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This week we'll begin adding some depth to the "Bandit" Encounter type, with twenty Titles to personify and modify your fearsome felons:
_The Elusive_ They have a way of fading away... > When reduced to 0 or fewer hp, the adventurer who dealt the blow makes a :roll:. On a 10 or below, the Bandit avoids the attack and escapes instead.
_Breaker of Chains_ No chains can hold them. > Deals +1 damage each round in combat, due to hideous strength.
_The Shadow_ Known for striking first from the shadows. > Adventurers must make a Notice :ranged: check of 11 or above, otherwise they cannot use abilities the first round of combat.
_Spell Thief_ A wizard turned criminal, excelling in stealing spells. > Once per round when an offensive :magic: ability is played, if the ability :roll: was below 10, the Spell Thief turns the effect back on its caster (it also doesn't strike the intended target).
_The Craven_ Blusters when things go well, turns tail when they don't. > Flees when reduced to half hp. Update the Tier count.
_The Lightning Lord_ Precise, quick tactical strikes are their specialty. > The first round of combat the Lord and his henchmen inflict +1 extra damage and take -1 damage.
_The Tumbler_ Acrobatics are his forte. > Any ability :roll: less than 12 deals -1 damage against this agile foe.
_Sneakhand_ His sleight of hand is superb. > On the first round of combat, choose one adventurer to :roll:. On a 10 or less, Sneakhand steals 1 :loot: item from the adventurers in the first combat exchange. He can then use it for his own benefit.
_Snaremaster_ It's a trap! > The adventurers must make a Notice :ranged: check on the first round of combat. The adventurer with the lowest :roll: steps into the trap, and suffers -2 to hp and their first ability roll.
_Riddler_ You wish they'd shut up and fight. > On a "solve riddle" check of 11 or above, adventurers deal +1 damage to the Riddler, but on a failed check lose 1 Persona.
_The Brute_ Your blows only serve to enrage him. > Any round in which they take 3 or more damage, they Surge.
_Master of Disguise_ They look so familiar...> On a failed ability :roll:, if it is the first round or a Surge round, the ability instead deals another adventurer damage.
_Halfhand_ In this kingdom they take fingers every time a thief is caught. He's lost more than a few. > Deals -1 damage each round.
_The Tongueless_ His tongue was removed for insolence. > Make a Persona check at the beginning of combat. If the :roll: was 10 or below, you are unnerved and make the next ability :roll: at -2.
_Stumpfoot_ His foot was cut off as punishment for crimes. > This opponent surges every 4th round, not every 3rd.
_The Swift_ He's sooo fast! > Surges every 2 rounds instead of every 3.
_The Fallen_ Disgraced and disowned, even by fellow criminals. > On an Intimidation :influence: :roll: of 10+Tier Value, you can shame them, gaining a +2 to your next ability :roll:.
_Thief Lord_ Truly he is a king of thieves. > The round after each Surge, add a Tier 1 Bandit and upgrade the Tier count.
_The Poisoner_ They coat all their blades with it. > Any round an adventurer takes damage, the adventurer's next :roll: is made at -3.
_The Widowmaker_ Women and children weep at mention of their name. > At the beginning of combat, adventurers make a Persona check. A roll below 9+Tier Value of the Widowmaker results in a loss of 1 Persona, so potent is the fear associated with them.
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