Counterfeit Goods
While resting at a haven or at some point along the journey, the adventurers discover they have acquired counterfeit goods! Though the items initially appear to be fully functional, they are either very poorly crafted and made from inadequate materials prone to break, or simply appear to be the items in question but are no better than stage props. These could have been purchased or received as a quest reward. The party has a few options: find the person who slighted them or ignore it and move on.
Bad Goods. The items are damaged and become broken after the first time they are used (see Maintenance ).
- This challenge requires that the party and the vendor are still in the same region. A group Survival check can be made to follow the trail of the merchant who gave the adventurers the goods in the first place.
- Alternatively, an adventurer may make a Deception check to sell the counterfeit goods to someone else, then use that money to replace them with genuine items.
Potential Outcomes
Critical Failure: The party loses a day searching for the person that cheated them. Each adventurer loses 4 (1d4+2) Supply.
Failure: The party loses half a day searching and each adventurer loses 1 Supply.
Success: The adventurers catch up with the dishonest vendor after 1d6 hours and with an Intimidation check may replace the counterfeit goods.
Critical Success: The adventurers not only catch up with the vendor after 1d4 hours and replace their goods, it turns out that the replacements are of a higher quality level than they’ve paid for (standard items become fine, and fine items become masterwork).