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SHARP KNIVES & DARK STREETS

AUTHOR
Richard Woolcock

SYSTEM
Tricube Tales <
By day, the city is a wondrous sight, attracting travelers and visitors from far and wide. Powerful BACKGROUND
guildmasters rub shoulders with affluent merchant princes in the streets, while eccentric artificers Figu Design

and alchemists ply their trade from arcane boutiques. The grand buildings and fortified mansions STORY SYMBOLS
Delapouite, Lorc, Skoll
reflect and accentuate the extravagant wealth and decadence of the aristocracy. Game-icons.net <
When night falls, the city’s seedy underbelly emerges from the shadows. Hardened thugs and sharp- ILLUSTRATIONS
eyed pickpockets prowl the streets in search of prey, while depraved nobles and brazen merchants seek Eric Pommer
Dean Spencer
increasingly exotic and dangerous ways to sate their base instincts and darkest desires.
You are a crew of professional thieves, killers, and hustlers, taking on contracts from those who desire STORMGATE MAP
Cartography Stock Art by
your services—as long as they can afford your exorbitant fee! The best doesn’t come cheap, after all. Elven Tower Cartography

CHARACTER CREATION RESOLVING CHALLENGES TAKING THE CONTRACT


Each player creates a character as follows: If a player attempts something risky, they roll 1-3 Roll on the following tables to generate the latest
1. Choose a trait: Agile (used for reflexes, dexterity, six-sided dice and must equal or beat a difficulty mission (see next page for examples):
stealth, and ranged combat), brawny (covers strength, of 4-6 on at least one die. Succeed on multiple dice The crew is hired to...
vitality, athletics, and melee combat), or crafty (covers for an exceptional success (narrate an additional A Assassinate someone D Gather intelligence
smarts, charm, alertness, courage, and social combat). benefit). Rolling “1” on all dice is a critical failure B Commit a robbery E Commit a burglary
2. Select a concept: Assassin, cutpurse, swindler, (introduce a complication to the scene). C Intimidate someone F Kidnap someone
burglar, thug, robber, or disgraced noble. The GM chooses a trait and difficulty for each Near, on, or within...
3. Pick a perk: Persuasive, freerunner, herbalism, challenge. Most are difficulty 5, but a particularly A A shop or guildhall D A tavern or brothel
sleight of hand, clockwork artificer, sharp senses, easy or hard task might be difficulty 4 or 6. Some B A house or mansion E A church or temple
or master of disguise. challenges (e.g., combat) require multiple rolls. C The marketplace F The docks or slums
4. Choose a quirk: Bloodthirsty, moral compass, Players usually roll 2 dice, but roll 3 dice if the While dealing with...
kleptomaniac, paranoid, thrill-seeker, greedy, or challenge matches their trait. If a challenge falls A The city watch D An automaton
old wound (describe it). completely outside the scope of their concept (e.g., B A criminal gang E A powerful noble
5. Grab 3 karma tokens and 3 resolve tokens. a thug researching floorplans), they lose 1 die. C A sorcerer or artificer F Dangerous cultists
6. Make up a name, and introduce yourself (e.g.,
“I am Tesslyn, an agile assassin who uses herbalism
to prepare poisons, and is rather paranoid”). KARMA AND RESOLVE RUNNING THE GAME
TOOLS OF THE TRADE
Each player has 3 karma and 3 resolve. Spend 1 The GM should describe the opening scene, react
karma after rolling to reduce the difficulty by 1, if to the players’ decisions, and assign the traits and
As a highly-skilled crew of thieves, characters are you can justify how your perk helps you. Recover difficulties for challenges. Offer players karma in
assumed to be equipped with gear appropriate to 1 karma if you increase the difficulty by 1 before return for complications based on their quirks!
their concepts, perks, quirks, and mission. rolling, narrating how your quirk hinders you. The players should make all the rolls, narrate
There are no separate rules for equipment, but If you use a quirk and succeed at the challenge, the outcome of their actions, and drive the story
players are encouraged to refer to weapons, tools, you may recover 1 resolve instead of 1 karma. forward whenever possible. They can also spend
and devices when describing their actions. For dangerous actions (such as combat), failure 1 karma to influence the story or discover a clue
Specialized items can also be tied to perks—for costs 1 resolve (or 2 on a critical failure). If a PC through their perk. This can even be described as
example, killing a foe with poison prepared with runs out of resolve, they are eliminated from the a flashback sequence—for example, spying on the
“herbalism,” or using a grapple-gun designed by a scene—but death is primarily a narrative conceit, target last night with “sharp senses,” or stealing a
“clockwork artificer” to climb a building. and the PC usually returns later at full resolve. key earlier in the story using “sleight of hand.”
OBJECTIVES LOCATIONS COMPLICATIONS
Described here are examples of objectives for the Described here are examples of locations for the Described here are example complications for the
mission generator (first table): mission generator (second table): mission generator (third table):

1. JUST DESSERTS 1. CLOCKWORK GUILD HOUSE 1. WATCHED


A cruel merchant prince is notorious for his dark The clockwork artificers run an influential guild The crew attracts the attention of the city watch,
appetites and has finally gone too far. The crew within its own city district. It has a guild house as who decide to follow the characters and see what
must kill him and make it look like an accident. well as a factory and several workshops. sort of mischief they’re causing.

2. GOLDEN KEY 2. LORD HEDRID’S MANSION 2. GANG WARFARE


The crew must steal a gold key from a member of This hedonistic old goat is infamous for hosting A rival criminal gang has decided to make a move
the Clockwork Artificers Guild. The mark wears extravagant parties; he receives frequent visitors on the crew’s territory.

3. ARTIFICER’S REVENGE
the key around her neck and protects it with her throughout the day—and even more at night.

3. CENTRAL MARKETPLACE
life—but the client wants her unharmed!

3. SORE LOSER
A clockwork artificer bears a grudge against the
This marketplace is located near the center of the crew and plans to settle an old score.

4. CLOCKWORK KILLER
A merchant recently lost a wager with their rival city, where the canals intersect. It is always busy
but refused to pay up. The crew is hired to apply with the hustle and bustle of shoppers.

4. BOATMAN’S SALOON
some pressure and collect the debt. Someone has unleashed a clockwork automaton

4. NIGHT CRAWLER
on the city. This mechanical soldier appears to be
Situated on the northern side of a Y-junction in hunting a specific target, but it terminates all who
A noblewoman wishes to know why her husband the canals, the Boatman’s Saloon is a popular spot stand in its way, and it absolutely will not stop!

5. DRUNKEN DUEL
sneaks out of the house late at night. Is he having with sailors. After dark, those with coins to spare
an affair? Or is he plotting against the crown? often cross the bridge to Madam Brasara’s Parlor

5. LEGENDARY SWORD
or—if they can afford it—the Velvet Glove. A drunken noble challenges one of the characters

5. TEMPLE OF THE WARRIOR


to a duel in the street. Should the fool be injured
A deadly swordmaster has challenged someone to or killed, their family will seek retribution.

6. SERPENT CULT
a duel. The crew is hired to steal her fabled rapier This towering dome is one of the oldest buildings
before the fight takes place, three days hence. in the city, dedicated to the One-Eyed Warrior, a

6. KIDDY GLOVES
mighty war god worshipped by many locals. A dark cult has arisen in the shadows of the city,

6. WESTERN DOCKS
its devotees sporting a variety of horrific snake-
A lord and lady despair at their son’s debauched like mutations. Their motive is unknown, but the
antics and want to give him a wake-up call. The At the corner of the city near the slums, the docks crew’s latest mission appears to have put them at
crew must kidnap and scare the young man. are always heaving with fisherfolk and laborers. cross purposes with the monstrous cultists.

ADDING A T WIST TO THE STORY


For further inspiration, roll two dice on the table below and use the symbol as an improvisational prompt (you don’t need to interpret it literally). For example,
B F might represent a ship or boat, the dockyards, a sailor, a shipment of goods, or a figurehead, while rolling D E could indicate a clockwork automaton, a
mechanical device, or an artificer, and E B might symbolize a snake, a serpent cultist, venom or poison, medicine, temptation, or fertility.
AA AB AC AD AE AF BA BB BC BD BE BF CA CB CC CD CE CF DA DB DC DD DE DF EA EB EC ED EE EF FA FB FC FD FE FF
STORMGATE: CITY OF SERPENTS
Founded many centuries ago, Stormgate was once a modest fishing village with a lighthouse, which
provided a beacon for ships caught in storms. Over time, the settlement expanded into a port town,
offering a safe harbor for merchant ships, and eventually grew into a prosperous city-state.
Today, Stormgate boasts a population of around 25,000 people and serves as a central trading hub for
nobles and merchants. It is also home to the Clockwork Artificers Guild—but is perhaps best known for
the deadly snakes infesting its streets and canals, from which it earns the nickname “City of Serpents.”
In recent months, a different kind of snake has taken up residence in Stormgate’s dark alleyways—the
Serpent Cult, worshippers of an ancient demon that they believe will one day devour the world.

EXPANDED CITY LOCATIONS


You can run Sharp Knives & Dark Streets in any medieval fantasy city, but Stormgate: City of Serpents offers
a default setting for your games, providing an expanded list of locations along with a map of the city.

7. THE SLUMS 12. MARKET STREET


The folks of the slums live in misery and poverty. This wide street stretches from Market Gate, and

17. STORMGATE MANOR


The Serpent Cult first took root in these streets, it features hundreds of colorful stalls from which
offering the downtrodden a promise of change. vendors peddle their wares. The guards here keep

8. ALMSHOUSE
a close eye on any suspected pickpockets! This is the home of Prince Andar, the sole heir to

13. DISTRICT OF THE DEAD


the throne. In public, he is the perfect gentleman,
This domed building offers sanctuary for the sick but there are shocking rumors about what he gets
and desperate. There are rumors that the Serpent Ancient tombs fill this district, a great monument up to behind closed doors. Some folks even think
Cult also uses it as a base of operation. to a long-forgotten war in the distant past. Living he might be connected to the Serpent Cult!

9. WEST GATE GUARDHOUSE 18. HIGHPOINT HOUSE


souls rarely visit—at least, not by choice.

A barracks squats near West Gate, and it’s a short 14. F ORT HIGHPOINT This luxurious villa and accompanying buildings
walk east from there to an old guardhouse, which This military fortification serves as barracks and are the property of Lord Tyre, who deals with the
perches at the end of a canal. This location allows training grounds for Stormgate’s standing army. day-to-day running of the city. A life-long friend
the city watch to swiftly head to the slums or the A large militia is also available in the case of war and ally of the royal family, they trust him fully.

19. ROYAL ARENA


docks to deal with troublemakers. or other emergencies.

10. ROYAL GARDEN 15. STORMGATE CASTLE Gladiators and convicts sometimes fight bouts in
This public park was planted many centuries ago King Anton and Queen Shay rule from the castle the Royal Arena, providing entertainment for the
by royal decree as a gift to the city populace, and atop Highpoint Hill. Over the years, the keep has cheering crowds. Most seek fame and glory—or a
it has been faithfully maintained ever since. become more of a palace than a fortress, but it is royal pardon, in the case of prisoners.

11. TRAVELER’S STOP 20. EASTERN DOCKS


still well maintained and heavily guarded.

This large and luxurious tavern is located a short 16. GRIFFIN AERIE The docks in the northeast corner of the city are
distance from South Gate, right beside a canal. It There are many tales about the legendary griffin mostly used for military ships. An old lighthouse
is a popular spot for wealthy merchants who have riders of Stormgate, although their role in recent is also situated on a small fortified island, across
recently arrived in the city. decades has become increasingly ceremonial. the bay, and it is still in active use.
1. Clockwork Guild House 5. Temple of the Warrior 9. West Gate Guardhouse 13. District of the Dead 17. Stormgate Manor
2. Lord Hedrid’s Mansion 6. Western Docks 10. Royal Garden 14. Fort Highpoint 18. Highpoint House
3. Central Marketplace 7. The Slums 11. Traveler’s Stop 15. Stormgate Castle 19. Royal Arena
4. Boatman’s Saloon 8. Almshouse 12. Market Street 16. Griffin Aerie 20. Eastern Docks

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