"Welcome, master, to your new home. Once, it was a dwarven outpost, tucked away here in the side of the mountain, but now? Now it is yours, your base of operation from which you shall carve your empire! Mwahaha! Err, please don't mind the old bones and dust everywhere, the former inhabitants put up a little bit of a fight, but, they hadn't been alive for a few centuries, so it's not as if they had any more right to it than us."<br/><br/>"Your minions are waiting for assignment, and we've managed to secure a few treasures here in our new lair, to get us started. Where shall we being, first, master?"<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Rules and Notes</div><div class="spoiler_body">Player starts at 6th level, can command minions with a total XP no higher than 4x his current XP value (as if he were a monster). No single minion higher than player level -2, with only the Lieutenant at a CR equaling the player -1, though using NPC stats and wealth (effectively the same 'level' as the PC)<br/><br/>There are four major resources; Goods, Labor, Influence, and Magic.<br/><br/>Goods represent physical treasures recovered from villainous activities. Each point of Goods represents approximately 1% of the expected gold gain of a PC per level. Goods may be spent to acquire new minions, or to purchase items and services, or converted to wealth. They may also be used towards purchasing a new level, which costs 100% of the expected gold gain of a PC per level, or 100 units of Goods.<br/><br/>Labor is a representation of how much work force the minions in the lair produce. Only living minions not engaged in a Major action during a week produce labor. Higher level minions and physical minions produce more Labor points than lower level or magical focused minions. Labor can be traded in to expand the lair, or to build traps, though they may only cover up to half the value of a trap. They may not be traded in for gold, but count as Goods for the purpose of purchasing a trap.<br/><br/>Influence is another commodity available to the player; spending 100 Influence increases the player's Fame level by 1, which increases the multiplier for the lair's exp total by 1, and increases the difficulty of incoming opponents. Influence may also be spent to hire minions (but not convert to cash or purchase traps), and when used to purchase minions, is valued at approximately twice the value of Goods.<br/><br/>Magic is a rare and valuable resource, that may be obtained rarely through raiding, but primarily through breaking down magical items. It may be spent like Goods for both advancing a level and purchasing items or traps that use magic, and rarely for recruiting minions. A point of Magic is worth five points of Goods.<br/><br/>Turns will be played out on a weekly basis. During that time, the player may engage in one major action, and a reasonable number of minor actions.<br/><br/>Major actions include launching a Raid on a nearby area, Constructing a new room in the lair, Crafting a magical item or trap, Recruiting minions, or improving an Experience or Fame level.<br/><br/>Minor actions include, but are not limited to, crafting a minor item, interrogating a prisoner, going shopping, or other mundane activities.<br/><br/>Raids consist of choosing a nearby settlement, and determining which minions will participate in the raid. The larger the settlement, the greater the potential reward, but the greater the risk. Risks can include injury to minions, up to and including death, loss of reputation points, and incurring an immediate attack on the lair (which is likely to have injured minions.) Success can bring Goods, Influence, Magic, and Treasures.<br/><br/>Treasures are special objects that have to be placed in the lair, and grant different bonuses. Some affect the entire lair, while others only affect the room they are in. If a Treasure is recovered by an invader, the player takes a large penalty to Reputation.<br/><br/>Invaders are adventurers, or groups of adventurers, seeking to clear out the lair of its unfriendly denizens, and to recover the Goods and Treasures within. Any invader that successfully navigates through at least one room, and has time to loot it, and manages to escape, will steal a portion of the player's Wealth, in addition to any Treasures that might be recovered. Defeated invaders, however, grant bonuses to various resources, and invaders that escape, but fail to loot any rooms cause an Influence bonus for the player, as his fearsome legend grows.<br/><br/>Goods, Magic, and minions take up physical space, within the lair, and require different rooms to spread out. A single room can hold up to a CR of the Player -1, and up to 10 Goods at a time, with the exception of a single room dedicated as a Vault, which can hold up to 10+10 per Fame level. In addition, you can only have one Treasure stored in a room (with 1 +1 per Fame level in the Vault).</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Resources Week 0</div><div class="spoiler_body">The player begins with 10 Units of Goods at his disposal, as well as his Lieutenant, and a small handful of minions.<br/>Character level = 6<br/>Fame Level = 1<br/>Currently no threat of being attacked.</div></div>