The Guided Quest (The Forge #3)

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Intrepid Authors, audacious adventurers, this week we propose to you a method by which we hope you can craft a quest in about an hour of time! I clocked the example we're using below at 68 minutes, and you could certainly cut it down by omitting some skill checks or advanced combat scripts. 

You can find it in the Community Quests section of the App under the name "Bacchanalian Revels".

Made from the ideas and script already provided in the weekly "Vault" entries, we hope this method will provide even first-time authors with a way to fashion a custom adventure with ease.

For our first Guided Quest I'm going to pull from Vaults #8-12, which focus exclusively on the Fae, then I'll show you how to pull all this together in the Quest Creator.   So to begin I'll choose (or select by a random roll) a plot from Vault #10 (Inscrutable Intentions)

  • Plot #4: _Bacchanalian Revels_ Several charming and reckless Fae have swept into town, seducing the young with indiscriminate abandon. Much destruction and heartache will result if they are allowed to continue, but anyone dealing with them will also have to face their beguiled victims too."

Next let's choose a name and a Title to give to the Boss/main Antagonist from Vault #9 (The Fae Folk):

  • Title #5: _Lord of Illusions_ While they live, you'll not know what to believe. > Every other round, adventurers :roll:. Whoever rolled lowest finds their ability misses one intended target (they choose which, if multiple targets were designated).

Any proper Quest needs settings for the action, so let's select 3 from Vault #12 (Occulted Environs):

  • Location #4: _Faerie Circle_ This simple circle of stones or oddly colored grass in the middle of a forest clearing is a gateway to the realms of Fae. > Attempts to travel to or from the mortal and Fae lands gain a +3 while in the circle, but such travel can only be undertaken by one person at a time. Alternatively, with a proper offering, adventurers may summon a Fae to answer their questions on a :roll: of 10 or above. The Fae's answers may clear as mud, but that's another matter. 
  • Location #5: _Copse of Candlelight_ The profusion of fireflies makes it difficult to strike a target or find one's way. >  -2 to all :ranged: and :magic: abilities. -3 to any :roll: to search the area or find Loot. 
  • Location #6: _Flickerwood_ So named for the pockets of flammable gas throughout. > Use of abilities with "fire" or "lightning" in the name ignite a pocket of flammable gas on rolls of 10 or less. All enemies and adventurers take 2 damage. 

Finally, just to make things more interesting, let's select 3 "Alchemies of Alteration" from the only fae Vault we haven't used yet, Vault #11:

  • Alchemy #10: _Illusion of Control_ You get the impression you’re being toyed with. > Cancel all damage done to one Encounter Card this round.
  • Alchemy #11: _Word of Creation_ An item of worth springs into being from nowhere. > Choose Loot items equal in Tier value to the Fae's Tier value and put them into play under it's control. It can use them against adventurers or for its own benefit.
  • Alchemy #12: _Phantasmal Peer_ A simulacrum appears out of nowhere and strikes. > Draw a Fae Encounter card of equal Tier level to one already in play and place it into play for a single round, resetting the Tier count. After resolving damage (and surges, if applicable) for the round, discard the Phantasmal Peer. 

Finally, we'll yank some Skill Checks from the latest Vault (#13).   We'll show you those in the Quest Creator.... 

In reality, while we've done this we've been copying and pasting the Vault entries into the Quest Creator. This will save us loads of time. We do, however, need to add some necessary spacing and pathways (**goto XYZ**) to each entry we've pasted. Let's see how that might look in the Creator:

 So you can see the first thing we have to do is put the proper spacing between script that we've pasted from the Vaults.  Since we're using the plot (Bacchanalian Revels) as the quest title, it's the only one that'll have the # and the added screen script (_Introduction_).  Then we've inserted our skill check _Craft Item_  bumping the text players will see (in white) to the line below, then bumping the instructions (> On an appropriate etc.) to its own line, with a space between them.   Next comes our first selected location, _Faerie Circle_ , where we repeat the process of putting blank lines between screen/card names (_Faerie Circle_), narration text (white font), and game instructions (red font).  We have deleted some instructional text from _Faerie Circle_, since traveling to the Fae realms isn't part of this adventure, and added some story narration about summoning a Fae to question (final two white lines).  Next, let's introduce our antagonist...

So you can see the first thing we have to do is put the proper spacing between script that we've pasted from the Vaults.  Since we're using the plot (Bacchanalian Revels) as the quest title, it's the only one that'll have the # and the added screen script (_Introduction_).  Then we've inserted our skill check _Craft Item_  bumping the text players will see (in white) to the line below, then bumping the instructions (> On an appropriate etc.) to its own line, with a space between them. 

Next comes our first selected location, _Faerie Circle_ , where we repeat the process of putting blank lines between screen/card names (_Faerie Circle_), narration text (white font), and game instructions (red font).

We have deleted some instructional text from _Faerie Circle_, since traveling to the Fae realms isn't part of this adventure, and added some story narration about summoning a Fae to question (final two white lines).  Next, let's introduce our antagonist...

 On the screen above we add some connection narration for the story. Then we throw in a skill check, _Discern Intentions_ that has bearing on our first combat encounter. You'll notice I've scripted some advanced combat to randomize the enemies faced and keep them fresh:   - {{_.randomEnemyOfClassTier("Fae", 2)}}.   I've also added one of the "Alchemies of Alteration" (this one was called "Word of Creation"), that'll appear periodically throughout the combat.  This script, which begins with:  * {{_.currentCombatRound() % 2 == 1}} on round  and ends with "benefit" will also buff our low Tier enemies, as well as turn over some additional loot to the adventurers when they win.   The first screen (#Slaves) below is what will be seen for any battle lost during this quest. We've written it from scratch.

On the screen above we add some connection narration for the story. Then we throw in a skill check, _Discern Intentions_ that has bearing on our first combat encounter. You'll notice I've scripted some advanced combat to randomize the enemies faced and keep them fresh: 

- {{_.randomEnemyOfClassTier("Fae", 2)}}. 

I've also added one of the "Alchemies of Alteration" (this one was called "Word of Creation"), that'll appear periodically throughout the combat.  This script, which begins with:

* {{_.currentCombatRound() % 2 == 1}} on round

and ends with "benefit" will also buff our low Tier enemies, as well as turn over some additional loot to the adventurers when they win.   The first screen (#Slaves) below is what will be seen for any battle lost during this quest. We've written it from scratch.

 The battle won, the Fae impersonating "Ariel" can be Deceived or Intimidated (two Skill checks seen above) to get us to our next locations (either the _Copse_ or _Flickerwood_). 

The battle won, the Fae impersonating "Ariel" can be Deceived or Intimidated (two Skill checks seen above) to get us to our next locations (either the _Copse_ or _Flickerwood_). 

 If the adventurers failed their skill checks, they have to take a more circuitous route before finding their way to the site of the final confrontation with the Lord of Illusions. Enter the _Flickerwood_ . You'll notice we have to write some connecting story narration (it's not purely copied and pasted, though the special condition applies), and thrown in combat with teens besotted by the Lord. The advanced combat script for this battle is the _Illusion of Control_  from  "Alchemies of Alteration" (Vault #11)  .

If the adventurers failed their skill checks, they have to take a more circuitous route before finding their way to the site of the final confrontation with the Lord of Illusions. Enter the _Flickerwood_ . You'll notice we have to write some connecting story narration (it's not purely copied and pasted, though the special condition applies), and thrown in combat with teens besotted by the Lord. The advanced combat script for this battle is the _Illusion of Control_  from "Alchemies of Alteration" (Vault #11) .

 After overcoming adversity in the Flickerwood or succeeding in their skill checks against the fake "Ariel", the adventurers arrive in the final location, the Copse of Candlelight. This location is simply copied and pasted in its entirety, then we throw in 2 skill checks, to which we've added but a few words to fit them into our story. Next we will see the Lord himself and get our final combat encounter:

After overcoming adversity in the Flickerwood or succeeding in their skill checks against the fake "Ariel", the adventurers arrive in the final location, the Copse of Candlelight. This location is simply copied and pasted in its entirety, then we throw in 2 skill checks, to which we've added but a few words to fit them into our story. Next we will see the Lord himself and get our final combat encounter:

 I'm not going to include the alternate combat if the adventurers fail their notice check (and suffer extra damage for it), but here is the screen if they succeed in the notice check.  You'll see we have a few instructional scripts, which appear in red and begin with ">" .  One script is for the notice check (> +1 damage...), one from our pasted location (> Suffer -2...) and then the advanced combat attack of the Lord of Illusions (in which "A simulacrum of the Fae lord appears our of nowhere and strikes". ) If the adventurers prevail in the titanic struggle, the end is brief but happy:

I'm not going to include the alternate combat if the adventurers fail their notice check (and suffer extra damage for it), but here is the screen if they succeed in the notice check.  You'll see we have a few instructional scripts, which appear in red and begin with ">" .  One script is for the notice check (> +1 damage...), one from our pasted location (> Suffer -2...) and then the advanced combat attack of the Lord of Illusions (in which "A simulacrum of the Fae lord appears our of nowhere and strikes". ) If the adventurers prevail in the titanic struggle, the end is brief but happy:

 So you'll see that our Quest was a total of 182 lines (many just spacing lines, many others copied and pasted) at a total word count of 1,118, again, most of those already written for us in the "Vault" series.   If you've taken the time to get here, we're confident you're about an hour or so from crafting your own short quest. Happy scripting!   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 Authors@Fabricate.io or leave a comment below.

So you'll see that our Quest was a total of 182 lines (many just spacing lines, many others copied and pasted) at a total word count of 1,118, again, most of those already written for us in the "Vault" series. 

If you've taken the time to get here, we're confident you're about an hour or so from crafting your own short quest. Happy scripting!

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 Authors@Fabricate.io or leave a comment below.