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Side Quest Sequence (Search for Object)

Tier
1
Type
Event
Difficulty
12
Impulses
Test PCs kindness Tire PCs out

Environment overview

Side Quest to help NPCs looking for missing object(s) and get rewards.

Potential adversaries

Features

Passives

passive
  • Searching

    Start countdown(6) Roll Instinct to search or Roll Present to ask other NPCs:

    • Critical Success, effortlessly found the missing item.

    • Success with Hope, PCs get two steps closer, reduce countdown by (2).

    • Success with Fear, PCs get one step closer, reduce countdown by (1).

    • Failure with Hope, PCs get one step further, increase countdown by (1).

    • Failure with Fear, PCs get lost, increase countdown by (2), mark as stress.

    Questions
    • How do they get closer to the item?
    • How did they get lost in search for the item?

Actions

action
  • Summon (anything to bother PCs)
    Fear 1

    A random creature jumps out and attack PC, Roll Agility to dodge. On failure, mark 1 HP.

    Questions
    • What creature gave PCs a scare?
    • Does it tie to their past Trauma or Phobia?

Reactions

reaction
  • Snatch away!
    Fear 1

    Spend a Fear, have a creature or anyone snatching the item away, causing a mini chase sequence. countdown(4).

    • Critical Success, catch them flawlessly.

    • Success with Hope, reduce countdown by (2).

    • Success with Fear, reduce countdown by (1).

    • Failure with Hope, increase countdown by (1).

    • Failure with Fear, increase countdown by (2).

    Questions
    • How do the Hope and Fear determine the outcome?
    • Should it be goofy? or should it be serious?

About this environment

Side Quest Sequence (Search for Object)

Tier 1 Event

Side Quest to help NPCs looking for missing object(s) and get rewards.

Impulses: Test PCs kindness, Tire PCs out

Difficulty: 12

Potential Adversaries:

Features

Searching - Passive: Start countdown(6) Roll Instinct to search or Roll Present to ask other NPCs:
  • Critical Success, effortlessly found the missing item.

  • Success with Hope, PCs get two steps closer, reduce countdown by (2).

  • Success with Fear, PCs get one step closer, reduce countdown by (1).

  • Failure with Hope, PCs get one step further, increase countdown by (1).

  • Failure with Fear, PCs get lost, increase countdown by (2), mark as stress.

  • How do they get closer to the item?
  • How did they get lost in search for the item?
Summon (anything to bother PCs) - Action: A random creature jumps out and attack PC, Roll Agility to dodge. On failure, mark 1 HP.
  • What creature gave PCs a scare?
  • Does it tie to their past Trauma or Phobia?
Snatch away! - Reaction: Spend a Fear, have a creature or anyone snatching the item away, causing a mini chase sequence. countdown(4).
  • Critical Success, catch them flawlessly.

  • Success with Hope, reduce countdown by (2).

  • Success with Fear, reduce countdown by (1).

  • Failure with Hope, increase countdown by (1).

  • Failure with Fear, increase countdown by (2).

  • How do the Hope and Fear determine the outcome?
  • Should it be goofy? or should it be serious?

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.