Rome House Building / Landmark in Dawn of Others | World Anvil

Rome House

  • Category: Residential (House)
  • Level 1
  • Scale: Average
  • Degree: Mostly Searched
  • items: One Handed Small Arms 0-3, Ammunition 0-3, Melee Weapons 0-3, Utilities 2-3, Clothing 2-3, junk or Scraps 2-3

Searching the Location

  • Search DC 15 and requires 30 minutes to completely search the area
The party can search the location using an investigation skill check.   When you are scavenging as a group, this is resolved as a group test with one PC (typically the one with the best Investigation Skill) making the roll and everyone else assisting with a help action. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. In Ultra Max, these instances of advantage stack, providing the person investigating an additional die for each person helping them. If anyone else within the group then performs an additional search, the same rules apply counting as an additional search of the area requiring the additional time to be spent to complete the search.   If the check is failed, you find nothing. That doesn't prevent you searching again, but each new attempt takes the time listed, and may come with the other risks if the location contains hazards or occupants.   For every 5 points you have failed by, a complication occurs at the location.   Complications rolled on this test can have several possible results. The most common complications include:
  • There are fewer supplies here than you expected: you cannot search this locationa gain, until the location has meaningfully changed (such as having new inhabitants arrive).
  • It took longer to find supplies than you expected: increase the time taken by half the original amount per complication.
  • A group of the location's inhabitants interrupt your search; this might require hiding from them, talking your way out of a situation, or combat.
  • You disturb the location in a way that makes it more dangerous, triggering the effects of one of the location's hazards.
  • You find that one of the items you found is locked away. The GM chooses one of the item rolls you get to make, and places it behind an obstacle. This requires another check such as lockpicking, Engineering or strength. Or it could mean needing to find a key or some other method of overcoming the obstacle, at the GM's discretion.
If this check is successful, then you find the minimum items for that location; each item category found in the location has a minimum and maximum number of rolls on that category's loot table, with a minimum of 0. The minimum number of rolls for each category is provided on a basic success.   For every 5 points you exceed the DC for the Degree, you may make one additional roll on any one loot table for one of the items categories the location contains, up to the maxium for each category. You may also spend Action Points (AP) to gain additional rolls. Each AP spent allows you to make one additional roll on any one loot table for the item categories the location contains, up to the maxium for each category. Each character participating in the search (as the searcher or helper) can spent AP in this manner.

Inhabitants

There is a person and his dog resting here. They start as hostile towards the party. They will not immediately attack. However, they will fight to defend themselves if they are attacked. They can be convinced to share the location for the night and to allow the party to search the area. This requires a Charisma skill check. If they are convinced to allow the party to rest at this location, they will share their space and make conversation during the rest. This will give the party the chance to get information from the group. But this will also require a Charisma skill check.  
 
George Edward Darnell
Character | Apr 6, 2024
Mastiff
Character | Mar 23, 2024
  When you enter an inhabited location, you may choose to enter openly or steathily.
  • If you enter openly, the inhabitants see you coming.
  • If you enter stealthily, make a Stealth check opposed to the inhabitants' highest passive perception. Each additional character trying to sneak increases the Stealth DC by +1, and the inhabitants may received assistance from each NPC after the first keeping watch.
  • Success allows you to enter the area, and search it, but a complication on the search test alerts the inhabitants.
  • Failure means that they notice you as you enter.
  • A group's stealth status is considered as a group. This means that if a single character enters the location openly, then the entire group fails the stealth check for entering the location.
The Swordsman's passive perception is 12. The cultist is on watch giving the help action to the swordsman which is +5 for a passive check. This makes the DC for sneaking 17.

Location Map

Loot Tables

Can roll twice for junk or scraps. This is not a table, but rather the player simply rolls 1d100. They find that many credits worth of scrap that would be useful towards making items with a tool that they are proficient with. If they are proficient in more then one tool, they can choose which tool this applies to. They can allocate all or part of the amount found between the tools they are proficient with. If they are not proficient with any tools, they find junk which has minimal value. Roll 1d10 for the credit value of the junk.   Gets two rolls on this table and can purchase 1 additional roll
Gets two rolls on this table and can purchase 1 additional roll
Must purchase this roll (up to three)
Must purchase this roll (up to three)
Must purchase this roll (up to three)

Comments

Author's Notes

Map created using Room Sketcher


Please Login in order to comment!