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Adventurers' Base Types and Upgrades

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0% found this document useful (0 votes)
96 views14 pages

Adventurers' Base Types and Upgrades

Uploaded by

ua
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

SANCTUARY

Adventurers’ Bases

STUDIO.
Adventurers’ Bases

1 Tent / Camp 11 Church / Abbey

2 Cabin / Hut 12 Tavern

3 House / Cottage 13 Cave / Dungeon / Mine

4 Estate / Villa 14 Boat / Ship / Shipwreck

5 Mansion / Manor 15 Inside a Beast

6 Fort / Outpost 16 Old Factory


Style / Type.

7 Keep / Tower 17 Windmill

8 Castle / Palace 18 Library

9 College / School 19 Great Hall / Guildhall

10 Temple / Ruins 20 Barracks

1 Doors 11 Portcullis

2 Bridge 12 Password - Locked Door

3 Drawbridge 13 Key - Locked Door

4 Collapsed Opening 14 Windows

5 Portal 15 Magical Barrier

6 Incantation 16 Lychgate
Base Access.

7 Take a Potion 17 By Boat

8 Planar Travel 18 Through the mouth of a Beast

9 Archway 19 A Hole

10 Ladder 20 Invisible / Hidden Door


Acquisition & Downsides

1 Purchase for a low price 11 Find a mythical, hidden path that leads to the base

2 Purchase for a midrange price 12 Slay a beast that has made the area uninhabitable

3 Purchase for a high price 13 Break a curse once placed on the base

4 Win a tournament to gain it as a prize 14 Find it in the wilderness

5 Clear the base of monsters 15 Befriend an NPC who allows you to rent/buy it
Base Acquisition.

6 Purchase at an auction 16 Befriend an NPC who allows you to stay with them

7 Gifted by a relative 17 You receive the deeds from an unknown patron

8 Gained from the will of a deceased relative 18 Build it from scratch, using collected materials

9 A prize for completing a quest for someone 19 Break a spell that blocked the place from existence

10 Take by force from the current inhabitants 20 Save a city/town and have the base gifted to you

1 The base is haunted by spirits 11 The area is prone to earthquakes

2 A gang of thieves resides nearby 12 A jaded ex-inhabitant of the base stalks you

3 The water source is poisoned 13 The deeds to the base are forgeries

4 It is crumbling and in disrepair 14 The ground about the base is infertile

5 It sits atop an ancient burial mound 15 When away from the base, monsters move in
Base Downsides.

6 Harsh storms are frequent here 16 When away from the base, it is robbed

7 A warrior, thought dead, returns home 17 The base material is very dry and can easily burn

8 A dragon flies frequents the skies overhead 18 A curse heirloom is hidden within

9 Goblins amass in nearby cave systems 19 A forgotten god slumbers in the earth beneath

10 At night the dead rise here 20 You return to find several squatters within
Sanctuary Upgrades

1 Bedroom / Dorm 11 Prayer Room / Shrine

2 Lounge / Seating Area 12 Vanity Room

3 Kitchen 13 Workshop

4 Storeroom 14 Study

5 Treasury 15 Magical Room / Spell Scroll Collection

6 Library 16 Barracks for Hirelings / Mercenaries


Room Types.

7 Washroom / Baths 17 Brewery

8 Dining Hall 18 Cellar or Attic

9 Armoury 19 Forge / Smiths

10 Laboratory / Alchemist’s Lab 20 Gallery / Museum

1 Wall Fortifications 11 Workers / Butler / Maid

2 Armed Guards 12 Nearby Mine / Resources

3 Magical Turrets 13 Farm / Vineyard

4 Hatchery 14 Drawbridge / Moat

5 Magical Portals 15 Lookout Tower

6 Standing Stones 16 Spells of Protection

7 Magical Door Passwords 17 Trading Post


Upgrades.

8 Better Materials 18 Lavish Interiors

9 Extension / Outbuildings 19 Livestock Pen / Stables

10 Garden / Pond 20 Arena / Training Grounds


Additions & Downtime

1 Roaring Fireplace 11 Shield and Weapon Wall Mounts

2 Magical Work Bench 12 Plinth and Seeing-Stone

3 Luxury Carpets 13 Busts and Statues

4 Famous Paintings 14 Tapestries depicting Heroes

5 A Secret Doorway 15 A Quest Logbook


Small Additions.

6 Ever Burning Lanterns 16 Large Telescope

7 Monster Trophies 17 Mosaic Flooring

8 Chandeliers 18 Guard Dog

9 Crystal Ornaments 19 Small Beverage Bar

10 Rare Relic Collection 20 Sewing Station

1 Read / Study 11 Pick Herbs

2 Cook / Prepare Food 12 Brew Potions

3 Smoke Pipe 13 Make / Fix Tools


Downtime Activities.

4 Drink Ale / Wine 14 Hunt Nearby

5 Brew Ale / Wine 15 Tell Stories / Write Journal

6 Decorate Room 16 Paint / Write Poetry

7 Keep Watch 17 Pray / Build Shrine

8 Sharpen Weapons 18 Garden / Plant Seed

9 Practice Abilities 19 Learn / Practice an Instrument

10 Forge / Craft Items 20 Sing / Perform


Ungar’s Upgradeable Outpost
U ngar the Dwarven builder
was outcast from his clan for
a misdeed long ago. He melted the
the abundant trees nearby, and
with his own hands. Ungar spends
his lonely days smoking his pipe
bring him resources and tools. If
enough resources, the correct tools
and gold are given to him, he will
chieftain’s ancestral sword in order and crafting. He longs for a party continually upgrade the outpost,
to craft a better one, thinking it of famed adventurers to come and even write you into the deed.
would gain him the admiration his way, so he may aid them in Ungar is a valuable companion,
of his peers, but it gained him their quests, and finally gain the and his outpost is in a defensible
only banishment. Now, atop a admiration he sought. Ungar is position. He will become very fond
grassy rise, beside a woodland quick to trust, and will let the of the party, and stand by them in
area, his outpost rests, built from party stay with him so long as they battle when defending the outpost.

C D

B A

Stage One: Interior:


The wooden cabin and outbuilding are beautifully A- Lounge Area
crafted, if a little lacking in their interiors and B - Kitchen
defences. Old cobbles and dry grass surround the C - Storeroom
place. The inside smells of pipe weed and ale. D - Workshop

C D

B A E

Stage Two: Two Week’s Work Interior:


To Upgrade: A- Lounge Area
Chopped Wood, New Saw, Gold, Shovel B - Kitchen
C - Storeroom
Ungar will dig holes around the perimeter and build a D - Workshop
wooden fence. He will also add an extension, gaining E - Bedroom
an extra room within the outpost, and a back door.
C D

B
A E

Stage Three: Two Month’s Work


F

To Upgrade:
Clear monsters from a nearby abandoned Mine, Interior:
Purchase a Pack Horse, Build a Wooden Wagon,
A- Lounge / Library / Armoury
Gold, Pickaxe, Stone Mason’s Tools
B - Kitchen / Laboratory / Teleportation Circles
C - Storeroom / Brewery / Study
Ungar will spend the next two months ferrying
D - Workshop / Temple / Forge
stone from the mine to the outpost. He will build
E - Bedroom, Washroom & Personal Trunks
a brick wall around the perimeter, and make the
F - Cellar - Wine / Training Room / Horde Vault
building sturdier with the stone. A cellar will be
added to the kitchen, and a fountain of fresh water
beside the back door. Ungar will be so happy about
the reconstruction that he will let the party choose
certain room types for each space in the outpost.

C D

B
A E

Stage Three: Two Month’s Work


Interior:
To Upgrade:
Gold, Pay a Hireling to work the mine, Seeds

Ungar will spend the next two months building a A- Lounge / Library / Armoury
taller, wider stone wall. He will also add towered B - Kitchen / Laboratory / Teleportation Circles
lookout points to the main house and the C - Tower - Storeroom / Brewery / Study
outbuilding. Ungar will plant the seeds and grow D - Tower - Workshop / Temple / Forge
wilds flowers and herbs that can be picked for E - Bedroom, Washroom & Personal Trunks
potions. A more extravagant entrance will be added. F - Cellar - Wine / Training Room / Horde Vault
Grape-Fall Villa

Backstory: Timeline:
C ountess Candida is said to have amassed her great wealth
by importing and exporting famous wines throughout
the coastal cities. Once her fortune was large enough, she
Year 1 - Countess Candida builds Grape-Fall Villa.
Year 4 - People begin to go missing in the surrounding areas.

had her own vineyard built and began making the infamous Year 10 - Countess Candida is slain by a hunter and a soldier.
Scarlet Countess Wine. The estate was named Grape-Fall, Year 11 - Grape-Fall is used as a temporary military barracks.
and the Countess disappeared from the public eye. It wasn’t
until a skilled hunter, with heightened senses, drank of the Year 13 - Soldiers move out of Grape-Fall, it sits dormant.
wine in a tavern, and pointed out to an off-duty soldier that Year 15 - A bandit lord and his kin move in.
the beverage contained human blood. The soldier took the
information to his superiors, and they commanded him and Year 17 - A party of famous adventurers clear out the bandits.
the hunter to investigate. On reaching the vineyards, they Year 18 - Grape-Fall is used by the adventurers for a time.
found grapes growing, but also fields of chained, human
Year 20 - Grape-Fall is uninhabited.
slaves. The Countess, it was revealed in battle, was a vampire.
The hunter was badly wounded, but he and the solider Year 22 - A local landowner claims Grape-Fall his own.
both escaped. Countess Candida was slain with fire in the
Year 23 - Grape-Fall is sold to a foreign dignitary.
courtyard, her ashes spreading on the breeze. Many occupants
have purchased, sold or seized the estate of Grape-Fall Villa Year 23 - Grape-Fall is renovated.
since, and many claim it to be haunted by the whispers of the Year 26 - The dignitary claims Grape-Fall haunted and leaves.
Countess’ voice. From his wounds, the hunter slowly became a
vampire himself, and frequents Grape-Fall’s grounds at night. Year 30 - Grape-Fall Villa has been uninhabited for some time.
Grape-Fall Interior

5 6 7

4 8

3 2

[1]- E
 ntryway. Here a purple dappling of light falls through [6]- M
 ain Bedroom. An extravagant four poster bed sits the
a stained glass window above. Cracked marble floors lie centre of the room. Around the bed, pilfered trunks
beneath dusty, patterned rugs, and portrait paintings of and chests are scattered. The back wall is painted with
foreign royalty cover the walls. a mural of eerie eyed men and woman sitting amongst
tangled grapevines. Whispers can be heard here.
[2]- L
 ibrary. The walls are lined with shelves, mostly empty.
A few dusty tomes remain. On the far wall a large map [7]- D
 ining Room. A large wooden table runs the length of
adorns the wall, showing all of the surrounding land in the room. Cutlery and crockery are piled upon the table.
great detail. A comfy sitting area resides in the room’s Rotten bushels of grapes sit in piles of white mould about
centre. Cushions, a low table, and rusty shisha pipes. the place. A door hangs from its hinges that leads out
into the wildly overgrown vineyards.
[3]- B
 aths. A tiled walkway runs diagonally across the room.
Either side of it are deep baths, the water old and full of [8]- K
 itchen / Storeroom. Large, blackened ovens, racks
algae. Empty wine bottles are littered about the place. of rusted knives and barrels of wine fill the place. A
staircase leads down here.
[4]- L
 ounge. Here an extravagant lounge area sits beside
large open doors that lead to a courtyard. Musky towels [9]- W
 ine Cellar. A simple wine cellar, with shelving filled
are piled in the corners, and curved sofas, worn and with dusty bottles. There is a passage, not opened for
patchwork, are half covered with yellowed sheets. many years, hidden behind a giant, empty cask. This
room is full of human bones and vials of blood. Lots of
[5]- G
 uest Room. Two single beds lie on either side of the jewellery and possessions can also be found here. On the
room, and emptied cabinets are toppled over beside witching hour, every night at midnight, the ghost of the
them. A cracked window gives a view over the old vampire Countess Candida appears in the dank room.
vineyard to the north.
Salt-Storm Keep

Backstory: Timeline:
S alt-Storm Keep is a fortified home atop the Salt Cliffs. The
waves erode the rocks below, and the strong winds batter
the keep day in, day out, but still she stands firm. First built
Year 1 - The men of the Blue Fleet build Salt-Storm Keep.
Year 3 - The Royal Guard make Salt-Storm their barracks.

by the men of the Blue Fleet, an order sworn to protect the Year 4 - The Blue Fleet begin resting within the Keep.
Royal Coastline from buccaneers, the Salt-Keep was their Year 23 - The great Pirate Raid. The Keep is defended.
place of respite from the trashing seas and constant battle.
Each quarterly, the two ship’s crews who had shown the most Year 27 - A buccaneer frigate is sunk just off the coast.
bravery in battle, and sunk the most pirate ships, were awarded Year 29 - A Warlock enters the Keep and slays all within.
a stay in the Keep, alongside the Royal Guard who made their
barracks there. These stays are said to have been raucous times Year 30 - The Blue Fleet is destroyed by a storm.
of celebration and much ale. The sailors and the soldiers would Year 31 - The Royal Guard fail to take back the Keep.
drink themselves into a stupor, and on one of these occasions,
Year 38 - The Royal Guard are disbanded, the Keep forgotten.
whilst they slumbered and snored, a Warlock entered the Keep
and turned them all to Salt. This Warlock was retaliating, for Year 39 - The Warlock searches the sea floor for the Urn.
his dark god and patron had been trapped within an urn,
Year 51 - The Warlock seems to have given up and left.
which had been travelling to him on a buccaneer’s frigate. The
Blue Fleet had sunk the frigate, and with it, the urn containing Year 53 - Criminals hide from the law in Salt-Storm Keep.
his master, whom he now could not locate nor release. A great Year 55 - A lack of supplies forces the criminals to leave.
storm crushed the Blue Fleet at sea soon after, though whether
it was the power of the Warlock, the dark god itself, or simply Year 56 - Salt-Storm Keep has been uninhabited for some time.
nature who caused the storm, none know.
Salt-Storm Interior

6 7 8

5 1

4 3 2

[1]- E
 ntryway. Damp stone floors and high ceilings. This [7]- K
 itchen. The kitchen is ramshackle, as if the room was
guard room has seen better days. Wooden benches and previously used for something else. Poorly fitted wooden
crates are pushed to the sides, rusted shields resting on surfaces are covered in stains and bowls of gruel.
them. A large anchor hangs above, greened and dripping.
Ahead, through a small archway, rises a spiral staircase. [8]- T
 raining Room. Straw stuffed dummies stand on
wooden poles. Archery targets sit the rounded corner.
[2]- A
 rmoury. Racks upon racks of old weaponry line the
walls, a thick, woven mat covering the floor. Dented [9]- K
 eep Tower Room. Desks are littered with
helmets are stacked in the corners, and shields adorn the maps of the nearby coast, and strange
spaces above the doors. scrolls and dead things lie about the
place. A stinking bedroll rests in
[ 3 ] - S toreroom. Rotten crates are stacked to the high ceilings, the corner, an idol of some
old grain packing them, mice scuttling between cracks in dark god wrapped in it.
the wood. There is a pungent smell here. A Warlock made their
home here, once. A
[4]- B
 unk Room One. Two tiered bunk beds are set in rows. doorway leads out onto
Trunks filled with old boots, sailors’ hats and rope sit at the walkway atop the
their ends. A fire-pit is hollowed out in the centre. keep, a view of the sea
and distant lands seen
[5]- G
 reat Hall. A long oak table runs the length of the room, between the parapets.
small, softly glowing lanterns hanging above in their The salt winds are harsh
hundreds. Blue Fleet shields line the walls, each painted atop the Keep. A rope
with an animal, representing one of the fleet’s ships. ladder can be lowered
down to the sea,
[6]- B
 unk Room Two. Two tiered, burned bunk beds are set where a rowboat
in rows here. It appears as if there was a fire. bobs between rocks.
Black-Scale Fort

Backstory: Timeline:
B lack-Scale fort was made aeons ago by a Dragon Cult, who
built their fort amidst the arid mountains, and made it
resemble a great black dragon, which they worshipped, whose
Year ? - The Dragon Cult build the Black-Scale Fort.
Year ? - The Dragon is Slain.

wings shimmered red when sunlight caught them. The dragon Year ? - The people of the Dragon Cult seek vengeance.
would swoop overhead, and on cold nights its flaming breath Year 1 - A foreign Prince makes the Fort his home.
would bare down upon them and light the braziers that sat
the walkway atop the high arch between the two towers. The Year 22 - The land is swept with plague and famine.
Cult would huddle about these braziers and be warmed to the Year 29 - The Prince dies of the plague and his people vacate.
core by dragonfire. They would hunt for creatures, large and
small, across the lands to offer up to the dragon, who accepted Year 30 - The Black-Scale Fort lies dormant.
them and grew fond of her followers. After many generations, Year 38 - An Elven Merchant sets up shop beneath the arch.
one winter, the dragon never appeared, and the braziers were
Year 40 - The Elven Merchant moves her family into the Fort.
never lit again. Those who survived the winter ventured to the
dragon’s lair, fearful and mourning their loved ones who had Year 46 - More Elves have come and a community grows here.
been taken by the cold. When they reached the place where
Year 68 - The Elves leave as the dry, cold land becomes infertile.
the black dragon slumbered, they found her carcass, rotting,
hide pierced with spears. Beyond the mountain a kingdom had Year 70 - Two Wizards take up residence in a tower each.
grown, and the dragon had feasted on the people and livestock Year 75 - The Wizards battle one another from the towers.
of this new kingdom. And so, their greatest warriors had been
sent to slay the dragon, and succeeded. The last of the Dragon Year 76 - The winning Wizard leaves with his fellow’s power.
Cult ventured down into the kingdom, killing any they could in Year 80 - The dark history of the place draws evil.
anger and vengeance, until they were overwhelmed and slain.
After a time, a nomadic Prince settled within the Black-Scale Year 90 - All manner of ill creatures dwell atop and within.
Fort, and made it his home, commanding his troops to aid the Year 95 - A dragon’s roar is rumoured to be heard nearby.
neighbouring kingdom in their expansion. Peace reigned, but
Year 100 - A Watcher of the Mountain clears the Fort of evil.
as with all things, it ended in darkness and ruin.
Black-Scale Interior

3 8

5 2 1 6 7 10

4 9

[1]- E
 ntryway One. The floor is black glass, reflecting the [8]- L
 aboratory. A disused laboratory, full of tall vials and
towering mirrored ceiling above infinitely, appearing as a lead pipework. A leathery, dissected beast lies in the
great, never-ending depth. centre. A rattling wind falls through a crack in the wall.

[2]- M
 ain Hall. An iron, spiral staircase rises from the centre [ 9 ] - S toreroom. Row upon row of storage shelving can be
of the room, so high that it disappears into shadow. The found here. Black, obsidian stone blocks are stacked on
room itself is bare, save for large black braziers, unlit for pallets, and sharp, iron dragon ornaments watch you.
years. The remnants of torn Elven books cover the floors.
The spiral staircase leads up to either the walkway atop [ 10 ] - M
 aster Bedroom. A bed built into the rock itself,
the arch, connecting the towers, or the tower’s top. perhaps once used for ritual sacrifice, but now covered
in straw, rises above the thick fur rugs and candlelit
[3]- W
 izard’s Study. An old Wizard’s study has been left room. Obsidian statues of dragonfolk line the edges.
intact here, as if it is a museum of sorts. Tomes, scrolls,
bones and amulets aplenty.

[4]- D
 orm Room. Beds and desks fill the room. Vials of
ink, quills and writing paper are set about the
place.

[5]- L
 ounge. An ornate fireplace depicting the
wings of a dragon towers here. Sofas and
chairs are placed before it.

[6]- E
 ntryway Two. Here lives the Watcher of the
Mountain. If you wish to reside in this side of the
Fort, you will need to gain this old warrior’s trust.

[7]- A
 rmoury Hall. This huge room is filled with all sorts of
armour and tools for crafting. A spiral staircase leads
up to either the walkway atop the arch, connecting the
towers, or the tower’s top.
Sanctuary
from

STUDIO.
Bases for adventurers.
Relax, cook, read, or fend of a horde
of Goblins from the comfort of
your own home.

shieldicestudio
shieldicestudio@[Link]

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