Roll Charts: The Intimidation Method

There seems to be one in every group. Your party of adventurers are searching for information about such-and-such, and instead of following clues and leads, some brute in the party grabs the first random NPC he can find and threatens them with violence if they don’t tell him where the evil wizard is hiding. Sure, the warrior may succeed at his Intimidation check against this poor defenseless farmer that has never even HEARD about the evil wizard, but what does a success mean? “He doesn’t know” is a common answer. Let’s add a little flair to this random strong arming.

If the Intimidation check succeeds, roll 1d6 to see how the NPC responds:

1. Terrified. Soils clothing. Cannot respond.

2. Confused. Answers incoherently, or gives incorrect information.

3. Stonewall. Refuses to answer.

4. Flees. Drops 1d20 silver at your feet and runs away.

5. Apologetic. Has no specific answer, but may provide some other type of information or service.

6. Lucky. Somehow, this stranger has the exact information you are looking for. Celebrate your good fortune.


If the Intimidation check fails, roll 1d6 to see how the NPC responds:

1. Short Fuse. The NPC immediately attacks the player that tried to intimidate them.

2. Reports. The NPC alerts the local authorities that a stranger in town is starting fights with innocent townspeople.

3-5. Nothing happens, other than the NPC is not impressed.

6. Misdirection. The NPC gives false information, purposely misleading the party.


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Way into anthropomorphic cats.

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