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Breadcrumb

Dangerous Neighborhood

rd tier (
Challenge
DC
Area
(less than 1 hour)

Once a settlement reaches a certain size, older portions tend towards cramped alleyways, overhanging second floors, and new uses for the shells of abandoned structures. Any sense of a plan disappears in the chaos of everyday needs and finding your way across these sections, or locating a place or person in them is tough and the residents are generally unwelcoming to strangers.

In Shalehold ‘The Knot’ is known for its danger, and getting lost inside it is far too easy. The unlucky who lose their way spend more time than they planned, perhaps never reaching their destination, while the truly unfortunate draw the attention of its inhabitants.

Streetwise. Characters from the Cosmopolitan , Imperial , or Tyrannized cultures, as well as those with the Criminal , Guard , or Urchin backgrounds gain an expertise die on any ability checks made against this challenge.

Possible Solutions

A party moving through the district makes a group check to stay on track and reach their destination. Adventurers can choose from Persuasion to get directions, Intimidation to discourage the criminal element, Survival to keep from getting lost, or Stealth checks to avoid being seen.

Critical Failure. The party has been (potentially incorrectly) identified as spies or agents of the law. An assassin and 3 cutthroats appear at the end of an alley in front of the adventurers, with a second group of the same behind them. They politely offer to guide the adventurers out of the district or to their destination for the bargain fee of 50 gold per adventurer. If refused, they attack. Each adventurer also loses 8 (2d6 + 1) Supply in the fray. If they choose to flee, the adventurers each instead take two levels of fatigue .

Failure. Completely turned around, the adventurers return to their original point of entry into the neighborhood after spending 4 (1d4 + 2) hours trying to find their way. Additionally, each adventurer suffers a level of fatigue from the strain of travel and constant vigilance.

Success. The adventurers navigate the district easily, reaching their destination in short order.

Critical Success. As a success, but the adventurers also find something at a dead end along the way. Roll on the Boons and Discoveries table.