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