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Risky Things to do in the Villain's Fortress
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Risky Things to do in the Villain's Fortress

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To a Villain, their fortress is the perfect place from which to plot in secret, gather resources to enact Schemes, and hide away kidnapped victims. Of course, it is for all these reasons that their fortress is such a popular target for Heroes, who use stealth and cunning to upset their enemy's plans, without fighting through every soldier in the complex. Sometimes combat is unavoidable, requiring the use of large armies, siege weapons and a stout heart to wrench control of a stronghold from its master’s dark clutches.

In high intensity moments like these, there’s a lot of pressure on GMs to quickly come up with Consequences and Opportunities - the Risky Things series exists to take some of the load off. It anticipates the kind of Risks that Heroes will likely undertake in a swashbuckling game, and suggests Consequences and Opportunities that correspond to them. You might use these as examples to spark your own creativity, or even port them straight over into your game as-is.

This supplement includes:

  • Risks, Consequences and Opportunities for infiltrating a secure location, escaping captivity and besieging a fortress.
  • Gamesmaster advice for how to implement and modify Consequences and Opportunities, as well as a quick reference sheet for use at the table.
  • New Advantages and a Monstrous Quality for Villains to resist stealth or siege, and two new Brute Squad Abilities.
 
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Pages
16
Format
Original electronic
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File Last Updated:
March 07, 2019
This title was added to our catalog on March 07, 2019.