WHO'S WAITING JUST OUTSIDE THE DUNGEON DOOR?
d30
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Who?
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Why?
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How?
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What?!
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1
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Dirty Beggar
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Best chance for generous coin
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Approaching for awkward conversation
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Mumbles everything.
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2
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Naive Student
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To complete their thesis.
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Waiting patiently in full view of the exit.
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They were planning on going in alone, vastly unprepared. Not nearly as scared as they should be. Knows a few cantrips.
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3
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Food Merchant
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Because everyone deserves iced cream [sic] after a dungeon!
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Food cart parked outside. The wonderful smell wafts into the dungeon.
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Festival prices. Chance that food smell will lure any predators out of dungeon.
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4
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Cartographer
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Buying / Selling maps
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Scribbling, surveying, humming to himself while sitting on a rock/log.
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If there are any other entrances/exits to the dungeon, even if they’re hidden, they know about them. Honest prices for information.
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5
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Meat Merchant
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“Buying fresh meats…”
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“Fresh” meat cart, piled with a body or two. Flies buzzing about it. Did one of those bodies just move?
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“Exotic sums for exotic meats.” Has types of currency that should be well beyond his means (occultum, spellgold, wish-coins), hidden who knows where.
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6
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Jeweler
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The rawest gems have the most potential.
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One big empty sack for rocks and one big sack a quarter-full of identifying equipment.
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Can Identify on the side, fees are way too cheap, because:
1. They’re bad at it.
2. It’s cheap, but you must buy a gem, too.
3. They sell the knowledge of who has what magic item to local thugs.
4. They’re just a generous dope.
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7
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Dung Farmer
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Because even dungeon poop has value.
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Smelling like a freshly fertilized field, covered in gods-know-what. Leaning on a shovel.
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You wouldn’t believe how much money this guy is willing to shell out for exotic shit. You wouldn’t believe how much he sells it for, either.
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8
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Pickers
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Gotta go to the source for the best deals!
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Pair of folksy-looking fellahs uncomfortably chipper and friendly.
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Prepare for haggling. They’ll try bundling (junk with valuable stuff), and leaving their contact information if nothing’s sold.
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9
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Sheriff
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Chances are that something illegal happened in dungeon.
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On a horse, armed, accompanied by only a single deputy, the idealistic fool.
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Will interrogate people emerging from the dungeon. Asking about illegal activity within. Will try to confiscate any illegal goods.
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10
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Dungeon Dog!
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HE NED FREND
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Just comes running happily right on up.
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Free dog companion - will sacrifice itself to take the next hit that someone in the party would take.
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11
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Dungeon Duckling
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Just got born. Abandoned by mother.
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Imprints on first person emerging from dungeon
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Will eventually grow into the loyal and dangerous Dungeon Swan - a mighty and fearsome companion.
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12
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Mushroom Man
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Wants to decompose all the bodies
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Embedded inconspicuously on entrance wall. Will run in after party leaves.
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If you ignore this chap, expect a bunch of mushroom men the next time you enter the dungeon.
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13
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Spy
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Dungeon business is noble’s business.
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Concealment from a distance. They’re only observing.
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If somehow caught, will lie about intentions. Any pressure and they’ll spill it all (who they work for, what they’re doing, and why.)
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14
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Greedy Doctor
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One can provide notoriously high markup for the desperate.
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Dressed in setting-appropriate scrubs, tools in bag aren’t the cleanest.
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10% chance of bad medicine or infection. Every single item, from tools to bandages, comes a la carte.
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15
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Undertaker
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Somebody needs to take care of the bodies.
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He’ll work for cheap.
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He won’t say any prayers for the dead, though. You’ll need a cleric for that.
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16
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Friendly Adventuring Party
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Heading into dungeon after you.
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With fresh bodies and spirits. They may even be helpful.
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If you’re at all friendly back, they may provide assistance in the future, either in or before entering the dungeon, providing combat help or supplies (water, anti-toxin, etc.)
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17
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Rival Adventuring Party
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“Again we see there is nothing you can possess which I cannot take away.”
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Ambush at the dungeon exit: show of force, possibly followed by violence.
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If the Party approached the dungeon by brute force, R.A.P. approached by diplomacy. Vice versa. They try to make it seem like the better option - it may well be worse.
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18
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Bandits
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Adventurers, dangerous though they are, can carry up to a year’s loot.
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Ambush at the entrance, hidden from view. Split the party down the middle by trap or force. Pick off the weaker half.
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Whatever’s in the dungeon, they’re scared of it. They’re superstitious, and will scatter at any non-human threat.
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19
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Porter
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Good money to be made carrying stuff back from the dungeon.
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Packs, straps, and little else.
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The heavier the load, the more he’ll charge.
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20
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Wizard
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Some horrible wizard shit, to be sure.
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You know a wizard when you see one...
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He is doing right now:
1. Mustering horrid minions to assault the dungeon.
2. Fiddling with Superscience.
3. Arguing with some mercenaries.
4. Resting, readying spells. Vulnerable!
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21
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Hatter
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You’d be surprised how many people emerging from dungeons want to buy hats.
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They wear the entire stock balanced and stacked atop their head.
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Maybe they’re just a little crazy? Hatter and all that. At least one of those hats is magical.
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22
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Noble
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Now that the dungeon is safe, this one can safely enforce their claim.
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Proudly atop a horse, house banner whipping in the wind, present with knights or other hired ilk.
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As long as you don’t lay claim to this dungeon, its surrounding landscape, or the tax-levied portion of goods obtained within, you’re free to go.
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23
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Suitor / Maiden
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Mystic told them that they’d find true love/the one they’d marry at the entrance to this dungeon.
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Dressed for a wedding. Naturally drawn to the highest CHA member of the party.
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They will propose marriage on the spot, provided things aren’t immediately dangerous.
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24
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Orphan + Troll
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“Pay da toll or get da troll.” Extortion or trollfeed, plain and simple.
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A vicious orphan-child in rags, and their stoic troll companion.
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The orphan doesn’t know the value of things. Things a child would like get an instant pass. You get three attempts before the orphan runs out of patience and sics the troll on you.
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25
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Priest
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To save souls, of course!
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Dressed in priestly attire, approaching without fear.
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Will consecrate the dead, and provide blessings to those found to be in service of Law.
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26
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Mercenary
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To trade service for coin. Will provide escort, or muscle for return journeys.
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Dressed to kill, alone, leaning against a tree or rock.
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Decent price for one-time gig. Retainer fee kind of pricey. Knows what they’re doing. Level 1-2 Fighter. Decent Morale.
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27
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Pimp
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Taking the goods right to the customer, before any competitors get a shot.
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They’ve got a pimp wagon and everything. Holy shit.
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The logistics of this feat are mind-boggling. How did this guy drag a pimp-wagon full of complaining hookers all the way to this dungeon? How did he protect them? How did he convince them? How?!
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28
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Waterboy
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Dungeoning is hard work. Somebody’s gotta provide relief.
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Got every comfort a returning party needs stacked on his shoulders: water, towels, lanterns, praise.
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A standard fee gets you the whole package. He’ll even carry your bloodstained clothes! This is a deal. Why isn’t this service provided at every dungeon?!
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29
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Butler
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When the Waterboy isn’t enough.
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Dressed as a butler would be, poised to ease your every problem.
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Basically, the Waterboy but more comprehensive and much more expensive. Can take care of virtually any problem one might have while exiting a dungeon. Very capable.
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30
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Goat
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???
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Like an ordinary goat, doing goat things.
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Why is it here? What is its purpose? Is it tasty? Random mystery goat!
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