Tuesday, November 30, 2021

Dungeon-Claim Jumping Jerks

For dungeon entrances that are known and active, there is a chance that some assholes set up a "taxation" station. They basically steal stuff from the party - on the way in, on the way out, etc.

Known Entrance

An entrance is considered known if the party has gone in or come out that way at least once and the dungeon is known to be still active. Folks have to know there is some benefit to setting up. If the entrance is in the middle of nowhere or it doesn't make sense, don't use this. I've been using this in my Barrowmaze game.

Are they Here?

Roll 1d6 and add the "Confidence" modifier. if the total is 6 or more, they are here. They aren't always here, but the more Confidence they have the more likely they are to be around.
  • Confidence starts at 0.
  • Once they set up (the first time they show up, +1 to Confidence
  • Each time they get some good loot from a party, +1 to Confidence
  • Each time they get attacked and lose, -1 to Confidence
If the mod ever hits -1, they fuck off for a while. After a session or two, reset Confidence to 0 and start rolling again.

How Many?

The number appearing is 2d4+half (round up) the total on the d6 roll. So if the "are they here" roll was a total of 7, 2d4+4 of these jerks are around. 

Also, check for a leader type. Roll 1d20. If that is equal to or less than the number appearing, there is also a leader hanging out with their claim-jumping besties.

Claim Jumping "Tax" Jerks
HD:1 AC:8 (leather)       Morale: +9 (or 6 if using 2d6)
50% have short sword and wooden kite shield (-1AC)
50% have bow and 2 daggers
1 in 4 have a better weapon (dagger to short sword, short sword to long sword)
1 in 6 have a better shield (none to wooden kite, wooden kite to metal kite)
1 in 8 have a stat bonus (1-2:+1STR, 3-4:+1DEX, 5-6:+1CON)
Loot on hand: 2d4 copper groats (in a silver-based system)

Claim Jumping Leader Type
HD:3 AC:5 (chain+shield)       Morale: +12 (or 8 if using 2d6)
Always a spear and metal kite shield (spears are cool)
+1 to hit and damage from being a tough guy
1 in 4 have a healing potion
1 in 6 have a major healing potion
1 in 8 have another potion (1-2:gaseous form, 3-4:heroism, 5-6:invisibility)
Loot on hand: 2d10 silver crowns

What Do They Want?

Heading in? They might charge 1 or 2 silver, but that is negotiable. They are more interested in making to loot folks who are beaten down and leaving the dungeon with loot. Heck, they might even hide, then set up once the adventurers are in the hole.

On the way out? As much as they can get. They (think they) have the upper hand and will negotiate hard. In the end, a failed morale check will cause them to make poor choices and demand too much. I'll leave this up to the GM. You know your players and how hard you want to push them.

Total Number of Bandits - Will They Ever Stop?

An infinite amount. There is always some asshat who wants to steal from folks. They never stop. The only way to get them to stop is to set up your own (the PCs I mean - these guys are yours) camp around the entrance with henchmen or hirelings or whatever. Fun!

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