Occulted Environs [The Vault #12]

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Many a magus has theorized about the location of the Fae lands.  Some believe them to be one and the same with our own, yet out of step in time. Some believe them to be in a "parallel multiverse". Still others contend they exist only in the realm of our own imagination, but that imagination is far mightier than any of us know. 

More certain is that those hidden lands have deep perils and unknown laws. Below are twenty locales from the Fae Lands to beguile and confound adventurers. 

  1. _The Felldowns_ The very air seems thicker, sound moving sluggishly through its inky mirk. > All efforts to detect foes or items suffer a -3 to the roll. On a failure to detect foes, resolve the first round of combat without playing adventurer abilities (Loot items may still be played).

  2. _Whispering Woods_ You could swear that tree just spoke to you. > Roll a :roll: to discern the content of the whispers. On a 15 or above, an adventurer is given a premonition of the future and can choose their first ability from any in their hand before the start of the combat timer.

  3. _Huldre Home_ The forests and caves near a local mountain chain are known to be home to indescribably beautiful Fae women, and hideously deformed Fae men. > Persona checks are required in all interactions with the Huldre/Hulda, and grow more difficult with each encounter. On failures the adventurers are charmed into service by the women or terrified by the men (lose Loot or suffer -2 to rolls after being made to do hard labor or flee).

  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.

  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.

  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.

  7. _Hall of the Hanged_ To tunnels beneath the earth many transgressors have been taken by the Fae. Roots have grown about the necks of the condemned, slowly choking them to death. Some may yet live. > Those traversing the narrow halls must roll a :roll: to avoid being hooked by a viney noose. Those rolling below 10 suffer 1 damage and an additional point of damage if still ensnared during combat rounds.

  8. _Twilight Towers_ Built when the Fae were at the height of their power, these Axis Mundi allow transportation among the worlds. > All Loot obtained while in a Tower can be used twice while one remains in the Tower. When the Tower travels to another realm, however, all adventurers roll a :roll:. On a 10 or below one Loot item vanishes.

  9. _The Glimmerlake_ The glowing waters of Glimmerlake are renowned for their restorative powers. > Consuming or being immersed in the waters banishes minor curses, counteracts poisons, and restores 3-5 hp.

  10. _The Widow Wood_ The Lady that lives in this wood is so beauteous and Fell she has made more widows than some wars. > Male adventurers can only attempt violence against the Lady on an ability roll of 15 or above, no matter the printed risk on the Ability card.

  11. _The Somnolence Cellars_ The Fae owners of this cellar use its potent magics to lull future feasts to sleep. Several creatures may be drowsing there when you arrive... > When entering the cellars and each round an ability is used, a :roll: of 7 or less results in the subject falling asleep. An action may be spent to wake a sleeper.

  12. _Puck’s Peak/Pixie Peak/Peril’s Peak_ In turns prankish and perilous, the inhabitants of this Peak delight in changing the appearance of those transgressing their grounds. > All adventurers roll a :roll:. On a 15 or below, an illusion is placed upon the victim. The player to the victim's left chooses the nature of this illusion. It lasts until after the next combat or roleplaying encounter.

  13. _Dwarrowblight/Dwarrowdelve_ In this place, your emotions weigh you down more than the flesh. > If below base Persona, suffer a negative to all rolls equal to the number of levels below base.

  14. _The Black Bridge_ Joining the realms of the Fae to the Hells, it can only be trod by those steeped in sin. > To even attempt the journey requires three successful persona checks of 12 or above. Each failed check results in the loss of a persona point. If minimum persona is reached before three successes, the adventurer is trapped in Hell.

  15. _Ascension’s Arch_ Joining the realms of Fae and Heavens, it can only be ascended by the pure. > To even attempt the journey requires three successful persona checks of 12 or above. Each failed check results in the next roll suffering a -4. If minimum persona is reached before three successes, the adventurer is expelled and cannot ever set foot on the Arch until their death.

  16. _Queen’s Copse_ One of many places a Faerie Queen has bedded down while traveling, remnants of her power linger there still. > Those sleeping in the copse have strange and wondrous dreams and must make a :roll: of 12 or above. If they succeed, randomly draw a Loot item or Ability (which can then be used as though it was a single use item before being returned to the deck).

  17. _Tatania’s Tower_Titular demesne of the Queen herself, though seldom inhabited by the Wanderlust Woman. > Anyone using Loot or eating food in the Tower must roll a 12 or higher on a :roll:, or else they are bound within the Tower until the Queen returns to question the transgressors.

  18. _Oberon’s Overlook_ King Oberon has cast many a scrying magic from this awesome overlook. Others may find such magics enhanced here too...if they can survive the climb. > Any rituals of divination employing sight automatically succeed from the Overlook. They can provide the caster with any number of temporary benefits, from knowledge of the foes or circumstances in the next combat encounter to the next best choice when faced with a decision (essentially a "do-over").

  19. _Thistledown Trench_ Originally a deep canyon, over millenia it has been filled with the victims of the man with Thistledown hair. Jagged bones jut up from the ground like ivory caltrops. > All adventurers must roll a 9 or above on a :roll: or suffer 1 damage for each round spent crossing the trench.

  20. _Calaban’s Cavern_ Home to treacherous and savage Fae, the Caverns confound all those without deceitful natures. > Adventurers of an honest or honorable nature must roll a 10 or higer on a :roll: to avoid becoming lost. During the next combat encounter, lost adventurers cannot join the fight until 2 rounds have passed. They suffer no damage during this time.

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Setting Up Shop: Crafting Stores, Using Currency (The Forge #2)

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Acquiring wondrous items and services is a staple of the RPG.  With little difficulty, you can create a store in the Quest Creator, following the techniques laid out below. 

The very first thing you'll want to do is write a card/screen that awards the adventurers some amount of currency (gold/silver/etc). You set this amount (the context) with the command shown below in blue text: {{silver = 30}} . Players will not see this in the app, so you need to tell them what they've acquired or been given in normal narrative text (white). 

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Now we create the "store".  We'll show you what this might look like first in the app...

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You'll see that we've stocked the store with items of varying value, some of custom make (which we'll have to detail the effects of in later posts), and others that are Loot items from the Base set or "The Horror" expansion (Bandages). Importantly, we also have an option to advance ("Proceed...") to the story at the bottom, for those that may not wish to blow their stash of cash in one place. Now for the script that makes the store possible...

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You'll notice that only the scripts in yellow after the }} and those in white show up to players in the app.  For every item listed, you need 3 lines of script players will never see. Luckily, those can be copied and pasted with slight modifications--they need not be written completely each time. So to begin:

* {{ silver >= 5}} Five silver obtains a "Potion of Immense Girth".

The * sets the following line as a choice for the players, while the (hidden from players) {{ silver >= 5}} tells that choice to only appear if the players have 5 or more silver. 

Two lines beneath the yellow decision text, we establish the new context if the adventurers choose that decision. The new context is to give the adventurers the potion {{ hasPotion = true }} and also to deduct the price from the pool of currency in the party's possession {{ silver = silver - 5}}. 

The white line of text tells the players what they got by choosing the decision, and the **goto Cost** takes us back to the title card (which we named #Cost, but you may name differently), in case they want to purchase additional items from the store.  

Eventually, through context elimination (no more currency) adventurers are left with only one choice, shown below. 

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Note that there are two possible issues you may encounter in the Quest Creator and App in relation to stores...

1) If you try to test the store in the Creator by clicking on "Play from cursor" at the store screen, it's going to show you only the option (pictured above) taking you out of the store and not the items available.  This is because the simulator thinks the adventurers don't have any currency to spend.  If, however, you go to the card where you set the context (i.e. gave them currency), but play through to the store, it will show your options (so long as you've scripted properly). 

2) It is sometimes possible to "trick" the app and spend more currency than the party has (effectively going negative), if you have some currency left, but less than the most expensive option.  After going negative once, all store options will then disappear. Of course, that's only a problem if the players are without a sense of honor! 

And that's all there is to it. Happy Quest Crafting!

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Alchemies of Alteration [The Vault #11]

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The Fae are bred to magic the way fish are to water. Renowned throughout the worlds for their powers over glamour, enchantments, charms, illusions, and transmutations, they rarely traffic in more "brutish" dweomers. While they may eschew overt destruction for the skill required of subtlety, one would be ill advised to underestimate the might of their magics. 

This week we proffer 20 potent prestidigitations to pester players. Use the spells below in the place of Surges, as additional Surge powers on odd rounds, or outside of combat. Alternatively, one might use these as single-use Loot scrolls or imbued in odd items, and reward them to adventurers. For more variety roll a d20 every few rounds or non-combat interactions and apply the effect.  

* Beginning this installment we are changing how we introduce each numbered item so you can more easily cut-and-paste them into the Quest Creator.  The _underscores_ before and after denote them as their own "card"/screen.  You will still need to create a pathway to and from them.

  1. _Confusion’s Chant_ Suddenly all words seem to be only babble. > After abilities are chosen but before rolls are made to resolve them, adventurers must swap an ability from their own deck (not discard pile) and play it instead.

  2. _Memory’s Mantra_ It's worse than deja vu. > After abilities are chosen but before rolls are made to resolve them, adventurers must swap an ability from their discard pile and play it instead.

  3. _Tune of Transference_ Your aim is off. > A played ability shifts from the originally chosen target to another encounter enemy.

  4. _The Exacting Toll_ We see our own worst traits in others. > An adventurer's played ability shifts from the originally chosen target and afflicts an adventurer instead.

  5. _Thieves Cant_ Thieves aren't often seen coming. > A Loot item thought to be possessed by an adventurer is revealed to be missing (remove it). This happens only when the adventurer attempts to use it.

  6. _Embolden Ally_ Some are born leaders. > Reset the Tier count, adding 1 for every 2 enemies in play.

  7. _Channel Might_ The Lords of Fae can impart their powers to minions. > Choose a Surge ability of an Encounter card of Tier 4 and use it in place of a lower Tier card’s Surge.

  8. _Alacrity’s Call_ A spell of speed is on this one… > Surge one round earlier than normal.

  9. _Sundering Shout_ The unearthly voice splits ear and stone and bone. > Each adventurer takes 1 extra damage point.

  10. _Illusion of Control_ You get the impression you’re being toyed with. > Cancel all damage done to one Encounter Card this round.

  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.

  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.

  13. _Shadow Soul_ The Fae’s shadow separates from them and takes solid form! > Draw a Fae Encounter card of equal Tier level to one already in play and place it into play , resetting the Tier count. The drawn enemy only vanishes if it takes damage.

  14. _Statue Song_ It begins to feel like you're swimming through sludge. > Adventurers roll a :roll:. Those who fail (recommended 10 or below) become stone for a single round (and take half damage that round, but cannot play abilities or loot).

  15. _Accursed Countenance_ Among the most feared abilities of the Fae. > Roll a :roll:. A single adventurer is polymorphed into a “Beast” or “Brigand” card of Tier 2 on a roll below 10. Until the Fae are defeated, the accursed adventurer fights against the rest of the party.

  16. _Mindtrap_ Reality is not what it seems. > Roll a :roll:. On a 20 increase Persona by 1. On a 1 decrease Persona by 2. Any other roll, reduce persona by 1.

  17. _Telepathic Transference_ You know what your friends are thinking. > Two adventurers roll a :roll:. On a roll of 15 or below, they swap Persona level/status.

  18. _Skinsight_ At the touch of the Fae, you find you can see with all your skin. It is disorienting and terrifying. > -3 to all rolls, and suffer an additional -1 every time you take damage (max. -5).

  19. _Bilebight_ You can't stand the sight of your enemy. >Take 1 damage per round, as the bile bubbles up from within you. 3 rounds max.

  20. _Seduction's Song_ Your companions have gone insane, attacking innocents! > The adventurer with the lowest roll becomes convinced the others have gone crazed with bloodthirst. They must use their abilities against the other adventurers or for the Fae until the next Surge round.

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Special Combat Techniques (The Forge #1)

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At some point most authors get the itch to do something unconventional and unexpected with their combat encounters. The Expedition Style Guide provides several suggestions for how to go about doing that. In this post, we will break that down in greater detail. 

Screenshot (1).png

The screen above features a combat encounter from an existing quest. It has two special modifiers that take place as the combat progresses. The first set of script establishes a special attack by the Nightgaunts that occurs in the first round. That round can be set by changing the number where the "1" is before the double brackets }}. The event also occurs every other round after the first, that pacing being established by the number value you put where the "2" is after the %. If I wanted the Nightgaunts to swoop attack beginning on the second round and occurring every third round after that (rounds 5, 8, etc.), I'd simply change the the "2" to "3" and the "1" to "2". 

As always in the Quest Creator, the descriptive "flavor" text you want to appear should be below and indented from the "* on round" script.

The player instructions that begin with ">" have the same level of indentation as the descriptive text because they do not cause a branch in the story. 

So let's look at what that combat script looks like in the app simulator on the right-hand side of the next screen...

Screenshot (2).png

You'll notice that the "Next" button appears automatically and will take you to the next round without having to add a _continue_ or _Card_ command. Now let's move to the second special combat condition. IMPORTANT NOTE: It DOES matter which order you script the combat conditions. If I were to put the "*on round" command before the {{_.currentCombatRound() % 2 == 1}} script, you will only get the "*on round" command. This is because an "* on round" script resolves every round and takes precedence over irregular round events.

As you look to the App simulator at the right of the screen below, you'll see how the "* on round" script appears...

Screenshot (4).png

And clicking on "Yes" leads to the next screen...

Screenshot (5).png

Finally, let's look at a variation to the regular "* on win" script that must be included in every combat encounter. By placing {"loot": false, "xp": false} we can prevent loot or leveling up. We generally recommend this for the final fight in a quest, so that players don't waste time drawing new abilities right before the story ends.

If we want to alter the healing (for those of us that have a hard time suspending the disbelief of being restored to perfect health after nearly fatal battles) we don't use a "false". Instead, healing can be set to any amount of hp using a numerical value {"heal": 0} or {"heal": 6}, etc. 

Just be careful, authors, that you don't make it impossible to finish the quest by depriving players of too much healing. I made this mistake in the first version of my second quest ("Armageddon Throne"). I had to tweak healing up from "0" to "6" to make it survivable for 2 player parties. If you reduce the amount of healing received, you'll either need to reduce the difficulty of future fights, reward players with a lot more loot, or give them regular opportunities to heal (such as visiting an inn or herbalist).

We hope this helps, and happy Quest writing!

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.

Inscrutable Intentions: Fae Plots [The Vault #10]

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To mortals, the motivations,  desires, goals and aspirations of the Fae are strange. At times they may even seem irrational.  The Folk are not bound by the same set of rules or necessities.  One can never quite be sure why they do what they do.  That is doubtless what makes them dangerous and alluring. 

This week we present 20 plot hooks for use with the Fae:

  1. _The Wild Hunt_ The local town thrives on its market, but the Hunt has slain several merchants on the way with their wares. What are they hunting and why? The town's continued existence hinges on finding the answer.

  2. _Lovelorn Letters_ One of the adventurers has attracted the affections of a Fae admirer whose attentions have proven…persistent.

  3. _The Changeling_ A mother begs the adventurers to recover her stolen child from the lands of Fae, but first they will have to hunt down and subdue the changeling left in the child’s place.

  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.

  5. _Impersonator Prince_ Members of the King’s Privy Council have become convinced that the adolescent heir has been replaced by an impostor. Are their concerns warranted, or is their story mere pretense for a hostile coup? Is it an excuse to begin war with the Fae?

  6. _Amusements of Autumn_ A Fae prince or princess has come of age, and the adventurers awake to find themselves amidst the Tourney and Feast.

  7. _Solstice Scream_ The boundaries between realms fray at the solstices. The adventurers must survive until dawn while amongst the Fae and the Dead.

  8. _A Venerable Vintage_ Purveyors of faery wine, each steeped in a different mortal emotion, commission the adventurers to recover several bottles of "Tainted Love", "Suicidal Despair" and "Manic Genius". The consequences, should the mood-altering draughts be consumed, range from the humorous to the disastrous.

  9. _The Moonspun Mantle_ The Mantle of the Faery Queen has gone missing and must be recovered, for it governs the very phases of the moon. Without it, chaos will wrack the seasons, and darkness dominate the night.

  10. _Rhapsody of Riddles_ Wherein a powerful trickster forces the adventurers into a battle of wits, at the price of a terrible wager. The immensely powerful Fae Lord can take or bestow things beyond the power of men to alter. In the past he has granted immortality, and taken all impulse of compassion from the heart of a king.

  11. _The Drowsing Duke_ An ancient Fae duke wakes from centuries long slumber, mistaking one of the adventurers for their great grandfather. It is not immediately clear whether the ancestor was friend or foe of the Fae, or both…

  12. _Glamours Galore_ Adventurers must traverse the Mansion of Mirrors, contending with mind-twisting illusions and the very halls that inspired the art of M.C. Escher.

  13. _Winter’s Wassails_ The Faerie vintner from plot #8 gifts the winter revels of the adventurers with his libations. Unfortunately, he didn’t warn them or their guests. Peril and hilarity ensue.

  14. _Summer’s Somnolence_ In the midst of drowsing summer days, a Court of the Fae seeks the diversion of entertainment. They’ve decided the adventurers will provide it, and beset them with a series of trials and tasks. For their troubles the adventurers have been promised "rewards beyond mortal imagination"...if they survive.

  15. _Seeing Double_ One of the adventurers is accused of being a changeling/shapeshifter. Are they? If so, to what purpose has the original been replaced, and where are they now?

  16. _The Tree of Knowledge_ Someone has smuggled fruit from the Tree in Eden to the mortal realm. What could happen if it is eaten by Beasts, or planted and grown anew? What will the adventurers do if they recover a thing of such potent power?

  17. _Pandora’s Peril_ A certain mythical box has resurfaced, threatening disorder and discord if not dealt with wisely.

  18. _Fae Justice_ The Knights of Thorn and Thistle are hunting the adventurers for crimes and reasons unknown. None of the mortal associates or authorities is brave enough to help or harbor them for long. Can the adventurers discover their transgression and make amends before being overtaken and overwhelmed?

  19. _The Tree of Life_ The same Fae thief from plot #16 has smuggled the fruit of Eternal life to the mortal realm. The potential consequences are even more grave than last time. What will the adventurers do?

  20. _Of Courts and Jesters_ Wherein a fae Court conscripts the adventurers to be their fools and jesters. Can the adventurers ingratiate themselves to their “betters” until they fall asleep, then make good their escape? Will they be so bold as to loot the Court on their way out?

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The Fae Folk [The Vault #9]

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The Tuatha de Dannan. Faeries. The Sidhe. The Fae take many forms and have motivations as myriad as the images in a hallway of mirrors. As Autumn deepens this November, we'll focus on these mercurial, mighty, and mythological creatures. This week we present you with twenty Titles to add personality to the Folk. 

For an unexpected twist, apply one or more of these to an existing quest you are playing but may not have written. Merely roll a d20 and apply the Title and effect to one Encounter card.  

In a coming edition of the QuestCraft video tutorials, we'll show you how to use the suggested mechanic when you are writing advanced combat encounters. 

  1. _The Mercurial (Maiden)_ Emotion is a powderkeg in a thunderstorm. > When encountered or on each round :roll:. On 10 or above, heals adventurers for 1 hp/Tier. On 9 or below, attacks the adventurers.

  2. _Trollkin_ Don't talk about its mother. > Gains a second Surge ability in addition to their normal Surge. “Regains 3 hit points”.

  3. _Beastfriend_ They know where the Wild Things are. > Immediately draw a Beast Encounter card of 1 tier below the Fae's tier level. It will fight beside the Fae. Then update the Tier value.

  4. _The Mad_ One mushroom was too many. > When encountered or on each round :roll:. On 11 or above, attacks another enemy for 1 hp/Tier. On 10 or below, attacks the adventurers as normal.

  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).

  6. _Satrap of Stone_ With skin as stony as their heart...> This Fae's stony skin reduces damage from each attack by 1 point.

  7. _Count of Curses_ Spite comes naturally to some. > Each round this Fae may curse an adventurer, who suffers -3 to the next ability roll.

  8. _Nightshade Knight_ Skilled with lance and limb. > Every round in which a :ranged: or :melee: ability is played, draw a random ability of that type from the deck and play it against the adventurers.

  9. _Midwife of Murder_ Some think her an incarnation of Death. > Whenever an enemy or adventurer is slain, deal 1 damage to one remaining adventurer (lowest roll or party choice).

  10. _Childtaker_ Slavers of the worst sort. > Has a stolen child they hold hostage. All rolls suffer -2 to hit. On a critical failure, the child is killed.

  11. _Formchanger_ Of flesh and form most malleable... > Use the Surge ability from the Shapeshifter card in addition to the normal Surge, or add a second form this Fae takes before it may be defeated (if already a Shapeshifter).

  12. _Gravefriend_ It's best friends are dead. > Draw an Undead encounter card one Tier lower than this Fae's tier and add it to combat.

  13. _Enchanter/Enchantress_ They really aren't so bad... > One the first round, the player with the highest ability roll plays their ability against the player with the lowest roll instead of the intended enemy.

  14. _Banbound_ You have its kryptonite. > One of the Loot items possessed by the party can be expended to deal an additional 2 points of damage (in addition to its normal effect) against this Fae.

  15. _Bondtaker_ It can't hurt all of you. > Choose one adventurer [or highest roll]. All of its attacks deal 1 less damage against that adventurer.

  16. _Judge of Fire and Water_ Here comes Hell and high water. > Any use of loot or an ability with "fire" or "water" in the name results in the adventurer using it suffering 1 damage.

  17. _Banefoot_ An enemy to all mortal life, leaving smoking ruin in the wake of each step. > Deals an extra point of damage each round.

  18. _Hexmaker_ Spinning ill fortune like some weave yarn on a loom. > Any loot gained from this encounter is cursed. It deals 1 damage OR 1 Persona loss to the user in addition to the normal effect.

  19. _Ironfriend_ Most Fae fear iron. For some, the normal rules don't apply. > Suffers 1 less damage from all :ranged: or :melee: abilities.

  20. _Bellbreaker_ With spite born of harmful harmonies, it strikes. > Any adventurer using a :music: ability suffers either a -3 to rolls or a loss of 1 Persona.

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Haunts Unhallowed [The Vault #8]

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In the final Undead installment, we provide 15 locations to harrow and perplex your adventurers. With each we suggest a skill check to avoid peril or uncover reward. With skill checks, you can tell players to add bonuses to rolls based on their Adventurer card or the number of abilities of a certain type in their hand (ex. 3 Melee abilities grants +3 to athletic rolls). For example:

Athletic Skills = Melee Abilities.
Knowledge Skills = Magic Abilities.
Perception/Stealth Skills = Ranged Abilities.
Performance Skills = Music Abilities
Social Skills = Influence Abilities.
Sanity/Will Check = current Persona.

  1. _Hall of [zombie] Hands_ Hanging from the walls by the hundreds, most of the hands remain motionless. Every now and then one twitches and jerks, as though dreaming. > Roll a :roll: to pass stealthily by. On failure (below 10) hands equal to the number rolled awaken and scuttle to attack.

  2. _Skull Solarium_ Wherein the most brilliant minds are kept and discourse without end. > Roll a :roll: to learn an important fact. On success (above 10) gain +3 on the next roll OR increase Persona by 1.

  3. _Sorrowskin Spire_ Layer upon layer of skin wreaths the tower, the sickening sight and cloying, oily smell threatening your very sanity. > Roll a Persona check to avoid creeping madness. Below a 10 results in loss of 1 Persona.

  4. _BoneBreaker Bay_ The fury of the sea has swept so many doomed ships into the jagged crags of the bay broken bodies and ships are left to rot. > Roll a :roll: to search for Loot. On a 15 or above, draw 1 Loot each (at random). On a 1, suffer 3 points of damage from the throttling surf. All other rolls, draw 2 Tier 1-3 Undead and begin combat.

  5. _The Traitor's Tower_ From which hanged men swing like flags. > Climb to Tower to avoid the guards inside. Roll a :roll: to succeed. On 10-14 you succeed but suffer loss of either 1 Persona or 1 Loot. On 9 or below fall, suffering 4 damage.

  6. _Deathfeast Dungeon_ A charnel house meets your eyes, half-eaten parts of human bodies strewn about floors and tables, a feast for the Undead. > Roll a :roll: to search for Loot. Those rolling 15 or above, draw 1 Tier 1 Loot. On a roll below 7, suffer a loss of 1 Persona.

  7. _Parlor of Pain_ Normal parlor contain tapestries. This one is adorned with the terror filled victims of torture, a constant reminder of the brutality and madness of this place. > Roll a Persona check to avoid being rattled by the sights. Rolls below 10 result in loss of 1 Persona.

  8. _Well of Whispers_ Filled with the bloated bodies of the drowned. You think you hear something echoing up from below... > Choice: Listen to the voices OR Refuse to listen, go on by. If players chose to listen, :roll: a Perception check. On 10 or above grant them a +2 on the next combat roll, the voices having foretold them what awaits. On 9 or below one falls into the well and must fight a Zombie or Undead Viking, suffering -2 to rolls while in the well.

  9. _Observatorium Ossuarium_ This high observatory affords an excellent vantage point over the countryside. It is built entirely of ivory bone. Should its secret be discovered, it can be used to see out of the eyes of any dead skull.

  10. _Terrorwrought Towers_ Built by slaves shackled to zombies. The desperate living labor still, goaded by the undead. Will you free them? Dare you risk the wrath of the zombies? > Choice: Sneak by OR Free the enslaved. Combat on second option.

  11. _The Skin Cellar_ Wherein scrolls are written on the skins of once thinking beings. > On a successful search (roll of 12 or above) draw a scroll Loot item or Magic ability you may use once, as though it was Loot. On 11 or below suffer loss of 1 Persona or a -3 to the next roll.

  12. _Hall of Heads_ Fine stone shelves line this hallway, both lined with severed, preserved heads. They both look and leer down upon you, as though you are the specimens on display. To your horror, one begins to speak an incantation against you... > Draw an offensive Magic ability and play it against the adventurers. Afterward, the head so speaking can be retrieved, though there is no guarantee it could be used against one's enemies.

  13. _The Bonepile_ A vast and ancient trash heap outside the city. Secrets, loot, and the occasional undead can sometimes be found amid the massive midden heaps.

  14. _The Grand Gallows_ Reserved for traitors to the realm and vile criminals, mass executions are held here, 50 men at a time. A black market of sorts has sprouted up around it, with traffic in body parts for use by wizards and the curious new breed of men calling themselves "surgeons".

  15. _The Silver Sarcophagus_ It's provenance and true age unknown, the Sarcophagus is the size of a temple. Some whisper it once held a body that would be considered giant among the giants. None know how to find entry or what is inside. > A series of explorations or knowledge checks may reveal a way to enter the Sarcophagus, or the things one may find inside.

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Of Curses Most Foul [The Vault #7]

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

The Evil Eye. The Death Curse. The Hex of Shaman or Necromancer. Long has the threat of "the Curse" bedeviled mankind. Whether as a consequence for bad behavior or as a plot device of its own, curses afford much in the way of flavor for quests. Indeed, the lifting of a curse has been the whole impetus for many a tale and could be a quest in itself.

Perhaps the adventurers have been cursed or are helping an innocent who has. Perhaps you wish to give them the power to bestow a curse (so as to prevent player on player combat or make player deaths more dramatic).

Curses can be excellent opportunities for roleplaying. 

Below are 20 curses, along with suggestions or mechanics for possible use in your quests:

  1. _The Mooncurse_ Just your standard lycanthropy...or is it? > Turns the adventurer/victim into a werewolf after 3 failed rolls in a quest. Draw and substitute the Werewolf Encounter card upon the 3rd failed roll. The victim can be subdued by bringing them to 2 hp.

  2. _The Curse of the Murdered_ A testament to the power of last words. > Record the damage taken by the bestower on their last round. The victim will take that amount of damage every time they initiate violence during an encounter (only max. of 1 per combat).

  3. _The Lover's Lament_ Jilted or betrayed, the heart bleeds nonetheless, and now another must bleed too. > The victim of this curse suffers -2 to all rolls to interact with people.

  4. _The Oathbreaker's Bond_ In Soviet Russia, vows bind you. > Once per quest when dealing with a character, the victim rolls a :roll:. On a 10 or below they later find the character has stolen 1 Loot item from them.

  5. _The Warlock's Hex_ It's the blackest of magic. > On the 6th round of every combat, draw a random Magic Ability and play it against the victim.

  6. _The Oracle's Omen_ The Fates cannot be denied. > The Guide or players should choose a likely event that could occur during the quest. When or if that occurs, the victim fails on one successful roll or suffers a critical failure on a failed roll.

  7. _The Killing Curse_ Bestowed on killers and proof that those who "live by the sword die by the sword". > Every round this cursebearer deals damage they take 1 point of damage.

  8. _The Prophet's Premonition_ Sometimes a threat is also an opportunity. > The Guide or players should choose a likely event that could occur during the quest. When or if that occurs, a failed roll becomes a success and a success becomes a failed roll.

  9. _The Lunatic's Laugh_ It erupts at inopportune times. > Once per quest on a roll for social interaction or after rolling a 20 in combat, the laughter takes over. Suffer -3 on the next roll.

  10. _The Song of Spite_ It clings and stings. > Enemies wounded by the victim deal an extra point of damage to them at the end of the round.

  11. _The Harlot's Hex_ Herpes! Scabies! Crabs! Oh my! > This should be role-played...and worse than a numerical penalty could imply.

  12. _The Courtesan's Condemnation_ Friends in low places, enemies in high ones... > When dealing with merchants, must pay rates 50% higher than listed in story.

  13. _The Hounding Hex_ A divine punishment for cruelty to animals, the victim is dogged (quite literally) by canines both wild and domestic. > During each combat encounter, add a Wolf Encounter card on the second round of combat.

  14. _Nature's Blight_ Your wrongs against nature have not passed unnoticed. > Magic Abilities used by the victim deal 1 less damage.

  15. _The Beast Binding_ The smell of you is unnatural. > Adjust the Tier value of combat whenever Beast Encounter cards are played by increasing it by 2.

  16. _The Curse of Earth, Wind, or Fire_ It's a pox on all your songs. > :Music: Abilities suffer a -2 on rolls.

  17. _The Hex Most Harrowing_ It's the little things that matter. > Rolls to use Loot suffer -2.

  18. _The Wall of Whispers_ Even when you're alone, the voices insist you are not. > Suffer -3 to rolls involving social interactions.

  19. _The Bilebringer_ Some people can't help but speak when they don't have nice things to say. > Roleplay telling a character in the quest what you really think (deception is not possible).

  20. _The Hex of Unceasing Vexation_ The day keeps getting better. > -1 to ALL rolls.

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Here's to your next adventure!