“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.)

Get to the Goal sneakily, and then Sabotage it!

A Sabotage adventure is like most other adventures, in that you have to work your way towards a Goal.  But it’s special in two ways: (1) you have to be sneaky along the way; and (2) when you reach the Goal, you have to perform an act of Sabotage.

1) Being Sneaky on the Way
Successful sabotage requires sneakiness – you need to get into enemy territory undetected.

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 of these skills a number of times equal to Peril.  decide when to make these rolls, on the way through the rest of the adventure, whenever seems most appropriate (e.g. when you’re trying to sneak in the front gate, or when you encounter a guard in the courtyard, or immediately after casting a loud spell, or similar.)

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 failure gives a -1 to all subsequent rolls, for all PCs!  Any critical success wipes out all accumulated penalties.  If anyone ever rolls a critical failure, you’re all caught, and must run an Escape adventure!

2) Attempting the Sabotage
Once you reach your Goal, you must succeed at the Sabotage skill, at a penalty equal to Peril. 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 succeed, your sabotage is successful. If you lose by 3 or less, you can try again at an additional -2 for every time you’ve failed.  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!