“Sabotage” Adventures

A “Sabotage” adventure could involve true guerilla activity – disrupting supply lines, damaging infrastructure, planting dangerous substances, etc. But there are many other alternatives: framing someone by planting false documents in their warehouse; closing a mystical portal through which the villain is bringing otherworldly assistance; destroying an item that binds a great evil to the world; desecrating the villain’s altar of power – and so on. As long as you’re sneaking into somewhere to do something difficult and damaging to someone else, you’re completing a Sabotage adventure.

The particular type of sabotage required is determined by rolling on the “Skill Required for Sabotage” Table, below.

Do that now and then work out a plausible narrative justification for it!

Skill Required for Sabotage

Roll 1d, 1d.  (Need a die roller?)

1-3, 1 Acrobatics, Climbing, or Sleight of Hand
1-3, 2 Alchemy, Pharmacy (Herbal), or Herb Lore
1-3, 3 Architecture, Engineer, Mining, Prospecting, or Smith
1-3, 4 Forgery, Propaganda, or Writing
1-3, 5 Haz. Mat. (Magical), Occultism, or Thaumatology
1-3, 6 Meditation, Religious Ritual, or Theology
4-6, 1 Literature, Philosophy or Poetry
4-6, 2 Poisons or Veterinary
4-6, 3 Traps
4-6, 4 A Hidden Lore (Any)
4-6, 5 A Professional Skill (any)
4-6, 6 A craft skill (Jeweler, etc.)

Being Sneaky
Successful sabotage requires sneakiness – you need to get into enemy territory undetected. You can play this out in relation to each creature you come across, or abstract it as follows: the relevant skills are Forced Entry, Lockpicking, Stealth, and Shadowing – as well as Acting, Disguise, Sex Appeal, and Savoir-Faire (High Society), if plausible given the situation.

Each PC will need to roll against one or more of these skills Peril times. Do one round of rolls, around the table, before moving on to the next one, and narrate what’s happening at each point. Repeated uses of the same skill by the same PC suffer a -1 penalty for every prior use – so it’s better to have a range available.

Those with high skill can cover for others by accepting a penalty of -2 for each party member they’re covering for. Each success brings you one step closer to your Goal, and critical success also wipes out any accumulated penalties. Each failure gives a -1 to all subsequent rolls, for all PC! If anyone ever rolls a critical failure, you’re all caught, and must run an Escape adventure!

Attempting the Sabotage
Once you reach your Goal, you must win a contest of skills between an appropriate skill and a value of (9+Peril+1d6). The sabotage takes as long as the group agrees such a thing ought to take – but if in doubt, say it takes 1 hour, which can be reduced to 1d+1 seconds if you accept a -2 penalty.

The Results of Attempted Sabotage
If you win the contest, your sabotage is successful. If you lose by 4 or less, you can try again at an additional -2 for every time you’ve failed. If you lose by 5-9, you’ve failed – but there may be another way to achieve the same end. Roll up another adventure. If you complete that adventure, then you can come back and try this sabotage again, with a +5 bonus. If you lose by 10 or more, your attempt is a real disaster: you’re discovered by the whole enemy army, the portal you’re trying to close starts spewing forth demons, or similar. Roll up an Escape adventure!