{
"name": "Safe House Adventures",
"page": 135,
"rows": [
[
"1",
"Find a fugitive hiding in the safe house."
],
[
"2",
"Liberate someone being held in the safe house."
],
[
"3",
"Retrieve a stolen item."
],
[
"4",
"Get information from a prisoner in the safe house without revealing that information to the Dimir."
],
[
"5",
"Acquire information from a Dimir agent to unmask a spy embedded in another guild."
],
[
"6",
"Escape from captivity in the safe house."
],
[
"7",
"Plant a magical surveillance device inside the safe house."
],
[
"8",
"Damage or destroy the safe house so the Dimir can't use it anymore."
],
[
"9",
"Prevent the creation of a horror (a {@creature flying horror|ggr}, {@creature shadow horror|ggr}, or a {@creature skittering horror|ggr}) in the safe house. (You can replace the horror with a different creature from the {@book Monster Manual|MM}.)"
],
[
"10",
"Find and kill a {@creature mind drinker vampire|GGR} or other monster that is picking off the safe house's inhabitants."
],
[
"11",
"Disable the safe house's wards and plant a beacon inside it so that members of another guild can find and raid the place."
],
[
"12",
"After stumbling into the safe house accidentally, get out with memories intact."
]
],
"__prop": "table",
"source": "GGR",
"caption": "Safe House Adventures",
"chapter": {
"name": "Creating Adventures",
"index": 4,
"ordinal": {
"type": "chapter",
"identifier": 4
}
},
"colLabels": [
"d12",
"Adventure Goal"
],
"colStyles": [
"text-center col-2",
"col-10"
]
}