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Book of Lairs

Homebrew BookofLairs Niva 1–15 None 2016-01-01

The Riverfront Rat Gang

Introduction

The Riverfront Rat Gang is a ratfolk lair, also featuring wharflings and a doppelrat, designed for five 1st-level characters.

Background

The old dockyards once served as the primary center of commerce in town. Years ago, political pressure from an influential merchant who wanted the docks to be closer to her business forced shipping concerns to move their docks upriver. The new facility accommodates larger ships, and the old docks fell into disuse. Talk of converting the property into a set of riverside shops died when a rat infestation proved to be an unsolvable problem. Thus, the old dockyards have been decaying for years.

This situation suited a former thieves' guild member, a ratfolk rogue named Matimer Creel. A botched robbery (for which Matimer blamed his accomplice) turned the guild against Matimer, who fled from certain death at the hands of the guild master. He hid out in the old dockyards, confident that not even guild members bothered to go there.

From there he began to exact revenge against the guild by ruining its plans or stealing directly from it. He also befriended the rat population, thanks to a golden rat's tooth he acquired, and the vermin help with his schemes. A trio of rat-like wharflings and a doppelrat, washed up on the riverbank near the docks, have joined Matimer's retinue.

Adventure Hook

The party might visit this riverfront location to help someone retrieve an item stolen by Matimer or his wharfling pets—though so far, no townspeople or thieves know that Matimer is living at the wharf. Alternatively, the thieves' guild might send the characters after their former member. If the characters ask townspeople about the riverfront, with DC 10 Charisma checks they learn about the history of the place (but not about Matimer). They also hear rumors about the thieves' guild operating out of this area.

On The River Front

The old dockyards feature an upper and a lower walkway. Two main docks jut from the upper walkway, and larger craft used these during the dockyards' heyday. The lower walkway, 20 feet below the upper one, has an area where smaller fishing vessels could unload their cargoes. In the time since shipping moved upriver, the walkway and docks have fallen into disrepair.

1. Entrance To Upper Walkway

A slow-moving river flanks this wooden walkway along the eastern and southern edges. The walkway's western edge has one intact building among several ruins. Massive holes provide a view of a lower walkway and the water below it. The stench of ancient mold and hints of urine lingers in the area. An intact wooden barrel stands at the northern end.

The northern end of the walkway provides the best access to it, but daring characters can climb over the rubble that marks the remains of warehouses and offices that once stood along the walkway. Each 10-foot section of walkway marked with a T collapses when anything heavier than 50 pounds rests on one of its squares. Characters who succeed on DC 10 Wisdom (Perception) checks can note the weakened sections and circumvent them. The creatures that inhabit the riverfront are too small to trigger a collapse. Heavier creatures that enter a weakened section must succeed on a DC 12 Dexterity saving throw or fall down to the lower walkway, falling prone and taking 7 or 2d6 bludgeoning damage. Those who succeed are able to leap to safety.

2. Rat-Filled Alley

The buildings along the upper walkway were falling apart even before the docks were abandoned. Warehouse and shop owners took the truly valuable items when they moved upriver, and overlooked items have become treasure for Matimer and the wharflings. The burgeoning rat population protects its territory. If the party is careful not to attack or otherwise act aggressively toward the rats, the creatures bristle at the incursion, but leave the characters alone. Aggression causes them to collect into a swarm of rats and attack. They do not pursue foes who move at least 10 feet from the alley's entryway.

With an hour of work, the characters can find a few coins in the rubble. An abandoned wharfling nest sits at the end of the alley, but the wharflings removed everything of value. Characters who succeed on a DC 10 Intelligence Nature check realize that rats did not create this nest.

3. Leaning Dock

This dock leans downward to the northeast, but seems mostly intact. A crate is sliding slowly and inexorably toward the water.

The wharflings and rats have gnawed on the beams holding up the docks, and one beam has snapped, causing the dock to twist toward the water. The other support beams still hold, but it will not take much to hasten their collapse.

Once the crate moves into the middle of the dock, the dock falls into the water. Additionally, anything weighing over 100 pounds that moves beyond the western or southern 5 feet of the dock causes it to collapse. The crate weighs 75 pounds and contains rusted iron equipment and weapons. Two small gold bars (worth 25 gp each) rest in a hidden compartment at the bottom of the crate.

Creatures on the dock when it collapses must succeed on a DC 11 Dexterity saving throw or fall into the water below. In addition, they must succeed on a DC 13 Dexterity saving throw or be hit by the crate, taking 22 or 4d10 bludgeoning damage.

A ladder to the north leads down to the lower walkway.

4. Warehouse

Judging from its appearance, this building served as a warehouse. The remnants of shelves line the walls, and a broken desk covered with crude illustrations sits in the middle of the building, seemingly dragged from its original position. A pile of other debris serves as a makeshift barricade near the entrance. A campfire smolders near the southern wall, the smell of cooked animal wafting from it.

A former adventurer named Donnar Alden, a druid, has lived in this warehouse for six months. After witnessing the manifestation of Chittr'k'k, a rat demon, on his last adventure, he retired to these rat-infested docks. Matimer leaves the druid alone, since the man has empathy with the animals and seems harmless.

If the characters interact with Donnar, he is friendly and shows them charcoal sketches of Chittr'k'k. He answers the characters' questions without betraying Matimer, as below:

  • Why do you live here?
  • I cannot stray from my friends. We sing the praises of Chittr'k'k.
  • Who (or what) is Chittr'k'k?
  • The lord of the rats. He has needles for teeth, and he has eyes everywhere.
  • Does anyone else live here?
  • It is just me and my rat friends. No one else understands them.

Donnar retains some of the adventuring gear he used, and characters who defeat the druid—along with a swarm of rats that come to his aid—find a magic quarterstaff made of dark walnut and carved with rats and moons that allows the wielder to speak with rats (as speak with animals) and summon one swarm of rats (as conjure animals) once per day. Donnar also carries a strange, small stone idol of Chittr'k'k, the rat-demon, that could be sold to the right collector for 50 gp.

If the party does not defeat or intimidate Donnar, he goes to warn Matimer as soon as they are gone. Matimer is on his guard and gains an extra swarm of rats as defenders. Donnar seeks other shelter and builds a small shrine to Chittr'k'k elsewhere.

5. Broken Dock

The longer wooden dock to the south has numerous missing slats and looks like it would collapse in a stiff breeze. Two shabby wooden ladders flank the dock, leading to the lower walkway. A single crate sits at the edge of the dock, abandoned.

The dock creaks and moans when someone traverses it, but it holds together. The crate is very difficult to pry open (DC 20 Strength to open, AC 15, 10 hp), so Matimer left it in its current position to entice trespassers to investigate it and set off a death trap. The gaps between slats require a DC 5 Strength (Athletics) check to jump. Those that fail the check fall into the water below.

The crate contains four ceramic flasks of oil and a vial of alchemist's fire. If the crate is damaged, the vials break and detonate, dealing 11 (2d10) fire damage to all within 10 feet. A successful DC 15 Dexterity saving throw halves the damage. This dock otherwise holds nothing of interest.

Although the dock is safe, neither ladder is. A creature that weighs more than 50 pounds and tries to use a ladder causes it to break away from its moorings and fall 25 feet into the water. With a DC 14 Dexterity saving throw, a character can hop off the ladder in time to avoid the fall.

6. Warfling Nest

A mound of trash blocks a short alleyway. A warehouse and rubble make up the alley's other borders.

The trash comprises the sum of the wharflings' gatherings, which they keep separate from Matimer's collection. Three wharfling are here, either admiring their treasure by night or sleeping by day. They defend their nest fiercely.

The mound contains inexpensive items that Matimer allowed the wharflings to keep: 9 cp, a tin dog whistle, a copper hairpin topped with a silver-plated mermaid (worth 5 gp), a dented copper halfling teakettle (1 gp), polished brass buttons (5 sp), and a silver fork with missing middle tines (1 sp).

7. Walkway's End

The end of the walkway is undamaged compared to the remainder. A ladder at the southern terminus leads down, and a large oaken barrel, gnawed at the top but otherwise whole, rests along the eastern edge.

Other than the 10-foot-square section by the ladder (noted with a T), this area is free from the pitfalls present elsewhere. The barrel once contained cheap wine, but it is now empty and smells of vinegar.

8. Rocky Beach

Debris covers the dirt and rocks along the river shore. Two corpses rest among the flotsam: a skeleton with gnawed bones, and an intact body resembling that of conjoined twins.

Matimer regularly scours this area for treasure, so there is nothing of significance on the beach. The skeleton belonged to a beggar who fell prey to the rats months ago, while the corpse was that of a thieves' guild member sent to investigate reports of thefts originating from the old dockyards. Mortally wounded by the doppelrat in area 9, she succumbed to its degenerate cloning disease and shed a duplicate as she died. Matimer left the body to rot, and the rats give it a wide berth, so a search turns up a +1 dagger and a set of thieves' tools.

9. Giant Nest

Larger rats roam this area, crawling around an eight-foot-tall pile of trash. Beyond the enormous rats' nest, a hole cuts off access to the southern end of the walkway. Three ladders lead to the upper walkway.

If Matimer is aware of the party's arrival, he whips the doppelrat here into a frenzy, allowing it 2 rounds of duplication before characters arrive. He hides behind the nest in area 10 while the doppelrat attacks. Eight rats stay out of combat unless something attacks them.

The nest contains only a few copper pieces, since Matimer and the wharflings have claimed everything else. However, searching through the nest exposes characters to a rat-borne disease.

10. Matimer's Lair

This end of the lower walkway holds a nest that is tidier than the others. Stacks of coins, waterlogged books, and other items are sorted into piles. A ladder connects this level to the above walkway.

Matimer spends most of his time here when he is not stealing items from townspeople or taking revenge against the thieves' guild. The river and the walkway obstacles provide him a sense of security. If the party reaches his lair, he offers them expensive items to get them to leave. If the characters seem amenable, he attempts to enlist them in his vendetta against the thieves' guild.

Matimer's amassed wealth includes 74 gp, 190 sp, a pair of sapphire-studded earrings (worth 275 gp), a silver dagger (50 gp), a gold ring with an emerald inset (310 gp), and a variety of keys to lost locks, distant chests, and mundane doors—and one to the town's postern gate that is very valuable for Matimer's sneaking around, and that the thieves' guild would very much like back. Also among Matimer's collection are lists of guild member targets—with a couple of names crossed off.

Conclusion

If the party defeats Matimer, the thieves' guild claims the old dockyards as a secondary headquarters after exterminating the rats. Characters who search the ratfolk's collection discover a beautifully engraved parade helmet that the captain of the town watch claims to have lost, and for which the captain would surely pay a 5 gp reward (if its return were made quietly). Cleaning out all the treasure here will provoke the guild's ire, potentially causing problems for the characters in areas influenced by the guild and their allies.