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Bogtown

Settlement

Mucklands Sandbox Campaign Setting · p.72

Open source p.72

Hex 34.17. Welcome to The Big Crabapple, the sprawling metropolis of boggartdom filled with opportunity, promise—and lots and lots of crime. Home to the High Magistrate of Fleabag County and the Board of Governors, Bogtown is a bustling city where factions squareoff for control of the biggest population in the realm.

Mazes of wooden walkways on stilts and rusty iron pylons creak above a web of boggy ponds, winding through a townscape of shanty‑roofed homes and mossy towers. Under the hazy green sky, locals live in anxiety as the Bogtown gangs, particularly the Tricky Toes, wage a silent war, street to street. Meanwhile, High Magistrate Orvul Kreech and his Copperhats seemingly protect everyone except the regular folk who need it.

Decommissioned telesputter poles speckle the city, the first budget cut under Kreech. There is also a strict anti-melody policy in Bogtown. All forms of music are outlawed, a rule which went into effect when Kreech took office, ousting the city's huge population of bards and buskers almost overnight.

districts
  • The Bowl: Nork's Noodle Gang turf. The city's bustling center, full of shops, food, and entertainment. (p73)
  • Gutterspan: Tricky Toe Gang turf. The meanest streets in Bogtown and the crime-ridden stronghold of the infamous Tricky Toe Gang. (p78)
  • Old Town: Copperhats' jurisdiction. The oldest quarter in Bogtown where the Magistrate and Mayor conduct daily affairs, and commoners live under the watchful eye of the Copperhats. (p81)
  • Shanty Row: Tricky Toe Gang turf. A narrow, muddy shanty district, home to the poorest denizens, as well as the largest community of boggles. (p87)
  • Wharf Rat Row: Guttermouth Gang turf. A residential waterside district, busy with fishing boats, rife with THIEVES, and vermin. (p90)
local trouble

PICKPOCKETS

Once every night in Gutterspan, Shanty Row or Wharf Rat Row, each PC must make a Perception Check to avoid pickpocketing. If they fail, they roll the usage die of their highest value Coin pouch.

CITY VIOLATIONS

Once every day in Old Town or The Bowl, each PC must make a Realms Check to avoid attracting the attention of Copperhats. If they fail, roll a random violation. Copperhats can be bought off with Copper •. If they can't pay for the violation, they are taken into the Copper House jail until their fine is paid.

##### city violations

  • 1. Jaywalking
  • 2. Loitering
  • 3. Singing/Playing Music
  • 4. Looking Suspicious
  • 5. Carrying Weapons
  • 6. Gang Activity

the bowl

Smack dab in the center of town, ringed by some of the most popular social spots in Bogtown. Banners and wooden signs painted in garish colors draw in customers, while the wails of excitement and laughter boom from the central Amphibiatheater where hundreds gather to watch the latest attraction.

locations
  • The Amphibiatheater (p73)
  • Nork's Noodles (p75)
  • Pandor's Cider House (p76)

the amphibiatheater

Bogtown's largest attraction, its stage half submerged by bogwater. Everyone and their mother goes for entertainment if they have a few copper to spare. Expect to see animal shows, mimes, pugilists, riverball matches and prop comics all joyfully practicing their craft. But definitely don't expect to see bards or musical concerts, which are outlawed in Bogtown.

DONATHAN DANDOONIE

The smartly-dressed boggart proprietor of the Amphibiatheater. Behind his dapper mustache, Donathan is wracked with worry, barely able to keep his theater open with the Tricky Toe Gang robbing his profits.

  • Traits: Nervous, disheveled, putting on a happy front.
  • Motivation: Keep the Amphibiatheater in business and bring back music.

MARSHA THE MYSTICAL

One of the theater's most popular acts, Marsha is a KOBOLD (L4-B) magician who performs sleight of hand tricks and what she calls “petty miracles'' to entertain Bogtown's children. She often hosts “Aftershow Shows'' in the back alley for any kids who couldn't afford to watch her up close. Despite being beloved and a wonder with children, she gives Donathan a hard time for not promoting her more as, from her perspective, she's the theater's brightest star.

  • Traits: Extravagant, center of attention, two-faced.
  • Motivation: Fortune, fame, and a stage all to herself.
sights and sounds

1. A woman in bright colored clothing furtively slips a harmonica into her pocket.
2. Children chase a dog with a knife in its mouth through the marketplace.
3. An innkeeper tosses a bucket of old chowder into the gutter.
4. A family of quortle tourists ride a wug rickshaw through the street.
5. A Copperhat cuts in front of people in the long line at Nork's Noodle House.
6. Two young lovers hold hands and eat hot geckos on a stick.

rumors
  • Donathan is in tremendous debt to the Tricky Toe Gang, and if he doesn't put on a huge show soon, he'll be done for.
  • The Bogswain Trio, the famous circus act, never forgave the Mighty Burgenwerfer for taking a job at the Amphibiatheater.
  • Donathan is rumored to be courting Captain Brewdis Martang's estranged wife.
  • The Incredible Counting Clam is valuable—so valuable that someone in Gutterspan is planning a kidnapping.

THE INCREDIBLE COUNTING CLAM

A wonder of nature, a calculation clam capable of rapidly spouting complicated mathematical permutations. Much to Marsha's chagrin, the clam is wildly popular, and as of late has drawn an enormous crowd of shrym engineers from Beezelburf.

  • Traits: Robotic, excitable, smells like brine.
  • Motivation: Calculate all things calculable.

THE MIGHTY BURGENWERFER

A bugbear strongman who used to be able to lift a carriage right up over his head. He made a name for himself years ago as a member of the Bogswain Trio, traveling circus performers who frequented Fleabag County towns. As he grew older, he found lifting carriages to be harder and harder (though it is said he still can, in a pinch). Nowadays, Burgenwerfer works as Donathan's enforcer against Tricky Toe goons.

  • Traits: Agreeable, always lifting things, monotone delivery.
  • Motivation: Forget his past and become a star in Bogtown.
quests

DEBT AND DUTY

Donathan's Amphibiatheater is one performance away from being shut down by the notorious Tricky Toe Gang. After borrowing a sizable sum to open up the place from Boss Dwog, the GANGSTER is now calling in Donathan's debt. Donathan implores you to help him put on a show—the best the theater has ever seen. If he can sell just a hundred tickets he can pay off the Tricky Toes forever and prevent them from not only taking the theater but breaking his thumbs!

  • The Tricky Toe gang wants the theater for themselves to transform it into a gambling hall. They actively sabotage any marketing efforts.

THAT'S A LOTTA CLAMS

The Incredible Counting Clam has been kidnapped! Marsha and Donathan are beside themselves and want the clam back. The likely culprits are the Tricky Toe Gang—after all, they're shaking down Dandoonie.

  • Marsha was always jealous of the clam. She knows more than she is letting on. In fact, she is involved.
  • Asking around town reveals that witnesses saw a talking clam in the hands of the Scrapola Sisters, a pair of boggart rascals who took a wagon to Beezelburf. The Scrapola Sisters (BANDITS L5-B) wield twin maces.
  • The Scrapola Sisters are in cahoots with Marsha the Mystic to sell the clam to shrym engineers in Beezelburf (who have no idea it was stolen). If Donathan learns about this, he fires Marsha, and the PCs gain an enemy in the KOBOLD.

THE BOGSWAIN TRIO

The Mighty Burgenwerfer received a threat in the mail from the remaining two members of the Bogswain Trio: Honz the Acrobat and Gurda the Firebreather, bugbear circus performers who were once close with Burgenwerfer. The threat simply reads: “Last chance strongman.”

  • Burgenwerfer shares that he left the group when Donathan offered him more money than he could refuse. The only problem was the offer didn't include Honz and Gurda, who had a reputation for being prima donnas.
  • Mysterious accidents started happening around the Amphibiatheater: a loose board on the stage, a five hundred pound dumbbell filled with bees and a bag filled with swords that opened over the stage, little things.
  • Honz and Gurda are hiding somewhere in Gutterspan (p78) and are dangerous.
  • It is tough to convince them to leave Burgenwerfer alone but, if strong-armed through combat, they'll leave Bogtown.
  • Honz (THIEF L6-B) is very nimble (-2 Defense). Gurda (WARRIOR L5-B) can breathe fire: Once every 2 rounds, may attack all Close and Nearby targets.

nork's noodles

The first location of the Nork's Noodles empire. Nork's has become a mainstay amongst busy adventurers throughout the Mucklands with locations in nearly every major town—and even a few frontier outposts. But behind the fast food giant is an empire of organized crime only outrivaled by the likes of the Tricky Toe Gang.

NORK THE NOODLE MAKER

The famed recipe holder and chain restaurant proprietor. Nork the GANGSTER (L7-C) lives above one of the first Noodle Nook's in a swanky penthouse and enjoys a lavish, astoundingly gaudy lifestyle supported by his incredible noodle sales—and organized crime. Interested in more than just expanding his noodle business, Nork wants to expand his power.

  • Traits: Completely relaxed, self-centered, vindictive.
  • Motivation: Take over the streets of Bogtown and maybe even run for mayor.

BONNY BADAPPLE

A wug GANGSTER (L5-B) who follows Nork everywhere he goes and protects his interests. Nork first met Bonny when she was working as a dishwasher and kept accidentally bending all the silverware. With strength like that, Nork put her to work as his personal enforcer. She can often be seen collecting tributes from other restaurants around Bogtown.

  • Traits: Terse, brutish, makes silly jokes.
  • Motivation: Impress Nork enough to open up her own franchise.
quests

NO MORE NOODLES

Bonny Badapple is having a crisis of conscience. She needs you to keep a big secret. To bring down costs, Nork is cutting the noodle formula with PLYXIAN PILE WORMS! The worms, once cooked, have the same texture and consistency as Nork's, but Bonny can't live with it any more. Bonny begs for you to help her find a new, less revolting source for noodles. Just beware, if Nork finds out, she'll be forced to bash in your brains. No hard feelings.

  • Bonny has a lead on some noodle alternatives in the bay just west of Anchorbottom in the Scalawag Strand. Apparently there's an abundance of some kind of noodle kelp that tastes delicious!
  • The bay is rife with SEA GULLIATHS and worst of all, a dangerous EXAJELLY called The Tangler (L8-C) roaming the shores.
rumors
  • Nork isn't always using noodles in his recipes. There's rumblings that PLYXIAN PILE WORMS are thrown into the mix.
  • Nork is planning a hostile takeover of Pandor's Cider House, one that involves sabotage.

SABOTAGE THE CIDER HOUSE

Nork hates competition and wants Pandor's Cider House (p76) run out of business for good. Only problem is, locals love the place and, with folks like Kade Kadderan around, Nork would never dare muscle in. That's where you come in. Nork has heard rumors that Pandor's is hosting secret bard shows. Get access to a secret show and call in the Copperhats! Nork will pay 5 pouches of Gold Coins if you make it happen.

  • If the PCs don't already have a good reputation at Pandor's, it is difficult to not come off as suspicious to the likes of Inspector Underbrink and Kade Kadderan, who spend their off-time at the tavern.

pandor's cider house

A favorite tavern in Bogtown, Pandor's is famous for its high-profile patrons, assortments of cider and good food. The two story inn also has several rentable rooms but they're often occupied by high-rolling tycoons and traders with deep pockets.

Secretly, the basement of Pandor's Cider House is also a venue for outlawed bard performances. Packed with dozens and dozens of music lovers, word is starting to spread that something illegal is happening at the tavern.

pandor's cider house menu

Copper • Beverages

  • Pandor's Bubble Cider: A citrusy, amber cider that really hits the spot ( Courage for the session,
  • 1 Nimbleness for the session).
  • Lakeside Loogie: A sour syrup served in a short glass ( Mettle, Perception for the session).
  • The Blue Dellora: A bright blue liqueur served with an umbrella ( Charm, Trickery for the session).

PENNY PANDOR

Pandor's Cider House's 3rd generation owner and operator since her parents got mixed up in some gang business and paid the ultimate price. Penny holds great respect among Bogtown's denizens for running a clean, safe joint with a menu that's out of this world.

  • Traits: Cheery, generous, but distrustful of outsiders.
  • Motivation: Create a safe place for good, honest Bogtown locals.

KADE KADDERAN

Known simply as Kade the BOUNTY HUNTER, he is a famous Felmog of low birth, and one of the world's most accomplished bounty hunters in the Mucklands. Kade has made such a name for himself that he is frequently impersonated. Known for his signature bat-winged helm and considerable arsenal, he is a gifted tracker and detective with a storied adventuring history.

  • Traits: Uncomfortably stoic, unrelenting will, hates bullies.
  • Motivation: Clear his name and help Inspector Underbrink in the process.

INSPECTOR MAISEL UNDERBRINK

Perhaps the most brilliant detective in all of Fleabag County. Underbrink is a diminutive shrym with huge glasses magnifying her eyes to the point of comical absurdity. She has solved over a hundred cases in Bogtown. Underbrink is sometimes employed as a consultant for the Copperhats but the High Magistrate considers her a meddler to be avoided. Known for being fussy, well- kept and peculiar, most folks can't follow her logic until she reveals the web of her investigation and points out the suspect.

  • Traits: Soft spoken, inquisitive, distant but brilliant.
  • Motivation: Solve mysteries and puzzles for the good of the community. Meals
  • Pandor's Griddle Cakes: Hands down the best pancakes in Fleabag County ( Vitality for the session).
  • Pandor's Road Bread (Quality Rations).
  • Pandor's Biscuits and Gristle: A favorite amongst wugs, flip a coin to determine if a PC gains Might or +1 Dread for the session.
rumors
  • Kade Kadderan is wanted for murdering a River Baron, though he swears his innocence. Now he's hunted by MERCENARIES everywhere he goes.
  • No one knows why Kade Kadderan took a job for the mayor but he's leading the Town Watch with Inspector Underbrink.
  • Inspector Underbrink is looking for a qualified assistant to accompany her on cases. Now that she's working for Mayor Gallsy, her caseload has doubled.
  • Music is illegal in Bogtown, but rumor has it Pandor's Cider House hosts illegal concerts in the basement.
  • Dellora the Blue is one of the last bards in Bogtown, and hangs out at Pandor's Cider House.
  • The food at Pandor's Cider House is the best in town.

DELLORA THE BLUE

A boggart bard always draped in ornate, bright blue attire. With her beaming smile and flowing teal hair, she regales the patrons of the Cider House with hilarious rhymes and tales of yore. Because of Bogtown's preposterous restrictions on melody, she is unable to sing or play music—if you listen hard enough you can hear the sadness in her lilting laugh.

  • Traits: Boisterous, clever, larger than life.
  • Motivation: Secretly share music with the people of Bogtown.
quests

MUSCLE FOR A MOUSE

Inspector Maisel Underbrink may be a brilliant detective but isn't much for the tough stuff. She's got a lead on one of Dwog Chumbree's henchbosses, who she believes is behind a recent arson that took down blocks of Shanty Row, but she needs a little bit of muscle to bring him in. Go to Grunknug Casino and arrest Vurn “the Burn” Manseeny.

  • Vurn is surrounded by his gang (GANGSTERS 8×L2-G), playing Rascal Rummy all day and all night.
  • Beating him at a game makes him angry, but also causes him to get up and blow off some steam at the bar without his gang.

THE LAST BARD

Dellora the Blue might be the last bard left in Bogtown. All of her friends have gone, most headed to somewhere called Harp's Edge, in hopes for more freedom. So why hasn't Dellora left too? Well, Bogtown is her home and she wants to see it back to how it was before. Help her find more bards in Bogtown without attracting any unwanted attention.

THE SECRET SHOW

If there is a Bard in the party, or if the PCs have proven themselves trustworthy, Dellora reveals that a secret concert is happening soon in the Cider House's basement and may even invite a Bard PC to play at the show.

  • At the secret show, a Tricky Toe FINFOLK spy named Zill the Gill shows up, who plans on using this information to extort Penny Pandor for all she's worth.
  • Nork's Noodle Gang is also dying for proof of the illegal concert so Nork can bring down the Cider House once and for all.

THE FANG

Kade Kadderan has been framed for the murder of a River Baron in River Country. Kade is innocent, but every bounty hunter, mercenary, and scumbag is out to collect. Reluctant to accept aid, he will if the PCs have made a reputation for themselves. He has a lead on the real assassin: The Fang, a notorious goblin killer with ties to the Tricky Toe Gang, who is hiding out near Bugbear Holler (p141).

  • Travel Checks suffer Disadvantage while with Kade and most encounters should be hired BOUNTY HUNTERS out to get the reward.
  • The Fang lives alone in a remote shack after killing the old hermit who lived there. He spends most of the day hunting in the wilderness, returning in the evening to cook supper.
  • The Fang (MERCENARY L10-C) is adept at using poisons and other cowardly tricks. Anyone Critically Hit by the Fang must Defy Death.
  • HEROIC TITLE ACHIEVEMENT: Defeat the Fang and help clear Kadderan's name.
  • The Bounty Hunter•. Once every session, gain Advantage when tracking and following the trail of a target.

gutterspan

Bogtown's most filthy, crime-ridden district, Gutterspan is a rough and tumble borough filled with THIEVES, BANDITS, rascals and criminals. The Tricky Toe Gang rules with an iron fist, muscling anyone who gets in their way. Not even the Copperhats try to intervene when it comes to the Tricky Toes.

locations
  • Golden Tooth Locksmith (p78)
  • Heartwyrm Hotel (p79)
  • Mean Street (p80)

golden tooth locksmith

Looking to crack a safe? Look no further. Golden Tooth Locksmith is officially a security shop filled with useful tools and information for keeping your valuables safe— and bypassing locks. The backroom is a treasure trove of thieves' tools.

rumors
  • Golden Tooth Locksmith is the place to go in Bogtown for thieves' tools and other illicit gear.
  • Brannigan the boggle owns a real live USED T'BE TIGER, but it's been acting lethargic lately.

BRANNIGAN

The gold-toothed boggle owner who speaks with a strong whistle. He was a burglar so skilled that he figured he could make even more money teaching burglars how to do it right. A Bogtown native, he never joined the Tricky Toe Gang. Brannigan is a gentleman THIEF and respects a rascal's code of ethics— a rare thing these days.

  • Traits: Cordial, perceptive, razor sharp wit.
  • Motivation: Encourage a new generation of honest thieves, for a profit of course.

TIG THE USED T'BE TIGER

Brannigan's best pal who makes sure no one robs the place. Tig is old now, half the tiger she used to be, mostly just curled up in front of the warm fire, but cross her friend and you're lunch!

  • Traits: Aloof, needy for scratches, lonely.
  • Motivation: Eat anyone that messes with Brannigan.
sights and sounds

1. A goblin sits in a rocking chair under an awning oiling a large crossbow.
2. A fancy SPITHRA tailor nervously takes the measurements of a shabby GANGSTER being fitted for a new suit.
3. Some boggart kids playing jump rope are rushed into their shanty by a concerned mother as a pair of MERCENARIES saunter down the street with spears.
4. An old bugbear with a cane fails to chase a pick pocket that shimmies up a gutter and escapes.
5. Goblin locals share a keg of rascal cider with juicy GUTTERSNAIL roasting over a barrel fire.
6. A human street urchin feeds moldy bread to a wiry orange cat.

shop
  • Golden Tooth Picks: Advantage when picking locks. Copper •.
  • Sheer-Stick Climbing Gloves: Advantage when climbing. Silver •.
  • Bogril Flippers: Advantage when swimming. Silver •.
  • Safe Crack Kit: to one Treasure Hunting Check. Gold •.
  • Brannigan's Dupe: If PC loses a key in a RANDOM DUNGEON, may replace it with this duplicate. Silver
  • .
  • Sleepy Time Dart: Ranged attack. Knock out an unsuspecting Goon or Bruiser for 10 minutes. Costs Gold Coins.

heartwyrm hotel

This once regal hotel is now the de facto Bogtown headquarters of the Tricky Toe Gang. Located at the east end of Gutterspan, it overlooks the streets where pickpockets, cutthroats and GANGSTERS fight and steal for supremacy. The hotel was originally a favorite spot for visiting dignitaries but when corruption consumed Fleabag County politics, the Tricky Toes took the place over. The tattered curtains, moldy tapestries and filthy rooms are testament to the notorious gang's crumby habits.

BOSS DWOG “OLD MAN” CHUMBREE

The weathered, self-proclaimed founder of the Tricky Toe Gang. Blind in one eye and bound to a wheelchair, Old Man Chumbree is a cunning GANGSTER (L10-C). No one outside his immediate circle knows where he resides: below the Heartwyrm Hotel in a labyrinthine dungeon bunker.

  • Traits: Cruel-hearted, feeble but intimidating, harsh grumble.
  • Motivation: Eliminate all rivals and rule the Mucklands underworld.

GODE “THE TOAD” TRIPLETOE

Dwog Chumbree's right hand bogril: a strong, capable GANGSTER (L8-B) who runs the infamous Toad Crew to rough up anyone that doesn't pay up.

  • Traits: Caustic, violent, dim-witted.
  • Motivation: Off Boss Dwog and assume leadership of the Tricky Toes, and maybe even run for mayor.

NESSIE “KNIFEJACK” DOUBLETOE

A goblin knife-fighter henchboss (GANGSTER L6-B) who acts as Dwog Chumbree's most elite tactician. She has never lost a duel and other criminals cower in fear of her.

  • Traits: Mysterious, sadistic, bored with details.
  • Motivation: Find a worthy opponent to test her skills.

PEACHY KEEN EYES

A squirrely-looking human with big, darting eyes and a nervous laugh. A reliable informant, he always seems to know what's grinding in the rumor mill. No one in the gang likes him, but Tripletoe Toad keeps him around because he's useful. Peachy has a secret: he's actually a Rascal of Rascalton hired by Inspector Underbrink to infiltrate the gang.

  • Traits: Nervous, loudmouth, always joking.
  • Motivation: Secretly help take down the Tricky Toe Gang.
quests

TRICKY TOE TRYOUTS

The Tricky Toe Gang are holding their semi- annual tryouts! A great opportunity for Rascals (or a whole party of PCs looking to infiltrate the ranks of the gang as spies). All potential recruits should show up to Gutterspan at midnight to prove themselves.

  • First Test: Steal something from a house in Wharf Rat Row without getting caught. Become a Tricky Toe Toadie.
  • Second Test: Pickpocket a patrolling Copperhat in Old Town. Become a Tricky Toe Thief.
  • Third Test: Spar with henchboss Nessie “Knifejack” Doubletoe and hold your own. Become a Tricky Toe Thug.
rumors
  • The Tricky Toe Gang is losing territory to a slew of new gangs and a war could break out any minute.
  • The Tricky Toe Gang is holding tryouts soon, and only the best of the best make the cut!
  • No one knows where Dwog “Old Man” Chumbree lives, but his word is law among the THIEVES of Bogtown.

THE SECRET INFORMANT

Inspector Underbrink reveals Peachy Keen Eyes is actually a secret informant, and he's in deep. Peachy has the feeling some of his fellow gang members might be on to him, but he can't give up the ghost just yet. He's onto something big, recently hearing rumors of a forthcoming Tricky Toe Gang political push, whatever that means. Come up with a plan to help solidify Peachy's standing in the Tricky Toe Gang, especially in the eyes of Gode “The Toad” Tripletoe.

mean street

The mean streets of Mean Street make the rest of Gutterspan look like a carnival. GUTTERSNAILS inch everywhere as unfortunates jingle their cups begging for donations, and narrow-eyed scoundrels watch every

WINNIE WIDDLE

A young, streetwise boggart pickpocket who survives with nothing but knack and knowhow. Winnie lives in an old Subterranean Pits and Lairs LLC dynamite crate, and her favorite food in the whole wide world is a short stack of Pandor's Griddle Cakes.

  • Traits: Chipper, naive, could eat a horse.
  • Motivation: Save up enough money to live in a real house.

CRUMBY BUMPKIN

A crabby welkin scavenger who watches over the street urchins and unfortunates. He serves soup and crackers from a giant iron cauldron every morning. The scoundrels mostly leave him be, though plenty of times Alley Snipes stole his daily batch of soup.

  • Traits: Grumpy, exasperated, has a soft side.
  • Motivation: Take care of the poor in Gutterspan.

OFFICER PARNEY

The last Copperhat in Gutterspan. Parney patrols Mean Street at his own risk to protect citizens specifically from the Alley Snipes, who kidnap Bogtown folks, sometimes in broad daylight.

  • Traits: Chivalrous, courageous, getting too old for this stuff.
  • Motivation: Make the Mean Streets truly safe.
quests

THE ALLEY SNIPES

A mysterious group of wicked thieves are kidnapping Mean Street's peasants and urchins. Because few people care what happens here, only Officer Parney and Winnie Widdle are trying to stop it. But they need help. Officer Parney says the Alley Snipes attack in broad daylight and snatch people in seconds. Winnie Widdle saw them once running into Wharf Rat Row before she lost track.

  • Eye witnesses in Wharf Rat Row report a group of Guttermouth GANGSTERS dressed in black cloaks handing off captives to hooded strangers on boats. The witnesses knew they were Guttermouths because they were constantly swearing.
  • It's possible to stake out the area and wait for another hand off or to get more answers from the Guttermouths, who are being paid by mysterious employers.
  • Pursuing the hooded strangers reveals the Alley Snipes are actually SARPATHI REAVERS (1xL7-B, 8xL4-G) taking the peasants to steal their life essence to appease their wicked god Ehk.
  • The sarpathi have a lair at the edge of the Quagmash in Hex 31.17. move. A parade of ruffians looks to clean your clock and clean you out—pickpockets, too. If you're really unlucky, the Alley Snipes will get you.

PARNEY'S LAST WATCH

Officer Parney is retiring. Once he leaves, the Copperhats won't be sending a replacement. Find a worthy replacement or convince Captain Martang that the Copperhats should patrol and protect the peasants from the Alley Snipes and other dangers.

  • Captain Brewdis Martang thinks it's a waste of time. Mean Street is beyond saving and isn't worth the effort.
  • However, Martang would consider it if the PCs did him a favor. Aside from getting Mayor Gallsy to disband her grassroots militia, he wants something specific: help him win back the love of his wife who recently left him.
  • His wife, Karta Martang, is fed up with their marriage. Brewdis is always working and never shows affection. She deserves better! And in fact she has a date with Donathan Dandoonie at Pandor's Cider House.

A WIDDLE PROBLEM

Winnie Widdle has fallen in with the wrong crowd and Crumby Bumpkin isn't happy about it. But the Tricky Toes offer her more protection than surviving Mean Street alone, especially since Officer Parney is retiring. Trouble is, it's hard to get out of the Tricky Toe Gang once you're in too deep. Extricate Winnie Widdle from the gang and show her a better way to get by.

old town

Century old wooden high-rises stretch into a grey-green sky over Bogtown's oldest quarter. The seat of power for the city (and the rest of Fleabag County) sits behind iron gates and grubby stone walls. The Board of Governors and Copperhats hold sway over Fleabag County, conducting their efforts from Magistrate Hall and the Copper House, respectively. The Mayor of Bogtown is nothing more than a figurehead sitting in their office just outside Magistrate Hall grounds. During the day Old Town is bustling with frantic boggart commoners desperate for answers in a city besieged by crime, while Felmog Outriders wander in and out of The Vault, their fortified estate.

locations
  • The Vault (p81)
  • Magistrate Hall (p83)
  • The Copper House (p85)

the vault

Bogtown's oldest structure. Its thick, unadorned stone walls were built as a massive vault for the old boggart kingdoms. When High Magistrate Kreech took power he gifted the Felmog Outriders the structure as a token of good faith, and so he could keep an eye on them. The Vault is now the base of operations for their questing knights in Fleabag County.

BARONESS KHEDRA KHASADAR

The highest ranking Felmog Outrider at the Vault, holding court and overseeing its daily operations. Being the 13th offspring of Count Khasadar, Ruler of Kreeth and Master of the Order of the Black Candle, she opted to head south to the Mucklands to forge her own destiny rather than live in the shadow of her family name. She overcompensates, living up to her namesake by being extraordinarily cruel, but at her core bears more compassion that one might guess.

  • Traits: Wicked, austere, secretly soft-hearted.
  • Motivation: Expand Felmog presence in the Mucklands.
sights and sounds

1. Three Copperhats shake down a boggart peasant and laugh as they knock her down into a puddle of mud.
2. A Copperhat sergeant barks drill commands at marching new recruits.
3. High Magistrate Orvul Kreech is carried through the street on a palanquin and shuts the window when townsfolk call out to him.
4. A toothless boggart tries to sell you fake IDs out of an old briefcase.
5. A Copperhat and a Tricky Toe gangster exchange a bag of money and smirk.
6. A group of protesters offer signs to hold that say "Down with Kreech!"

rumors
  • The Outriders allegedly have strong ties with Subterranean Pits and Lairs LLC, often employing them to perform building projects.
  • The Felmog Outriders are in league with the River Watch in River Country, and smuggling priceless Relics out of the Mucklands via the Middle-Route Runoff.
  • Thurwig the Hunchback is a renowned blacksmith capable of producing Magnificent and even Magic items.
  • Steer clear of Serr Halnar the Red, a Felmog Outrider with a terrible temper.

SERR HALNAR THE RED

A FELMOG KNIGHT (L6-B) formerly of the Order of the Cloven Tongue, recently expelled from his family's estate for reasons unknown. He joined the Outriders to seek riches and build his own noble house in the Mucklands. Known for having a temper, he cherishes treasure above all things.

  • Traits: Hot-headed, greedy, bound by honor.
  • Motivation: Reclaim his honor and status.

THURWIG THE HUNCHBACK

A wug serving as the Outriders' blacksmith. A sheepish, stuttery fellow, he was cast out of his village but saved from torment by Countess Feoria. He's had a hard life, one filled with ridicule and bullying. Thurwig struggles to walk and can hardly lift his head to meet one's gaze, but is perhaps the finest blacksmith in all of the Mucklands. He has found peace among the Felmog Outriders, who treat him respectfully and honor his talents with a home, good work and true admiration.

  • Traits: Fidgety, apologetic, wouldn't hurt a fly.
  • Motivation: Create beautiful things and serve his superiors admirably.
quests

THE DUEL

Upon entering the Vault, a PC accidentally bumps into Serr Halnar the Red, a red-armored FELMOG KNIGHT of the Cloven Tongue. He is tempermental and quickly challenges the PC to a duel at noon tomorrow, outside of Pandor's Cider House in the Bowl district.

  • If they avoid the duel, Serr Halnar deems it a personal insult to the Alderway—the old ways of honorable Felmog—and all Outriders declare the PCs enemies.
  • Should the PC meet Halnar in personal combat, all Felmog Outriders abide by the Alderway, declaring honorable satisfaction.
  • While Serr Halnar intends to utterly destroy the PC, his rage is misplaced. Halnar was recently excommunicated from his family estate after losing an heirloom—a Magic spear called Dragon's Bolt that he lost in the Forlorn Fields after a Punkin Gang attack.
  • Dragon's Bolt: Grants Attack and +2 Dread. 1 Charge remains. Use 1 Charge: Create a 50-foot chasm in the ground, 10 feet across.
  • Finding The Dragon's Bolt satisfies his demand for a duel, but they'll likely be late to the duel if they try to find it. The Forlorn Fields are rife with PUNKINS, and it requires a 12+ Search Check to find the heirloom.

THE MAGNIFICENT BLACKSMITH

Thurwig has a problem. Tricky Toe gangsters attacked him and stole a hammer given to him by Baroness Khasadar. In most instances, the Outriders would lay waste to the petty gangsters of Bogtown, but Thurwig wants it handled quietly without bloodshed. Steal back the hammer without kicking up a fuss. In return he will smith any Mundane item into a Magnificent one (one random trait).

  • The hammer was stolen by Henchboss Gode “The Toad” Tripletoe, who hangs out in Heartwyrm Hotel (p79).

THE FELMOG SHIPMENT

If the PCs helped Halnar the Red or Thurwig, Baroness Khasadar personally requests their services. The Outriders are expanding their presence in the Mucklands and building a new outpost in Thurf. She is looking to hire mercenaries to escort a riverboat shipment of lumber and stone headed to Thurf from Capstan via the Middle-Route Runoff (p253) and the Blackrill (p129).

  • Both the Rascals of Rascalton (THIEVES 10×L1-G, 2×L3-B, 1×L3-C) and river baron MERCENARIES (5×L5- G, 2×L5-B) attack the shipment at separate times, to prevent Felmog expansion.

magistrate hall

The traditional palace of the Board of Governors' Magistrate, passed down from leader to leader for generations. An older, albeit grand facility, the hall is famous for hosting events for Bogtown's high society, while the ruling class conducts their business discretely within its many chambers.

rumors
  • Subterranean Pits and Lairs LLC hates the Board of Governors and plans to deal with Kreech for good.

HIGH MAGISTRATE ORVUL KREECH

A ruthless businessman who rose through the Board of Governors' ranks before seizing power in an unprecedented coup. The Board of Governors, the Tricky Toe Gang and practically every Mucklands dungeoneering outfit are in his pocket, fearing the wrath of trade restrictions, taxes, and his army of Copperhats.

  • Traits: Condescending, unamused, calculating.
  • Motivation: Rule and control the Mucklands at any cost.

MR. KROAK

A bogril advisor working closely with Magistrate Kreech. Once an individual of principle who fought for worker's rights, long exposure to Kreech's ways eroded his integrity. He's not sure what side he's on any more, as the world has changed so much.

  • Traits: Secretive, stern, always correcting.
  • Motivation: Secretly oust the High Magistrate.

MAYOR GALE GALLSY

A tough-as-nails reformer who clamors for change in Bogtown. She took office in a landslide after fending off a burglar in her own home, despite Tricky Toe threats and cheating at the ballot boxes. She is in a constant struggle for power with the corrupt High Magistrate and his Copperhats, and has created a new town militia starting with several bold hires, including the famous bounty hunter Kade Kadderan.

  • Traits: Upbeat, down to earth, speaks with a drawl.
  • Motivation: Eliminate crime and corruption in Bogtown.
quests

THE TRICKY TOE WAR, PART 1

Mayor Gale Gallsy wants to run the Tricky Toe Gang out of Bogtown and the Mucklands once and for all, but the High Magistrate and Copperhats have tied her hands. Someone else must do the dirty work. The only lead is a book detailing the Tricky Toe bosses' locations, written in thieves' cant, that was stolen by a former gang member. Find the thief and the book.

  • Although almost any criminal knows this story, the trick is learning the thief was Billy Coalskeef without
  • A secret ledger containing all of the Board of Governors connections to the Tricky Toe Gang was stolen by rascals. If publicized, it could be the end of Kreech.
  • Mayor Gallsy made a big impression on the Boggarts of Munch, and they agreed to back her political run against Magistrate Kreech.
  • Mayor Gallsy has formed a new militia called the Town Watch, under Inspector Maisel Underbrink and the famed bounty hunter Kade Kadderan. attracting unwanted attention.
  • Coalskeef got into hot water for embezzling embezzlements and was chased through town before Tricky Toe thugs tied rocks to his feet and sent him “swimming.” He was hoping to use the book as extortion before his demise.
  • Coalskeef hid the book in his childhood room. His mother, a nice old boggart widow, has no idea her son was mixed up in some terrible business.

THE TRICKY TOE WAR, PART 2

Use the book to find and bring down the bosses. The gangs will surely lose footing and retreat into the shadows without leadership. Mayor Gallsy suggests asking Kade Kadderan (found hanging out at Pandor's Cider House) if he'll assist you.

  • Kade Kadderan helps the PCs if they help him out with his own problems (see quest The Fang p77).
  • The book describes three possible masterminds of the Tricky Toe Gang. Harn Twinbeard, Terry “Quick Feet” Allgood, and Dwog “Old Man” Chumbree. In fact, Chumbree wants the other two killed to make him the undisputed leader.
  • Twinbeard is in a hideout somewhere in Quagmash.
  • Harn's Hideout (p178). He's holed up as a hermit in fear for his life.
  • Terry “Quick Feet” Allgood's location is unknown, but many people want him found.
  • Rascal Row Orphanage (p227). Allgood has forsaken the thieving life and turned over a new leaf.
  • Chumbree is in Bogtown but hasn't been seen in public for years.
  • His hideout is a Level 10 RANDOM DUNGEON located under Heartwyrm Hotel in Gutterspan (p79). Most gang members don't even know this.
  • HEROIC TITLE ACHIEVEMENT: Bring down Dwog Chumbree and drive the Tricky Toes out of town.
  • Toppler of the Tricky Toes•. PC is a local hero among the folk of Bogtown (folks would totally vote them for mayor). Advantage on Intimidate Checks against Tricky Toe gangsters.

THE HIGH MAGISTRATE'S MISSION

A squad of Copperhats requests that you see High Magistrate Kreech at once. Something quite disturbing has come up. The Magistrate explains an area to the west called the Spill (p126), where a terrible industrial accident took place, has created a legion of horrifying mutant creatures making their way towards Bogtown. Go there and put an end to this blight.

  • This is all a ploy to send the PCs on a highly dangerous job that will surely get them killed. If the PCs have worked for Mayor Gallsy, Kade Kadderan or Inspector Underbrink, Kreech notices…and he quite dislikes rabble rousers.

OUSTING KREECH

A shadowy figure approaches you in a dark alley, revealing that a secret ledger containing the Board of Governors' connections to the Tricky Toe Gang was stolen. If that information goes public, it would go a long way in turning the tide against Kreech. Find the missing ledger before Captain Brewdis Martang and the Copperhats do.

  • The shadowy figure is Mr. Kroak, who has decided to betray Kreech for the good of Bogtown.
  • Most rumors point to the Sootfinger Gang, a prominent gang in Thurf who are trying to get a foothold in Bogtown. They hang out at the Sunken Inn Saloon (p92).
  • Secky Grinbatch, a boggle Sootfinger and second- in-command to Lady Shareen, sold the ledger to a buyer heading to Quagmash for a fortune, enough to start up a Sootfinger guild house in town.
  • Secky isn't aware, but the real buyer of the ledger is Harn Twinbeard in Harn's Hideout (p178). Harn's associate, a former goblin GANGSTER (L5-B) named Squobb the Unseen, is trekking through the swamp to deliver the ledger, which Harn intends to use as leverage against his enemy Dwog Chumbree.
  • Captain Martang is also hot on the case. If it takes a while for the PCs to start picking up clues, Martang sends Copperhats on a journey into the Quagmash to track down Squobb the Unseen.

THE MURDER OF MAYOR GALLSY

Initiate this event if the PCs are deep into Bogtown's political intrigue.

Mayor Gallsy has been murdered! The Copperhats have already arrested Cat Jeebles, claiming she was out for revenge, but Inspector Underbrink thinks something is off. Sure, Cat Jeebles had no love for the Mayor but Gallsy made tons of enemies. Any number of the gangs could have wanted her dead. To make matters worse, a new mayoral election is already underway, and Gode “The Toad” Tripletoe, the prominent Tricky Toe Gang henchboss, is running. Underbrink is concerned the common folk will be coerced into voting for him.

  • Mayor Gallsy isn't actually murdered but kidnapped, held in the Heartwyrm Hotel. And the Tricky Toe Gang is keeping her alive because they want her to write mayoral speeches for them.

the copper house

The main station and Copperhat headquarters. A fortress built within the husk of a petrified wurlwood tree resting over a series of massive roots converted into a dungeon jail. Peering from the watchtower's tall barred windows, the Copperhats keep watch over Old Town, making certain Bogtown gangs keep out of Magistrate Hall.

The Copperhats have a poor reputation in Bogtown, Fleabag County and the Mucklands at large. Viewed by commoners as ruffians working for a corrupt system, they haven't done much to disprove this. For every upstanding Copperhat there's a handful of bad eggs who revel in bullying peasants—and look the other way on crime as long as they get a cut.

CAPTAIN BREWDIS MARTANG

Kreech's right-hand goblin and captain of the Copperhats. Martang isn't the sharpest tool in the shed, but he's stubborn, thorough, and feared. He takes his job seriously, personally overseeing Kreech's most pressing matters that require a little physical persuasion.

  • Traits: Bull-headed, rough, lacks subtlety and wit.
  • Motivation: Keep criminals in line, but get a cut of the action.

TEREKA THE FINDER

The Copperhats' Master of Bounties. A scarred, battle-hardened goblin bruiser, she's retired from field work, and instead issues bounties for criminals throughout the Mucklands. Given the High Magistrate's office is wealthy, Tereka pays well. Some of Eem's best BOUNTY HUNTERS frequent her offices.

  • Traits: Gruff, loves rumors, dislikes foolishness.
  • Motivation: Keep daily operations running smoothly because Martang has no mind for administrative duties.

CAT JEEBLES

Used to be the Guttermouth Gang's leader before her arrest by Copperhats for breaking into the mayor's house. All she wanted was a little loot, but Mayor Gallsy discovered Cat eating a sandwich and clocked her with a frying pan. Cat's jaw still clicks, and she has hated Gallsy ever since. The few remaining loyal Guttermouths are laying low.

  • Traits: Cunning, fast-talking, foul-mouthed.
  • Motivation: Get out of jail and regain leadership of the Guttermouth Gang.
bogtown bounty board

Roll for a random bounty, then pair it with an NPC from the Random NPC table in the Core Rulebook.

##### last known location crime and payment

  • 1. Munch Burglary, 2 pouches of Copper Coins
  • 2. Beezelburf Smuggling, 3 pouches of Copper Coins
  • 3. Thurf Piracy, 2 pouches of Silver Coins
  • 4. Thrig Industrial Sabotage, 3 pouches of Silver Coins
  • 5. Junktown Grand Theft, 1 pouch of Gold Coins
  • 6. Bogtown Murder, 2 pouches of Gold Coins
rumors
  • The burglar Cat Jeebles has put out a call for help from prison, and she has a lucrative job in the works
  • The Bogtown bounty board is always full, just talk to Tereka the Finder.
  • Captain Brewdis Martang is extra angry lately. Rumor has it, his estranged wife is seeing Donathan Dandoonie.
  • There's a bounty out on Kade Kadderan, who's accused of murdering a prominent River Baron in River Country.
quests

BRING IN KADDERAN

The BOUNTY HUNTER Kade Kadderan has done some good work for Tereka, but there's an immense bounty on him. He's wanted for the murder of a prominent River Baron.

  • The bounty was orchestrated by the High Magistrate—Kade has ruffled too many feathers after joining the Town Watch. This information is highly confidential.
  • Kade defends himself without question, but if he and the PCs realize they're on the same side, he professes his innocence and reveals a lead (see quest The Fang p77).

SPRING THE CAT BURGLAR

You receive a note from a street urchin who winks and disappears into an alley. “You don't know me, but I know you. I've got the goods on a big score. Bust me out and I'll give you the skinny on where to get some real magic. Unfortunately Yours, Cat Jeebles”

  • The Copper House is packed with Copperhats, so getting inside and busting someone out is a difficult prospect. One must bypass the reception area, sneak by the offices and delve into the dungeons below.
  • At night, the officer in the reception area nods off for minutes at a time but the door leading deeper into the precinct is locked.
  • There's a 6-in chance Captain Martang is marching around the place when the PCs enter.

TOWER OF THE PEARL

Break Cat Jeebles out of the clink and she'll share a treasure map to the Tower of the Pearl, a long lost tower in the woods to the east of Fleabag County, where the magician Zoltan the Welkin once lived. Cat just wants a pair of gloves she left behind on her first attempt to reach the top, the rest of the loot is yours.

  • Walled Garden: The Tower of Pearls is six stories high, surrounded by a walled garden maze. Two KOOGRAS (L2-B) patrol the maze.
  • First Floor: Cold damp stones untouched in years. A statue of a bird has jeweled eyes that follow the PCs. This is Zoltan the Magician watching them as they enter.
  • Second Floor: Thick webbing covers a wall painted in feather patterns. There are no stairs to the third floor, just rubble. A pair of bright blue gloves are bunched up in one corner. The webs lead to the third floor, but is home to a hungry INKPOT SPIDER (L4-B).
  • Third Floor: A workshop piled with oddly shaped tools and books about the cosmos and the stars. A locked door leads to the fourth floor. The bones of several SARPATHI REAVERS lay strewn about the room.
  • Fourth Floor: Behind the locked door is a room filled with a dozen SPUTTER-GUARDS (L3-G). Stepping into the room activates them all to defend ferociously.
  • Fifth Floor: A plain bedroom with books and scrolls. An old welkin stumbles to his feet and recoils at the sight of intruders. Zoltan the Magician found a fallen star, the color of pearl, that burns with limitless energy yet is cool to the touch. Desperate to protect it, he works to destroy the Pearl before it falls into the hands of fiends—specifically the sarpathi. He begs for the PCs' aid. The Pearl is on the roof, where Zoltan has almost completed “The Device.”
  • Rooftop Observatory: A huge device like a clockwork planetarium rests here, with several spinning spheres orbiting a ring of glowing silver. The machine is whirring up when Zoltan exclaims the sarpathi have arrived, no doubt following the PCs. One SARPATHI HIEROPHANT (L4-C) and six REAVERS (5×L2-G, 1×L3-B) attack. The PCs must hold off the serpents for 6 rounds until the Device cracks the Pearl and the energy is dispersed once more into the cosmos.
  • When the PCs return to Cat Jeebles empty-handed but for her gloves, she can't believe it and is sorry there was no treasure. The gloves, however, are Magic, and she demonstrates by reaching into her own pocket and pulling out a random object that was in a PC's pocket. Amazing as it is, she then takes a pouch of Gold Coins from her knapsack and stuffs them in her own pocket, magically dispersing 1 pouch of Gold to each PC.

shanty row

A narrow, muddy shanty-district, Shanty Row houses some of Bogtown's poorer denizens. Street urchins and waifs beg with rattling cups and hunt slimy GUTTERSNAILS along the streets for food. Shanty Row also has the highest boggle population—eager to free themselves of the oppressive corporations that run their lives.

locations
  • The Shrine of Ogo (p87)
  • Chawlee's Chop Shop (p88)
  • Boggleton (p89)

the shrine of ogo

All over the Mucklands are shrines of Ogo, mostly hidden in the wilderness. Pilgrims travel from shrine to shrine, to pay respects and take a load off. Here in Bogtown lies a humble hole in the wall where Ogo pilgrims visit the large, grinning stone statue of Ogo the ancient frog of wisdom. Travelers of all types are offered food, water, and a place to rest, even when Friar Dola, the shrine caretaker, has little to give.

FRIAR DOLA

A kindly, frail old bogril who dusts the shrine each day, sweeps the floors, lights the candles, and shares Ogo's wisdom with anyone who will listen. She used to travel the Mucklands far and wide, but her old bones don't care much for the road anymore.

  • Traits: Extremely kind, dutiful, neat freak.
  • Motivation: Provide a warm safe haven for anyone who needs it.

PILGRIM DUNER

A hearty bogril who stands on corners in simple robes and sandals, espousing Ogo's wisdom, and passing out pamphlets of Ogo's teachings in Bogtown. Most people just crumple up the paper and toss it into the gutters, but Duner doesn't bat an eye.

  • Traits: Righteous, fearless, hearty laugh.
  • Motivation: Bring Ogo's wisdom to the corrupt of Bogtown.
quests

SPRING CLEANING

There are many Ogo shrines sprinkled throughout the Mucklands, and some of them are forgotten and neglected. Friar Dola marks four shrines on the map. Journey to the four forgotten shrines, tidy them up, and Dola will grant you a blessing from Ogo.

  • The four shrines are in Hex 44.14, Hex 38.22, Hex 28.11, and Hex 16.13.
  • If the PCs return having actually visited and cleaned
sights and sounds

1. Six boggles on top of each other update a Boggleton population sign from 423 to 425.
2. A boggle street vendor with a tall chef's hat peddles charred KEESTERSNAPS on sticks.
3. A bogril woman beats the dust out of a decorative rug with an antique rapier.
4. Two boggarts chuckle to each other, pointing into a copy of Dungeoneer Magazine.
5. A surly wug pushes a cart filled with KILORAT TAILS into a deli called Remmy's Rat Meats and Vermin Jerky.
6. An IMP FAMILIAR struggles to roll a wagon wheel towards Chawlee's Chop Shop.

ogo's key teachings

1. The meaning of life is to make meaning.
2. The quibbling, envious mind is the enemy of happiness.
3. Harmony is compassion.
4. Travel to greet the world, and to meet the self.
5. All beings are cousins of the primordial swamp.
6. The tiniest pebble can cause a great ripple. every shrine, they are each granted a random BOON (see Boons table in Core Rulebook).

DUNER'S BIG DREAMS

Pilgrim Duner believes that the gangs of Bogtown would really benefit from Ogo's teachings if they just took a moment to stop and listen. Then, perhaps, there would really be some change for the better in this town. Help Duner spread the word of Ogo to the gangs of Bogtown!

chawlee's chop shop

An unremarkable junkyard behind a wooden fence, Chawlee's Chop Shop buys and sells anything and everything. Also known for fencing stolen goods, nobody messes with Chawlee, not even the Copperhats—who are actually some of his biggest customers.

the chop shop

Chawlee is a Rascal Fence. PCs can make a Search Check to find any Mundane metal item. There's a 1-in chance that Chawlee has a random Magic item in stock for Ancient •. Special Items Gold •

  • Junk Detector: On a Treasure Hunting Check, always find an extra Mundane item. 3 Slots.
  • Wind Up Biter: A sputter contraption with legs and beartrap-like teeth. Attacks every Combat round ( Attack, Dread). If Hit, it is broken. 3 Slots.

CHAWLEE OR “TIC-TOC” CHAWLEE

A gelatinous goo shopkeep and a bit of a nefarious rascal if you ask his neighbors. Chawlee gets his nickname from the clock in his translucent green jelly belly. The clock is always ticking, and he never fails to remind his customers: time is money!

  • Traits: Pushy, impish, always trying to sell.
  • Motivation: Secretly report rumors and intel to Inspector Underbrink in the fight against Bogtown crime.
quests

CHAWLEE'S FETCH QUEST

Chawlee's got a buyer who needs a rare part only ever seen in the Spill (p126). They call it a gyrowhatsamacallit, an essential component for a shrym Cave-Eater. Remember to wear some hazmat suits or something!

  • A sunken Cave-Eater rig is at the bottom of the largest pool of toxic waste, with the part still intact. Otherwise, the PCs must delve one of the area's MUTANT-infested mines.
  • Secretly, Chawlee is procuring this part for the Tricky Toe Gang, who are building something beneath Bogtown (Dwog Chumbree's dungeon bunker beneath Heartwyrm Hotel p79).
  • Deer Helmet: An ultra-realistic helmet that looks like a deer's head. Gain Sneak in the wilderness. 3 Slots.
  • Bog Flipper Kit: Flipper set for hands and feet. Gain Athletics when swimming.
  • Tiny Sputter-Bot: An automaton in the likeness of a tiny boggle that can explore and scout. 2 Slots.
  • Pneumatic Crafting Tools: Cut down Crafting time by 1 hour or 1 day (whichever is relevant). 3 Slots.
rumors
  • If you're a Rascal, Chawlee's Chop Shop has anything you could ever want, maybe even a few Magic items.
  • A nasty rumor going around claims Chawlee isn't who he says he is. Some even think he could be a spy!
  • Chawlee is looking for a gyrowhatsamacallit, a rare part used to build shrym cave-eaters.

TOO HOT TO HANDLE

Chawlee's not one to worry, but he's got a CURSED amulet to get rid of, and only 3 days before the curse takes hold. Find a cure for Chawlee's curse and track down the lowlife who sold it to him.

  • A Nork's Noodle tough named Clank Dinghollow, was paid to curse Chawlee by an unknown gangster. Dinkhollow can be found at Nork's Noodles or Mean Street. Clank has powerful friends, so roughing him up could bring some unwanted attention.
  • If pressed, Chawlee reveals he is an agent of Inspector Underbrink and an informant. The whole tough guy, illegal fence routine is an act.
  • If the PCs visit Underbrink at Pandor's Cider House he believes Nork's Noodle Gang must know Chawlee is an informant. They'll need to change Chawlee's identity before things become too dangerous.

boggleton

Labyrinthine streets of tiny, multi-level houses the size of chicken coops. Boggleton is abuzz with scrambling boggles working, living and raising their families. Considered by most boggle folk to be a kind of boggle paradise, with the largest population of their kind in all of Eem.

MAYOR PEEWEEVIL

Technically a mayor in name only, he is considered by most citizens to be a fine boggle, having grown up in a dungeon and overcome the rigors of Underlands excavation life. Peeweevil is focused on securing Boggleton as its own independent municipality and even has Mayor Gallsy's support should Boggleton support the initiative to clean up the Tricky Toe riffraff.

  • Traits: Positively positive, earnest, always campaigning.
  • Motivation: Form an independent town called Boggleton.

FREELY THE TINKER

A former Unassailable Co. engineer who, after a decade of pitiless toil, fled in the night to Boggleton. He spends his days fixing watches and clocks, running orders for shrym engineers and, ultimately, keeping Boggleton's delicate machinations running smoothly.

  • Traits: Curious, meticulous, misses social cues.
  • Motivation: Freedom from his nefarious creators. HUB HUBFORD Chief Troublemaker for the Copperhat Boggle Brigade, an elite unit of boggle Copperhats sent into hostile situations to sow discord and chaos before the regulars arrive. Hub has two hundred successful missions under his belt, including the crashing of Boss Borgath's Birthday, resulting in the arrests of forty high ranking Nork's Noodle Gangsters.
  • Traits: Unpredictable, reckless, wild laugh.
  • Motivation: Become a living legend and prove boggles can do anything.
quests

THE BOGGLE BRIGADE

The elite unit of boggle Copperhats are a force to be reckoned with, but Captain Martang only uses them to break up turf wars and do sting operations (except the Tricky Toes, of course). Mayor Peeweevil is convinced they would do a lot of good patrolling the streets of Boggleton. Help persuade Hub Hubford and the Boggle Brigade to leave the Copperhats for the new Bogtown police force.

  • Hub Hubford and the Boggle Brigade are paid really well and that's hard to give up. They also fear the wrath of Captain Martang if they quit.
rumors
  • Freely the Tinker is not actually a boggle but the first sputter-boggle invented by Unassailable Co. to create an autonomous workforce.
  • Mayor Peeweevil of Boggleton is looking for a few good mercenaries to help clean up crime in town.
  • Boggleton is attempting to establish itself as its own independent town.

TO LIVE FREELY

Unassailable Co. agents are after Freely, to bring their “property” back to headquarters. Turns out Freely is actually a sputter-boggle, though it's very hard to tell. Freely would rather die than return to Unassailable Co. and doesn't want to flee his beloved new home. Defend Freely or persuade the agents to leave him alone for good.

  • Unassailable Co. has sent their toughest operatives: the trio of Slink Binkabob the goblin saboteur (THIEF L6-B), Margie the bugbear wrestler (WARRIOR L7-B) and Skrab Sandtung the DRATCH (L7-C) sharpshooter (wields a blunderbuss), all in dark hats and trench coats.

wharf rat row

The soggy, spoiled piers of Wharf Rat Row—green with algae and pocked with burrowing, buzzing insect hives—line the dark waters of Bogtown like moldy teeth. Lanterns glow in the night as canoes and dinghies knock together in the gentle, fetid breeze.

locations
  • The Green Docks (p90)
  • Dungeoneer Magazine, Inc. (p91)
  • The Sunken Inn Saloon (p92)

the green docks

A long narrow series of moss-covered homes and hideaways lean against a mix of rotten piers and haphazardly cut stone columns supporting the walkways. The Green Docks are inhabited primarily by families, dock workers and other tradesfolk working in the city by day and padding their wages by fishing for their own supper by night.

MISS ELOISE

A Green Docks fixture, Miss Eloise walks door to door twice a week to share her river shrimp catch with neighbors. She believes a little kindness will help stave off troubles with the Copperhats and the Tricky Toes. If you ask the folk of Wharf Rat Row, they'll say she's right.

  • Traits: Selfless, confidante, laments “how times have changed.”
  • Motivation: Make Bogtown a neighborly place again.
quests

THE SHRIMP THIEF

Thieves steal local shrimp en masse, leaving nothing for the locals. Big boats and net fishing are illegal in Bogtown, but Miss Eloise relays that dozens of folks heard fast moving water and saw a tall shadow in the moonlight, like a ship. It must be the shrimp thieves!

  • There's only one boat that's big enough to match the description—but it has no net. The owner, a boggart sailor with a scruffy beard and peg leg named Cap'n Jangull, swears he's no shrimp thief and that the PCs are looking for a monster. A DRAGON! It rocked his boat last night as he was coming in from the Nackadonkee Bayou.
  • Upon investigating the waters at night, the thief is actually a HUMONGOOSE (L7-C) that migrated from the western mountains and delights in devouring all the shrimp.
sights and sounds

1. A cackling boggle sprays skeeter after skeeter with a bug repellent gun.
2. A young bugbear fishes for QUAGDADS using cheeseburgers as bait.
3. An old granny looks down with disdain and shuts her high rise window as you pass below.
4. A strange chittering emanates from a hole in the wharf.
5. The floorboards creak and wobble beneath your feet as BRAYING SABREFISH stare from the water hungrily.
6. Drunk Guttermouth GANGSTERS throw trash into the bog right after an old goblin cleans the waters with a net.

rumors
  • Someone is illegally fishing for shrimp, which hurts the locals who have trouble putting enough food on the table as it is.
  • The NABBER RAT population has gotten out of control and no one seems to know what to do about it.

THE NABBER RAT MENACE

Wharf Rat Row gets its name for a reason: NABBER RATS, tons and tons of them. Lately things have gotten out of hand as poor folks constantly contend with the thieving vermin that steal food and valuables, squirreling them away into their holes beneath the docks.

  • A KOBOLD rat tamer, and member of the Guttermouth Gang, has rallied a legion of NABBER RATS to steal for the gang.
  • Following the rats leads to a secret entrance under the docks. It's a tough slog through a mucky tunnel—a RANDOM MAZE—that goes all the way to an abandoned warehouse in Gutterspan, full of everyone's stuff.

dungeoneer magazine, inc.

Perhaps the nicest building in Wharf Rat Row is the headquarters of the most popular periodical in the Mucklands. First distributed from the trunk of editor-in- chief Fleeg Greenback's weorg-and-buggy, Dungeoneer Magazine has since sparked the imagination of Mucklanders with its articles, comics and, of course, the serialized adventure tales of Shane Shandar, the Land of Eem's most famous Dungeoneer.

FLEEG GREENBACK THE SECOND

The son and heir to the Dungeoneer Magazine empire, Fleeg has a nose for adventures and storytelling. He takes pride in the fact that he's close friends with Shane Shandar, a frequent subject of the publication's articles and stories. Aside from his few assistants, Fleeg works mostly alone, his offices filled with submissions from every corner of Eem.

  • Traits: Over-the-top, exaggerator, enthusiastic.
  • Motivation: Find the best, most exciting stories to publish.

SHANE SHANDAR

The world's most famous Dungeoneer. A graduate of Dungeoneer Academy in the Underlands, he has made a career of discovering lost cities, making contact with new species and unearthing ancient artifacts lost to the Age of Ashes. Made famous by a series of adventure serials published by Dungeoneer Magazine, recently Fleeg has been embellishing Shandar's tales, much to the explorer's chagrin.

  • Traits: Brave, jovial, a lone wolf and uncomfortable with his celebrity.
  • Motivation: Pioneer new discoveries and catalog his adventures.
quests

STOP THE PRESSES

Fleeg is in a bind. Shane Shandar redacted his latest story, and Fleeg needs a new story fast! He's got a lead on a woman named Mazzy Ranzo, who has been bragging about slaying an honest-to-goodness fire-breathing DRAGON. The PCs can find her in the Heartwyrm Hotel (p79). Deadline is midnight!

  • Ranzo is confident and intimidating with red scale mail and a massive two-handed sword. She works as a bodyguard for Ogger Bigtoe, a Tricky Toe Henchboss, and the whole gang has bought into her tale of slaying the Scarlet Wyrm in the Jagged Hills (p131).
  • The Tricky Toes are terrified of her and give her a wide berth, though some are skeptical. She won't be able to trick them for much longer.
  • Applying scrutiny to Ranzo reveals she's a fraud: she embellished dispatching a CRAG LIZARD scrambling into her camp one night and painted the scales red. In fact, she ran from the DRAGON that still dwells in the Jagged Hills, and if the Tricky Toes find out, she'll be done for.
  • Ranzo aids the party members with any Tricky Toe Gang activities if they can convince the world that she is indeed a dragonslayer.
rumors
  • Dungeoneer Magazine is always looking for a good story for 1 pouch of Silver Coins.
  • Shane Shandar is getting fed up with the editor-in- chief of Dungeoneer Magazine, believing the writing quality has slipped recently.
  • Shane Shandar is a fraud and his adventure stories are all lies.

SHANE THE SHAM

Shane needs to go on an amazing adventure, one so incredible it doesn't need embellishment. The problem is, Dungeoneer Magazine altered the facts of Shandar's adventure stories to the point of absurdity, making him question if he's lost his edge. He's put out a call for a chronicler to transcribe his tale exactly as they see it. Accompany the dungeoneer on an expedition to defeat the Scarlet Wyrm in the Jagged Hills.

  • Shandar is normally an incredibly capable dungeoneer but his recent lack of confidence causes him to do some irrationally dangerous things, like going headlong into combat.
  • The Scarlet Wyrm is a DRAGON (L8-C) dwelling in the Jagged Hills (p131). Having been recently awakened by Mazzy Ranzo, the Scarlet Wyrm is quite grumpy and hungry. Not a great combination.
  • HEROIC TITLE ACHIEVEMENT: Go on an amazing adventure (that would make a great story) with Shane Shandar.
  • From the Pages of Dungeoneer Magazine•. Kids and dungeoneers have heard of the PC's exploits and are duly impressed.

the sunken inn saloon

Built on the water, this two story inn and tavern is adorned with nautical decorations, thick streaming ropes and chandeliers. It's a great place to fill your belly with rascal cider and get into a bone rattling fisticuffs match over a game of cards, darts or billiards—just don't fight outside or you might end up swimming with the fishes. Packed with dock workers, slouches and rascally thieves of every allegiance, the Saloon is also the primary hangout of the Guttermouth Gang.

sunken inn saloon menu

Copper •

  • Shrimp Daiquiri: Shrimp, sugar, and glog. Tastes like a pirate burp. Replenish 1 Quest Point.
  • Salty Frog: A Bogtown favorite, this is just a glass of saltwater with a frog in it. Pros know not to eat the frog. Gain Nimbleness for the session.
  • Lily Pad Noodles: The responsible choice, these are veggie-based noodles mixed with mulched roach and

SPITSHINE SHIRLEY

The whalen owner and barkeep who's gained a reputation for being quite the tough customer. When a fight breaks out she jumps right in, making sure none of her furniture gets destroyed. Anyone breaking a table or chair goes straight into the bog. She doesn't care what her customers do during their off time and isn't one to spill the beans on rumors and gossip.

  • Traits: Tough as nails, no nonsense, stand-up gal.
  • Motivation: Run a clean, honest business in a dirty, dishonest town. GARMINE FLIGGAGOONIE The new boss of the Guttermouth Gang after Cat Jeebles' imprisonment. A loud, foul- mouthed, portly goblin, he's a terrible GANGSTER, but scalawags and ne'er do wells flock to his caustic charisma. He has a special arrangement with Spitshine Shirley: in exchange for a permanent room and table to do business, the Guttermouth Gang cleans dishes in the back.
  • Traits: Crass, grandstanding, cowardly.
  • Motivation: Hang on as the Guttermouth boss for as long as possible.
quests

TURF WARS

It's no secret that, among Bogtown's gangs, tensions have been running high and Garmine Fliggagoonie is itching to capitalize on the chaos. Want to hit the Tricky Toe Gang where it counts? Garmine has a job: sneak into the Heartwyrm Hotel and release a cage full of kaleidoscorpions!

  • Once the PCs do so, Guttermouth goons attempt to overtake the hotel. Unless the PCs turn the tide of battle against the horde of Tricky Toe GANGSTERS (10×L1-G, 2×L4-B, 1×L5-C), the Tricky Toes far outmatch the Guttermouths, even with the KALEDIOSCORPION problem. keestersnap shell. Expect a balanced, yet crunchy, mouthfeel. Gain Vitality for the session.
  • Bandy Clam Chowder: Clam tendrils so gummy you'll be chewing for hours, all bathed in a brown, creamy brine sourced straight from the sludge pools of Bogtown. Heal Courage.
  • Boiling Grubswizzlefarter: Essentially a shot of boiling hot sauce made from grubswizzle chilis, freshly minced parsley and shrym motor oil. Require no sleep for 2 days.
  • Wharf Rat Stew: Tender, free range rat chunks playfully mingled with an earthy morb-based broth, topped with a dollop of curdle snail aioli. Heal 3 Courage.
rumors
  • The Guttermouth Gang operates their nefarious dealings out of the Sunken Inn Saloon.
  • The Sunken Inn Saloon is a great place to find hard- nosed hired muscle.

BRAWL AT THE SUNKEN INN SALOON

As the patrons are settled in for drinks and games, a horde of Tricky Toe GANGSTERS (L2-G) pour through the entrance, breaking the doors off the hinges. Garmine scrambles to his feet and musters his goons as chairs go flying. This is an all out brawl, with people swinging on chandeliers, tumbling down stairs and falling over banisters.

  • This is retaliation for the recent turf wars and, if the PCs are involved, they're the primary targets.
  • Nimbleness Checks every round to avoid a flying bottle, mug or chair or suffer Dread.
  • Depending on how this goes, Spitshine Shirley just might kick the Guttermouth Gang out for good.