Saturday 3 October 2020

D6 delving-adjacent complications

Helmet

A D6 table of ways an adventuring party can be victims of their own success.

You delved the dungeon. You lived. Now you're on your way back to town with the loot. Neat. Clean. Simple. Except... when has an adventurer's life ever been that easy?

  1. Muggers
    Think you were discreet? A party of battle-hardened adventurers rode into town and bought up food, torches, oil, and pack animals. They hired on a group of helpers who look like they can run fast, for 'sundry duties to be clarified as and when needed'. Smells like someone's planning to make some quick money.

    Of course, since they are battle-hardened, it makes sense to let them go about their business and stake out the road they take out of town. When they return, exhausted and bleeding, a gang of bandits strikes.

  2. Claim-jumpers
    Everyone knows the corridors of the tomb complex up on the hill are littered with gold coins... and guarded by vicious undead. It's gruel and cheap beer again this week, but that's better than being something else's meal.

    But if someone else takes the risk and staggers away for a long rest before returning to finish the lower levels, a clever and careful person sends for the closest neighbours and lets them know there's an opportunity. They grab packs and hurry up the hill to step over the smoking skeletons and ransack the cleared levels.

  3. Price gougers
    As soon as you were spotted returning on the road, the richest merchant in town bought up everything you could possibly need. Of course he's willing to sell it to you... at ten times the original price. He has a squad of mercenaries protecting his stores. You could try taking them, but it wouldn't be easy and then you'd be law breakers.

  4. Lawsuits
    It turns out the family that originally built that tomb on the hill still has scions in the kingdom. Diminished, impoverished, but still inheritors of the family name and crypt. They never had the guts to step inside or the money to pay for someone to clear it out, but fate just handed them an opportunity. You robbed their ancestors and now they're practically salivating at the chance to sue you for the return of that loot.

  5. Terrain
    Paintings, statues, antiques, golden idols. They're as good as money, but only if you can get them home. Can you carry them out of the forest? Will the cart's axle support the weight? Is the road passable to a fully laden cart, or will you bog down in every wheel rut? What if the weather changes and the road turns to mud? What if you have to go cross-country to avoid bandits?

  6. Suspicion
    You chose a platinum crown studded with gemstones as part of your share. Now it's gone and the wizard's pack looks a little heavier. Did you face all this danger to let one of your own companions rob you when you let your guard down?

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