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Wooden beams that make up part of the structure are rotten and may break. Tunnels are discovered beneath the stronghold, which are home to a minotaur (see page 112 in the Gamemaster’s Guide). Strange sounds can be heard coming from parts of the place during the night. Raiding parties of orc drifters are common in the area (see page 67 in the Gamemaster’s Guide ). Vegetation has taken over many rooms, with vines wrapping around the walls. The chimneys are blocked and any fires will cause smoke to fill the rooms.Ī prisoner is found in one of the rooms, barely alive, and they may believe the characters are responsible. Locals swear that the place is cursed and at best dislike and at worst refuse to venture inside.īounty hunters and adventurers keep mistaking the current occupants for the former, and hostile intruders are common. The vines that cover parts of the building are a strangling vine (see page 118 in the Gamemaster’s Guide ).Ī strong smell of brimstone permeates the place, seemingly seeping up from beneath ground.Ī bat swarm nests under the roof, the floor covered in a thick layer of guano (see page 126 in the Gamemaster’s Guide). The stonework is damp and the walls are covered in moisture. Mist fills the place, a fog demon that is laired within (see page 81 in the Gamemaster’s Guide ). The huge, rotting corpse of a giant lies within. Wolves lair within the building (see page 126 in the Gamemaster’s Guide). Large piles of festering rubbish fill the chambers. Parts are collapsed and tunnels head underground.Ī group of bandits use the location as on occasional base (see page 183 in the Gamemaster’s Guide ). Here are old tunnels beneath the stronghold, leading who knows where. Thick cobwebs show that nests of spiders infest the place (see page 127 in the Gamemaster’s Guide ).Ĭracks in the walls let in the wind, making it cold and sometimes damp.Ī small colony of insectoids (see page 108 in the Gamemaster’s Guide) has made its home in the cellars. You must then choose whether to accept this flaw and use the location anyway, or to move on and find another place for your stronghold. To decide what it is, the GM makes a D66 roll on the table below, or picks something suitable. If the roll fails, the location has some kind of flaw. Only one person can make the roll, but others can help. How long it takes to clean out the dirt and make the place livable varies, and is up to the GM, but it typically takes at least a day’s work (two Quarter Days) and a successful CRAFTING roll. Other, humbler possibilities might be a humble cottage, or stone house. Obvious choices are an old CASTLE or DUNGEON adventure site that you have cleansed of enemies and monsters during your adventures. The first thing you need to do to establish a stronghold is to find a suitable location for it. Who knows, one day you might even become rulers of a kingdom of your own? The drawback of having a stronghold is that it can draw unwelcome attention, and it’s risky to leave your stronghold unattended.
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In the stronghold, you can rest between your journeys, repair and build items, and even acquire hirelings to work for you. If you live long enough to gather significant treasures, you can use your riches to create your own stronghold in the Forbidden Lands. Adventurers are restless by nature, but even you might one day want to settle down somewhere.
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