Safe House Adventures

TableGGRp. 1352014

Safe House Adventures

d12Adventure Goal
1Find a fugitive hiding in the safe house.
2Liberate someone being held in the safe house.
3Retrieve a stolen item.
4Get information from a prisoner in the safe house without revealing that information to the Dimir.
5Acquire information from a Dimir agent to unmask a spy embedded in another guild.
6Escape from captivity in the safe house.
7Plant a magical surveillance device inside the safe house.
8Damage or destroy the safe house so the Dimir can't use it anymore.
9Prevent the creation of a horror (a flying horror, shadow horror, or a skittering horror) in the safe house. (You can replace the horror with a different creature from the Monster Manual.)
10Find and kill a mind drinker vampire or other monster that is picking off the safe house's inhabitants.
11Disable the safe house's wards and plant a beacon inside it so that members of another guild can find and raid the place.
12After stumbling into the safe house accidentally, get out with memories intact.
Raw data
{
  "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"
  ]
}