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 s…

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 …

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 connect…

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 th…

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 re…

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…

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!

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Skills and Skill Checks [The Vault #13]

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In Vault Entry #8, Haunts Unhallowed, we introduced the idea of using adventurer abilities to resolve skill checks. This week we thought we'd give you 20 prescripted skill check types you can drag and drop into the Quest Creator. For GMs and authors wishing to incorporate healing checks, we provide an alternative. We also have some ideas for anyone wishing to let adventurers craft Loot items or resolve puzzles or riddles via checks (helpful when playing with young ones). 

A reminder about one way skill checks can be used.  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.

So how do you have easily variable skill checks?  If you start with a risk (difficulty) of 7-10, add the Tier value of any active opposition to find the target number. Without further ado:

  1. _Deception_ (#Deception)You attempt to bypass the guards through guile and confidence. > A deception :Influence: :roll: of 10+Tier level convinces the guards. A failure results in combat with them.

  2. _Healing_ (#Healing) Fetch the healing kit. > A :roll: of 5+total hp below full health is required. On success, heal 1 hp for each point above the risk/difficulty.

  3. _Craft Item_ (#Craft) Using the skills you've learned you craft an item for the impending quest. > On an appropriate :roll: (ie :magic: for magic items) of 12+level of the :loot: item, you succeed in crafting it. Failure costs you 10 coins per level of the Loot, as you waste time and materials.

  4. _Climb!_ (#Climb) Scaling the cliffs/walls is the only option. > An athletics :melee: :roll: brings you triumph, but a failure results in loss of 3 hp OR :loot: worth 2 tiers.

  5. _Search Area_ (#Search)There may be a diamond in the rough here... > A search :ranged: :roll: of 15 or above yields a :loot: item equal in level to 1 for every point above 14.

  6. _Intimidation_ (#Intimidation)The threat of your anger and power may be enough to cow the foe. > An intimidation :influence: :roll: of 10+Tier value of your foe forces them to flee (can be scripted in the combat simulator).

  7. _Escape Bonds_ (#Escape) The bonds haven't been made that can hold you...you hope. > An :athletics: :roll: of 12 or above allows you to slip free. Failure costs you 1 hp.

  8. _Pick Lock_ (#Lock)You listen closely for the satisfying click of tumblers. > A :perception: :roll: of 10+Loot Value wins you through. Failure triggers a countermeasure dipped in poison for 3 hp damage.

  9. _Disengage_ (#Disengage) This battle is not going well. It's best to live to fight another day. > A :roll: of 7+Tier Value of foes allows you to flee the fight. Failure increases damage you suffer this round by 1. (We'll show you how to script this in a future Advanced Combat Forge post).

  10. _Disarm Trap_ (#Disarm) Harm and death are imminent... > A :perception: :roll: of 7+Damage done by the trap saves you from harm. Failure results in damage taken.

  11. _Notice_ (#Notice) They thought to creep up on you. They will be the ones surprised. > A :ranged: :roll: of 15 minus the # of foes affords you an advantage. Deal +1 damage this round. Failure results in you suffering +1 damage this round.

  12. _Sneak_ (#Sneak) It's time to avoid notice. > A :melee: or :music: :roll: of 7+Tier Value of enemies allows you to bypass this fight. Failure lands you in melee.

  13. _Solve Puzzle_ (#Solve) Brute force isn't the solution to all life's problems... > On a :music: or :magic: :roll: of 10+Loot Value gained, you solve the riddle and earn a reward. Failure springs a trap!

  14. _Discern Intentions_ (#Discern) Through wisdom and experience you discern the next move of your opponent. > A :music: or :influence: :roll: above 7+Tier Value of opponents allows you to avoid some of their assault. Reduce damage by 1 this round. Failure increases damage by 1.

  15. _Tactics_ (#Tactics) You've fought their kind before, or studied how to do so. > A :roll: above 10+Tier Value of opponent let's you cancel one enemy's next Surge.

  16. _Persuasion_ (#Pers) Many a time your golden tongue has gotten you out of trouble. > A :: or :influence: :roll: of 12 or above favorably sways the individual or crowd.

  17. _Knowledge: Encounter Type_ (#Lore) Deep studies into the nature and behavior of this type of creature affords you an advantage. > On a :magic: :roll: of 7+Tier Value of the enemy, you can make one other ability type deal +1 damage to the foe for the remainder of the round.

  18. _Survival_ (#Survival) You've been trained to survive in hostile environments. > On any check to endure cold, heat, or other elements, :roll: above 7+damage that would be dealt. On a success you avoid harm. On failure take the damage.

  19. _Commerce_ (#Commerce) Your skill at trade has served you well. > On an appropriate :roll: of 10 or above you wheel and deal your way to profit equal to 10 coins for each point on the roll above 9.

  20. _Building_ (#Building) Mastery of geometry and knowledge of materials and logistics allows you to erect or analyze structures and fortify areas. > On a :melee: :roll: of 12 or above, your preparations of the battlespace delays the party taking damage until the second round.

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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). 

StoreContextSet.PNG

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

StoreAppCap.PNG

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...

ShortStore.PNG

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. 

AutoProgress.PNG

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!

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.

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

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

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.

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.