The GM:
Bashar:
I like it. I just thought we were dealing with a stronghold, rather than a hideaway, but as I said. I like either or, and some lost legendary fortress works great for propaganda.
The secret locations, in Wicked Ones, are all underground (because monsters), so the secret rebel bases are all underground (because if the secret location was somehow visible from the surface, why wouldn't you think "well THAT is a large thing, maybe I should check for rebels THERE.")
There's just 5 different flavors of "underground secret base," ranging from
"underground freaking fortress" to
"underground secret temple" to
"underground mage lab facility" to
"underground steampunk factory" to
"underground thing that feels like a thieves' guild base."
You guys just have "underground fortress/stronghold," that's all.
OKAY SO, I am somewhat busy this morning//the first part of this morning but later today I hope/expect to have the time to start walking through the start of developing The Sandstone (we might have to do a little work as far as getting it ready for human habitation, we'll see...)
OKAY SO AGAIN, turns out a little time now, so I'll get started:
--Entrance: After the entrance, there are stairs down, and then a tunnel of about 100 feet (that might just barely slope downward). This branches off into multiple tunnels, leading to...
As GM, I rolled for Discovery.
Basically I rolled 6-siders... and one of them came up 6, which means Success (although not as amazing as if I'd rolled more than one 6).
So you get something good...
As you're exploring this ancient base, you find a room where the furniture is somehow still intact (it's been magicked or blessed not to deteriorate? It's made of some amazing metal that doesn't rust? It's all made from the bones of some huge beast?). This, you realize, was someone's War Room, for planning missions... and it will serve you in that way, too...
--War Room: Take +1d on engagement rolls for the following raid plans: set a trap, rout, smash & grab.
And here by the way is all the types of Raid Plans:
Raid Plans:
--Pull a Trick: Confuse, distract, lure, manipulate, or trick them into doing what you want.
How do you intend to pull it off? What do you want them to do?
--Rout: Bring full force to bear and defeat all those in your way.
Where do you hit first? Who leads the way?
--Talk It Out: Talk with them to get what you want, through negotiation or deception.
Where’s the meeting spot? Why will they meet you?
--Set a Trap: Hit them while they’re not expecting it.
Why is their guard down? Where are you waiting?
--Smash & Grab: Get in, get what you want, and get out as quickly as possible.
How do you make your approach? Who signals to get out?
--Sneak In & Out: Get in, get what you want, and get out as quietly as possible.
Where do you slip in? What time of day is it?
One tunnel leads to the War Room.
Some tunnels lead to empty rooms-- you can have them be for stuff later.
There is also a creature lair! With a creature!
One of you (probably the Shaman? but maybe the mage?) is certain that he can train/teach/enchant this creature to not attack you nor your (future) helpers.
What kind of creature is it?
Attracted creatures can be just about any fantasy beast or monster you’d like, though mindless or unintelligent creatures tend to work best. You should match the power level of the creature you choose to the tier you’re attracting. A creature doesn’t have to be a single entity - a swarm of bats or a bunch of oozes act as a single creature mechanically.
After you’ve chosen the type of creature, give it two descriptors from the following list or make up your own:
clever - cold - construct - corrupted - corrosive - diseased - incorporeal- fire - magical - ooze - poisonous - sneaky - strong - swarm - terrifying - undead
❖ EXAMPLE Tier 1 creatures: swarm of bats (sneaky - terrifying), hippo-sized snapping turtle (strong - sneaky), skeleton (sneaky - undead)
This message was last edited by the GM at 15:06, Fri 28 Feb 2020.