A player of a wizard told me his wizard was going to build a secret dungeon under his tower back in town. I suggested rolling 2d6 + Int bonus for planning on the following table:
+---------+--------------------------------+ | 2d6+Int | Result | +---------+--------------------------------+ | 2 | miserable planning, breaking | | | through the ceiling of | | | the sewers, 1 in 6 chance | | | of discovery by unsavory | | | characters every week, for | | | four weeks (patching it up is | | | hard) | | 3-5 | bad hiring decisions or | | | insufficient bribes, rumors | | | start spreading about a | | | digging operation in your | | | street, 1 in 6 chance | | | of discovery by unsavory | | | characters, just once | | 6-8 | cramped digging conditions, | | | paying bribes, hiring | | | cutthroats, but it works as | | | planned | | 9-11 | good planning, smooth sailing | | 12 | lucky break, ancient plans | | | you managed to procure from | | | dwarven miners deciphered | | | and access to one of the | | | old dwarven vaults secured | | | and integrated into the | | | construction; add three secret | | | doors and three traps for free | +---------+--------------------------------+
He got “good planning, smooth sailing” I didn’t have to create a rooster of unsavory characters.
#RPG