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Safe House

Tier
2
Type
Social
Difficulty
14
Impulses
Hide From Trouble Make Plans Don't Stay Too Long

Environment overview

This safe house is an unassuming, two-story house tucked away in a quiet city neighborhood.

Potential adversaries

Jagged Knife Bandits Mercenaries Bladed Guards Spy

Features

Passives

passive
  • Laying Low

    Start a Consequence Countdown (4). Every time the party takes a short rest while in the safe house, spend a Fear to move the Countdown ahead by one. Every time the Party takes a long rest while at the safe house, spend a Fear to move the Countdown ahead by two. When the Countdown reaches zero, a faction hostile to the Party has learned where they are staying and moves in with ill intent.

Actions

action
  • You're My Last Hope

    An NPC that is new or on good terms with the party has managed to track down the location of their safe house and desperately needs the PC's help.

  • Curious Neighbor

    A Busybody - Tier 1 Social enters the scene as a nosy resident that notices the party's activities and starts asking questions, or casually observes from a nearby window. The party can attempt to persuade or intimidate them to back off with a Presence Check. Failure results in the neighbor reporting the suspicious activity to a faction hostile to the Party or to the city guards.

  • Alternate Exit

    An old, dusty escape tunnel leads from the basement to an unknown location elsewhere in the city. The tunnel is narrow and claustrophobic, and has partially collapsed in places, requiring an Agility Roll to navigate without getting stuck or triggering a collapse.

  • Bounty Hunters

    A group of bounty hunters has tracked one or more of the party members. They are tenacious and resourceful, using stealth and deception to infiltrate the safe house. Spend two Fear to have any number and combination of Mercenary Adversaries appear within close range of the Party and immediately activate and attack.

Reactions

reaction
  • Unwanted Attention

    If the Party isn’t careful, they may draw unwanted attention to their location. As they discuss and make plans, spend a Fear to have a roving group of adversaries hostile to the party appear and begin searching the neighborhood for them. The Party must make a Group Action Roll and describe how what they do to remain unheard and unseen as the adversaries begin checking windows and listening at doors. On a failure, the Party is heard and/or spotted and must now deal with the consequences.

About this environment

This safe house is an unassuming, two-story house tucked away in a quiet city neighborhood. From the outside, it appears like any other well-maintained home, with ivy climbing its stone walls and neatly trimmed hedges lining the cobblestone pathway. The house blends seamlessly into the tranquil surroundings, its charm and understated elegance belying its true purpose as a sanctuary for those seeking to hide from prying eyes.

Inside, the house is comfortably furnished, with plush armchairs, a crackling fireplace, and soft rugs that muffle the sound of footsteps. The walls are lined with bookshelves, and the scent of old parchment and dried herbs fills the air. However, there’s a pervasive sense of isolation, as if the house itself is cut off from the world outside. The windows are draped with heavy curtains, keeping out both light and curious gazes.

It is a place of uneasy calm. While it offers a temporary respite from the dangers of the outside world, it also harbors its own secrets. Those who stay here often do so out of necessity, not comfort, and the knowledge that they are being hunted lingers in every corner.

Safe House

Tier 2 Social

This safe house is an unassuming, two-story house tucked away in a quiet city neighborhood.

Impulses: Hide From Trouble, Make Plans, Don't Stay Too Long

Difficulty: 14

Potential Adversaries: Jagged Knife Bandits, Mercenaries, Bladed Guards, Spy

Features

Laying Low - Passive: Start a Consequence Countdown (4). Every time the party takes a short rest while in the safe house, spend a Fear to move the Countdown ahead by one. Every time the Party takes a long rest while at the safe house, spend a Fear to move the Countdown ahead by two. When the Countdown reaches zero, a faction hostile to the Party has learned where they are staying and moves in with ill intent.
You're My Last Hope - Action: An NPC that is new or on good terms with the party has managed to track down the location of their safe house and desperately needs the PC's help.
Curious Neighbor - Action: A Busybody - Tier 1 Social enters the scene as a nosy resident that notices the party's activities and starts asking questions, or casually observes from a nearby window. The party can attempt to persuade or intimidate them to back off with a Presence Check. Failure results in the neighbor reporting the suspicious activity to a faction hostile to the Party or to the city guards.
Alternate Exit - Action: An old, dusty escape tunnel leads from the basement to an unknown location elsewhere in the city. The tunnel is narrow and claustrophobic, and has partially collapsed in places, requiring an Agility Roll to navigate without getting stuck or triggering a collapse.
Bounty Hunters - Action: A group of bounty hunters has tracked one or more of the party members. They are tenacious and resourceful, using stealth and deception to infiltrate the safe house. Spend two Fear to have any number and combination of Mercenary Adversaries appear within close range of the Party and immediately activate and attack.
Unwanted Attention - Reaction: If the Party isn’t careful, they may draw unwanted attention to their location. As they discuss and make plans, spend a Fear to have a roving group of adversaries hostile to the party appear and begin searching the neighborhood for them. The Party must make a Group Action Roll and describe how what they do to remain unheard and unseen as the adversaries begin checking windows and listening at doors. On a failure, the Party is heard and/or spotted and must now deal with the consequences.

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