20 Exploration Annoyances

adventurers travel river
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Rolling up annoyances is a good way to add flavor when the heroes are exploring hexes. You can just ask the players to roll one each day and ask how they coped. These are not things that should be played out but rather talked about as having been annoying but dealt with. Good role-playing should be rewarded with a point of luck or inspiration.

  1. A pack animal went lame, or (if there are none) someone twisted an ankle.
  2. Some provisions were lost in a river crossing or mistakenly left behind.
  3. Who did the cooking last night? The next morning was miserable.
  4. You couldn’t find firewood.
  5. A tent leaked.
  6. You lost your way and took a bit of time getting back on track.
  7. You were warned by a ranger or druid not to hunt in a noble’s woods.
  8. Strange noises turned out to be mundane.
  9. A dog began to follow you, begging for food, but ran then back to its master.
  10. Bothersome midges were a curse.
  11. Someone took a comical tumble.
  12. You encountered rough terrain and had to go around it.
  13. An important item (normally listed as packed) was left at home.
  14. Something spooked the horses and caused them to panic.
  15. Something light (hat, map, etc.) was caught and carried quite some distance by a gust of wind.
  16. Something on your map was determined to be incorrect.
  17. Something about an inn was uncomfortable.
  18. A chance encounter with a traveler was annoying in some way.
  19. Someone caught a bad cold.
  20. An intriguing rumor turned out to definitely be untrue.

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