Message:In upcoming adventures of Outlands, I will be using more castle schematics instead of concentric circles.
There are twenty-seven potential places the villain (quest objective) may reside. The percental probability are listed below.
Arcane Lessons: 1% chance he's here (01). Grammarian or Propagandist adds Q&D Defeat a Subcommander.
Armory: 2% chance he's here (02-03). Armorer or Artificer adds Q&D Defeat a Subcommander.
Barracks: 5% chance he's here (04-08). Plus start DefMod-1. Champion or Mindless Enforcer adds Q&D Defeat a Subcommander.
Beastiary: 1% chance he's here (09). Forester or Pit Fiend adds Q&D Defeat a Subcommander.
Chapel: 5% chance he's here (10-14). Confessor or High Priest adds Q&D Defeat a Subcommander.
Dungeon: 1% chance he's here (15). Jailer or Tormentor adds Q&D Defeat a Subcommander. High chance connects to Dwarven Realms.
East Gate: 3% chance he's here (16-18). Plus start DefMod-2. Herald or Whisperer adds Q&D Defeat a Subcommander.
Fencing School: 2% chance he's here (19-20). Captain Watch or Undead Captain adds Q&D Defeat a Subcommander.
Forge: 1% chance he's here (21). Smith or Dark Artist adds Q&D Defeat a Subcommander.
Gardens: 5% chance he's here (22-26). Chaplain or Forest Trickster adds Q&D Defeat a Subcommander.
Gravesites: 5% chance he's here (27-31). Astrologer or Doom Forecaster adds Q&D Defeat a Subcommander.
Great Hall: 15% chance he's here (32-46). Jester or Insane Clown adds Q&D Defeat a Subcommander.
Hospital: 2% chance he's here (47-48). Barber or Vivisectionist adds Q&D Defeat a Subcommander.
Hounds: 3% chance he's here (49-51). Plus start DefMod-1. Master Hounds or Master Beasts adds Q&D Defeat a Subcommander.
Kitchen: 1% chance he's here (52). Herbalist or Poisoner adds Q&D Defeat a Subcommander.
Looms: 1% chance he's here (53). Valet or Vestment Tailor adds Q&D Defeat a Subcommander.
Magical Courtyard: 5% chance he's here (54-58). Vizier or Maniacal Wizard adds Q&D Defeat a Subcommander.
Mistress of Manor: 11% chance he's here (59-69). Confidante or Inhuman Consort (Pet) adds Q&D Defeat a Subcommander.
Outdoor Tavern: 12% chance he's here (70-81). Spy-Enforcer or Noble Captive adds Q&D Defeat a Subcommander.
Playground: 1% chance he's here (82). Heir Apparent or Demonic Child adds Q&D Defeat a Subcommander.
Sheriff's Hall: 2% chance he's here (83-84). Plus start DefMod-1. Sheriff or Keeper of Keys adds Q&D Defeat a Subcommander.
Stables: 4% chance he's here (85-88). Knight-Errant or Dark Knight adds Q&D Defeat a Subcommander.
Steward's Larders: 1% chance he's here (89). Plus there is loot Abundant Stores (M). Steward or Meat Carver adds Q&D Defeat a Subcommander.
Tool Shoppe: 1% chance he's here (90). Master Mason or Maze Designer adds Q&D Defeat a Subcommander.
Treasury: 7% chance he's here (91-97). Plus there is loot of Treasure Laden (D). Exchequer or Overseer adds Q&D Defeat a Subcommander.
Warden of Watch: 2% chance he's here (98-99). Plus start DefMod-1. Warden Gate or Gatekeeper adds Q&D Defeat a Subcommander.
West Gate: 1% chance he's here (00). Plus start DefMod-2. Emissary or Aspirant adds Q&D Defeat a Subcommander.
Not all locations are in every castle. The sites change when the endgame is a temple complex in the underworlds.
The castle (or temple) has Loyalists and Antagonists. Both could result in Q&D. Yet any Antagonist (enemy of your enemy) might be convinced Not to Fight and will instead might provide clues to the Master's whereabouts.
Each failed attempt to find the Master in the following three higher-probability places: Great hall, Mistress Manor or Outdoor Tavern will raise the DefMod by one. There is a one in eight chance he moves to an adjacent named location.
Interrogating captives or deceiving guards will give Clues of Elimination. You may ask "Is he Here?" and the answer will be yes or no. Further, if eliminated by this action, the Master will never be there for the rest of the climax.
Getting Inside requires Display of Trait, Skill or Swagger to gain access to Curtain Walls and connecting Named Locales. Four square corner Towers may hold monstrosity (1 in 8 chance increasing). You may also take the direct approach and enter at Warden, Sheriff or either barbican gate.
Each keep or sacrilegious temple has a Recent Vacancy. The group can pose as that fresh hire provided they know of the need. This will allow Display of Ability to cross many areas under the guise you are taking an armed tour.
Pending Mishap is always a Loyalist to the Master (of Manor or Temple), while Prime Skullduggery can be any minion retainer. These could result in nullifying the Subcommanders.
Any vacancy, mishap or skullduggery can be had with a lucky guess or determined by clues along the route or in the endgame. Face cards of encounters may provide clues if suggested by players.
Good and Bad Traits may present opportunity or reduce the number of likely search points. The Recent Event may also add opportunity.
Yours,
IronRed
05-Nov-2022