The Shadow Refuge
The Portal of Deception still glows faintly behind you as Tinker flits about anxiously. “That was close! But now we need the rebels’ refuge—a secure hideout that’s not just functional, but hidden even from Kragor. According to my data, it’s nearby.”
Sonya raises an eyebrow and scans the area with suspicion.
At last, she points to a half-buried entrance that looks so run-down, it’s practically modern art. “There it is. The old Resistance refuge. Abandoned because someone believed the smell alone would keep enemies away.” You step inside, and Tinker projects a hologram across the crumbling walls. “We’ve got three zones: a planning room, a supply chamber, and a signal center.”
The ruins feel bleak—but suddenly, Tinker sparks to life. “You know what Kragor truly hates? Deception. We’re going to design this hideout to scramble his sensors so badly, he won’t know if he’s moving forward or backwards.” Sonya nods. “I like it. Let’s paint doors that lead nowhere, and patterns that twist the eyes—but subtly enough that we can still find our way. Well… most of the time.”
“So let’s go!” Tinker chirps, perhaps a little too enthusiastically. “Design the walls to be both useful and utterly confusing. And please—no pink unicorns. The other rebels would never let us live that down.”
Design the Walls
The walls of the hideout are programmable. Give them backgrounds that will drive Kragor Ironfist
to the brink of despair. This will ensure the refuge remains secure—because Cobol’s machines won’t dare set a foot inside.
