City Fail (d10)

d10 Result

1

Pickpocket: The adventurers are targeted by a skilled pickpocket who attempts to steal their valuable possessions. A successful DC 15 Dexterity saving throw allows them to catch the thief in the act and prevent the theft.

2

Lost in the Maze: The adventurers find themselves in a maze-like network of narrow streets and alleys, leading to confusion and frustration. They must succeed on a DC 12 Wisdom (Perception) check or spend precious time and resources trying to find their way back to familiar surroundings.

3

Noxious Fumes: The adventurers pass through a particularly polluted area of the city, where noxious fumes and smog fill the air. They must make a DC 13 Constitution saving throw or suffer from temporary disadvantage on ability checks and saving throws for the next hour.

4

Run-in with the City Guard: The adventurers attract the attention of an overzealous city guard who accuses them of a crime they didn't commit. They must either try to convince the guard of their innocence with a successful DC 15 Charisma (Persuasion) check or find a way to escape their custody.

5

Street Brawl: The adventurers stumble upon a heated street brawl between rival factions or rowdy individuals. They can choose to intervene, but doing so risks getting caught up in the fight and potentially suffering injuries.

6

Unreliable Merchant: The adventurers make a purchase from a seemingly reputable merchant, only to realize later that the item is faulty, counterfeit, or of significantly lesser value than claimed. They lose a portion of their gold or a valuable item in the process.

7

Chaotic Market: The adventurers find themselves caught in the middle of a bustling market filled with haggling merchants, rowdy customers, and unruly street performers. The crowded and chaotic environment poses a challenge as they navigate through the throngs of people. They must make a DC 12 Dexterity saving throw or risk being separated from their group or losing an item in the commotion.

8

Accidental Mishap: The adventurers accidentally bump into a cart or stumble upon a precarious construction site, causing an unfortunate accident. They suffer minor injuries and must make a DC 10 Dexterity saving throw to avoid losing or damaging some of their belongings.

9

Poisoned Food: The adventurers unknowingly consume food or drink from a street vendor that has been contaminated or poisoned. They must succeed on a DC 12 Constitution saving throw or suffer from nausea and disadvantage on ability checks for the next hour.

10

Ransacked Room: The adventurers return to their lodgings to find that their room has been ransacked, with valuable items missing or destroyed. They must investigate the incident and potentially deal with the culprits responsible for the intrusion.