Drinking to Horror [The Forge #7]

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We received a few community requests for this one, so here it is...Many of Lovecraft's characters turned to the bottle to deal with the terrors they'd uncovered in the dark. Ultimately, it didn't help them much, but here is a simple mod to make Expedition a drinking game. If you're 21+ and capable of drinking responsibly, you may want to toast to the spirit of "The Horror" this month. Every time you see the word "horror" (while playing Expedition with friends), you have to drink.  Whenever your adventurer loses a Persona point, you drink.  

But that's not all we've got for this week's Forge...you have it in your hands...a dark compulsion to play tickles your psyche, hinting at thrills and terrors to come. Here are some suggestions for enhancing your Horror-themed quest. 

Adding Art

With the Kickstarter for "The Horror", we were able to allow addition of art to the Quest Creator. There are two ways you can do this...

Below is how you script for custom art you may have made yourself as a PNG file (note that at this point we will have to add it to the database first). There is a little bit more to this process--and I am not a graphic artist--but perhaps in the future our staff artist might be able to give pointers as to what colors work in the app. 

Art.PNG

In the Quest Creator,  you'll want to have the normal Card prompt _Gardener and Hound_ (#Caretaker), then the [raventree_manor_png_full] produces the following picture in app.  You won't want to include any text if you're using a picture like this, given the size of phone screens, so do add that _continue_ to kick it over to the next screen. 

Art2.PNG
Art3.PNG

There is something that might throw you, though, if you're using the Art Repository we've created. You won't put the _png_ for existing art.  The script at the bottom for the [hound_of_tindalos_full] accesses that existing art. Here is a link to the icons available, and another for the PNGs available.  And we see how "little Tindy" looks in app to the right. 

Most of our default icons are in black font, so if you are scripting something that is going to appear in the Combat Simulator of the app (which has a black background), you'll want to make sure you enable the white font.  Here is how you do that:

Instead of :roll: (which would give us a black font on black background), we script :roll_white: .

You can see the difference...

WhiteIcon.PNG

You can also get white text for ability and encounter icons ( :magic_white: , :beast_white: , etc.). 

Finally, you've seen the Persona mechanic...In the course of several hours of playtesting, allow us to offer the advice that when you play, if you want to make full use of the Persona boosts, be sure to play multiple adventurers that have Influence abilities.  If only one member of the party has one Influence ability, it may be difficult for you to bump the Persona up to ever get Max.  Authors, be sure when writing "Horror" themed quests to allow for skill checks or choices that can increase Persona, not just those that decrease it.   

Of course, players could institute a House rule that any critical success (roll of 20) automatically increases the Persona of the adventurer who rolled it by 1. 

We can't wait to see what you come up with and happy questing! 

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Bandits' Abodes [The Vault #17]

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Whether a pirate ship,  Thieves' Forest, or hive of scum and villainy in a galaxy far, far away, the elements of subterfuge and lurking danger have been keys to adventure since time immemorial.   So far your Bandits have probably been fighting on your turf or the open road.  Let's take the standard highwaymen and let their trickery truly shine with 20 intriguing iterations that give them a little "home field advantage"... 

Alternatively (and as suggested in last week's Vault, "Tools of the Trade") a clever GM or author could allow some of these to be used by adventurers preparing to withstand a siege or defend a village. 

  1. _The Narrow Pass_ (#Narrow) It's like fitting a camel through the eye of a needle. > Only 1 adventurer with a :melee: ability can attack at a time. Of course, that also means only one non-Archer :bandit: can as well.

  2. _Trapdoor_ (#TrapD) Ackbar saw it coming... > A Notice :ranged: :roll: of 11 or above detects its presence. It either conceals a Tier II :loot: item or allows one enemy or obstacle to be circumvented.

  3. _Spiked Pit_ (#SPit) Finding one is often the beginning of a bad day. > An Athletics :melee: :roll: of 13 or above is necessary to leap over the pit. On a 12 or below suffer 4 hp of damage. On a 1 also lose the next action due to impalement.

  4. _"Guard" Shack_ (#GShack) Theft is worse when the government is the thief. > On the first round of battle up to two :bandits: suffer -1 from all damage.

  5. _Toll Bridge_ (#TBridge) Pay the toll or face the troll! > Cleverly concealed :bandits: surround the party from both sides, forcing them to take either +1 to damage this round or -3 to ability :rolls:.

  6. _Pillared Pathways_ (#PPath) The path to the next room takes you over a dark pit. You'll have to cross a dozen narrow wooden pillars to get there. > Make an Athletics :melee: :roll: of 7 or above to cross. If you fail, you perish.

  7. _Cistern_ (#Cistern) The bars preventing swimmers through to the castle's well look like they're old and ill-tended. > Make a :melee: attack successfully and two Swim/Hold Breath :music: :roll: s of 8 and 10 or above to gain entry.

  8. _The Impressive Vault_ (#Vault) Just look at the size of her knobs! > A Pick Lock :roll: of 12 or above cracks the code on the vault. Countless treasures (and perhaps a few traps) await you inside.

  9. _Supply Wagon_ (#SWagon) Drive it like you stole it... > If chasing the wagon, an Athletics/Ride :roll: of 8 or above gets you near enough to board it. On a 1 you fall off and suffer 2 hp damage. If driving the wagon and being pursued, a :roll: of 13 or above evades pursuit. Failure results in combat with two random Tier I humanoid enemies. A 1 on the :roll: adds a Tier II encounter card.

  10. _Palisade Screen_ (#Screen) Portable, spiked wooden screens have been set in your path. > Jump the palisades with a Ride :melee: :roll: of 9 or above. On a failure you're thrown for 3 hp damage.

  11. _Spider Hole_ (#SHole) This one is figurative, not literal... > On a Notice :ranged: :roll: of 8 or above you see the ambusher and deal +1 damage this round against it's occupant. On a failure take +1 damage this round.

  12. _Dank Alleyway_ (#DAlley) It's dark, and nasty...hey, does someone smell patchouli? > An Intimidate :influence: :roll: of 10 or above can frighten away the lurking ne'er do wells. Failure emboldens them. Add an extra Tier I Bandit to the encounter.

  13. _Drinking Hall_ (#DHall) Designed for revelry and contests of skill. > Axe Throwing. Darts. Gambling. Drinking contests. Pick your selection of role playing fodder or skill checks. Start a brawl if you want to.

  14. _Campfire_ (#Camp) They thought they'd gotten away. Show them differently. > During combat, on all rolls of 7, one of the Bandits stumbles into the fire and suffers 2 damage. On all rolls of 13, the same happens to an adventurer.

  15. _Forest Hideout_ (#Hideout) A camp camouflaged and hidden in the treetops. > All :bandit: Archers deal 1 extra damage each round and take -1 damage from :ranged: and :melee: abilities. If an adventurer makes a Climb :melee: :roll: of 9 or above, they can inflict +1 damage in future rounds with :ranged: attacks.

  16. _Tunnels_ (#Tunnels) They twist and wind...it'd be easy to get lost in here. > Unless a successful Knowledge :magic: :roll: is made of 11 or greater, you get lost in the tunnels or your quarry escapes.

  17. _Dead End Chamber_ (#End) There's only one way out... > The confined chamber hampers any retreat and any :magic: abilities that damage more than one target also damage an adventurer on odd rolls (1, 3, 5, etc.).

  18. _Pitchblack Cavern_ (#Pitch) There's no light here, and the dripping water quickly drenches you and dowses torches. > Unless a Perception :ranged: or :magic: check of 10 or above succeeds in the first round, the difficulty of all ability :roll: s is increased by 3.

  19. _False Floor_ (#FFloor) With a swift yank on a lever, the bandit makes the floor collapse beneath you. > An Athletics :melee: :roll: of 10 or above allows you to absorb the fall. Below a 10 and you suffer 2 damage.

  20. _False Wall_ (#FHall) Reinforcements come screaming out of the fake wall panel! > Add two Tier I :bandit: s to the Encounter.

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Quick Questing (GM Mode) [The Forge #6]

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A recent community survey found that 17.4% of you would be interested in playing Expedition with a Game Master (GM) if you had more rules for doing so.  Only 3.4% of you said you'd never consider playing with a GM, so in this installment of The Forge, we're going to provide you with an idea to enable quick crafting of a quest by a GM, without the need to use the Quest Creator app.  

Many people find writing the introduction to a quest to be the most difficult part of the process.  You have the action and climax in mind, but how to start that “Journey of a thousand miles”? How do you take that difficult “single step”?

How do you explain how the adventurers have come together and why they’ve made common cause against the villainous antagonist?

This week we’re introducing a mechanic based on a classic childhood game: The Mad Lib!

Mad Lib Intros (MLIs) give you a quick and easy way to craft an adventure on the fly.

We’re hoping these MLIs help draw in your gamers, make the stories more interactive by involving them in the creation of the entire quest and thus give them more of a stake in the play.  Plus, as we all know, Mad Libs can be downright hilarious.  Welcome to the first MLIs.

MLI #1:  The Heist

Your party has been contacted by (Name #1), (Official/Title) of the (Community Type#1).  It appears the community’s supply of (Loot Card #1) and (Adjective) (Item) has been stolen by the nefarious forces of (Name #2), the (Adjective) a (Encounter Card Tier III or IV) of considerable (noun).  Desperate to recover the (Loot Card #1/Item) before word of this scandal gets out, the (Community Type#1) has contacted your band of (Adjective describing you) Adventurers.  They believe the minions of (Name#2) the (Adjective), a raiding party of (Tier I-III Encounter Card) and (Tier I-III Encounter Card) have fled back toward the (medieval building).  Can you intercept them before they arrive?  Dare you brave the treacherous (Color) (location) so as to arrive at (medieval building#1) before them and lie in ambush?

So let’s see how this MLI might play out in two different scenarios, one humorous, another more serious.

MLI #1: (Comedic Tone)

Your party has been contacted by Olaf the Scurvy, Captain of the ship the “Sea’s Bride”.  It appears the community’s supply of Rope and sacred pork rinds has been stolen by the nefarious forces of Jim the Leprous, a Giant Rat of considerable vulgarity.  Desperate to recover the rope and sacred pork rinds before word of this scandal gets out, the Sea’s Bride has contacted your band of smelly Adventurers.  They believe the minions of Jim the Leprous, a raiding party of Zombie Hands and Giant Spiders have fled back toward Castle Firewick.  Can you intercept them before they arrive?  Dare you brave the treacherous Chartreuse Forest so as to arrive at Castle Firewick before them and so lie in ambush?

MLI #1: (Dramatic Tone)

Your party has been contacted by Mayor Marbrand of the Town of Bildenstein.  It appears the community’s supply of Sparkstones and precious ore has been stolen by the nefarious forces of Azcalon the Black, a Lich of considerable bloodthirstiness.  Desperate to recover the Sparkstones and ore before word of this scandal gets out, the Town of Bildenstein has contacted your band of resolute Adventurers.  They believe the minions of Azcalon the Black, a raiding party of Zombies and Skeleton Swordsman, have fled back toward Castle Firewick.  Can you intercept them before they arrive?  Dare you brave the treacherous River of Sorrows so as to arrive at the abandoned Fort before them and so lie in ambush?

Interested in seeing more MLI as seeds for your quests? Let us know by commenting below...

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Tools of the Trade [The Vault #16]

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Bandits have "a very particular set of skills. Skills they have acquired over a (sometimes) very long career. Skills that make them an annoyance for people like" our adventurers (to borrow some lines from Taken)...Those skills have led to the development of twenty tricky tools, which we detail below. As we have before, we can use them against the adventurers or give them to them as specialized Loot. One might also  give them to besieged heroes defending a location or castle as options to fortify their position (for the Gears of War fans that want RPG Horde!).

  1. _False Bottom_ (#Bottom) There might be a hidden compartment somewhere...> On a Notice check of 12 or above, the adventurers uncover a random :loot: item.

  2. _Superior Lock_ (#Lock) The latest in mechanical security. > Requires a Lockpicking :roll: of 15 or above. On success the door or chest is opened. On failure, lose 1 Persona.

  3. _Lockpicks_ (#Picks) Illegal in most principalities. > These clever little picks and hooks grant a +5 to Lockpicking :roll:s.

  4. _Wrist Sheath_ (#Sheath) Every villain should own one. > The element of surprise the hidden weapon affords grants a +2 to one :melee: ability :roll:.

  5. _Poisoner's Ring_ (#PRing) Let's shake hands! > Reveal after a social interaction. On a :roll: of 7 or above, the little poisoned prick administers the subtle substance (we will be publishing an episode of The Vault with 20 poisons soon. It will be linked here once we do).

  6. _Tripwire_ (#Trip) You wish you'd seen it. > On a Notice :roll: of 12 or below, you take a hard fall. Suffer 1 hp of damage and -3 to the next ability :roll:. If you rolled a 1, you lose the next ability action you'd normally take.

  7. _Tracking Dart_ (#Dart) The fusion of magic and malice. > Fire into an object or person with any successful :ranged: ability :roll:. On success it deposits a magical powder that allows one to track the victim for the next 24 hours.

  8. _Invisibility Potion_ (#Potion) A favorite of pilferers and pervs. > Makes one invisible for one round. Gain a +2 to your ability :roll: and subtract 2 from any damage suffered. The potion doesn't work against :beast: encounter cards if the adventurer :rolls: 8 or less on their ability this round.

  9. _Sneak Shoes_ (#SShoes) Padded silken slippers. > Gain a +3 to Sneak checks.

  10. _Golden Garrote_ (#Garrote) You appreciate that they're killing you in style. > Play a :melee: ability and expend this card. On success, add a +3 to damage of the ability.

  11. _Manacles of Malice_ (#Manacles) For torture or recreation? > On a :roll: of 8 or above deal 1 extra damage this round or reduce the damage you suffer by 1. Duplicate these results for two additional rounds.

  12. _Pit Trap_ (#PTrap) Someone's been working hard... > Roll a Notice check of 13 or above to avoid the Trap. On a failure suffer 3 hp damage and -3 to :melee: abilities next round.

  13. _Net Snare_ (#Snare) It'd be relaxing if you weren't surrounded by villains. > Roll to Escape Bonds on a 13 or above. On a failure you cannot use :melee: abilities for 2 rounds. All other abilities suffer -3 to rolls until you escape (takes 2 rounds to cut free).

  14. _Caltrops_ (#Caltrops) Ooohh! Shiney! > Roll an athletics check to avoid suffering 1 hp damage and -1 to the next ability :roll: If used as :loot:, use to inflict 1 hp of damage on up to 3 targets.

  15. _Sap_ (#Sap) Time to drop the curtain on them. > Make a :roll: with a risk/difficulty equal to the target's current hp. If the :roll: is greater, the adventurer cannot use an ability this round. If an Encounter card is the target, it's Tier is reduced to 0 (for purposes of calculating damage) for one round. If this is a surge round, it also doesn't surge.

  16. _Bottomless Bag_ (#BBag) This magical pouch is excellent for storage and kidnapping. > The user need only think of the contents they wish to summon before opening the bag. If it's in there, it will appear (though it may not be alive or cooperative). Getting people in may be a more difficult matter!

  17. _Scroll of Safety_ (#Safety) More a scrap of paper than a scroll, really... > When this scrap of paper is crushed, the bearer is teleported to the location written on it. Often used to retreat.

  18. _Doorjamb_ (#Door) Used to jamb doors and delay pesky pursuers. > If in a building, may be spent to jam a door and give adventurers one round to heal or perform another action {there must be another room to flee to first}.

  19. _Spyglass_ (#Spyglass) It lives up to the name. > Gain a +3 to Search :rolls:.

  20. _Marbles_ (#Marbles) A child's tool that becomes dangerous in a fight or chase. > On a :roll: of 9 or above, up to 2 ground-bound foes stumble and take 1 hp damage. On a :roll: of 1, the user or an associate stumbles and suffers the damage.

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Righteous Role Playing [The Forge #5]

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A recent community survey on the role playing elements of Expedition has shown that 62% of you would welcome more robust role playing as part of your Quests. This installment of The Forge hopes to give you ways to do that, whether you are an author writing a quest or a group of players playing a pre-written quest. Authors, you can use these to outline/plan quests. Players can use these on the fly. 

Four common things that provide grist for role playing are Backstory, Complications, Consequences, and detailing Description. 

Backstory

Unrevealed backstory is often used to hint tantalizingly at greater revelations. When used appropriately (as a tease) it retains that element of mystery keeps us watching movies and reading books, for there is suspense not only in the unresolved future, but the tension of events already past. As you are playing a quest, adventurers can role play and help create the backstory. 

You may object, "What if we create a backstory that the quest later contradicts?"

It doesn't matter so much if during the unfolding of the quest we're told the backstory really isn't what we thought it was. After all, Luke Skywalker found out the narrative given him about Vader by Obi-Wan wasn't accurate. There are lies we sometimes tell ourselves, too. 

  1. Why is the villain doing what they're doing? (Stealing X, Attacking Y, etc.)

  2. Why are the adventurers getting involved?

  3. What does this quest mean to each adventurer as an individual?

Notice that #2 and #3 may seem the same, but they often are not. The adventurers may be getting involved to stop the Lich's undead army from conquering the realm, but for different reasons. One might fear for what will happen to his wife and children in the city under seige. Another may know the magecraft he practices will be outlawed should the Lich take power. The mobster in the group may only want the Lich kept at bay out of selfish financial interest (you can't sell drugs to the undead). 

Some other elements you can use to craft the backstory:

  1. What type of relationship do the adventurers have with the victims or characters in the story?

  2. What type of history/relationship do they have with the Antagonist (Enemy)?

  3. How does the Antagonist feel about the adventurers (if they know of they even exist)? Do they hold them in contempt? Secretly fear them? Have crossed paths (and swords/spells) with them in the past?

All of the above questions will probably be answered/role played in the opening phase of the quest. Here are some likely to come up in the middle and end phases of a quest:

  1. How do the characters in the story feel about the adventurers' actions. If we find out later the quest tells us those things, it's okay. Maybe our adventurers' initial impression was wrong.

  2. What do characters do about the adventurers actions.

Complications

Complications are the challenges or conflicts the heroes must overcome to succeed.  They may also be things that happen to the Antagonists or their minions that make things funny, more interesting, or easier for the adventurers.  

  1. What happens that makes the quest or part of it unexpectedly difficult? For the adventurers? For the Villains?

  2. During Combat? Outside of Combat?

Here are some examples of complications:

  • The henchmen of the Bandit Captain have fled with the contents of the Royal Treasury. Perhaps one of their wagons has broken down, allowing the adventurers to attempt a Sneak check to attack with surprise while they try to repair the broken axle. This is a complication for the villains a one or two person party can inject to make a quest easier.

  • As the battle against the Dark Wizard grows more desperate for the adventurers, they opt to introduce a complication against the Wizard...the battle is happening in the Wizard's chamber, with magical Loot all around. A Notice check allows them to grab some Loot to use in the final stages of the battle.

Consequences

At the end of the adventure we're probably given a surface level explanation of what we've done (defeated the Lich, saved the realm, etc.), but what does it really mean? This is a great place for players to help craft the story and tack on a more personalized ending to the quest. 

  1. How do people feel about the outcome or adventurers?

  2. If they were victorious, there may be a very important but involved. Ex. We defeated the army of the Dark Wizard, but we did a lot of property damage that the citizens of the Kingdom aren't too happy about. We may have to lay low for awhile.

  3. What were the moral consequences of everyone's actions? Ex. Those guards we killed when we could have snuck by had families to feed. Maybe one of their relatives has sworn vengeance against us.

Descriptions

Quests provide the body of a story, but there is almost always room for you to dress that body in some interesting clothing. The locations and individuals may not always be described or named. The party can do this collectively. We recommend such role-playing have some limits, for the sake of not extending quest length too long:

  • One sentence is probably good.

  • Anything longer than a short paragraph may "break' something coming later in the story or take too much time.

Examples: We enter the Copse of Candlelight and are told "the profusion of fireflies makes it difficult strike a target or find one's way."

A player wishes to add some further ambiance...

"The fireflies are attracted to their reflection off the polished armor and steel of our armaments. They gather around us like iridescent halos and out spirits are lifted."

Maybe the party thinks the description is appropriate enough to warrant the player raising their Persona by 1 as a reward for the role playing.

We hope we've given you some ways to enhance and deepen your enjoyment, social interactions, and role playing!  Happy Questing!

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Honor Among Thieves [The Vault #15]

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All fairs ill when the land teems with lawlessness. Still, not all who come to thievery are evil. We hope the twenty plot seeds below will add depth to your Bandit-based quests:

  1. _FamineTide_ Starvation stalks the lands, driving even moral men and women to desperate means. Are the bandits evil? Are there merchants withholding food to drive up its price?

  2. _Gangwar_ The Crimson Band and the Blackguards have cast aside their uneasy truce. The streets run red with the blood of thieves and innocents alike. Someone must bring the strife to an end, one way or the other.

  3. _Cursed Cargo_ The adventurers best a band of thieves that seem all too willing to part with their sordid gains. Why, and of what consequence to the adventurers?

  4. _Lawless and Disordered_ A conspiracy threatens the fragile rule of the new monarch. If they cannot bring to heel the recent rash of unrest in the land, another lord may be able to usurp the throne. Who will the adventurers back?

  5. _Ill Gotten Gains_ The adventurers have just discovered that an old friend and respected pillar of the community was once a criminal, who started their legal business by stealing from former associates. Now the associates have found them. What will the adventurers do?

  6. _Contract with Death_ Someone has hired an assassin to slay one of the adventurers. Who and why?

  7. _Blood Money_ The authorities approach the adventurers unexpectedly and find stolen goods in their possession. How have they come to be there? Who is trying to frame them?

  8. _Bounty Hunting_ The adventurers return to the capital to find several criminals have amassed significant bounties, just waiting to be collected.

  9. _Making the (Roman) Peace_ Commerce depends on safe roads, something the realm certainly does not possess. Can the adventurers tame the space between settlements and restore prosperity?

  10. _Bribery and Corruption_ Common folk are preyed upon by those who have crafted the law to suit their greed. Will the adventurers join "the system" or fight against it?

  11. _Slave Trade_ Slavers prey upon the coastal lands, abducting many and taking them across the waters for sale in distant lands. One of the adventurers has recently lost a relative to them...

  12. _Drugwar_ A powerful and addictive drug has hit the streets. Spellsnuff temporarily gives common folk magical powers--to terrifying effect. Now even those of common means will go to great lengths to acquire it. > Draw a :magic: ability that can be used by the Encounter or NPC card, though not with reliability.

  13. _Ransom_ Someone dear to the adventurers has been abducted. Now the ransom note has been delivered. What will they do?

  14. _Fleshtrade_ The Hall of Lords has been blackmailed into legalizing prostitution. They say it's a "woman's right to choose". Now a brothel has opened next to the adventurers homes.

  15. _The Bookie_ A family member of one of the adventurers has willingly entered into some unwise...arrangements. Now they've come crying to their relative for protection and help.

  16. _The Fence_ The adventurers have come back from their last quest with a wagon full of loot. The problem is, the items they've gained have been made illegal, and the command has gone out all those in possession of them must turn them over to the crown. Will they comply or find those who can "move" their goods.

  17. _The Caravan_ A merchant caravan has hired the adventurers at an exorbitant sum. Why? What cargo could warrant such a fee? Are the goods legal? More importantly, what threat would require such countermeasures?

  18. _Lost and Found_ The adventurers have been hired to recover filched goods. But what happens when the adventurers discover their employers may not be the legitimate owners?

  19. _Bodyguarding_ The adventurers have been contracted to protect a VIP from kidnappers or assassins. Complications ensue.

  20. _Moral Hazard_ Washing up on distant shores, the adventurers are taken in and nurtured back to health by a band being hunted by the powers-that-be. Will they help the outlaws who claim to be backing the dispossessed, legitimate ruler of the land, or will they turn them over?

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Surviving the Quest (The Forge #4)

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This is a post geared more towards players than authors, but authors will get something from this too.  Recently we've gotten several quest reviews lamenting the difficulty of a quest. We also published our first player survey and discovered 46.5% of the current respondents have tried solo play. 

Not many RPGs are built for solo play. If you've spent any time playing the big traditional games (D&D, White Wolf/Onyx path's WoD, etc.) you've found that even 2 person play can be a challenge. This post of The Forge aims to give you some ways you can, on the fly, increase the survivability and completion rate of single and two player play. 

The Expedition Style guide has suggested authors begin with combats of Tier sum 2-4, with the final boss battle being a 5-8 Tier confrontation. The problem for small party size is the cumulative number of enemy hp that must be cleared to lower Tier Sum (which determines damage) and the Surges that result.  The highest damage output will occur on the front end of combat, when Tier Sum is greatest. Abilities or Loot that can cancel that opening round of damage can be good (the Loot III Elder Sign from "The Horror" Expansion, for instance). 

Here are some other things you can do:

  1. Allow surges only every other normal surge round (6th, 12th, 18th, etc. instead of 3rd, 6th, 12th).

  2. Apportion Loot items at the beginning of the Quest, particularly those that heal or prevent damage. See the recent Vault post on Skills and Skill Checks to see how adventurers may "craft" loot (#3).

  3. Drop the lowest Tier Encounter card from the combat and update the Tier Count.

  4. Give your adventurer a "familiar"/"animal companion"/"minion" from the Encounter deck of Tier 2 or 3. Apply the following rules to your minion: Can absorb damage that would normally be suffered by the adventurer, but is destroyed when it reaches 0 hp; it also deals damage equal to 1/it's Tier Value each round and surges like normal (against your opponents).

Below we've collected modifications from the many Vaults that can make combat more manageable. You could theoretically print this post of The Forge and apply them during your playthrough. Inserting some Skills and Skill Checks in the midst of combat or at it's beginning can also help.

  • _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).

  • _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).

  • _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.

  • _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.

  • _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.

  • _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.

In the "Titles" episodes of "The Vault" we've been creating for each Encounter type, we've included a few Titles that actually weaken Encounter cards. Here are the existing debuffs:

  • _The Craven_ Blusters when things go well, turns tail when they don't. > Flees when reduced to half hp. Update the Tier count.

  • _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.

  • _Stumpfoot_ His foot was cut off as punishment for crimes. > This opponent surges every 4th round, not every 3rd.

  • _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:.

  • _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.

  • _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.

  • _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.

  • _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.

  • _The Rotting_ Scraps of necrotic flesh dangle and drop off as it moves. > This foe takes 1 extra damage from Melee abilities.

  • _The Husk_ It's not quite what it used to be...> Has 2 fewer starting hp.

  • _Of Dead Eyes_ The rot of the grave has taken some of it's eyesight. It sees not at a distance. > :ranged: abilities deal +1 damage to this foe. Sneak checks gain +2.

You might also want to give your adventurer some custom items. Please note that while these may be necessary to survive some quests on solo or 2 person play, they stand a very real chance of breaking the game with more players, and taking all difficulty out of combat. 

  1. _Armor_ It doesn't gleam like the nobles', but it's made better. > This suit of well-crafted chain, scale, or plate mail reduces damage suffered each round by -1, -2, or -3.

  2. _Ring of Regeneration_ They're technically illegal...and over time cause cancer. > The magic from the ring heals 3 damage each round an enemy surges.

We hope this helps you enjoy solo and duo questing more!

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Onerous Outlaws [The Vault #14]

The Vault Icon - Beige.png

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

This week we'll begin adding some depth to the "Bandit" Encounter type, with twenty Titles to personify and modify your fearsome felons:

  1. _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.

  2. _Breaker of Chains_ No chains can hold them. > Deals +1 damage each round in combat, due to hideous strength.

  3. _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.

  4. _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).

  5. _The Craven_ Blusters when things go well, turns tail when they don't. > Flees when reduced to half hp. Update the Tier count.

  6. _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.

  7. _The Tumbler_ Acrobatics are his forte. > Any ability :roll: less than 12 deals -1 damage against this agile foe.

  8. _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.

  9. _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.

  10. _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.

  11. _The Brute_ Your blows only serve to enrage him. > Any round in which they take 3 or more damage, they Surge.

  12. _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.

  13. _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.

  14. _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.

  15. _Stumpfoot_ His foot was cut off as punishment for crimes. > This opponent surges every 4th round, not every 3rd.

  16. _The Swift_ He's sooo fast! > Surges every 2 rounds instead of every 3.

  17. _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:.

  18. _Thief Lord_ Truly he is a king of thieves. > The round after each Surge, add a Tier 1 Bandit and upgrade the Tier count.

  19. _The Poisoner_ They coat all their blades with it. > Any round an adventurer takes damage, the adventurer's next :roll: is made at -3.

  20. _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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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.