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The Festival of Heroes

Tier
2
Type
Event
Difficulty
15
Impulses
Celebration Revelry

Environment overview

A festival to celebrate the Party saving the city.

Potential adversaries

Spellbade Sellsword Petty Noble Merchant Courtesan

Features

Passives

passive
  • Warmth of the People

    Accidents, embarrassment, or even minor scuffles are met with forgiveness instead of hostility. While in this environment, the GM must pay double the cost of Fear in order to escalate any social or hostile interactions- at worst, mishaps lead to humor, not danger.

Actions

action
  • The Parade of Banners

    A grand procession of local guilds, mages, and militias winds through the square. Floats depict scenes from the recent victory; some accurate, others wildly embellished. The crowd roars as the heroes’ likenesses appear (possibly painted terribly). PCs may be invited to ride or walk in the parade, earning cheers, blushes, or laughter.

  • The Games of Glory

    As the afternoon ripens into golden warmth, the city’s plazas erupt with contests of skill, wit, and daring. Colorful booths line the avenues—each promising fame, prizes, or embarrassment in equal measure. Shouts of “Step right up!” mingle with laughter and drumbeats as citizens gather to watch and wager. Engaging with The Games of Glory grants the PCs a sense of shared community triumph. For each two challenges that the PCs participate in, they gain a Hope.

    The Juggler’s Gauntlet – A street performer invites challengers to juggle flaming torches or enchanted orbs. PCs must make a Finess Roll in order to maintain the correct rhythm while being distracted by the juggler. On a success, they dazzle the crowd, earning a shower of petals and applause.

    The Marksman’s Booth – A line of hay targets painted with caricatures of recent villains lines a small archery range, hastily constructed at a booth in the plaza. PCs must make an Attack Roll in order to hit the target. If the PC's Attack Roll succeeds by five or more, they critically hit the target, hitting a bullseye on either the "head" or "chest". If the PC critically hit the target, they are declared the "Defenders of the Realm for the day!" by the attendant.

    The Drinking Line – This event works in conjunction with Feature - The Booze Must Flow (Reaction). A rowdy tavern stand offers mugs of the city’s strongest ale; last one standing wins. Each round, contestants must make a Strength Roll; those who succeed are able to make it to the next round. Those who manage to be the last one standing or last until the final round earns a reputation bonus with the locals. A contestant that does not succeed, collapses into the arms of laughing companions and the bartender pins a "Valiant Attempt" ribbon to their tunic.

    The Bard’s Tale – A local bard is hosting a competition to recount the heroes’ exploits with the most flair. A PC may make a Presence Roll in order to tell a stirring or hilarious version of events that spreads through the crowd- perhaps bending the truth a little!

  • The Tug of Triumph

    Down by the riverfront green, a rope thick as a ship’s mooring coil stretches across a shallow mud pit. The crowd around it howls encouragement and laughter as challengers sink their heels into the dirt. A painted banner reads: “Test Your Mettle—Best Two of Three!”. Three locals, an orc, a simiah and a firbolg- the reigning champions- stand ready on the opposing side. The PCs must make a Group Action Roll (18). On a success, the opposing team is pulled into the mud to the sound of thunderous cheering, whistles and applause. On a failure, the PCs are pulled into the mud, greeted by cheers and mock fanfare.

  • Lanterns of Remembrance

    As twilight falls, the crowd gathers by the river or a city fountain. Hundreds of paper lanterns—painted with names, symbols, or blessings—are lit and set adrift to honor the fallen. The scene hushes; the laughter dims to reverent quiet. PCs may inscribe their own lanterns, dedicating them to lost allies or friends, if they do, they gain a Hope.

Reactions

reaction
  • The Booze Must Flow

    Wine, beer and spirits flow freely in the streets of the city as local taverns have opened the taps in celebration. Begin a Progress Counter (4) for each PC that is drinking. A PC that consume alcohol must make a Strength Roll (8) in order to stave off the effects of inebriation. Each time a PC makes a Strength Roll, the Difficulty increases by two. Each time they fail the roll, move their Progress Counter forward by one.
    Progress Counter: 1 - Buzzed: The PC is filled with warm confidence and loose smiles.
    Progress Counter: 2 - Tipsy: The world spins a little, but, it's friendly! PCs that are Tipsy. All Instinct and Presence Rolls are made with Disadvantage.
    Progress Counter: 3 - Drunk: You are fearless and proud- the life of the party! All Action Rolls are made with Disadvantage.
    Progress Counter: 4 - Blackout: Curtain down. The GM may spend a Fear to cause the PC to wake up somewhere questionable.

  • Mischief Unbound

    If the PCs attract too much attention or boast a little too loudly, a band of masked pranksters; perhaps local youths or perhaps fey-touched tricksters- decide they’re too good a target to ignore. They decide to play harmless pranks on the PCs such as bursting confetti eggs, illusionary frogs or enchanted pie splats.

About this environment

The Festival of Heroes transforms the city’s heart into a living tapestry of color, sound, and renewal. Garlands of silk and lanterns hang between rooftops as the smell of roasting meat and honeyed fruit fills the air. Merchants hawk their wares beside bards who weave wildly exaggerated tales of valor, and children chase painted wooden swords through streets littered with confetti. Everywhere, people laugh, toast, and sing.

The Festival of Heroes

Tier 2 Event

A festival to celebrate the Party saving the city.

Impulses: Celebration, Revelry

Difficulty: 15

Potential Adversaries: Spellbade, Sellsword, Petty Noble, Merchant, Courtesan

Features

Warmth of the People - Passive: Accidents, embarrassment, or even minor scuffles are met with forgiveness instead of hostility. While in this environment, the GM must pay double the cost of Fear in order to escalate any social or hostile interactions- at worst, mishaps lead to humor, not danger.
The Parade of Banners - Action: A grand procession of local guilds, mages, and militias winds through the square. Floats depict scenes from the recent victory; some accurate, others wildly embellished. The crowd roars as the heroes’ likenesses appear (possibly painted terribly). PCs may be invited to ride or walk in the parade, earning cheers, blushes, or laughter.
The Games of Glory - Action: As the afternoon ripens into golden warmth, the city’s plazas erupt with contests of skill, wit, and daring. Colorful booths line the avenues—each promising fame, prizes, or embarrassment in equal measure. Shouts of “Step right up!” mingle with laughter and drumbeats as citizens gather to watch and wager. Engaging with The Games of Glory grants the PCs a sense of shared community triumph. For each two challenges that the PCs participate in, they gain a Hope. The Juggler’s Gauntlet – A street performer invites challengers to juggle flaming torches or enchanted orbs. PCs must make a Finess Roll in order to maintain the correct rhythm while being distracted by the juggler. On a success, they dazzle the crowd, earning a shower of petals and applause. The Marksman’s Booth – A line of hay targets painted with caricatures of recent villains lines a small archery range, hastily constructed at a booth in the plaza. PCs must make an Attack Roll in order to hit the target. If the PC's Attack Roll succeeds by five or more, they critically hit the target, hitting a bullseye on either the "head" or "chest". If the PC critically hit the target, they are declared the "Defenders of the Realm for the day!" by the attendant. The Drinking Line – This event works in conjunction with Feature - The Booze Must Flow (Reaction). A rowdy tavern stand offers mugs of the city’s strongest ale; last one standing wins. Each round, contestants must make a Strength Roll; those who succeed are able to make it to the next round. Those who manage to be the last one standing or last until the final round earns a reputation bonus with the locals. A contestant that does not succeed, collapses into the arms of laughing companions and the bartender pins a "Valiant Attempt" ribbon to their tunic. The Bard’s Tale – A local bard is hosting a competition to recount the heroes’ exploits with the most flair. A PC may make a Presence Roll in order to tell a stirring or hilarious version of events that spreads through the crowd- perhaps bending the truth a little!
The Tug of Triumph - Action: Down by the riverfront green, a rope thick as a ship’s mooring coil stretches across a shallow mud pit. The crowd around it howls encouragement and laughter as challengers sink their heels into the dirt. A painted banner reads: “Test Your Mettle—Best Two of Three!”. Three locals, an orc, a simiah and a firbolg- the reigning champions- stand ready on the opposing side. The PCs must make a Group Action Roll (18). On a success, the opposing team is pulled into the mud to the sound of thunderous cheering, whistles and applause. On a failure, the PCs are pulled into the mud, greeted by cheers and mock fanfare.
Lanterns of Remembrance - Action: As twilight falls, the crowd gathers by the river or a city fountain. Hundreds of paper lanterns—painted with names, symbols, or blessings—are lit and set adrift to honor the fallen. The scene hushes; the laughter dims to reverent quiet. PCs may inscribe their own lanterns, dedicating them to lost allies or friends, if they do, they gain a Hope.
The Booze Must Flow - Reaction: Wine, beer and spirits flow freely in the streets of the city as local taverns have opened the taps in celebration. Begin a Progress Counter (4) for each PC that is drinking. A PC that consume alcohol must make a Strength Roll (8) in order to stave off the effects of inebriation. Each time a PC makes a Strength Roll, the Difficulty increases by two. Each time they fail the roll, move their Progress Counter forward by one. Progress Counter: 1 - Buzzed: The PC is filled with warm confidence and loose smiles. Progress Counter: 2 - Tipsy: The world spins a little, but, it's friendly! PCs that are Tipsy. All Instinct and Presence Rolls are made with Disadvantage. Progress Counter: 3 - Drunk: You are fearless and proud- the life of the party! All Action Rolls are made with Disadvantage. Progress Counter: 4 - Blackout: Curtain down. The GM may spend a Fear to cause the PC to wake up somewhere questionable.
Mischief Unbound - Reaction: If the PCs attract too much attention or boast a little too loudly, a band of masked pranksters; perhaps local youths or perhaps fey-touched tricksters- decide they’re too good a target to ignore. They decide to play harmless pranks on the PCs such as bursting confetti eggs, illusionary frogs or enchanted pie splats.

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