‘We look around for a
place to rob’
Now you can blame the dice for that damn dog.
The table below gives the number of houses displaying a
vulnerability. Note that the number is modified is the players are looking for
a certain wealth level of house (specified in the next table)
# Vulnerable Houses
|
Settlement Class
|
Special Notes
|
1d4 -1
|
Village
|
Maximum wealth is Middling.
|
1d6 -1
|
Town
|
Organised guard force present 90% chance.
|
1d8
|
Large Town
|
Organised guard force present and a thieves guild may operate (5%
chance)
|
1d20
|
City
|
As above, but 15% chance of a thieves guild.
|
This table is used to generate the wealth level of
vulnerable houses. The Search Penalty applies to the above roll as previously
discussed.
d12
|
Wealth Level
|
Likely Security Measures
|
Search Penalty
|
1 – 2
|
Destitute – you’ll get some coppers at best. 2d4 cp in overall wealth.
|
None.
|
-
|
2 – 6
|
Poor – perhaps they’ve stashed some silver? 2d20sp in movable wealth.
|
Simple Lock
|
-
|
7 – 9
|
Middling – they’re doing okay, something in here should make the
fence smile. 10d20sp in movable wealth.
|
Secure Locks & 5% chance of guard dog.
|
-1 to vulnerable houses
|
10 – 11
|
Rich – some decent loot should be about. 2d100sp in movable wealth.
|
Secure Locks, 10% chance of guard dog & 1d4 guards.
|
-2 to vulnerable houses.
|
12
|
Extravagant – the big heist – you can’t believe this place has an
opening. The amount isn’t an issue, finding the time to get everything is!
|
Great Locks & 1d10 guards.
|
-7 to vulnerable houses.
|
Simple locks raise your effective tinkering skill by one.
Great locks do the opposite.
d6
|
What, exactly, is vulnerable about this house?
|
1
|
Open window(s) with relatively easy access.
|
2
|
A door has been left ajar. Weird that.
|
3
|
Incredibly on-display wealth makes this worthwhile. (re-roll for
extravagant)
|
4
|
You’ve got a key – dropped outside or perhaps left in the lock?
|
5
|
Rumours abound that the owner is out of town for a while.
|
6
|
A disgruntled guard let you know that the cellar door is always
unlocked.
|
Just because you’ve got guards doesn’t make them any good.
Add 1 to the roll for Extravagant houses. Guards are assumed to be equipped with
leather armour and longswords, and fight as standard humans.
d10
|
Guard Skill
|
1
|
Inept. +2 to Stealth skill, unlikely to follow clues etc. Guards are
asleep 1-in-6 times. No patrols.
|
2-3
|
Poor. +1 to Stealth. Will miss subtle clues. Very loose patrol
structure.
|
4-7
|
Average. About what you’d expect. Regular patrols, informal check-ins
every couple of hours.
|
8-9
|
Skilled Guardsmen. -1 to Stealth, relative diligent. Good patrol
routes and check-ins every hour.
|
10
|
Exceptional. The very best money can buy. -2 to Stealth, well
designed patrol routes and check-ins every 20 minutes.
|
(Tinkering is the LotFP lockpicking skill, and is rated 1-6 to give you a rough estimation for conversion)
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