The Storm (Vault #29)

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The Great Storm can imperil even the most magically or technologically advanced society or community. Even when the immediate fury has passed, there are life-threatening circumstances that come to the forefront. One or all of the 15 ideas below might face a party when the storm comes.  We've organized them into sets of encounters that go together under a common theme.

The Finger of God

  1. _Tornado!_ (#Tornado) The cone of terrifying wind makes a deadly projectile out of even a stalk of straw. > A Knowledge (Magic) check or Perception (Ranged) check of 13 or above is required to avoid the bludgeoning debris. Take damage equal to half the value of your failed roll.

  2. _The Conflagration_ (#Confl) The high winds have spread flame throughout the village or city. Without swift action, the community may not survive. > An Influence check could be required to rally the citizenry and organize their firefighting efforts. A Magic check (especially with an ice Ability) could put out one of the burning buildings, but which one?

  3. _All Hail_(#Hail) Ice chunks the size of your fist begin pummeling the region. > A Fortitude (Melee) check will of 10 or above saves the adventurer from significant damage. Failure leads to bruises equal to 2 health in damage.

  4. _Mudmire_ (#Mud) The ground is a slippery mess. > Any Ability checks will be made at a -3 penalty. If the reduced roll would be a 1, play the Ability's critical failure.

  5. _Beasts Unhinged_ (#Unhinged) With their pens and fencing destroyed, panicked livestock frantically stampede and attempt escape. > A party member must choose a type of communal animal (horse, cattle, chicken, llama...ostrich/chocobo). They find themselves in the midst of a stampede. Play an ability. If the ability succeeds and deals 3 or more damage, the adventurer escapes unscathed. If not, they take 5 damage.

The Blizzard

  1. _Snow Covers All_ (#Snow) With the region in the grip of a record setting blizzard, the adventurers are sought out to find travelers (or children) who didn't make it back to habitation before the storm. > A Tracking (Ranged) check of 7 or above will allow the party to find tracks leading to the lost.

  2. _Trapped!_ (#Trapped) Those tracks end in what appears to be a recent Avalanche. Only swift and vigorous action will save the victims. > A series of three Athletics (Melee) checks of 8, 9, and finally 10 must be made to dig out the trapped. If any are failed, party members can sacrifice 1 health to succeed instead. Each failure without the health sacrifice results in the death of one of the trapped.

  3. _The Killing Cold_ (#Cold) The frigid temps drop even further. > A Magic or Loot card with "fire" in the descriptor can be spent to stave off the killing cold, or a Survival (Ranged) check of 13 or higher will do the same. Failure results in loss of 3 health and 1 Persona.

  4. _The Crevasse_ (#Crevasse) A hidden crevasse opens, swallowing party members. > Any adventurer who rolls less than 10 on a Perception (Ranged) Check falls in, taking 2 health damage. A climb check of 7 or above is required to escape.

  5. _Avalanche_ (#Avalanche) The mountain slope trembles and shifts. A white wall of death descends...> An Athletics check of 12 or above will allow an adventurer to outrun the deadly snow. Failure results in entombment (go to "Trapped!" for checks to escape).

The Hurricane

  1. _Fearsome Flooding_ (#Flooding) Citizens are stranded. This is a job for heroes. > An Influence check might be required to convince a scared commoner the adventurers are not looters. An Athletics check will surely be needed to traverse the treacherous, flooded streets.

  2. _Looters_ (#Looters) You could almost admire their opportunism, if it didn't come at the cost of the vulnerable.

  3. _Structural Collapse_ (#Collapse) The building you are in groans and creaks...then a wall and ceiling collapse upon you. > A Magic or Ranged check of 9 or above is needed to avoid being struck by sodden building materials. Take 3 damage on failure.

  4. _Dire Diseases_ (#Disease) The waters have proven an ideal breeding ground for molds, bacteria, and mosquitoes. > A Fortitude (Melee) check of 6 or above is necessary to avoid illness. On failure, suffer a -2 to Ability checks for the remainder of the quest.

  5. _Gales Most Gruesome_ (#Gales) The hurricane's winds are the most inopportune condition under which to fight. > Ranged, Music, and Magic abilities fail on any roll less than a 15. Melee abilities suffer -5 to rolls. Enemies cannot surge. Everyone (including Encounter cards) is dealt 2 damage each round.

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A Matter of Balance [Forge #13]

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With Expansion development in full swing, we thought this might be a good time to talk about what makes for a well-balanced quest, Encounter card, Ability, or Loot card. 

As with many things, it's often easier to convey what makes for an unbalanced or broken mechanic than for one that works well.  Here's a short list of what NOT to do:

  1. Make an item or custom Loot card that repeatedly does more damage than many ability cards.

  2. Make a Loot card that can be used to cancel all damage to an adventurer multiple times in a quest.

  3. Craft an Ability with too many conditions to use. Ex. play a Tier II loot and roll an 11+ to play. A good Ability will work 50% or more of the time.

  4. Require a lot of record keeping during the quest. Remember that taking notes can extend length of play, and that unless you have a ton of tablespace, large parties are working with limited real estate.

  5. Introduce a lot of extra rolls to combat. Making an Encounter card that requires all players to roll to avoid a surge effect, then placing 3 such enemies in one battle means that when every 3rd round hits, a party of 6 has a minimum of 24 rolls they'll be making. That's tedious, even if each person has their own die. Heaven forbid you're limited to using the 1 that came with the game!

  6. Create a Loot card that can be used each round (armor, a weapon), but that requires a roll to determine success (ex. roll 8 or above to cancel 2 damage). Your party members probably don't want to roll 3+ times a round. Remember that all other players are waiting while that guy with the armor and sword is rolling to determine success.

  7. Limit healing after combat too much. I (Greg) stand guilty of doing this on the first draft of the first quest I ever wrote. The Boss battle (Tier 5+) is probably going to deal 5-6 damage during the first 2 rounds. If the party isn't at full health, adventurers will be lost early on, and the Encounter is probably unbalanced.

 So what does a balanced Ability or Loot card look like?

  1. It keeps in mind existing cards and strives to match them in relative degree, though perhaps not effect. For example, some of the most powerful ability cards require a roll of 10 or higher to use. Their high power is balanced by the fact that they will fail 50% or more of the time. Remember that on a 20 sided dice, each point equates to a 5% probability. Some of the cards that do a lower amount of damage (2 points) have a high chance of hitting, with a target number of 6 or above (70% success rate).

  2. It strives to keep any one adventurer or ability type from becoming clearly more powerful than another.

  3. It keeps play speedy--this is why most Loot automatically succeeds, rather than requiring a roll for success like abilities.

  4. It enables party members to amplify each other's abilities or compensate for weaknesses.

We hope we've given you some things to consider in your card and quest creation. Happy Questing!

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Dungeons of Despair (The Vault #28)

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The dungeon is a place most adventurers inevitably find themselves, whether after being captured, storming the castle, or springing an important or innocent person from the depths. Below are 20 ideas for your dungeon delving:

  1. _The Escape_ (#Escape) The adventurers have been taken captive and must escape. If only their gear hadn't been taken! > Blind shuffle your cards, then discard half of them. You also suffer a -3 on all ability rolls.

  2. _Screams of the Damned_ (#Screams) The tales of the torments administered here spring to mind as the screams of its occupants reach your ears. You shudder to think what will happen if you fail in your task. > Make a Persona roll of 10 or above. Add +1 for every level of Persona above base. Subtract -1 for every level below base. If you fail, your next ability roll suffers a -5 on the roll.

  3. _Desperate Pleas_ (#Desperate) As the adventurers pass the locked cells, desperate and filthy prisoners plea for help. Will you assist them? What if any are justly imprisoned? What if they are not?

  4. _The Traitor_ (#Traitor) One of the prisoners you released has no true hope this attempt at escape will succeed. > When the next combat event begins, draw a Tier I Bandit Encounter card, update the Tier Sum, and immediately resolve that Bandit's Surge ability.

  5. _The Departed_ (#Departed) It doesn't take supernatural senses to feel the pain and torment that has soaked into the very stones of this place. The souls of some who have perished linger here still. > Draw 2 random Undead encounter cards and begin combat. No Tier 4 or 5 card can be drawn for this battle.

  6. _Fae Shackles_ (#Shackles) The shackles in this cell have been enchanted by a Fae Lord. They begin to writhe and weave light snakes... > Each set of Fae Shackles has the stats of an Aspic Viper (Tier I Beast Encounter card). On surge rounds, the Shackles latch onto any adventurer with an ability roll less than 10. They must lose 1 health if they wish to play any future abilities.

  7. _Diamond in the Rough_ (#Diamond) A person of great worth is confined in the dungeons, unbeknownst to the jailers. You need to win them free. Who are they? A high-ranking noble? Kind-hearted twin of the ruling tyrant? Reincarnation of a hero of old, foretold to do great deeds if they survive to adulthood?

  8. _Prisoners of War_ (#POW) After a recent battlefield engagement, some of the men you've bled and toiled with are interred in the enemy's camp. For the sake of your brotherhood, you must free them or die trying. > Until the men have been freed, on every combat surge round one of your fellows is killed by his captors. If this happens you lose 1 Persona.

  9. _Buried Treasure_ (#Buried) Rumor has surfaced that the recently executed mobster, Errik the Earless, actually hid his most valuable treasure in the cell he last occupied. Are the adventurers mercenaries out to obtain it for themselves, or members of the King's Men tasked with defending the prison from the soon-to-descend horde of criminals bent on obtaining the treasure? What is the coveted item that so many are willing to kill for?

  10. _Torturer's Justice_ (#Just) One of the adventurers' parents has been taken to the most notorious prison in the realm, to be questioned about the adventurer's recent activities. Why? Will the full weight of the monarch's might soon fall upon you?

  11. _Deja Dungeon_ (#Deja) For a week the adventurers have been afflicted with terrible nightmares. Now, they realize this dungeon is the very one in their dreams. It is the place where they will perish. > Each adventurer must choose one of their abilities and set it aside, they must use it before refreshing the discard pile, but may use it whenever they want during the next battle. That ability becomes an automatic critical failure unless they make a Persona check of 10 or above.

  12. _Room of Lost Whispers_ (#Whispers) This room was enchanted long ago to capture the secrets and confessions of those broken and driven mad in its confines. Those who stand in its center sometimes hear secrets of great worth. At other times, they've been driven mad by the revelations. > Make a Persona check of 10 or above. On a failure, lower Persona by 1 level. On a success you may increase Persona or swap out one ability card.

  13. _The Pain Lab_ (#Pain) Dedicated to the science of torture, this chamber is the favorite of the Warden. > Encounter cards battling adventurers in this chamber are experts in dealing pain. All adventurers take 1 point of damage at the beginning of each round.

  14. _Rusted Hinges_ (#Hinges) The compound is suffering from extreme neglect and all cell doors are doubly difficult to open. > Any attempt to break open a door requires an Athletics check of 13 or above. Failure means the door is immovable.

  15. _The Drowning Room_ (#Drowning) This secondary well has been turned into an execution and torture chamber. Victims are chained and submerged until they break or die. Perhaps there is loot still on one of the corpses in the depths. Perhaps an adventurer is knocked into the well and must untangle themselves or drown by degrees.

  16. _The Yard_ (#Yard) Prisoners are allowed fresh air and sunlight in this walled-in, well-guarded enclosure. Still, many plots are hatched right here. The adventurers may have to survive a certain number of rounds before guards intervene, outnumbered by the other prisoners. Or they might have to use distraction and sleight-of-hand to smuggle contraband underneath the watchful gaze of the guards.

  17. _Shadowhold Sanctum_ (#Shadowhold) The souls of many who've died here vow never to give the adventurers peace until they destroy the place. If they don't, the Necromancer who built Shadowhold will continue to siphon souls for his nefarious purposes.

  18. _The Mess Hall_ (#Mess) Whether from deliberate poisoning or rancid food, this may be the deadliest location in the prison. > Adventurers must make a Fortitude (Melee) check of 13 or above or suffer 3 points of damage.

  19. _The Hidden Tunnel_ (#Tunnel) The work of countless prisoners, most of them now dead. > A random Beast (draw the Encounter card) has taken up residence in the Tunnel. Was it put there by the sadistic dungeonkeep?

  20. _The Morgue_ (#Morgue) Why is it so large? And what is that faint scratching coming from the masoleum style doors?


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* Confused by the formatting of the list? The _underscores_ (#hashtags) :icons: and > Special instruction scripts are provided for the ease of Quest Authors, who can copy and paste these directly into the Quest Creator to save time. 

Using the Vaults [The Forge #12 ]

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Click Here for a Master Index of “The Forge” and “Vault”!

We're coming up on a year's worth of "Vault" and "Forge" entries. As you can see from last week's "Index to Forge and Vault", that's a lot of content. 

So how do you use it if you're going App free and using GM Mode?

How can you use it if you're an author? 

View on, dear quest creator or GM...

Let's say we print out our series of Vaults with the Bandit Encounter deck theme.  At the present moment, you'd probably want to do this by copying and pasting into Word, adjusting the margins to 0.5, and standardizing the font.  I was able to get 3 of the 4 Vaults on Bandits to fit on one standard sheet of paper this way. If we're seated with our friends and want to go in GM Mode (no app), we can choose prompts from these Vaults to craft a quick adventure.  If we're very adventurous and our GM is a pro, we can just roll a d20 and improvise. So we rolled on the Bandit Plot Vault (Honor Among Thieves) and got a 12.  "Drug War" it is!  We mark it with a clip and read the intro description...Only drawback of the clips is that they do slightly bend the paper (as you'll notice on the pics). 


Next we'll give some identity to the Boss behind the influx of addictive magical drugs.  We roll on the Bandits' Title Vault (Onerous Outlaws) and get an 8. The crime lord known only as "Sneakhand" is our foe,  and they will try and steal loot from our intrepid adventurers when first they meet. We mark him or her with a clip and move to the next Vault to select some custom Loot items and Locations for our quest... 


Most quests average 2-5 battles.  Our group prefers 3 (including the Boss battle), and it'd be nice to have some interesting new Loot after each of the battles leading up to the showdown with "Sneakhand". We roll two d20s and get a 9 and 20. The "Sneak Shoes" seem apropos to the Boss.  Perhaps they will let us make a "Stealth" check to get the drop on him at the outset of the final battle. The "Marbles" are a risky item to use, but "Sneakhand" clearly isn't paying his employees well enough for them to have any quality gear. Our final Bandit Vault will provide some locations for our adventurers.


We have three adventurers, so it seems appropriate to roll 3 d20s for our locations. This Vault was the only one that wouldn't fit on one page, and the last roll was a 20--the False Wall. Reinforcements will come to "Sneakhand" in the form of two extra Tier I Bandits during the final battle, but only our GM should know this.  Our other two rolls were a 5, the "Toll Bridge" and a 15, the "Forest Hideout". These give us some interesting roleplaying and combat scenarios.  

Do we pay the Bandits' toll at the bridge and follow them back to the Forest Hideout? Do we defy their extortion and do righteous battle? Do we attempt a skill check to sneak around the bridge? So many possibilities...

At the "Forest Hideout" we'll be faced with the choice to take the fight to the high ground or risk the lethal bows of the bandit archers. And then we'll have to face "Sneakhand" in his lair, with it's "False Wall" and reinforcements. 


And it's that quick and easy! If you were crafting in the Creator you could go the Vault pages and copy and paste the scripts, shortening your workload.

If there is interest out there in creating an easily printable and more GM friendly pdf of the Vaults and Forges, let us know in the comment section below.  We could throw something up on DriveThruRPG.   

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An Index for Forge and Vault

We've known we needed an index for the growing collection of Forge and Vault entries.  For anyone finding this for the first time, The Forge is our regular series of tutorials for anyone using the Quest Creator.  If you need help figuring out how to do something with the script The Forge is a great place to start. 

The Vault is our regular series providing 20 inspirational ideas for stories, environs, enemies, and miscellaneous interesting things.  We've even provided coding in a format that will allow you to copy and paste into a Quest Creator format. 

The Forge

  1. Special Combat Techniques: Creating extra enemy effects or adventurer options in the app's combat simulator.

  2. Setting Up Shop: Crafting Stores, Using Currency: Making a trackable store and pool of currency.

  3. The Guided Quest: How to make a Quest (in the Quest Creator) in about an hour.

  4. Surviving the Quest: Mods for making quests more playable with 1, 2, or 3 adventurer parties.

  5. Righteous Roleplaying: Techniques for crafting compelling and interesting stories.

  6. Quick Questing (GM Mode): Using the Mad Lib format to create an adventure with your players in less than 15 minutes.

  7. Drinking to Horror: Adding art and icons to the App (in the Quest Creator).

  8. Lovecraftian Lyricism: Tips from Lovecraft and the greats on writing good mysteries and horror stories.

  9. Characterizations: Ideas and techniques for creating unique and compelling characters.

  10. All in the Cards: How to make your own custom cards in the Card Creator.

  11. Advanced Card Creation: Adding images, passive abilities, and expended health tracks for adventurers in the Card Creator.

  12. Using the Vaults: A guide to using any of the Vault series in crafting a story or using them for GM Mode.

  13. A Matter of Balance: Considerations of how to make new Encounter, Loot, and Ability types that play well with the existing cards.

The Vault

Series #1 Of Inns and Innkeepers.

  1. The Angry Barkeep (Plots and Flavor)

  2. The Intrepid Adventurers: Examples of adventurer choice options. Builds on prompts from "The Angry Barkeep".

  3. The Final Insult: The Angry Barkeep's responses to adventurer choices in "The Intrepid Adventurers".

Series #2 On the Undead

This series was made to help you easily build your own quests using the Undead Encounter cards.

  1. Wrath of the Undead: Titles for villains, with combat enhancements or debuffs you can add.

  2. Unseemly Urges: Undead plot ideas.

  3. Mortal Remains: Creepy items (Loot) to add to your undead quests.

  4. Of Curses Most Foul: Special events scripts for combat or checks.

  5. Haunts Unhallowed: Pre-crafted locations for your undead quests.

Series #3 Following the Fae

This series was made to help you easily build your own quests using the Undead Encounter cards.

  1. The Fae Folk: Titles for Fae villains, with combat enhancements or debuffs you can add.

  2. Inscrutable Intentions: Fae plot ideas.

  3. Alchemies of Alteration: Magics of glamour and alteration with scripts you can use in Fae quests.

  4. Occulted Environs: Pre-crafted locations for your Fae-themed quests.

Vault #13   Skills and Skill Checks: Ideas for introducing skills rolls and mechanics using the existing system, and what their effects could be. 

Series #4 Burglaring Bandits

This series was made to help you easily build your own quests using the Undead Encounter cards.

  1. Onerous Outlaws: Titles for Bandit villains, with combat enhancements or debuffs you can add.

  2. Honor Among Thieves: Bandit plots.

  3. Tools of the Trade: Items (Loot) of larcenous intent.

  4. Bandits’ Abodes: Bandit-themed locations.

Series #5 The Horror!

This series was made to help you easily build your own quests using the Horror Encounter cards.

  1. Abominable: Horror Titles, enhancements & debuffs.

  2. Malevolent Mysteries: Plots for Horror villains.

  3. Horrorscapes: Horror locations.

  4. Violations: Horror Powers/Scripts.

Series #6 Beastmode

This series was made to help you easily build your own quests using the Beast Encounter cards.

  1. Beastly: Titles, enhancements & debuffs.

  2. Predatory Universe: Plots and motivations for beast and man.

Miscellaneous Vault Entries

Vault #24.   First Round, First Blood: Special combat scripts for the first round of battle. Useable both by Encounter cards and adventurers. 

Vault #25.   Putrefying Poisons: Checks, Traps, and Combat.

Vault #26.   Around the Campfire: Plot hooks and events taking place round the fire. 

Vault #27.   In the Stacks: Plot ideas and events for library settings. 

Vault #28.  Dungeons of Despair:  Plot ideas, events, and locations for the imprisoned. 

Vault #29. The Storm: Environmental challenges and plot hooks for fearsome furies (hurricance, tornado, blizzard).

Like this? Soon we'll be posting a short survey where you can let us know where you'd like "The Forge" and "Vault" to go from here.  


In the Stacks [The Vault #27]

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The Library is a place replete with worlds of its own. It is a repository of knowledge both dark and luminous, forbidden and beneficial. It is a vault of imagination and insight, a window into the minds of all manner of people. Below are 20 adventure hooks or encounters for a foray into the Halls of Knowledge.  The first "Miskatonic University" is geared toward a more modern setting of Lovecraftian horror.  The second is for a fantasy setting, The Library Arcane.  At the end are some general prompts applicable in any library setting:

Miskatonic University Library

  1. _In the Dark_ (#Dark) The lights flicker and an electric fizzle makes you look up a moment before the corridors go dark. > Suffer -3 to all checks in the darkness, combat and otherwise. Any roll of 1 results in injury (1 health damage).

  2. _The Hidden Vault_ Rumors abound of a secret passage to a Vault built long ago. Rare and dangerous tomes may be there, in addition to the body of the builder. > Make a Search check of 10 or above to find the false book that triggers the shelving to move aside.

  3. _Elder Sign_ (#Elder) A wave of crime and madness has swept the city, a dark Thing appearing in the dreams of thousands. Only discovery and use of an Elder Sign hidden in the library can stop the nightmare intrusions. > A Search (:ranged:) check of 13 or above is required to find the tome with the Sign. Failure leads to an Encounter with an Acolyte and a Rogue.

  4. _Elder Sign II_ (#ElderTwo) Having found the tome with the Elder Sign, the text must be deciphered, but knowledge is power, and power can corrupt or kill... > Make a Knowledge (:magic:) check of 13 or above or suffer a loss of 1 Persona point and 2 health.

  5. _Elder Sign III_ (#ElderThree) The deciphered text requires intonation of a ritual performed at midnight from the center of Miskatonic Grove. > Make two Ritual (:Influence:) checks of 13 or above (must be repeated until two successes achieved). After the first check, draw a Tier I Horror and begin combat. Each round a check is failed, add another :Horror: of one higher Tier. On a roll of 1 draw a Tier III :Horror: .

The Library Arcane

  1. _The Irascible Magus_ (#Irascible) The ancient magus in charge of the library doesn't countenance noise disturbances. > Any failed check or combat encounter summons the Magus. He roughly teleports all offendors outside (Take 2 damage, end all checks/encounters).

  2. _Golems, Golems_ (#Golems) The most menial tasks of returning books to shelves has long been handled by crafted golems. They do not take kindly to inappropriate use of the volumes, fighting, or destruction of property. > Golems are Tier II opponents with 20 hp. They surge when any area of effect Ability is used (any with more than one target) and immediately deal 2 damage to the offendor.

  3. _The Spelltrap_ (#Trap) Many a tome of lore is trapped with a potent spell to deter the unworthy. > Adventurers must solve a riddle, find a password, or dispel the trap. If they fail, draw a random offensive Magic ability and resolve it against the party.

  4. _The Red Bull's Sigils_ (#Levitation) The higher reaches of the shelving must be reached by activating levitation spells set in the floor. They are painted in the shape of Red Bulls. A clever individual could use them to avoid combat or set a foe aflight.

  5. _Fire Suppression_ (#Suppression) Such a repository of knowledge would never be left unguarded against the mortal bane of books, namely fire. > Powerful wards prevent any Ability or Loot item with "fire" in the description from functioning within the Library.

General Prompts

  1. _Illicit Activities_ (#Activities) The adventurers need to extract a rare and precious work from the Reference section. The detectors at the exit will sound if any such work crosses the threshold. What will the adventurers do? > Possible checks: Thievery, Sleight of Hand, Disable Device...

  2. _SHHHH!!_ (#SHH) The adventurers and their rivals both seek the same works in the library, but if they cause too many disturbances, the staff will throw offenders out. > Adventurers will be thrown out the third time they violate the noise rule. Each instance of combat or destruction (or perhaps a failed Sneak check) counts as a violation.

  3. _Symmetrical Stacking_ (#Stacking) Tobin's Spirit Guide referenced many an instance of symmetrical stacking of books. Some unknown force in this wing of the library has been stacking books impossibly high for years... > Any attempt to bypass the stacks or combat in the area risks knocking weighty tomes down, dealing 2 damage to those that fail checks.

  4. _The Spectral Spinster_ (#Spinster) Gertrude Dorothea gave 80 years of her life to the library. She's loathe to leave it in death. Her unquiet spirit must be dealt with.

  5. _Bookthrowin'_ (#Throwing) Someone or something is flinging books at the heads of the adventurers! > Make an Agility (Ranged) check to avoid getting "booked".

  6. _Water Hazard_ (#Whazard) You wished you'd seen the "Wet Floor" sign earlier...granite is unforgiving. > Make a Notice (Magic) or Agility (Ranged) check of 9 or above. On a failure you suffer 3 damage and sprawl on the floor.

  7. _Hidden Corridor_ (#Corridor) Why was it concealed? Where does it lead?

  8. _Fire!_ (#Fire) Nothing could be more deadly in this place. > Make a number of checks to escape burning, collapsing shelves, choking smoke, panicked patrons, and avoid slipping once the fire suppression system is activated.

  9. _Spitballin'_ (#Sball) Your rival or love interest has dared you to land three spitballs on the series of buns the "Beehive Lady" calls her hairstyle. > Succeed in three successful Ranged ability checks. On success you gain admiration and Loot. On failure you suffer 2 damage and expulsion from the grounds.

  10. _Locked Doors_ (#Locked) You fell asleep and have been locked in the building. How will you pass the night?

Like this? Consider sharing or Tweeting it, or joining the weekly Quest Crafter mailing list for more writing inspiration.

Have an idea for the next Quest Crafter or feedback on how we can make it more useful to you? Email us at or leave a comment below.

* Confused by the formatting of the list? The _underscores_ (#hashtags) :icons: and > Special instruction scripts are provided for the ease of Quest Authors, who can copy and paste these directly into the Quest Creator to save time. 

Advanced Card Creation [The Forge #11]

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Click Here for a Master Index of “The Forge” and “Vault”!

This week we're going to expand upon "All in the Cards" [The Forge #10], wherein we took the Card Creator out for a spin. We're going to add two capabilities to our repertoire today:

1. Adding Art to the cards.

2. Using the "Encounter" tab to custom craft your own Adventurers.

Onward with the Art!  To add an image to a card, add an "Image" column to the Encounter table.  Then use the art files in the existing Expedition database to find the piece you want.  You'll want to put the name into the column space, deleting the PNG from the name of the art.  Observe in the pic below on the final line:


And here is how it looks when the hound_of_tindalos is entered in the image column for our custom "Dragoncursed" encounter card.  Note that if you have any text in the surge column, you'll have to change the formatting or omit it.  I left a standard surge entry in place to show you that without this change to surge, text will bleed over on top of the art. 


At the present moment, it is not possible to add your own art to the repository--you are limited to what we've provided.  This is due to copyright concerns, formatting issues, etc. 

Now on to Custom Adventurers!

The Adventurer tab in the spreadsheet for Cards does not allow addition of passive abilities or changing the health track.  To do that (as we did in the Level II Adventurer cards that appeared in the Expansion Survey), you can create the adventurer under the Encounter tab.  This will allow you to enter a passive weakness or strength, increase the health bar, and even put in a Surge (not recommended, but possible). 

Here's how it looks in the spreadsheet:


And now how they look in the Card Creator:


We hope this gives you ideas for extending your fun with the game and creating new content (both cards and quests)!

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Around the Campfire [The Vault #26]

The Vault Icon - Beige.png

Click Here for a Master Index of “The Forge” and “Vault”!

What happens around the campfire doesn't always stay there. Whether as an interlude between locations or the impetus for the beginning of a new quest, strange happenings round the fire can add a lot of character to a quest. Below we offer you 20 options for lighting up the night:

  1. _Nemesis_ (#Nemesis) An archfoe of the adventurers summons an elemental of fire from their very own flame. It strikes with surprise.

  2. _Flight_ (#Flight) A cacophony of beasts and birds runs over the adventurers and through their camp, hasty to escape something calamitous.

  3. _Omens and Portents_ (#Omens) The lambent flames gutter without the presence of wind or rain. One of the adventurers experiences a premonition of the peril to come.

  4. _Moaning_ (#Moaning) Moaning begins to come from the darkness beyond the fire, then the sound of shuffling creatures. Zombies or some other undead stumble into the clearing. Have the adventurers been deliberately targeted? Did they make camp on an ancient burial ground? Do the undead wish to ask the living to complete some task they now cannot, and hence free them (and receive a reward).

  5. _Refugees_ (#Refugees) Refugees pensively approach and ask to share the warmth and light. From whence do they come and why?

  6. _Wolfpack_ (#Wolfpack) The light has drawn the attention of a starving wolfpack. Normally they'd not approach. What could compel them to risk harm for food? Something stranger is afoot...

  7. _Thieves?!_ A bumbling member of the gentry stumbles into the adventurers' clearing. Eyes going wide with terror, he takes you for bandits and flings many a precious item to the ground to placate and distract you before fleeing into the night. Do you take his items or chase him so as to avoid being wrongly accused? He is very fleet of foot.

  8. _Rescue_ (#Rescue) An arrow descends out of the darkness and strikes one of you very near a precious appendage. It appears there is a note attached requesting rescue from yonder high tower... > Struck adventurer takes 2 damage (player with the lowest roll is the victim).

  9. _Manbane_ (#Manbane) A diverse pack of beasts reveals themselves at the perimeter of camp. You'd not thought you strayed so close to the Dreadwood of Mabus Manbane, dark druid, but perhaps he's branching out...

  10. _Highwaymen_ (#Highway) It seems you've drawn of the attention of ne'er-do-wells. Are they good men fallen on desperate times or evil ones preying on the weak? Will you take the risk of finding out?

  11. _Illicit Wares_ (#Wares) A scruffy, bleary-eyed merchant enters the clearing. He seems to think you might be interested in his narcotic diversions.

  12. _Storm_ (#Storm) A fierce thunderstorm breaks upon the encampment. Avoiding lightning strikes and falling hail will be your first concerns, then there will be the chill--if you can't restart that fire.

  13. _The Law_ (#Law) The local constabulary loudly barges into camp, demanding the immediate surrender of "The Band of the Red Hand". They have the drop on you, with weapons already drawn in fists quaking from nervousness. Will you attack or cooperate with the clearly confused local authorities?

  14. _The Book_ (#Book) As payment for recent good deeds, an old crone gifted you a book she claimed had secrets to great power. You crack open the book. Will you read aloud the words, Klaatu barada nicto...?

  15. _Gypsies_ (#Gypsies) A caravan of gypsies approaches with the sounds of tinkling bells. Do you share the clearing? Will sneaky children's hands lighten you of Loot? Will you dance with dusky eyed beauties? Accept the invitation to have fortunes told? Vie with the men in a contest of knife-throwing?

Modern Themes

  1. _Strange Lights_ (#Lights) Strange lights appear in the sky and approach. Moments later a shaft of light shines forth, lifting you toward the dim outlines of the dreadful craft...

  2. _Something in the Woods_ (#Squatch) A series of strange wood-knocks comes from the distance. A sound like a screaming baby makes the hair on your neck rise. You must investigate, but you may regret it.

  3. _Drug War_ (#Drugs) You didn't anticipate this campground would end up being contested by two gangs, or that you'd get caught in the middle.

  4. _Trespassing_ (#Trespass) Several pickups pull into the clearing, disgorging smug and malicious looking men. Several dogs growl from beneath their choke collars. Seems you've come to private property and have to party with the owners. They'll give you a headstart...

  5. _Lagoon_ (#Lagoon) You picked a nice spot near a lovely Lagoon. When some of you go swimming, a terrible surprise reveals itself.

Like this? Consider sharing or Tweeting it, or joining the weekly Quest Crafter mailing list for more writing inspiration.

Have an idea for the next Quest Crafter or feedback on how we can make it more useful to you? Email us at or leave a comment below.

* Confused by the formatting of the list? The _underscores_ (#hashtags) :icons: and > Special instruction scripts are provided for the ease of Quest Authors, who can copy and paste these directly into the Quest Creator to save time.