Hideout: Keeping Your Head Low
Hideout: Keeping Your Head Low
tier but is too tight for day to day laboring Agents of Chaos: Your dungeon excels at placing blame on others or
within the dungeon. meddling with faction plans. On a success on blowback, your minions gain
when you gain a tier, add
a creature lair and the morale and you can finish or reset a faction clock. What happens in the
dungeon name long tunnel: A simple, long passage used aftermath of your raid to cause this?
gm rolls a discovery.
to connect areas of the dungeon.
minor room: A simple room built only to Dojo: The dojo master trains you relentlessly, forging you into a unified
imps: clever - cowardly - cruel - manic - noisy - stupid - surly - troublesome please your minions and give your dungeon team. When you team up, you only take stress on a failure and 6s from
atmosphere, such as a mess hall, latrines, a different participants count towards rolling a critical. This room also acts
skull filled corridor, or a garden. When you as a creature with a tier equal to the dungeon tier.
entrance: what does the dungeon’s entrance look like from the outside? build one, all minions gain morale and you A dojo only needs a master to train you, which you must either defeat or impress.
take +1d on your next calamity roll. Give it
two atmospheric traits (choose two): bright Gambling Den: You set up a small gambling establishment, attracting
- cold - cluttered - crumbling - dim - echoing monsters from outside your dungeon. You can recruit minions from this
structure: what are the floors and walls made of?
- hot - noisy - silent - smelly - spooky. room. They always have Trick as their 2d action and start with the strapped
upgrade for free. This room also acts as a creature with a tier equal to the
secret tunnel: A hidden passage that will dungeon tier.
lighting: what lights the dungeon and how dark is it? likely go unnoticed unless recently used.
A gambling den might need gambling tables, luxurious lighting, or cigars.
traverse: A bridge, ladder, rope, swing,
pulley lift, or other similar structure that Gear Locker: You always get geared up before leaving the dungeon. You
atmospherics: what sounds and smells greet those who enter? allows safe passage over tough terrain. gain a supply slot and have a steady supply of the following concoctions
and gear: climbing gear - glowsticks - smoke bombs - tar bombs - throwing
window: A hole in a wall between caverns, weapons - thunderstones - traps.
rooms, or tunnels. A gear locker might need a trove of concoctions, crates of gear, or matching outfits.
hoard: what makes up the piles of treasure in your hoard?
Obstacle Course: Minions train hard here, honing their skills. When
recruited, you can add an extra 2d action to minions, but only to Finesse,
creatures : choose an unintelligent monster and two traits tier 2 rooms & structures Scan, or Skulk. This room also acts as a trick equal to the dungeon tier,
detailed when the room is built.
traits: clever - corrupted - corrosive - diseased - incorporeal guard post: Assign a single pack of An obstacle course might need rolls of wire, large spikes, or barrels of tar.
flaming - freezing - magical - oozing - sneaky - strong minions to this room. They can always
swarming - terrifying - tireless - venomous start dungeon defense here regardless of Planning Room: You plot out your raids in great detail. You take +1d on
their starting position roll. engagement rolls for negotiation, stealth, or trickery plans. On a success,
you gain a dark heart.
locks : choose the door materials and the lock mechanism minion lair: Assign a single pack of A planning room might need maps, measuring tools, or refreshments.
minions to this room. These minions get
door materials: bars - bone - crystal - ice - iron - magical field
morale each recovery and take +1d when Roost: You have bats, ravens, or other small winged beasts at your service.
roots - stone - wood Each time you plan a raid, the dungeon can establish a fact about the target
defending the room against invaders. Give
lock mechanisms: arcane - bar - bolt - heavy object - mortise it two atmospheric traits. that your beasts saw from the sky. You can also flashback to use this again
lock - padlock - password - pulley - pressure plate - puzzle while outside the dungeon.
prison: A room with 4 cells, each with a A roost might need cages, winged beasts, or pet food.
rim lock - timed tier 1 lock on it. Prisoners within the cells
can’t escape without opportunity. Tavern: You have a raucous tavern complete with a bar, shelves of alcohol,
traps : choose the mechanism and its trigger stairway: Add another level to your
a roaring fire, and usually a scuffle. Your minions gain morale during
recovery and take +1d when fighting invaders here. Wandering monsters
mechanisms: crushing wall - darts - spikes - fire - boulder dungeon, with the sanctum remaining at
also show up from time to time.
sawblade - pendulum blade - gas - lightning coil - lightning arc the bottom. This stairway connects them.
A tavern might need a bartender, lots of alcohol, or a bard.
swing blade - explosive barrel - pitfall - floor blade torture chamber: You gain +position or
+effect (your choice) when torturing. Flexibility:
triggers: pressure plate - tripwire - magical detection - illusion
or disguise - sound - item removal - false door
tricks : choose an intent and its trigger master plan calamity questions
atmosphere: does the layout feel like a dungeon and have
Each trick has an intent, something that happens to the adventurers, enough comforts to keep them satisfied?
and a trigger which causes the trick to happen. growth: has the dungeon been steadily growing, increasing
step 1 step 4
in tier and adding rooms and discoveries?
hierarchy: are stronger creatures likely to be forced into
notes facing adventurers before weaker ones?
step 2 step 5 loot & revelry: has there been a steady flow of loot into the
dungeon and has the dungeon survived your revelry intact?
worthy masters: have you formulated a solid master plan
step 3 final goal and garnered a reputation of evil?