Rustic Village

This Teleportation Circle can access khort and the-library

rustt
For every hour spent in the rustic village, roll 1d4: 

1: 1d4 Commoners, obviously travelers from somewhere, wandering around 
2: 1d2+1 Hunters (Scouts) walking through town with 2d4 rabbits on a line between them
3: 1d4 Farmers, hands dirty from working the soil, with 2d4 crates of vegetables
4: 1d2 Finely Dressed Travelers, clearly enchanted by the charming little village
NPC Interaction Table: 

Commoner Persuasion DC 12; Will buy something for up to 5 Sp
Commoner Intimidation DC 12; Will run away, dropping 1d6 Sp on the ground
Commoner Deception DC 12; Will believe most explanations for odd or illegal behavior
Commoner Insight DC 12; Seems a little confused as to where they are
Commoner Perception DC 12; Clothes are of a slightly older or odd style 
Commoner Sleight of Hand DC 14; Can steal 1d6 Sp, Intimidation or Deception on Fail
Farmer Persuasion DC 14; Will buy or sell vegetables for 1d2 Cp each
Farmer Intimidation DC 14; Will run away, dropping all crates of produce
Farmer Deception DC 12; Will believe most explanations for odd or illegal behavior
Farmer Insight DC 12; Seems a little confused as to where they are
Farmer Perception DC 12; Clothes are of a slightly older or odd style
Farmer Sleight of Hand DC 14; Can steal 2d4 Cp, Intimidation or Deception on Fail 
Hunter Persuasion DC 14; Will buy or sell Meat for 1d2 Sp per animal
Hunter Intimidation DC 17; Will attack (Scout) on a failed Intimidate check
Hunter Deception DC 15; Will believe most explanations for odd or illegal behavior
Hunter Insight DC 12; Seems a little confused as to where they are
Hunter Perception DC 12; Clothes are of a slightly older or odd style 
Hunter Sleight of Hand DC 18; Can steal 2d6 Sp, Intimidation or Deception on Fail
Finely Dressed Traveler Persuasion DC 12; Will buy something for up to 50 Gp
Finely Dressed Traveler Intimidation DC 12; Will run away, dropping 3d4 Gp on the ground
Finely Dressed Traveler Deception DC 12; Will believe most explanations for odd or illegal behavior
Finely Dressed Traveler Insight DC 12; Seems a little confused as to where they are
Finely Dressed Traveler Perception DC 12; Clothes are of a slightly older or odd style 
Finely Dressed Traveler Sleight of Hand DC 14; Can steal 5d10 Gp, Intimidation or Deception on Fail

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