end of the bar at the Scrimshaw Shark. They walk all the way down this road to the bar by the shore, but up there, just over the rise, that's where they get out of the fancy coach that brings them and where they get back into it at the end of the night I'd wager.
The Jolly Molly is that wreck of a sloop over there beyond the far pier. She drifted into port flying the yellow jack; no one would go near her but me. Lost both me parents to the fever, but it passed me by. Twas only the first mate left alive when I climbed aboard, but he coughed himself to death after tellin' me their tale. I'm her captain now, Harbor Master Hawkins said that I could have 'er, 'ccording to the laws of salvage and all. If ye could help me get her sailin' again, I'd share with ye the treasure map and log book I found. What say ye?
If yer lookin' for the guild, I can arrange a meeting for ye. You look the type what might want to introduce yourself before you go steppin' on any toes 'round here.
If ye be lookin' to hire a boat to get ye around the islands, you ought to hire the Mariah Jane. She's smart and fast with a shallow draft. The captain's me older brother, Ned. He's a steady sailor day or night. She's docked at pier 2 if ye change yer mind.
There's something odd about the Datch merchantman Concordia. She's docked at pier 1 and ready to sail. She's been sitting there, loaded and ready to go for four days. I guess that she's too short of crew to sail.
Excuse me, sir. Is this pocket watch yours? It's a bit dangerous down here on the docks for fine gentlemen like yourselves. You should hire yourselves a guide that knows this port both up and down. Why I have just the lad in mind, me.
The dirty Sanchez brothers sail out of here 3 nights a week in their small ketch, the Mala Fortuna, to go night fishing. Funny how their nets are wet, but they never catch any fish.
If ye be needin' gunpowder or shot for your ship's guns, then I know a man what can get ye the best in Chinese gunpowder. It don't come cheap though, neither the meetin' nor the buying. Goods and discretion are guaranteed however. Assuming the meetin' goes well.
I've heard the sailors talk about a Great Sargasso Sea far beyond the Devil's Keys where there is a graveyard of lost ships hundreds of years old. Some say many of those lost ships are crewed by the damned, cursed for all eternity to guard the gold they plundered from others.