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Quest Template: Wolves and Rabbits

Wolves & Rabbits - Art by Miss Yozart

Table of Contents

Introduction

This quest was written in preparation for my current Quest Designer application for Ashes of Creation.

While I had wolves and rabbits in mind, and references to pelts and lucky rabbit’s feet are present in the dialog, additional modular terminology can be used in case there are different predators and prey for a region, such as moas predating turtles that are needed for their shells. These would all be contextual to the node where the quest is applied.

The dialog examples dominate ⅔ of the document, and could easily have been written to accommodate a single script, but the ability for the NPC to be more or less pleasant based on past interactions helps to reinforce the consequences of the player’s prior interactions with the questgiver and/or node.

I’ve logged the time spent working on the writeup to demonstrate the time it takes me to design a modular multi-phase quest that can potentially be deployed anywhere in the game. Below is the approximate work time it would take to design a writeup for a quest of similar scope and scale.


WORK TIMES

Work begins on 4/27/21
Start time: 2:10 PM PDT
End time: 10:10 PM
~2.5h of breaks were taken during the writing process (mostly cooking two meals for everyone and eating). I got through Description, Initial Quest Conditions, Quest Design Goals, Quest Phases, Alternate Quest Design, and dialog for Phase 1 and 2.

Resumed on 4/28/21.
Start time: 12:20 PM
Break from 2:00 PM to 4:45 PM (Cooking, eating, and appointment)
Writing and review complete: 6:50 PM

TOTAL HOURS: 9.25, with breaks omitted.

Brief Description

This quest lets players in a node work on managing a constant issue in the area, which is maintaining the balance between medium-sized predators, small prey animals, and opportunities made available by hunting or trapping the medium predators and small prey animals for resources. When each phase has reached a threshold, the goal changes, and the value of completing related tasks and providing related turn-ins can change based on the phase.

Initial Quest Conditions

-A region where medium-sized predators, small prey animals, and environments that protect small prey animals, exist near the node’s settlement. 

-Tier 0-3 nodes, since it is meant to provide low to mid level content (1-30). It may continue into higher tiers as it makes sense, such as an area that relies on the small prey and/or medium predators for trade and goods.

-At least 1 NPC who is focused on maintaining local ecology and wildlife balance for safety or trade purposes.

Quest Design Goals

-Create a quest that changes phases as the conditions change, allowing players to engage in repeatable content that can be done alone or with other players. 

-Whether or not players are actively participating in the quest, actions they take that affect the quest goals can force change at a faster rate and can advance the quest to the next phase, so it isn’t only affected by the efforts of players who have accepted the quest.

-Create a quest loop that can feed into other NPC quest loops or goals, or add a sustainable element to the node’s economy through turn-in items provided.

Quest Phases

Below are the three phases for the quest. They are not completed in order based on players completing steps 1, 2, and 3 just once apiece, and are instead phases that span across a time period or through phase completion thresholds being reached.

Phase 1: Culling the [Insert Predator type]

The questgiver NPC will state that there is a need to track and kill a certain type of predator, which will have a boosted population while this phase is active. The predators are actively hunting small prey, especially the ones that are being targeted. The questgiver may give recipes or sell items to aid with the process, such as pheromones, viscera, urine, and/or decoys that will aid in drawing out predators from the wilderness, or luring in predators to a kill zone, so they may be culled with more effort and a lower chance that they will retreat. 

Kills are the primary goal that advances the phase, but pelts and other parts, or even whole carcasses, can be turned in for rewards, additional player experience, node experience, and/or greater access to hunting assistance items. The first set of items turned in after the phase changes–up to a reasonable limit to prevent a farm-and-dump solution from players–are still provided at full reward value, but are otherwise reduced to a somewhat diminished value during the other phases. 

Phase 2: Protecting the [Insert Prey type]

The questgiver NPC now changes focus, and requests that players begin creating the conditions for return and regrowth of the prey animal population. This is primarily through rooting other creatures out of the nests and habitats the creatures create for themselves, as well as creating handmade structures of either natural materials or locally-crafted housing that the creatures will seek out and inhabit. Additionally, brightly-colored ribbons are to be affixed to trees or posts near the dwellings, in order to assist in locating them when the third phase arises.

There is less of a kill emphasis, and killing the prey animals in this phase will slow progress rather than accelerate it. Rooting out opportunistic inhabitants of other types, or killing predators found near natural dwellings, will provide some credit towards progress as well, but their resources aren’t needed for turn-ins. Continuing to aggressively hunt the quest predators can also lead to an emergence of a different medium-sized predator that fills the same role when the quest cycles to phase 1 again.

Phase 3: From Prey to Products

The start of this phase represents the restoration of the population threshold in the area, and now allows the players to address the excess. All of this is done towards the goal of repopulating the small prey animal due to a worthwhile resource it provides, and possibly for aid in reducing the volume of whatever the pretty animal consumes, which may show signs of unmitigated growth that affects the local area in other ways. Using rabbits as an example, grasses may overwhelm an area and displace the naturally-occurring flowers, which are a higher value item compared to the grass that chokes them out.

The players are asked to use hunting or trapping methods to gather the small prey animals alive, or provide carcasses that can be used for high quality goods for the node, such as material for clothing or bedding, or to make local cultural objects such as a dyed foot used as a charm for good luck. The questgiver or other locals may also request items that had been choked out by unmitigated overgrowth, such as flowers and fungi. When this phase begins, predators start to slowly encroach on the areas again, ribbons start to fall off or otherwise get removed–perhaps by bandits that want to hunt those locations, or enemy creature NPCs that are attracted by bright colored fabric–and the prey animal population starts to dwindle again. This leads back to phase 1, though the type of predator may have changed during phase 2 or 3.

Vendor Changes from Participation

This quest shouldn’t exist in a vacuum where the quest is done but nothing seems to come of it. As players bring back pelts and other parts from predators, an adjacent vendor (perhaps in the same building as the questgiver) should be selling both raw materials and completed items, such as cloaks and fur-lined attire, necklaces and bracelets made from predator teeth and claws, sausages, lucky charms from dyed prey feet, and anything else that could be made from predator and prey parts. This could even be distributed across multiple local vendors that specialize in using the parts in specific ways.

The questgiver’s inventory should change over time, as well. Whether it costs coin or is provided for free, the materials they provide for assisting in hunting predators, reestablishing prey homes, and trapping prey, are always available from the questgiver. This could open the door for mid-phase goals as well, such as bringing wood, grasses, flowers, and brambles before phase 2 begins; bringing wood, rope, and prey bait before phase 3 begins; and the anti-goal with no turn-ins for predators repopulating before phase 3 is cut off and phase 1 starts again. Alternatively, the vendor could run low on supplies for phases 2 and 3, and require players to bring those materials while the phase is ongoing to replenish quest materials and get additional pay for their efforts.

Node Changes During Quest Progress

The quest isn’t merely supposed to add hookups to existing assets, but instead change the environment of the node region itself as the different phases are in effect. Predators and prey should fluctuate in population and activities to reflect the phase of the quest. If some other event limits the population of both, such as corruption encroaching into the area, or an invasion of other creatures in the area, the quest may be put on hold by the NPC until the greater threat has been handled. Likewise, if players are killing prey indiscriminately, phases 2 or 3 may be shortened or skipped entirely as the prey population never reaches the necessary thresholds to let players achieve the tasks.

Quest Rewards and Continuation

When a quest phase isn’t completed, in that it hasn’t reached the next phase, turn-ins do not eliminate the quest from the player’s quest log. This is meant to encourage players to continue the task, since the NPCs are concerned with the whole job getting done rather than a portion of work towards the task. The task isn’t completed until a certain threshold has been reached, such as 100 turn-ins * node level, though phase 3 may last until predators have repopulated the area, which will start driving prey numbers down while destroying the prey homes that were built, and allowing natural homes to be infiltrated by other small creatures. 

For players that haven’t accepted the quest, they may still be able to get kill turn-ins for phase 1 if they talk to the questgiver after killing predators out in the open. Phases 2 and 3 require more subtlety to complete the tasks, so they would require questgiver access to engage in those quests, as well as ribbons and traps needed to complete the tasks. A limit of 10% of the threshold goal is fair, and hopefully won’t be reached or exceeded by a participant who has been stashing quest turn-ins instead of bringing them forward during the phase that needs them.

Additional Parallel Phase – Return of the Predators

Currently there is no consideration for how long phase 3 lasts, so it may be worthwhile to add a sort of time.activity limited feature that runs in parallel with phases 2 and 3, where the predator population increases over time until they’ve overrun the area again. This can be mitigated by vigilant hunting by the players, as a way to increase the window to complete phase 2 and reap the rewards of phase 3 for as long as possible. This can also be the emergence of a new predator, so–as an example–while players are actively hunting wolves, they don’t notice the foxes starting to encroach and become the dominant predator in the area.

Alternative Quest Design – Removing Phases

Instead of a rotating quest, this could instead be used for a quest that has three continuous goals, and players can choose which they want to focus on, either one at a time, or any of the three at any time, so there’s more of a choice for players if they want to help in one specific way or another. Some classes may be more suited for certain tasks, like a Ranger may be more adept at setting up new homes and freeing up old homes for the prey, while a summoner may be more well-suited to create a decoy version of the prey to lure predators into position with greater ease. 

Gathering specialists may be able to increase the quality of materials taken from animals that have been slain, providing a boost to the quality and/or quantity of turn-ins. This would mean that the predator and prey populations would constantly be in flux, rather than high predator population, low population for both, then high prey population, and a rotating cycle.

Dialog Samples

Below are dialog samples for NPC communications throughout the quest. Each is represented from a friendly questgiver for locals and players who have previously participated, a neutral questgiver who needs any help they can get, and a callous questgiver who may be wary of the player due to past interactions like a failed assault as a member of a rival node, and treats them with an abrasive attitude.

Phase 1

First Interaction (non-participant)

Friendly Questgiver: Oh, thank goodness, [Playername]! It is good to see you, and I’m glad you stopped by my humble [Residence/Shop type]. We have a bit of a problem with [Predator] in the local area, as their numbers have grown steadily in recent days. Not only have they decimated the [Prey] population that we need for our goods and for maintenance of the local flora, but I have heard reports that a group of them have been seen roaming around near out [Node level] and I fear they may attack soon. I have some tools you can use to bait them out, but you’ve got to finish them off and prevent retreat. Will you assist with this task?

Accept: Thank you! I’ll mark a few spots on your map where they’ve been seen more frequently. Please be cautious, the [Predator] population is rather wily and may only approach if they think they have an advantage. We could use the pelts and other parts from the predators for good uses too, so bring them by if you get a chance to gather any. Good luck out there!

Decline: Maybe next time, then? The issue isn’t going away without the aid of intrepid folks such as yourself, but I understand if you have more pressing issues to address. If you change your mind, please feel free to drop by again, as I always have something that needs a helping hand around here.

Neutral Questgiver: Well met, [Playername]. I appreciate your visit to my [Residence/Shop type] today, as we have a problem that has been growing over the recent days. There has been an increase in the local [Predator] population, which has not only harmed the local [Prey] population, but stands to threaten the [Node level] as we’ve seen them in greater numbers recently, and an attack may soon be imminent. I need some helping hands to reduce the [Predator] population, and I can provide access to some goods that can help you with the process. Will you help with this task?

Accept: Thank you. I will provide some marks on your map to show where they’ve been seen. Any [Predator] you slay is progress, but if you have the time to drag some meat and pelts back from those you’ve slain, I’ll be glad to compensate you for it.

Decline: Well thanks for hearing me out, anyway. I’ve always got something that needs a hand, so if you don’t mind getting your hands dirty with some hunting, drop by again and I’ll be glad to get you involved.

Callous Questgiver: I can’t say I’m glad to see you [Playername] and I’m cautious to even ask you for assistance, but a brute like you may be perfect for this role. There’s been a rise in the local [Predator] population, and they’ve been eating things we need for materials, as well as posing a potential threat to the [Node level] as they encroach further. What I need from you is to kill them, mercilessly, recklessly, or however you do it. There’s goods available to help with the task if you’re up for it. Are you?

Accept: Good. I’ll mark where they’re at, and it’s up to you to make as many dead [Predators] as you can. Simple enough for even you to handle. You can bring carcasses or pelts back and I’ll pay you for them.

Decline: I knew it was too much to ask of you. The offer may be open in the future, but I’m not holding my breath on seeing you return. Off with you, then.

First Interaction (prior participant)

Friendly Questgiver: Welcome back, [Playername]! We’ve started to get overrun with [Predator], and our [Prey] are unfortunately all too rare these days. The ebb and flow of the populations of both predators and their prey is a constant cycle in these parts, and we’ve reached the critical point where the [Predator] population needs to be mitigated with force once more. Can I rely on you to lend a hand in this most important task?

Accept: Thank you kindly, your generosity in this time of need is ever welcome. I’ll mark the areas they’ve been spotted in greater numbers these days. Let me know if you need any more goods to assist with the hunt. As always, pelts and other goods from any [Predator] you take down are useful, so bring them by and I can compensate you for them. May your strikes be swift so the [Prey] may return to their former population!

Decline: That’s too bad, but I certainly thank you for your past participation. I don’t know where we’d be without your help, but I can hopefully recruit enough locals to get it done. The offer is available if you’re still in the area and need something to do!

 

Neutral Questgiver: I am truly glad to see you once more, [Playername]! We’ve seen an increase in the local [Predator] population, and as I’m sure you recall, that correlates with increased danger to locals, and decreased [Prey] that we need for essential goods. May I ask you to help us once again? 

Accept: Thank you. Let me update your map with the areas where the [Predators] have been spotted recently. There are still supplies available to assist with the hunting process, and as always we’re gathering whatever pelts and resources you can gather from those you slay. Stay safe, and may you be successful!

Decline: I see. Well, thanks for hearing me out anyway, and thanks for helping with this in the past. We’re happy to have your assistance if you should change your mind!

 

Callous Questgiver: You’re back, I see. I suppose I’ve trusted you already, so I’ll be brief. The [Predator] population is starting to grow once again, making our vulnerable [Prey] hard to find for the materials we need them for here. Would it be too much to ask for you to slay some more [Predators]?

Accept: Good. Let me mark your map with their recent locations. I have goods available to help you with the hunting process, and while kills are key, I’ll take any useful remains of the [Predators] you slay. Back at it, then!

Decline: I knew I shouldn’t rely on you for too much, but I figured it was worth offering anyway. Well if you change your mind, I’ll be here, [Predators] will still be out there too.

Follow-up Interaction (quest accepted)

Friendly Questgiver: It is good to see you back, [Playername]! By the look on your face I can tell you haven’t made much progress. Not to worry, I’m ready to provide whatever goods you need to assist with the process. 

Neutral Questgiver: Welcome back [Playername]! You don’t look like you’ve run into any [Predators] yet, but they can sometimes be elusive. If you need some assistance, maybe some of the goods that I have will help you draw them out to be slain with more ease? 

Callous Questgiver: You’re back, [Playername]. I hope I haven’t asked too much of you and your capabilities, but it seems like you haven’t had much success. There’s no shame in using the goods I have available to draw them out, though if you’re too vigorous with them, you may just find yourself the prey.

Follow-up Interaction (quest previously skipped or declined)

Friendly Questgiver: It is truly good to see you again [Playername]! We are still in urgent need of your assistance with the [Predators] menacing our local [Prey] and we need capable folks like yourself to cut them down to size. Can I rely on you to help us cull the menacing predators for us?

Accept: Thank you! I’ll mark a few spots on your map where they’ve been seen more frequently. Please be cautious, the [Predator] population is rather wily and may only approach if they think they have an advantage. We could use the pelts and other parts from the predators for good uses too, so bring them by if you get a chance to gather any. Good luck out there!

Decline: I apologize for continuing to bring this up, [Playername]. I’m sure you have plenty of heroic tasks to handle instead of hunting a buncha lowly [Predators]. Your assistance is always welcome, please don’t hesitate to drop by if you have the time to spare to help with this!

 

Neutral Questgiver: I’m glad to see you again, [Playername]! We’re still being harried by the increased [Predator] population, and we need their numbers reduced so that we can resume tracking and trade involved with the [Prey] they’ve been devouring. Can I get your assistance with the important task of cutting the [Predator] numbers down to a safer and manageable level? 

Accept: Thank you. I will provide some marks on your map to show where they’ve been seen. Any [Predator] you slay is progress, but if you have the time to drag some meat and pelts back from those you’ve slain, I’ll be glad to compensate you for it.

Decline: I see. I must apologize for bringing this up every time you visit. Your assistance with the [Predator] problem is always welcome, and if you should decide that you want to lend a hand in this task, don’t hesitate to drop by once more!

 

Callous Questgiver: Again you return, [Playername]. Have you decided to lend a hand in helping this [Node level] with the [Predator] problem, or are you going to scurry off again like the [Prey] that are being devoured? 

Accept: Good. I’ll mark where they’re at, and it’s up to you to make as many dead [Predators] as you can. Simple enough for even you to handle. You can bring carcasses or pelts back and I’ll pay you for them.

Decline: *Sigh* Why do I even bother? Oh well, at least I can rest easy knowing that I haven’t sent a fool like yourself to be chewed up by [Predators].

Turn-ins

Friendly Questgiver: It is great to see you back so soon, [Playername]! So, how many did you manage to kill? Do you have any pelts or other useful parts from the [Predators] you’ve slain? I’m glad to compensate you for all of it!

Neutral Questgiver: I’m glad to see you back safely, [Playername]! Did you manage to kill any while you were out? If you have any pelts or useful parts from the [Predators] you’ve slain, bring them out so I can see the quality and compensate you for your work.

Callous Questgiver: You’re back, I see. Did you slay any [Predators], [Playername], or even pick apart the remains of one that someone else killed for pelts and useful parts?

Turn-ins After Condition is Satisfied

Friendly Questgiver: I’m truly happy to see you return, [Playername]! It seems your efforts have been fruitful, and we’re now at a safer and manageable [Predator] population. How many did you finish off in your last outing? Did you manage to skin any pelts or get any other useful parts from the [Predators]? I’m glad to get those off your hands, and fill your hands with coins for your efforts. The next task is to start providing aid to the local [Prey] by restoring their homes and building new ones. Come back in a few minutes and I’ll be able to tell you more, as I still have a couple plans to work out. 

Neutral Questgiver: It is good to see you back, [Playername]! I can tell you’ve been successful, as reports of the local [Predators] have become far less frequent. How many did you take down in the last outing? Do you have any pelts or useful parts from any of your targets? I’m glad to compensate you for them, but then I must return to making plans for how to restore the [Prey] population. Come back in a little bit and I’ll tell you more about that, as we’ll need all the help we can get to bring them back to sustainable numbers. 

Callous Questgiver: You’ve returned, [Playername]. Did you manage to kill any more, and did you break down their bodies for pelts and other useful parts? Good, here’s your reward. If you’re looking for more of where that came from, check back in a bit, as killing [Predators] was only the first step in restoring the [Prey] population.

Phase 2

First Interaction (non-participant)

Friendly Questgiver: Hello [Playername], it is great to see you today! We’ve got a bit of a problem that needs the help of capable folks such as yourself. We recently had an overpopulation of [Predators] that drove our [Prey] population to the breaking point, but with those hungry beasts now quelled, we can start making an effort to restore the [Prey] by clearing the areas they usually inhabit of new residents, and to even build some additional homes they’ll find comfortable enough to inhabit. Can I get your help with this important task? 

Accept: Fantastic, I knew I could count on you! I’ll mark the spots on your map where they’re known to dwell, and you will probably find some good places to make some new homes. I’m happy to supply you with [Prey] housing materials, and some brightly-colored cloth ribbons that our trappers can use to see where their homes are at when we’re ready to capture them to continue making goods like bedding and attire for cold weather. Thank you kindly!

Decline: Thank you for stopping by my [Residence/Shop type] anyway, I always appreciate a good visit from good company. If you decide you’d like to lend a hand in these efforts, I’m more than happy to give you whatever you need to get it done. Take care, friend!  

 

Neutral Questgiver: Greetings [Playername]! I appreciate your visit to my [Residence/Shop type] today, as I have a task of urgent importance that could use your help. If you’ve been out recently, you’ve probably been seeing less [Predators] out in the open, and that’s no coincidence, as we have been hunting them to cull their population so the [Prey] can begin flourishing again. We need to clear new inhabitants from the existing [Prey] homes, as well as building new ones to help them feel safe as they reach a sustainable population again. Could I get your assistance with this task?

Accept: Wonderful! Let me mark your map with the areas they’re normally found, and you may find places nearby that seem like good places to construct new homes for the [Prey]. I have plenty of goods to help with the task. It is important to mark areas nearby with brightly-colored ribbons, so we can locate the homes when it is time for trappers to make use of the returning population. Thank you!

Decline: I know, building [Prey] homes isn’t the most glamorous task, but it is an important one. Feel free to come back anytime if you change your mind, or have free time with nothing to do. 

 

Callous Questgiver: Hello [Playername], I didn’t expect to see you around here, or really anywhere I suppose. Normally I wouldn’t ask someone like you, but even a brute can be useful for things other than killing. The local [Predator] population has been hunted back to sustainable levels, but we people need to lend a hand so the [Prey] can have safe homes to live in, whether that means rooting out new inhabitants of their old homes, or building new ones in ideal locations. Is that too much to handle?

Accept: Good. I’ll mark the areas where they’re found on your map. I can provide materials to make safe new homes for the [Prey] but it is just as good to liberate their old homes. If you do either, tie one of these brightly-colored ribbons somewhere nearby so our trappers know where to look when the time is right. You’ll be compensated for your efforts. 

Decline: Right, a task with a bit more subtlety than striking the nearest thing that moves is probably asking too much from you. If you think you’re up for it, I suppose I’m not in a position to turn down help, but I’m not putting plans on hold to wait for your assistance.

First Interaction (prior participant)

Friendly Questgiver: Ah [Playername] it is so good to see you again! We’re ready to start helping the local [Prey] population replenish so that we can start trapping them once more, and we need all the help we can get. If you’d be so generous with your time to spend some helping a [Node level] in need, we’d be gracious to receive your help. We need to clear new inhabitants from old [Prey] homes, and set up some new homes that they’ll find acceptable and use for themselves. Will you lend us your capable skills to help with this?

Accept: I knew I could count on you, [Playername]! You’ve been there for us in the past, and I truly appreciate your help once more. I will mark your map with the places where they are usually found, and provide goods to help with setting up new homes. Be sure to tie a brightly-colored ribbon somewhere near the [Prey] homes so our trappers can better locate them in the future. Come back afterwards and I’ll compensate you for your efforts!

Decline: I understand, [Playername], and I thank you for hearing me out. If you decide that you’d like to help us with this task later on, I’d appreciate it, and so will the [Prey] as they return to their past numbers in the area!

 

Neutral Questgiver: Welcome back, [Playername]! I’d like to ask for your assistance in an important task, which is to help us restore the [Prey] population nearby so they can once again be caught by trappers and brought back for the important parts we use in local craft and trade goods. This involves both restoring their old homes by clearing out interlopers, and building new homes in ideal places. Can we get your assistance with this important task? 

Accept: I’m glad to hear that, [Playername]! Let me mark the areas they’re known to have lived on your map, so you can start liberating their old homes, and building new ones in places they’d find comfortable. Please tie a brightly-colored ribbon by any homes made available, so our trappers can locate them when it is time to gather them once more. I’m happy to provide the goods you’ll need for this task. Thanks for helping out once more! 

Decline: I understand, [Playername]. If you’d like to help, just drop by and let me know, as I know I can trust you to do a good job with this task. The [Prey] will appreciate it, too!

 

Callous Questgiver: You’re back [Playername]. I can’t offer you coin for kills and pelts today, but if you think you’ve got it in you for a more subtle task, we need to start restoring the homes that the [Prey] used to inhabit, and build some new ones ourselves to help their population replenish. You might get to smash some critters that have taken up the old [Prey] homes, but the concern is more to make them available again. Think you can manage that?

Accept: Good. Whether you build a new comfortable home in a safe place, or clear out an old one, you’ll need to tie a brightly-colored ribbon to something nearby, so trappers can find the [Prey] once there’s enough of them in the area again. I have all the goods you’ll need, and I’ll mark the areas we used to see them on your map. 

Decline: I didn’t think a brute like you could handle this anyway. Maybe for the better, you’d probably try to clear [Prey] out of their own homes by mistake. But if you think you’re a bit sharper than that, come back and I can tell you what to do in more detail.

Follow-up Interaction (quest accepted)

Friendly Questgiver: Hello [Playername], welcome back! It seems like progress has been slow, but I’m sure you and others I’ve recruited will get the job done soon. Let me know if you need any more goods to get the job done! 

Neutral Questgiver: Back so soon, [Playername]? I get the feeling that you haven’t been too successful yet, but I’m glad to help you with more goods if you need any to get the task completed!

Callous Questgiver: I suppose you haven’t tried to do the task yet, have you [Playername]? Hopefully it isn’t too much for you to handle, but if you need more goods to get the job done, I certainly have more available. 

Follow-up Interaction (quest previously skipped or declined)

Friendly Questgiver: I’m glad to see you back so soon, [Playername]! Are you ready to help us restore the homes of the local [Prey] population so they can return and be many once more? We sincerely appreciate the effort if you’re willing to help us out!

Accept: Fantastic, I knew I could count on you! I’ll mark the spots on your map where they’re known to dwell, and you will probably find some good places to make some new homes. I’m happy to supply you with [Prey] housing materials, and some brightly-colored cloth ribbons that our trappers can use to see where their homes are at when we’re ready to capture them to continue making goods like bedding and attire for cold weather. Thank you kindly!

Decline: Well thank you for stopping by anyway, your presence is always welcome here! If you do decide to lend a helping hand, I’ll graciously accept, and I’m sure the [Prey] will appreciate it too. 

 

Neutral Questgiver: Ahh [Playername], you’ve returned at a good time! We still need more assistance in helping the [Prey] replenish their numbers, and for that they’ll need comfortable places to live and raise their families. Would you be willing to lend a hand with this? 

Accept: Wonderful! Let me mark your map with the areas they’re normally found, and you may find places nearby that seem like good places to construct new homes for the [Prey]. I have plenty of goods to help with the task. It is important to mark areas nearby with brightly-colored ribbons, so we can locate the homes when it is time for trappers to make use of the returning population. Thank you!

Decline: Thanks for coming by anyway, [Playername]. We’re still in need of help, but I can hopefully recruit enough assistance to get it done soon. Stay safe out there!

 

Callous Questgiver: Have you decided to come back to help the [Prey] after all, [Playername]? I’m sure it isn’t as fun as bashing [Predator] skulls in, but we need all the help we can get with this. 

Accept: Good. I’ll mark the areas where they’re found on your map. I can provide materials to make safe new homes for the [Prey] but it is just as good to liberate their old homes. If you do either, tie one of these brightly-colored ribbons somewhere nearby so our trappers know where to look when the time is right. You’ll be compensated for your efforts. 

Decline: Ahh, so you’ve just come to waste my time again, I see. So be it, I’m going to get back to work preparing goods for those who DO want to participate.

Turn-ins

Friendly Questgiver: Fantastic, it is great to see you [Playername]! It seems you’ve come back with a lighter load that I sent you off with, and I’m eager to know how much success you’ve had! If you can let me know the approximate locations of the ribbons you placed, and where they’re at so the trappers can spot them, that will be most helpful. Let me know if you’d like more goods, as the whole of the task isn’t complete just yet. And please, graciously accept some coin for your efforts! 

Neutral Questgiver: I’m glad to see you back, [Playername]! Tell me of your successes, where you’ve restored or placed new homes for the [Prey], and where you put the brightly-colored ribbons to help our trackers later on! There’s still more work to do, and more supplies to continue doing it with, but for now let me put some coins in your hand to compensate you for what you’ve already done. 

Callous Questgiver: Were you able to clear out some inhabitants from the old homes, or get some new ones up? That’s good. Tell me about where you placed the ribbons, so they can be found later. When you’re finished, there’s some coin for your work, but the overall task is still far from completed in case you wanted to take more goods and help the [Prey] further.

Turn-ins After Condition is Satisfied

Friendly Questgiver: You are amazing, thank you very much for your work [Playername]! It seems we’ve got enough homes ready for our little [Prey] to take over to begin replenishing their population in the area. If you prepared a few extra places, that’s great news, and I’ll compensate you for the excess work. We’ll need to wait a bit, but if trapping is your game, come back soon and we can discuss that as the next objective.

Neutral Questgiver:  Thank you kindly for your hard work, [Playername]! We’ve got enough homes for the [Prey] to return to their former numbers, but I’ll throw you some extra coin for any extras you built or cleared out. If you’re still in the area in the coming days, check back again, as we may be able to start the trapping process soon!

Callous Questgiver: I had my doubts, but your efforts and those of other locals have made quite an impact, and we now have sufficient housing for [Prey] to return to the area. I’ll compensate you for all the work you put in, just don’t go and start hunting the [Prey] yourself, we’ll be sending trappers out to do that soon. Come back in a few days if you think you can set a good trap or two.

Phase 3

First Interaction (non-participant)

Friendly Questgiver: It is good to see you [Playername]! I have a task of great importance that I’d like to get your help with, as the [Prey] have returned to the area in greater numbers than ever, and we need to start trapping them to get their pristine pelts and other parts for necessary goods, and the delicious meat that makes for scrumptious stews. Live trapping is always the best, as the [Prey] can be traded as exotic pets to other regions, or kept as pets by the locals here. Will you assist us with this task?

Accept: Fantastic, I’m glad to have your help with this!  I’ll mark the areas with brightly-colored ribbons on your map, that’s mostly where they’re located. There’s traps available that will catch the [Prey] alive, but you have to check on them to make sure they don’t starve. We also have traps that swiftly kill them in a way that doesn’t damage their body much, and can be recovered with little effort, but leave them too long and a [Predator] may stumble upon it. Let me know what you need!

Decline: Thanks for hearing me out anyways, [Playername]. I’m pretty sure we have enough trappers here to handle it, but if you’d be willing to spare some of your valuable time to aid us in this task, we would certainly appreciate it. Come back any time!

 

Neutral Questgiver: Welcome [Playername], can I interest you in helping us with an important task? The local [Prey] population has grown enough that we can start trapping them once more, and we need their furs and other useful parts for bedding, clothing, cultural goods, and perhaps some delicious stew. Live trapping is ideal, but we’ll take anything in good condition. Can we get your help with this?

Accept: Glad to hear it! You can find [Prey] living near brightly-colored ribbons, and I’ll mark their locations on your map. We have traps that catch [Prey] alive, but have a lower rate of success, and can’t be left alone for too long. We also have some devices that trap more easily and safely kill without harming the parts we need, but they also shouldn’t be left for long or a [Predator] may consume it. Whatever you’re up for, we’re happy to have your help!

Decline: That’s alright [Playername], I am sure we can get a few trappers to help us, otherwise I can just start setting and patrolling the traps myself. If you feel like lending a hand, please come by again soon! 

 

Callous Questgiver: I guess I should have expected to see you again, [Playername]. I’m not sure if I should even mention this, but we are ready to start trapping the local [Prey] and I have plenty of traps prepared to assist with live trapping or traps that kill them clean. Can I rely on a brute like you to use these traps instead of destroying them outright with strikes meant for combat?

Accept: Good. Use the live traps if you can, though they’re slower to catch [Prey] with than the ones that kill them clean. I have both available. Be sure to patrol them, as if either are left too long, we lose the [Prey] entirely. Brightly-colored ribbons are tied off near where they live, and I’ll mark where those are found on your map. Bring back what you trap for some coins. 

Decline: Right. Considering you for any task requiring subtlety is probably asking too much anyway. Do me a favor, don’t start massacring [Prey] for jollies. That’s all, you should go now. 

First Interaction (prior participant)

Friendly Questgiver: Warm welcomes on this fine day, [Playername]! Our efforts in restoring the [Prey] population in the area have been successful. We’re ready to begin trapping them for useful goods, or even capturing whole, live [Prey] to trade or keep as pets. Can I ask of you to assist us in the simple, yet important, task of trapping the local [Prey]?

Accept: I’m ever so happy to hear this, [Playername]! I’ll mark your map with the places where homes and ribbons are set up, and gladly provide traps to assist with the task. The live traps take longer, but let us take in live [Prey] which is very useful to us as well. The kill traps will quickly end them without harming their useful parts, and we’ll need plenty for the bedding and attire made here, along with other goods, and a few good stews. Be sure to patrol the traps so they don’t get devoured by [Predators] or starve in their cages! 

Decline: I appreciate your visit [Playername], as your efforts in helping us get this far have been ever helpful, but I understand if you aren’t interested in this task right now. We’ll be trapping for the foreseeable future, so if you’d like to lend a hand, come back any time. Have a wonderful day, friend!

 

Neutral Questgiver: Welcome back, [Playername! The fruits of our labor are now ripe for the taking, but I’ll need capable trappers to help reap the bounty of [Prey] that now frolic about nearby. If you’re willing to lend a hand once more, I’m happy to provide traps for both live capture and clean kills. Will you aid us in gathering the bounties of our past efforts?

Accept: I’m glad to hear this, [Playername]! Let me mark the areas where brightly-colored ribbons are placed, and you’ll find the [Prey] dwellings nearby, perfect for trap placement. Live traps will take longer to hit, but live captures can be used for more than just materials. Kill traps will put them down quickly and preserve their bodies, as we need plenty of what they have to offer for cold-weather attire and bedding around these parts. You can use a mix of both, but regardless of what you use, you’ll need to patrol the traps you put down so [Predators] don’t get to them first, and so they die of starvation in their trap enclosures.

Decline: Well it was good to see you again anyway, [Playername]! If you feel like lending a hand in the trapping effort, I’m more than happy to provide you traps to use!

 

Callous Questgiver: Back for a little more coin, I see? You came at a good time, as it turns out, since we are now in prime trapping season for the [Prey] that are now in abundance. Whether captured live or dead, the traps we have are important to use, and we have some available for the task. You know how to set traps, right?

Accept: Good. I’ll mark the areas where brightly-colored ribbons have been set up near [Prey] dwellings, so you can set traps nearby. Whether you use capture traps or kill traps, you’ll need to patrol them to make sure [Predators] don’t come by and devour them. And no killing with combat strikes, that will ruin them and waste a good [Prey] that could have been trapped instead. 

Decline: Of course not, a brute like you probably doesn’t have the subtlety to set a good trap. Just don’t scare the [Prey] off or kill them, we have other trappers out there trying to help this [Node level].

Follow-up Interaction (quest accepted)

Friendly Questgiver: A gracious welcome once more, [Playername]! Have you managed to have any success yet? No? That’s fine, [Prey] are fairly elusive. Just let me know if you need any more traps!

Neutral Questgiver: Welcome back, [Playername], have you caught any [Prey] with the traps yet? Not a problem, I have more traps if you need them. 

Callous Questgiver: You’re back, no [Prey] I see. Are the wily [Prey] too challenging to catch? Take a few more traps if you need them, but I hope to see some live ones in cages, or a sack full of the ones slain by traps, the next time you come here.

Follow-up Interaction (quest previously skipped or declined)

Friendly Questgiver: It pleases me greatly to see you return, [Playername]! We’re still in need of a few capable trappers to help us gather enough [Prey] for the goods and trade that keep this [Node level] running. Can I rely on you to assist us with this important task?

Accept: Fantastic, I’m glad to have your help with this!  I’ll mark the areas with brightly-colored ribbons on your map, that’s mostly where they’re located. There’s traps available that will catch the [Prey] alive, but you have to check on them to make sure they don’t starve. We also have traps that swiftly kill them in a way that doesn’t damage their body much, and can be recovered with little effort, but leave them too long and a [Predator] may stumble upon it. Let me know what you need!

Decline: I see. Well, thank you for visiting today [Playername] regardless, it warms me to see your face once more. You’re welcome to get involved whenever you please, my friend. I have plenty of traps for your capable hands to use if you wish to help with the [Prey] trapping efforts! Be well, and stay safe!

 

Neutral Questgiver: I’m glad to see you back so soon, [Playername]! Please let me know if you’re ready to take on the [Prey] trapping efforts, and I’ll be happy to provide you with the traps you’ll need to successfully catch them for us. Are you interested in joining in on this effort?

Accept: Glad to hear it! You can find [Prey] living near brightly-colored ribbons, and I’ll mark their locations on your map. We have traps that catch [Prey] alive, but have a lower rate of success, and can’t be left alone for too long. We also have some devices that trap more easily and safely kill without harming the parts we need, but they also shouldn’t be left for long or a [Predator] may consume it. Whatever you’re up for, we’re happy to have your help!

Decline: Thanks for coming by anyway, [Playername]. If you decide you’d like to lend a hand, we’re certainly in need of more trappers. Come back anytime and I’ll provide you with traps for the task. Have a good day!

 

Callous Questgiver: I see you’ve returned. Maybe the offer of some coin for your work will prompt you into action, [Playername]? We need to set traps for the abundant [Prey] that can be found nearby, and I need you to bring back that which you trap, harmed no further than the traps already leave them. Is that too much to ask?

Accept: Good. Use the live traps if you can, though they’re slower to catch [Prey] with than the ones that kill them clean. I have both available. Be sure to patrol them, as if either are left too long, we lose the [Prey] entirely. Brightly-colored ribbons are tied off near where they live, and I’ll mark where those are found on your map. Bring back what you trap for some coins. 

Decline: I knew that I shouldn’t rely on you from the moment I saw you again. Once a brute, always a brute. I’m going to resume preparation of more traps now, you’re no longer needed in my presence. 

Turn-ins

Friendly Questgiver: Expertly done, [Playername]! I knew I could trust you to bring us the [Prey] we need to make progress and keep this [Node level] going! Let me give you some coin, and more traps if you’re ready to continue?

Neutral Questgiver: These will do nicely, [Playername]! You’ve done good work out there, and I’m glad to see that these [Prey] are all in great condition. Not only will I compensate you, but I’m eager to give you more traps if you’re willing to continue the effort! 

Callous Questgiver: Let’s see, no bludgeoning, no cuts, no signs of trauma. These will do nicely, [Playername]. I suppose you’ll be wanting some coin now, but with it, can I offer more traps so that you can go out and trap more [Prey]?

Turn-ins After Phase 1 has Restarted

Friendly Questgiver: You’ve done amazing work out there, [Playername]! Between the vigorous trapping and widespread [Predator] presence in the local wilderness, it is time to stop taking in more [Prey] and instead focus on the growing [Predator] threat. We’ll work with the [Prey] we have for now, and I’ll take back any traps you still have so they aren’t an added encumbrance. Come back whenever you’d like to start working on culling the [Predator] presence in the area!

Neutral Questgiver: Ahh, this will have to do for now! Reports of the [Predators] throughout the area, along with less sightings of the [Prey], means it is time to stop trapping for now. I’ll take the rest of what you’ve got, but now it is time to start hunting [Predators] so we can help restore the [Prey] to quantities that will allow for further trapping. I’ll take back any traps you have if you’d like, so they aren’t weighing you down. Good work out there! Come back when you’re ready to start the [Predator] hunt!

Callous Questgiver: I’m honestly surprised that you got this many! The [Predators] are out in large numbers, hunting the [Prey] more vigorously than our trappers, so it is time to stop gathering and instead prepare to hunt [Predators] in the nearby area. Here’s your coin, and if you want to hand over your remaining traps, I’ll gladly take them back told hold until trapping can resume. Come back when you’re ready to hunt [Predators]!

Bonus: Your Very Own Pet

This condition is met when the player has completed turn-ins for all three phases for the first time, after the turn-in which satisfies this condition. This only occurs once per node per player, so players won’t accumulate a stockpile of the same type of pet. 


All Questgiver Affinity Types: Before you go, I want to offer you something. One of the processors found this [Prey] to be too adorable to kill, and it even seems to show a sense of loyalty to whomever last removes it from its cage. It’s yours, and it will keep you company. Thanks again for your efforts!

Categories
Portfolio

Flesh Corruptor

Table of Contents

I. Introduction

II. Path of the Flesh Corruptor

III. The Arsenal of a Flesh Corruptor

IV. Skills, Techniques, and Abilities

1. Corrupting Elixir
2. Prehensile Lashers
3. Corrupting Magics – Local and Distant
4. Heroic Movements
5. Living Armor Creation and Maintenance

V. Legacy of the Flesh Corruptor

1. The Good Doctor
2. Circus Catastrophe
3. Metamorphosis
4. Ultimatum
5. A Dragon’s Eternity

I. Introduction

This is a concept for a new class for any game where it would make sense. The concept came to me when pondering an amalgamation of various magics and abilities, until it took shape into a unified concept for a complete class. The concept is in two parts, where the first half addressed the functionality of the class, while the second half tells what is known of the tale of the very first Flesh Corruptor.

This is a class that could potentially fit within a game, either for players or as a very limited NPC-only class that is seen very rarely. It is almost enough content to use as the basis for an entirely new single-player game. There is a great deal of risk-reward, as all but the Corrupting Elixir and mastery of Corrupting Magics will be lost at the moment that the Flesh Corruptor is slain, and they will have to rebuild their living arsenal from scratch.

One other drawback of the Flesh Corruptor is their limitations in dealing with NPCs who are not battle-hardened and cannot bear the sight (or smell) of a Flesh Corruptor in full gear. The creatures intent may be noble, but their abominable well-armed appearance will often limit the amount by which anyone will interact with the Flesh Corruptor. Alone in the wilderness, this can be an advantage – even bandits aren’t brave enough to see what the thing they see as a monstrosity could actually do to them. This frightening appearance is lessened by the presence of one or more partners, unless they are also Flesh Corruptors.

When using the word corruption, it is meant in the context of altering something from a state of normalcy to abnormality. In this case, it is magically and chemically changing the material to a state where the effects of death and decomposition are altered and unable to be fulfilled, thus locking it into a state of being alive due to death being corrupted and unavailable. They likely still require nutrients, however.

II. The Path of the Flesh Corruptor

The Flesh Corruptor uses a certain brand of magic and techniques that are generally considered to be forbidden due to the unsightly and brutal methods used to succeed, as well as the extreme risk involved with them. One who is trained by a grandmaster has a chance at utilizing the power and potential of a Flesh Corruptor, while anyone trained by less than a grandmaster should prepare for a painful and tragic death when their elixir fails or the living flesh turns against them.

Flesh Corruptors specialize in brewing and utilizing Corrupting Elixirs, as well as preserving live flesh and tissue to forge their living arsenal of dismembered parts. Corrupting Elixirs are designed so that they can be consumed and exuded from the Flesh Corruptor, as well as having properties that allow it to destroy inert organic material while preserving living organic material in an undying state. Of the living arsenal, the preferred form of weapon is a Prehensile Lasher, such as a tentacle or a Manticore’s tail, which must be coated in Corrupting Elixir immediately upon being severed from the beast to preserve it in a living state for use as a weapon. In addition to their arsenal, Flesh Corruptors have Corruption Magics available, allowing them to induce a variety of unfavorable bodily effects on targets by touch or even at a distance.

The powers of Flesh Corruption aren’t inherently evil, but the ability to obliterate inert organic materials and use of living parts for equipment generally ranges from off-putting to horrifying, especially due to the appearance of the Living Armor and Prehensile Lashers. A Flesh Corruptor must walk their path knowing that they will be refused at the gates of towns and turned away by strangers in need of aid, and must be forgiving of the understandable biases of common folk and common creatures. A Flesh Corruptor must be self-sustaining. Evil creatures are more inclined to seek the power of the Flesh Corruptor, but without proper training they can be just a big a threat to themselves and their allies as the targets they are fighting.

The power of a Flesh Corruptor is tied to their life force. If it is extinguished, even for a moment, the link is broken. When the link is broken, all of the living material which the Flesh Corruptor had dominion over will immediately succumb to the effects of rapid dissolving, as the Corrupting Elixir will now see them as dead and inorganic. This will often deter a Flesh Corruptor from engaging in battles where they may be slain, though some are undaunted by the thought of death for them and their stolen articles of living matter.

III. The Arsenal of a Flesh Corruptor

Living Armor – Flesh Corruptors are unlike any other combatant, as their Living Armor is derived from the preserved living flesh of other creatures. The ability to collect these articles of gear and enhance them in various ways is a unique process, but a necessary one to maximize their combat prowess, as well as aiding them with leveraging the effects of consuming a Corrupting Elixir. There are two main components to Living Armor, the first being the base material, the second being enhancements. Base material consists of large patches of flesh that were ripped off live beasts and preserved in a living state with the Corrupting Elixir. Enhancements include any additional spines, scales, horns, or other features which are added to the surface of the Living Armor. The result is a symbiotic armor that protects the user while helping to provide an avenue for their abilities to be utilized.

Prehensile Lasher – Created in the same way as the Living Armor is the favored weapon, the Prehensile Lasher. This weapon is created by slicing off the proper appendage and treating it immediately with Corrupting Elixir. The tissue becomes locked into a living state that prevents it from being allowed to die, as well as allowing the Flesh Corruptor to gain dominion over it. The result is a deadly weapon that can grab and contain enemies, quickly jab at nearby targets, deliver powerful lashes, and even tear armor asunder. Tentacles with stickers are one preferred form of weapon, as they can easily grab targets and tear objects apart. Tails equipped with stingers or barbs are also heavily used, as the ability to strike with a piercing jab that delivers a deadly toxin is exceptionally useful. In addition to delivering a strike, a Flesh Corruptor can use their attacks to inflict Corruption Magic that requires direct contact onto the target, further enhancing the deadliness of the attacks.

Corrupting Elixir – The most important thing for any Flesh Corruptor is the ability to create and utilize a powerful Corrupting Elixir. This powerful brew is designed as a magical substance which preserves living tissue in a living state. However, it will cause acid-like decay and ruin to organic matter which is no longer connected to a life source or alive on its own, such as parchment, wood hafts, and leather armor. This is used by the Flesh Corruptor to preserve flesh, skin, hide, scales, or just about anything else, in a living state that renders it subject to the will of the Flesh Corruptor. The Corrupting Elixir can be consumed by its creator while channeling certain magical energies, and the corrupting power it contains seeps in before being disbursed throughout the armor or released as a type of attack. This can enhance the armor, exude toxins to damage close attackers, or perform various other effects. If used carefully, the Corrupting Elixir can be used to temporarily stave off bleeding from wounds for the user or others, as well as locking the damaged tissue into a live preserved state where it can resist the effects of further damage until the effects wear off.

Corrupting Magic – The basis for a Flesh Corruptor’s techniques involving power of dominion over prepared living flesh, as well as half of what is needed to create the Corrupting Elixir, is their control over Corrupting Magic. This magic is mostly used or delivered by direct contact, but some magic spells can be delivered over a distance. Preserving a piece of live tissue with a Corrupting Elixir requires direct contact, as well as use of their own elixir, meaning that nobody else can do this task for the Flesh Corruptor and they must prepare material themselves. The ability to infuse proper corrupting energy into a Corrupting Elixir is a combination of using the proper ingredients as well as attuning it with the proper magic. Failing to do this results in a horrible death, raging from exploding into a cloud of toxic bile to turning into an unstoppable rampaging monster that attacks everything in sight, but it is fortunate that players who walk this path will only attempt these deadly brews with the training of a true grandmaster.

Arsenal Configurations – There are three arsenal configurations which one will normally see on a Flesh Corruptor.

  • The first is wielding a Prehensile Lasher in their primary hand, while wielding a Corrupting Elixir in their off hand. This allows them to use both schools of Flesh Corruptor powers, as the Prehensile Lashers are not effective for managing potions and Corrupting Elixirs.
  • The second is wielding two Prehensile Lashers. This doubles their ability to strike at enemies or attempt to contain them, and makes it easier to constrict a single target by wrapping them up and squeezing them to death.
  • The third is wielding a Corrupting Elixir with another item. A shield could be paired with this to help the character get close enough to unleash brutal corrupting attacks on a target. A melee weapon could be used to rapidly utilize harm done to enemy armor by the elixir, or aid with acquisition of a new Prehensile Lasher. An item that helps to channel magic may also be used to extend the range or improve the potency of Corruption Magics.

IV. Skills, Techniques, and Abilities

1. Corrupting Elixir

Below are techniques which may be utilized by consuming a portion of the Corrupting Elixir. The design of the elixir will determine the specific effects that each ability will do, and it is up to the Flesh Corruptor to make the elixir to their particular specifications.

Metamorph – This is the ability to change or improve features of the Living Armor and Prehensile Lashers to better fit the situation, or to provide enhancements if the previous metamorph has worn off and decayed. These include adding spikes and spines to the surface, adding tough scales or even hard shell-like material to the exterior, and other physical alterations that can improve offensive or defensive capabilities.

Exude – This is the ability to produce and emit different chemical substances. Toxins delivered through skin contact, slippery goo that makes it tough to land a solid blow on them, corrosive gas that melts through flesh and armor alike, and other various utilities and attacks.

Risk – This is the ability to assume the risk of bodily harm for the chance to unleash a devastating attack. Generally these attacks are in the form of projectile vomit, using the Flesh Corruptor’s own natural body as the mechanism to deliver the attack. Other forms of attacks are also possible, but generally they are less effective (and often less appropriate) than the projectile vomiting of deadly material.

Preserve Wounds – When a mighty wound has been delivered to an ally, the elixir can be used to preserve the wound in a state where its harm will be rendered unimportant to the wounded for a period of time. This happens in various ways, but usually it leads to the wounded recipient of aid being able to return to battle a bit tougher to kill than when they went into it. However this is a dangerous technique to use when cloth, wood, or leather obstructs the wounded area, as those materials will be destroyed and potentially compromise the integrity of their overall defenses.

Ruin – This is when the elixir is used to dissolve organic material that has no life source and is thus dead matter. This can be used to damage the weapons and armor of assailants, destroy barricades made of wood or bone, quickly remove nets, and even dissolve decaying undead creatures with ease. All elixirs will do this, but can be designed for specificity to be effective for certain materials.

 

2. Prehensile Lashers

Lash – This is an area-covering basic attack. It is not fast enough to combo other attacks from it, but it is possible to continue rapidly lashing a target until they are out of range. Lash will knock targets backwards along with dealing damage, making it easy to repel a group of enemies with a well-timed barrage of lashes.

Jab – This is a basic thrust attack, quick and precise. It has decent range and speed, and can the tip of the lasher can further improve the damage-dealing capabilities. This can be used to combo into a Grab or Disarm attack, or continued with more jabs in repetition to chisel away at the target.

Lunge – This is like a Jab, but with longer range and further striking intent. Any enhancements to the tip of the lasher will allow it to do even more damage. It takes a bit longer to recover from a Lunge than a Jab, so a Jab cannot combo from a Lunge, but a Grab or Disarm can still be used after.

Grab – After Jab or Lunge, or within lash range, it is possible to grab an opponent. This starts to contain the enemy, making it awkward for them to move away or launch attacks properly. Some lashers or abilities can inflict damage while the Grab is being maintained. This can be used to combo a Pull.

Pull – Used either after a Grab, or when the enemy is in close proximity. It is possible to Pull an enemy close. This engages a Grab if it is not already engaged, and will disrupt the victim from whatever they had been doing. This can be followed in a combo by Ensnare or Twirling Drop.

Ensnare – This can be leveraged off of a Pull, or simply performed on an enemy that is in colliding proximity. The enemy is grabbed and wrapped up, restricting their ability to maneuver or deliver a solid blow. Anything on the surface of the Flesh Corruptor will be affecting the Ensnared victim, allowing them to be contained and slowly killed. This can combo into Constrict, Twirling Drop, or Tear Asunder.

Constrict – This is an attempt to squeeze the target until they die from being crushed or having deadly features adorning the Flesh Corruptor cut in deeper. This is physically taxing to maintain, and may exhaust the Flesh Corruptor after a long time. This can combo into Twirling Drop or Tear Asunder.

Twirling Drop – When an enemy has been grabbed and ensnared, one easy way to inflict damage and disorientation on the victim is to dump them violently on the ground with a spiraling motion. This prevents any sort of safe-fall position from being utilized, causing the target to be damaged and stunned by the uncontrollable impact.

Tear Asunder – This is an attempt to rip apart the target, either to destroy their armor, or collect fresh skins or features by ripping them off the living creature. The off-hand is generally used to contain the target while the primary hand is trying to take a piece off the victim. If it is successful, the target is pushed sideways with something being ripped off, if it fails it may still do some damage and they target will still be pushed.

Disarm – This is an attempt to dislodge the target’s equipment from their hands. This can come after a Jab or Lunge, or can be performed on its own within Jab range.

Sweep – This attack is an attempt to grab one of the target’s legs to pull them up off their feet. If it is successful, the target will be violently knocked over, with a chance that their head will slam into the ground. This can be performed within Lash range or closer.

Melee Combo Chain

Jab/Lunge → Grab → Pull → Ensnare → Constrict

Pull or Ensnare can chain to Tear Asunder

Pull, Ensnare, or Constrict can chain to Twirling Drop

Grab, Pull, and Ensnare can also be used as entry moves in the combo.

 

3. Corrupting Magics – Local and Distant

Local Corrupting Magics are the versions which can only be used through local contact, though this contact can be extended with a Prehensile Lasher. The effects of the magic are channeled by the Flesh Corruptor while they attack, so each attack performs an attempt to use the corrupting magic successfully on the target.

Distant Corrupting Magics can be used differently, but are also more limited. While some of the more potent magics are transferred through touch alone, some quick magics can be used to temporarily nullify enemies efforts in various ways. These spells can also be used through contact with a higher success rate, but a strong enough spellcaster can have similar efficacy of these at a distance as with local contact.

Sneeze – This magic causes the target to lose focus for a moment and violently sneeze, halting their current action and causing them to pause for a second. This can create opportunities to exploit lowered defenses, as well as stopping a spellcaster in mid-spell. This has a moderate chance of success with distant use, but the target will start to resist the effects with continuous usage, at which point local contact or a different magic would be necessary.

Vomit – This causes the target to stop what they are doing to vomit, then catch their breath afterwards. This can put a target out of the fight for a moment, or make them vulnerable for a period of time. This has a low chance of success with distant use, but repeated attempts will build upon each other and eventually take effect with enough effort.

Indigestion – This causes a creature who has recently eaten to suffer ill effects within their gut. This can cause painful bloating and cramping, which can slow down an assailant or cause them to take longer to complete every action. This can only be delivered through local contact.

Hunger – This causes a creature who has not eaten for some time to start suffering the ill effects of hunger and starvation, even if they aren’t actually out of nutrients to keep them going. This can cause combatants to retreat, or cause them to attack with full ferocity if you are their intended meal, but however they respond will be affected by diminishing strength as the effects of hunger set in. This can only be delivered through contact.

Illness – This is an attempt to throw the target’s immune system out of line, attempting to turn elements of it against the rest of the body. This results in the sudden onset of illness, and repeated uses of this magic on the target will advance the illness further. It may not be healthy to eat meat from a creature killed in this way, or safe to use their flesh for Living Armor or Prehensile Lashers. This can only be delivered through contact.

Hallucination – This attempts to cause the target to experience hallucinations, by altering chemicals in their bloodstream to ones with hallucinogenic properties. If successful, the target will begin to see things that aren’t there, think they know things they don’t know, think they can do things they cannot do, and their ability to do anything in a meaningful way becomes significantly hindered. This can have side effects, causing the target to go into a berserk rampage of blind rage, or somehow making the target able to anticipate and dodge attacks that they normally would not. This must be engaged with contact, but it can be sustained and increased in intensity through additional distant uses.

Normalize – Remove harmful bodily effects from the target. This is used to aid the Flesh Corruptor or their allies with any abnormalities to their overall health. Distant use requires more effort and produces worse results, and being in close proximity is ideal to help with diagnosis of the symptoms being suffered.

Unmorph – This is an ability that allows the Flesh Corruptor to pull a shapeshifter out of their shifted form and back to their normal form. This can only be be done through local contact, and only works if the thing which causes them to be shapeshifted is removed or unavailable after they have shifted back to their natural state, otherwise they will simply revert to the shapeshifting form they were in previously.

 

4. Heroic Movement Techniques

Diagonal Vault – When getting close to a wall, a Prehensile Lasher can be used to thrust upward and / or forward off the wall to continue moving in their desired direction. Doing this between a narrow chasm can be used to ascend the chasm with ease.

Grab & Swing – Overhead objects, including stone ceilings and archways, tree brances, bridges, and other features, can be used to grab onto and swing across like a rope swing. They may jump off at the end of the swing, or stay in position to try to find a better jump, or simply dangle in position until they are ready to drop.

Double Grab & Swing – This is able to be performed with two Prehensile Lashers equipped. Instead of breaking contact and leaping forward like the Grab & Swing is used for, this method doesn’t require contact to be broken, allowing for a more predictable and metered pace of travel, as well as the ability to move slowly above an area instead of dramatically swinging and launching forward.

Fly Paper – Some Living Armor surfaces may allow for the Flesh Corruptor to simply stick themselves in a stationary position on a wall until they decide to be mobile again. A Diagonal Vault or Grab & Swing can be followed off this with ease to get movement going again.

 

5. Living Armor Creation and Maintenance

Living Armor is a craft of its own kind. The ability to create Living Armor is through the use of the Corrupting Elixir, Corrupting Magic, and samples of hide or other parts taken from creatures, a suit of armor and weaponry is possible to create. Once a piece of living material has been prepared, the raw side can gently bond with the creator, and will not damage them if it is removed, but will not be removed with any ease unless by creator’s will.

This means that the goal is full body coverage by any means, and keeping materials in a state of good repair across the entire body. The living equipment can be put on in a very piecemeal way, making it possible to improve protection in deficient areas without having to replace everything. Maintaining it can be done by eating and drinking while the equipment is being worn, or designing and utilizing a Corrupting Elixir that can promote regeneration on its own.

In addition to surface, other parts can be used to add improvements. Prepared sensory organs can be utilized to enhance the user’s senses in various ways, including making night vision or thermal vision possible for someone with conventional eyes. Spikes, spines, glands, plates, and various other offensive and defensive features can also be prepared and added to the equipment, though the areas it is being attached to must be large enough to take in the addition in full, rather than spanning across two or more pieces.

Through creative use of materials and additions across many types of creatures, along with utilizing the Corrupting Elixir to make it more deadly or defensive in battle, makes it a unique and powerful way to gather and upgrade an arsenal.

V. Legacy of the Flesh Corruptor

There are many rumors and legends about the first Flesh Corruptor, Dr. Medoket Gidzmuh, and a few parts of their true history have been preserved in moderate detail over the years. Locations are not known, but the key events that occurred over a century ago are still known to scholars and historians, some by the aid of a powerful scryer peering into the past. Below is the most complete record of these key events, which are thought to have happened somewhere between 100-110 years ago.

1. The Good Doctor

Dr. Medoket Gidzmuh had developed great renown for their ability to mend flesh, cure ailments, and brew the most exquisite potions. The middle-aged woman had dabbled in magic and practical medicine to aid their understanding of potion-making, and had ascended in each to a level of unrivaled excellence. The good doctor took up practice due to her own personal fears of death and dying, and dedicated her life to studying the preservation of life itself.

This meant training a new team of healers to replace her, who she selected from the best and brightest of the volunteers who came forward to take on the task. Two years were spent getting each and every one of them a proper education in magic for healing, conventional techniques for healing, and brewing potions for healing wounds and remedying other ailments. After training what she decided would be enough disciples to replace her need in the local society, Medoket began following up on some loose ends that she’d come across in her research. Every thread that was left hanging was explored, theorized, and experimented on, until conclusive results could be determined and reproduced with success.

Dr. Gidzmuh continued down a new line of research, in order to determine what methods are possible to preserve life in a living state. She found that life itself was not a scalable value, but more of a binary analog, where any amount of life or no amount of life were the only two states which organic matter could exist. This also led to research in the transitive and communicative properties of life, determining that a conduit between a living being could be enough to help dying tissue stave off death and decomposition. The conduit could even be made to work remotely, though remotely it would only sustain life rather than allowing it to be interacted with by the one whose life is sustaining it.

Dr. Medoket Gidzmuh was finally ready to take all this new research to experimentation, to see if it would be viable for medical practice. A new type of potion was brewed, equal parts magic and chemistry, to create an elixir that could be used to establish and maintain a living conduit between themselves and the tissue of other living beings. This was called the Elixir of Communicable Life. A test would be needed to try this new potion and its effects, but Medoket had never seen battle once before in their life, so the idea of attempting to test this experimental system on a wild creature didn’t seem like a worthwhile prospect. Above all else, she realized that her fear of death had shifted to a fear of not completing this new research before eventually dying.

2. Circus Catastrophe

By a stroke of bittersweet fortune, a Circus came to the city where Medoket lived. The Circus was celebrated by all, as it gave people a chance to see spectacular feats of entertainment. The Manticore Tamer’s performance hinges on the Manicore being doped up beforehand to allow for safe handling, but the dose that was used was apparently not strong enough. The handler was ill-prepared for what happened when the cage was opened, finding in horror that the beast had not been adequately subdued at about the same time as their head was being cleaved from their body by the gaping maw of the beast. Soldiers quickly rushed in to help, while Medoket rushed in to see if she could do anything to try to save the decapitated Manticore handler.

By the time she fought through the retreating crowd and reached the handler’s corpse, death had already set in. She tried using the elixir to establish a conduit anyhow, but it failed to produce the desired result, and instead began to melt away the body of the deceased trainer. Cursing and screaming at the elixir didn’t make it work either, but it did draw the Manticore’s attention towards the frustrated doctor. The creature pounced on her, leaping through a wall of sturdy soldiers to pin her down. The breath of the beast was most foul, and the fear of dying before completing this research became overwhelming.

Before the claws got a chance to dig deeply into Medoket’s shoulders, she tried something that she’d never tried before, channeling magic through localized contact. She quickly focused and gave it an attempt, trying to tickle the lungs and throat of the creature to agitate some reaction. This made the beast pause before raising up to let loose a loud mucus-spraying sneeze. The beast was stunned by this odd turn of events, but had less than a moment to contemplate it before it reeled back and thrashed with a deafening screech. The Manticore move away from Medoket and turned once again towards the soldiers to attack them with even more ferocity – but without its tail, which was severed by a precise slash of a halberd by one of the soldiers.

Seeing the massive stinger flopping and trashing about gave Medoket an idea, and she quickly leaped upon the flailing appendage to douse it in the Elixir of Communicable Life. While the handler was dead by the time she got to it, this Manticore tail was still alive and moving, still able to accept the establishment of the conduit. And this time, it took hold, but Medoket had no idea what the conduit would actually do for the tail, or for her.

One by one the soldiers fell or retreated, leaving only a few of the bravest and most powerful standing. The Manticore had been wounded heavily, but the attempted doping for the performance had fully worn off, leaving it in a state of ferocious desperation. Seeing the soldiers closing in, the beast once again leaped towards Dr. Gidzmuh, who was in the process of inspecting the point of severance on the tail now that it had been locked to her own life force.

Without thought, acting only on unknown instinct, Medoket found herself thrusting the stinger towards the Manticore in a way that would normally only occur if it was still attached to its body. It snapped forward and pierced the beast’s heart, delivering a fatal dose of its own neurotoxin directly to the bloodstream. The massive beast staggered, looking at Medoket with a gaze of fear and confusion, before slumping over to die. After a soldier severed the beast’s head, there was no celebration of victory, only a count of the dead and dying. Medoket hid the tail under a bench and tended to the wounded masses, once again energized in finding that their research had finally come to fruition.

3. Metamorphosis

Continuing to research the detached Manticore tail drew a great deal of criticism and fear from townsfolk. They demanded that Dr. Medoket Gidzmuh, their revered healer and doctor of many years, must move to a new structure on the edge of the city before they may continue their research, as they fear the Manticore tail could somehow become animate and attack them or somehow summon more abominations. The alternative was the choice to be cast into exile.

Medoket took the first choice, establishing a new laboratory in the new building, and setting out to continue the research. The Circus incident instantly hardened the spirit of the good doctor, giving her confidence to continue the research and even pursue lucrative avenues of collecting live samples. She set up a series of traps near the laboratory, as well as a few in the wild, which were meant to help with capturing new specimen for experimentation.

Before setting out to the wilderness, she took the time to understand what the tail responds to, how it interprets her instincts and senses into taking action, and began to learn how to control the stolen stinger. She also found that it would not regenerate any harm it sustained or venom it could carry unless she was in contact with it while consuming and digesting food. She found that she began to rely on it, and she became inseparable from it.

When some of the traps started to work, and she could collect live specimen, Medoket would get to work with researching them. She found that a live insect which was fully coated with the elixir would live an exponentially long time compared to their normal lifespan, so long that she wasn’t sure if they’d eventually die or if they’d live until the end of her own life. She did not have dominion over the insect though, not even with physical contact. However, an insect prepared in this way could still die by being destroyed. She also found that wounds on creatures could be locked into a state where they don’t heal but also don’t bleed, working as a temporary remedy that can then be supplemented by healing magic or healing potions.

Growing curious about the effects, Medoket consumed some of the elixir in various different ways, producing interesting results. Depending on the magic energy she was channeling for herself, the elixir would have a different effect. One less appealing effect was projectile vomiting a potent acid. One more appealing effect was to be able to cause any damage inflicted on her living armor and prehensile lashers to regenerate immediately, allowing the armor to offer more protection than usual.

While conducting this research, she also experimented with using the skins of tougher creatures she’d gathered and forming a type of armor out of it. This armor-making process was a grisly sight, as the creatures she’d used for the materials were also used for experimentation in living with certain important parts removed and how that affected creatures. The various living skins didn’t need to be sewn together, as they can congeal to the surface of the skin of the one whose life force sustains them, as well as being removed at will. The unfashionable but functional armor was paired by various new prehensile and coiling appendages, from tails to tentacles to a beheaded snake.

4. Ultimatum

A bright summer’s day helped a watchtower guard spot a horrible, twisted creature leaving the laboratory on the edge of the city. This monstrosity was Medoket, who was venturing out with her newly found equipment to set out for some of the lesser-checked traps. None of the traps yielded any results, one had been smashed open from within, and another from the outside, but none of the rest had anything either. Upon returning home, she found a small army waiting to greet her, with arrows drawn and spears forward. The captain ordered her to come no further. She demanded to be let back in the laboratory. The captain didn’t even see her tiny wrinkled face through the massive fleshy pauldrons she was wearing, and was even more horrified when he found that it was the recent experimentation of their former doctor.

While she was away, the captain personally opened the door and gazed upon the experimentation himself. The creatures living in what appeared to be a horrid state, the collection of living skins and appendages laid out across many tables, and an alchemy set that looks like it gets used frequently. He first referred to what his lookout described the Flesh Corruptor, which was the phrase being thrown around by the soldiers as they waited for what they though was a monstrous creature to return.

The captain would not honor the request for Medoket to return to the laboratory. Soldiers moved in and surrounded her. She offered to remove the fleshy armor to prove that she was still just a regular person with irregular armament, not a twisted creature that they thought they were seeing. Her request was denied. She appealed to them one last time, reminding them that she had healed all of them at one time, and any she didn’t were tended to by her medical disciples. She told them that her experimentation will lead to new magics and ways for healers to help the wounded and dying with more efficacy, and that they needed to let her continue in order to perfect the process so that it can be taught to others. The captain was reviled with the idea of anyone using the magics and techniques Medoket had been exploring, and countered with an ultimatum: exile or death.

Medoket backed down. All of the research and experimentation can be reproduced elsewhere, she thought. She felt that it was truly a shame that her laboratory was being set ablaze to guarantee that she has no reason to return, but was now used to dealing with dangers in the wilderness than most seasoned fighters wouldn’t dare to battle alone.

5. A Dragon’s Eternity

Seeking shelter in a secluded place that would not be disturbed, Dr. Medoket Gidzmuh found a cave in the mountains that seemed as if it were made for her. She was disturbed by none as she moved along, neither beast not bandit would dare approach the monstrous vision. Wide passages with ample ventilation, a hot water spring, and easy access to nearby wildlife, provided many of the necessary features to immediately restart the laboratory and improve upon the last one.

Curiosity brought Medoket to explore the caves to great depths. She found ways to extend her senses to acquired sensory organs, and utilized an array of eyes from different creatures to help with the expedition. Each section was recorded in great detail in the sprawling and ever-growing map Medoket was working on, but it came to a pause on one fateful day. The day she spotted the dragon.

A pale dragon slept in a massive chamber deep in the mountain range. This particular cavern had an entrance that was easily big enough for the massive creature, but the position and nearby mountains guaranteed that it never saw light at any time of the year. The dragon slept for years, the entire time Medoket was there she’d only seen it move but once.

Medoket spent many years in this cavernous laboratory, but she could never get her mind off that dragon. If only there was some way some scales could be safely removed while its sleeping, she thought. After coming to a point where it seemed the research was complete, she decided she’d try to get a sample from the dragon somehow before trying to return with this research.

She finally mustered the boldness to give it one try. She moved into the dragon’s lair, careful not to make any noise that could stir the scaly giant. Inching ever closer to a set of scales that looked like it may have once been damaged, she almost got to them before some rocks collapsed under one of her feet. Medoket reeled and regained her balance next to the small collapsed area. The reverberations from these rocks falling managed to awake the dragon.

Upset by the sight and smell of the creature it was looking at, the dragon immediately got up and got ready to attack. The creature seen in front of the dragon didn’t seem to be fazed by its size. The dragon spoke.

“I don’t know what you are, monster, but you shall pay for waking my slumber in my home. This mountain is my home, and I watched it rise up over the ages before making it my home. I am a Dragon, I am eternal, I always have been, and I always will be. Let my name be the last thing you hear before you die: Azabrast!” it said. The walls trembled as he spoke, dislodging piles of dust from cracks and crags above.

Medoket took the dusty distraction as an opportunity to strike. She leaped through the air and startled the massive beast with a strike to the underbelly. The Manticore Tail was scarcely able to penetrate the scales, but that wasn’t Medoket’s only weapon any longer. She took a drink of the Elixir of Communicable Life while channeling a magic that would allow her to grow long razor-sharp spikes along the length of the tail, turning it into a far more ferocious weapon. Azabrast’s might was met with Medoket’s ferocity and speed, and the two were entangled in fierce battle for over an hour before Azabrast called for a truce.

“Enough. I understand now. At first I had no idea what you were, but now I can see that you’ve found a way to bind your own life force to the living flesh of others. I am now quite intrigued by you, far more than I am offended that you stirred me from my slumber. I have all the time in the world, and I wish to learn from you.” The walls did not shake when Azabrast spoke this time, but instead an inquiring calmness.

Medoket agreed, seeing that she could gain from the situation. She spent the next three years teaching the arts of healing and brewing to Azabrast, going down to every minute detail. Azabrast learned these powers well, even creating an Elixir of Communicable Life of their own. When it was finished, Medoket tried the efficacy by bathing in it, thus binding her life force to the dragon in the same way as the insect was bound to their life force back at the lab on the outskirts of the city. So long as the dragon is alive, the venerable Dr. Medoket Gidzmuh shall continue their research somewhere in the world.

The legend ends there. We unfortunately don’t know where the city was that Dr. Medoket Gidzmuh had been before going into exile, nor the mountain range, though that knowledge is somewhere to be found in the world. Azabrast likely lives on in their mountainous home, though there is no way to know if they or Medoket are still alive or not unless either were to be discovered.

Categories
Portfolio

Quest: Rations & Iron

Preface

This is a portfolio piece to demonstrate my quest and content design capabilities. This was particularly inspired by the game New World, though it can easily be adapted to a variety of settings, which I cover at the end. All of the names are intentionally terrible and meant to be replaced, and any implementation of this quest should be done using names, content, assets, and in-game resources of the game in which it is used.

Quest Story

Acting on orders from a malign outside leader and their “monstrous” bandits, Sgt. Barnan Greenbark and their rangers stage an ambush of the supply wagons they’re in charge of protecting by using a rolling log trap launched by disguised assailants, in order to sow chaos for a local fort and create an opening for an invasion. They manage to get the wagon full of gunpowder and munitions back home–as planned–as they intend to blow it up at the start of the assault. The second wagon held iron, and was less damaged in the ambush, but the driver Eorin Treyu got their leg crushed and wasn’t able to do more during the attack.. The third wagon held rations, and was significantly damaged, as well as having none of the crew survive between the log trap and volleys of arrows, including the driver Daravan Parsan.

The security captain for the fort, Volin Prule, recruits players to investigate, even pointing at and saying a local chat message with the names of the players as they pass by, in order to get their attention. They retain a list of friendly names who they’ve recruited for the event, and that is included in the contract players are given, which allows them to present the quest to other players in the field and add them to the list of friendly participants. If supplies aren’t recovered, if the fort isn’t resupplied, and if the investigation and assault to root out the attackers isn’t completed, Barnan will return to launch the assault on the fort.

Barnan claims that it was monsters who staged the attack, but they and their rangers are nowhere to be found to ask for more details, as they left shortly afterwards with a declaration that they will hunt down the assailants with their rangers. From their maligned leader, a larger force of fighters sent to attack to destabilize the fort were sent to aid Barnan, and had donned attire that made them appear monstrous, including color-tinted lenses in sets of 4 to 8 to look like monstrous eyes reflecting against the torches and lanterns. They made large volumes of arrows that appear to have monstrous influence, as well as having painted and decorated the human-worked logs with monster-themed paint and rows of stones to increase the weight and potential damage. These forces need to be cleared out as part of the assault on their hideout, once it occurs. Barnan is unable to be located until their plans are foiled, or until they return to launch the assault. Investigating the attack site and recovering remaining materials helps delay the assault, but it will eventually occur if the players do not clear out the hideout. 

While the driver of the ration wagon Daravan Parsan was killed in the assault, driver Eorin Treyu is recovering under city guard protection at the inn. They will tell what they can of the assault, and enable the player to see UI tips or highlighting that will help players narrow in on clues when they go to investigate the site, and with enough evidence they can go back and help the security captain see that it was a human-led assault rather than one of monsters. 

However it plays out, players must work to recover supplies, investigate the attack, resupply the fort, and take down Barnan, their crew, and their “monstrous” bandit forces. If they fail, the assault will occur, possibly with the fort in a sort of diminished state, and can lead to loss of the fort if defense against the assault fails.

It may be revealed, through something Barnan carries, or assets found at the enemy hideout, that the maligned leader is preparing to wage a widespread assault to take over a large piece of territory, and hold it violently until they can be recognized as a sovereign nation. That and other loose ends can come about after the main quest is completed.

Timers and Results

This quest has four timers, and if players fail to satisfy them, the issues are compounded and can lead to assault on the fort where the quest is obtained. New quests emerge if loose ends aren’t tied up after the recovery and attempt to root out the enemy.

 

Investigation Minutes til NPC intervention Timer

Players start with 240 minutes of investigation time, which elapses at double speed during the night, since that is when the enemies patrol close and attempt to take supplies from the wagons. Each player within 50 yards/meters of the site contributes to elapsing the timer, up to a cap of 10. This means a small group can investigate and return without activating the timer, or a large group can come in and gather the supplies and handle the wagon investigation in one decisive action, or a medium sized group with crafters could potentially rebuild one wagon and haul all remaining supplies out of there. 

When the timer elapses, 1 NPC per 3 players (minimum 2 unless the investigator is solo) appears to engage in combat. If one is left standing, it attempts to retreat, and if they succeed, they’ll raise alarms that cause constant patrols to show up in the area to attack investigators and slow down recovery attempts. If they are all downed, the timer starts at 240 minutes again. Evidence must still be presented that they’re humans, but investigating a fallen one will reveal their true nature, which will help speed up the investigation.

 

Attrition Timer

Over 14 in-game days, the fort will be at an increasing disadvantage. There will be less NPCs available to defend it if food hasn’t been restored, and some areas will fall into disrepair without iron. A lack of iron also allows NPC equipment to break in the midst of defense. At the end of every day, if a cumulative 7% of the total requirement has not been provided, one NPC becomes unavailable for defense, and 1 active NPC has a 25% chance for their ranged or melee weapon to break on every attack, if the fort is assaulted. This represents the weakening of the fort due to a lack of materials. NPCs who become inactive also deplete from the forces that can be sent to help clear the enemy camp. Players may provide these from personal resources to cover the immediate need.

 

Recovery Timer

Players have 10 days to complete the recovery effort. At the start, each wagon is depleted by 20% of their “full” stashes, and an additional 8% disappears for every day it has not been investigated. Any day when it is investigated, loss goes down to 4% and a half day is added to the timer. Every 4% iron loss will slightly increase enemy damage and the quality and quantity of defensive barricades in the hideout, and every 4% rations increases the quantity of active and patrolling enemy combatants who aren’t instead caught off-guard resting in the hideout. 40% of the supplies from both must be returned or otherwise provided for by players to satisfy this timer, which also satisfies the attrition timer. Even if players provide these resources from their own personal supplies, it will not reduce the improvements to the enemy forces, which only occurs when the resources are no longer available to be looted.

 

Investigation Timer

Players have 10 days to investigate the site of the assault, and any day where it is investigated for even a moment will stop the timer for that day. Every 3 days a clue is removed from the site, which makes it tougher to determine the cause of the assault and report back. After 10 days, if nothing has been investigated, players will be unable to track down and root out the “monstrous” bandit force, and an assault is inevitable. 3 clues is enough to get an NPC-accompanied response, while 1 to 2 clues is still enough to have players track down the “monstrous” bandits to try to defeat them.

When the assault is declared, players have 3 days to locate Barnan in the hideout, and if they fail, the Expiration Assault occurs. If Barnan is revealed, they will remain until defeated, or if all players have vacated the area after Barnan has been revealed, they will leave after 1 day of inactivity, and launch the Expiration Assault.

 

Expiration Assault

If any of these timers–except the on-site investigation timer–expires, Barnan returns to the fort to launch an assault. The assault will occur that night, starting with Barnan’s rangers blowing up the explosives wagon to open a massive hole in the side of the fort, or at one of the gates that can no longer be closed. For every 20 players and friendly NPCs in the fort, and every 35 friendly players in the nearby region, one ranger is added to the enemy forces, and one “monstrous” bandit per assault wave every 30 minutes until Barnan is defeated.

After the explosion, Barnan and the rangers within the fort will take a stronghold position at the inn, while the “monstrous” bandits will come through with monstrous attire and armaments from the vulnerable opening. The fort is considered neutral after the assault has been underway for 15 minutes, and unless players quickly take it back, any faction can send forces and try to capture it. Enemy capture occurs when three full waves worth of “monstrous” bandits have taken position within the walls, at which point it is no longer a player-usable location and will become the site of new attacks on nearby forts. If the assault is thwarted within 15 minutes, the fort isn’t made neutral.

 

Bonus Follow-Ups

Bonus 1 – “Woes of Attrition” Resupply Timer: If the road hasn’t been cleared within 1 month of the start of the event, a new quest comes up “Woes of Attrition” which forces players to clear the road, go to the next fort, and start a wagon escort event, OR locally gather a stash of materials to make up for shortages.

Bonus 2 – “Urgent Rebuilding of [[Fort Name]]” rebuild timer: If the assault occurs, whomever claims the fort will immediately find a quest to rebuild. Massive amounts of wood, and any missing iron and rations from the events leading up to the assault, must be restored in order to fully rebuild, and to rearm and redeploy NPCs. Within 5 days, if no effort has been made towards any of this, another NPC assault occurs, with more of Barnan’s “monstrous” bandits or whomever they “actually” work for arriving to make a follow-up strike.

Bonus 3 – “Pursuing A Greater Threat” mission: If Barnan was searched by a player after they’re downed, the player who searches them will obtain a document that reveals a greater threat in the form of the non-factional commander of the “monstrous” human forces, and allows players to continue to pursue them. The trail goes cold if it isn’t pursued within a week.

Framework

I) Introduced To Players

The quest is introduced to players meeting the security captain, or being offered their contract by someone who is already participating. Two of the wagons from a convoy of three, carrying explosives, rations, and iron, were attacked by a log trap, damaging the two with rations and iron aboard, and killing the crew of the rear wagon carrying rations, including the driver Daravan. The commanding officer and lead driver Sgt. Barnan Greenbark, claims it was a monstrous attack, but is in fact the organizer of it, and will lead a full-scale assault with their rangers and a bandit force if they are not stopped. Eorin, who had their leg crushed in the ambush, claims it appears that they were actually humans pretending to be monsters. Security Captain Prule sends players to investigate, and gives them an item they can use to share the quest with someone else. Smaller groups of players are able to check it out and report back, then gather a larger player or player+PC force to handle the recovery effort. Larger groups can attempt one or multiple recovery attempts to gather the supplies. All quest timers are now active, though the investigation timer only depletes when the players are at the site.

 

II) Player Investigation

Player investigation can reveal that it was indeed a human trap, and clues nearby are that of humans. UI-illuminated clues lead to a human quiver filled with the so-called monstrous arrows, a human jar of monstrous paint applied to human-worked logs, clear evidence of boot prints are everywhere, a poorly-buried fire pit from a former small camp, a few discarded scraps from failed monstrous arrows that fell apart, and a drawing in the dirt that shows a diagram of the ambush. Based on the timers, there is anywhere from 1800 pounds of iron and 900 pounds of rations remaining at the start, which quickly depletes at a rate of 160lbs iron and 80lbs rations every day, though any day when a player visits the site reduces the drain by half for that day. If players trigger the attackers, and manage to follow the retreating assailant back, they can skip to V and begin the assault, but the Recovery Timer will still be depleted until the assault is successful.

 

IIIa) Complete Success

The investigation is completed before any multi-day timers expire. At least 3 pieces of evidence, or proof of a downed human in disguise, leads to IVa. Less evidence when reporting back leads to IVb.

 

IIIb) Partial Success

The investigation was not completed before the Investigation Minutes timer elapsed, and the players failed to catch the escaping assailant. However, one of the fallen attackers was searched, and revealed to be a human in disguise. Move to IVa, but there will be 50% more enemies when the players launch their assault on the hideout.

 

IIIc) Failure

Attrition, Recovery, or Investigation Timers elapse, prompting the enemy assault on the fort. Move straight to Vb.

 

IVa) Supported Assault

Evidence of who did it prompts a new report from a scout that claims they tracked the ambushers to their camp located in a hidden cave, and the security captain puts out a shout for players and NPCs in the region to rally and assemble a strike team. For every 3 players that gather, an NPC joins in, and a minimum of 3 NPCs join the response force. An additional NPC per 5 players, with a minimum of 1, is added if the Attrition and Recovery timers have been resolved. This leads to Va.

 

IVb) Unsupported Assault

Evidence of who did it is a bit shaky, and while one scout believes they have found the hideout cave, the security captain cannot muster the confidence for a full all-hands assault. An additional NPC per 5 players is added, with a minimum of 1, if either the Attrition Recovery timers have been resolved, and this is doubled if both are resolved. Players are gathered with the NPCs if they;re made available, then move to step Va.

 

Va) Hideout Assault

An assault is now being attempted, no matter how it was approached. The resources may still be important, but players will be directed to the site of the assault and encouraged to group up. 50% of the stolen resources, including half the initial 20% that was missing at quest start, can be found in crates and barrels around the hideout. At the end of one fork of the cave, Barnan and the rangers have their quarters set up, and you’ll be able to finally take Barnan down. When they die, they detonate an explosive that makes the cave unstable, and players have 10 minutes to escape as it rumbles, before it collapses across 5 additional minutes. This leads to VIa.

If they fail to reveal Barnan within 3 days of assaults, and don’t defeat them within 3 days of being revealed, the Expiration Assault will automatically trigger as soon as no player is within 50 yards/meters of Barnan, and Vb begins.

 

Vb) Fort Under Assault

However it happened, the Expiration Assault has been triggered. The assault plays out as listed on the timer. Victory leads to VIa, defeat leads to VIb.

 

VIa) Assault Victory

Victory over the disgraced Sgt. Barnan Greenbark and their rangers. Any remaining wagon resources are automatically obtained, and the wagon mess gets cleaned up with a follow-up quest players can obtain. If anyone looted Barnan, they obtained a book, and if they read that book, it reveals the alias of whomever was giving them orders, which can be engaged by the player and shared to other players, and handed to the security captain so they can facilitate the investigation.

 

VIb) Fort Is Lost

The fort has been overrun. The nearest safe fort for the players is where that security captain will end up, along with some NPCs from the now-overrun fort. A new quest will emerge to gather resources so a war machine based assault can be used to retake the fort, and then the quest to participate in that assault will occur. Alternatively, any faction with a massive force of available fighters can simply march in, kill everyone, and take it back.

 

VII) Bonus Quests

Bonus Quests mentioned in the Timers section may now become available.

Quest Assets

NPCs

Security Captain–quest giver. In this example, it is Volin Prule.

Special NPC leader–the antagonist, in this example it is Sgt. Barnan Greenbark.

Special NPC elite units–the antagonist’s personal ranging guards, the rangers in this example.

Special NPC common units–these are the “monstrous” bandit forces.

Injured NPC “Driver”–This is the driver of the 2nd wagon. Eorin Treyu in this example.

Deceased NPC “Driver” – This is the driver of the 3rd wagon, who is referenced, and whose body may be searched at the ambush site, but they died in the ambush and were left there. Daravan Parsan in this example.

 

Locations

Town/Fort/Settlement–This is the location which will be made vulnerable and fall into disrepair if the needs aren’t being addressed, and where the Special NPC Leader is targeting for attack.

Nearby Friendly or Trade Neutral Location–This is where the convoy of wagons came from. It will be called Phanadia.

Investigation site at a road with a trap-ready node–This is one road leading between the fort and Phanadia. Along this road must be a location that can support whatever form of trap will be deployed. An off-road logging camp is a perfect cover for the trap, though fresh paint and viscera could still be applied for that “this was possibly monsters sending a message” sorta look. In general players shouldn’t be present when the attack occurs. This could also be a different type of trap, like a swinging log or boulders off a cliff.

Secret Hideout–This can be instanced, or a geometry that goes underneath the normal gameplay area while it is exposed, and has a hefty climb down a ladder or stairs to access it. It can also use an existing cave that is normally empty, but that will likely just be searched by players regularly and upsets the surprise of the investigation.

 

Resources

Site of Ambush–Two damaged wagons, lots of “monstrous” arrows, and a variety of clues for players to inspect for the investigation.

Salvaged Wagon–It is optional to let players salvage one wagon or not, based on the tech of the game, but if possible players should be able to fix up one wagon and return with it and the supplies that were left behind. Near completion of the wagon repair, an NPC will arrive on horseback, and will automatically take over to hitch it up and drive it back once it is rebuilt.

Gatherable Salvage Resources–These are containers with piles of resources, anywhere from 10 to 50 pounds of a given material per container, as well as smaller piles of odd resources when things have been diminished below container sized values. They are a “drop on death/no fast travel” item, so players cannot simply gather them and recall or suicide respawn back to home with them. Over time they relocate from the ambush site to the hideout.

Secret Hideout–as described above.

Quest Flow and Dialog

Framework I) Recruited to Investigate

This is the initial conversation with the security captain.

“Hold there, [[comrade/friend/soldier/whatever the world uses]]. There’s a matter of dire urgency that needs to be addressed immediately. A convoy with three wagons was due to arrive from Phanadia today, but they were attacked and only one managed to arrive, while the other two were left behind as our soldiers escaped the ambush. The arriving wagon carried explosives and munitions, and we’re fortunate that it was not destroyed, but the ones left behind have critical shipments of rations and iron ingots that we’ll need to recover before they are destroyed or looted. The road had been surveyed by scouts prior to the convoy’s departure, but after the first wagon crossed a low point in the forested hills to the [[quest node direction]], attackers sprung a trap and smashed the wagons with piles of massive logs. 

“The driver of the middle wagon, Eorin Treyu said the trap seemed to be that of human design, but the officer in charge of the convoy, Sgt. Barnan Greenbark, claims that their rangers were firing at monstrous eyes and figures in the shadows as they made their retreat, even recovering one of their arrows as proof. I’m not sure where that arrow ended up, though. Most of the third wagon’s crew sadly died in the trap, including the driver Daravan Parsan, but the other two crews managed to escape with only a few injuries.

“I’ve marked their location on your map. We need to know what happened, and what the state of the wagons is right now. If you go alone, be careful to avoid engagement and raise any alarms. If you plan to attempt to salvage the goods, or even repair one wagon and bring back what remains, bring whomever you recruit by me to check in. You can also show them this document I’ve written that explains the situation, but they’ll still need to check in after the investigation. 

“Let me know if you have any questions.”

 

Q1. Where can I find Eorin Treyu?

Q2. Where can I find Sgt. Barnan Greenbark? 

  • Modifier: If players reported back that Barnan has left, use 2a.

Q3. What should I look for when I investigate?

  • Modifier: If players reported back that Barnan has left, use 3a.

Q4. Can’t we simply repair the wagons, or bring guarded ones, in order to recover the materials?

Q5. This sounds too dangerous. How much iron and food would we need to replenish the stock?

X6. Thank you, I’ll start investigating this attack immediately.

X7. I am unable to assist at this time, my apologies.

A1. Eorin is currently being cared for by a physician, at their room in the inn. They’re in good enough shape that you ought to be able to visit and ask questions, but their crushed leg will take some time and a small ounce of magic to restore back to health. Tell the innkeeper that I sent you, and they’ll show you which room they’re in. [[Eorin’s location is noted on the map as an optional location.]]

A2. Barnan should be around here somewhere, but may have already set out on a patrol. Neither they nor their rangers covering the front wagon were injured in the ambush, and Barnan seemed intent on seeking out the dwelling of the convoy’s assailants. Check with one of the guards at the gates to see if they know.  [[Barnan is not around. Guards at one gate will reveal this, and at least one guard will point out that they went back towards the ambush direction.]]

A2a. [[when guards have revealed Barnan is missing]] Sgt. Barnan Greenbark has left with their rangers towards the site of the attack, most likely planning a recovery effort. If they’re there when you arrive, I’m sure you’ll be asked to lend a hand.

A3. I need evidence of who launched the attack, and what is left for us to recover. Aside from supply recovery, my biggest concern is whether this is the work of human hands, monstrous hands, or some twisted alliance. Perhaps monsters took over a human-made trap built by one of our adversaries, or somehow the monstrous creatures were enticed into launching the attack by humans. Whatever the case, we need to know the reason in order to plan a proper response, as we must secure that road for future supply deliveries.

A3a. [[when guards have revealed Barnan is missing]] “Sgt. Greenbark is probably already investigating it, but we need evidence of whether the attack was done by humans or monsters. Hopefully Sgt. Greenbark has already figured this out, and you should check with them or their rangers when you arrive, if they’re still there when you arrive. If not, look for clues that could help reveal the nature of the attackers.”

A4. “This may be possible, though we don’t have any wagons to spare at the moment, as the ones we have are needed for outbound shipments of the resources we gather nearby for other forts. If you can gather a crew with the means and determination to repair the wagons, or can simply carry back the resources by hand, this will bypass some of the immediate danger we’re in. We’ll still need to fully investigate the attack, bury our dead, and clear the road of debris, but at least we won’t be lacking in resources anymore.”

A5. “The looming threat of future attack would not be addressed, but I suppose if we can get an additional ton of iron and a half-ton of preserved meats in the next few days by other means, the immediate danger we face will not be that of attrition and malrepair. If you can spread the word and get me these materials, we can respond to the ambush and any possible threats more effectively.”

X6. Upon disengagement, an appropriate send-off for the culture should be used. Go with the light, live long and prosper, whatever is normally used for encouragement.

X7. Upon disengagement, a phrase to encourage or shame the player into coming back and accepting the quest is used.

 

Framework II) Follow-ups and Investigation

II.1) Follow Up with Gate Guards (Don’t Know) 

II.2) Follow Up with Gate Guards (Do Know) 

II.3) Eorin Treyu

 

II.1) Follow Up with Gate Guards (Don’t Know): 

A basic introduction should be used upon first engaging with them.

Q1.Has Sgt. Greenbark been seen near this gate?

X1. Thank you, that will be all.

A1. Sgt. Greenbark and their rangers haven’t come through this way. They’re probably somewhere around here.”

A1a. [[If other gate guards revealed that Barnan left]] Some of the guards at the [[direction]] gate said they saw them leave.

A1b. [[If Captain Prule was told that Barnan left]] Captain Prule said they already headed out the [[direction]] gate towards the site of the ambush. 

X1. Something plain but well-meaning like “Good luck out there.”

 

II.2) Follow up With Gate Guards (Do Know):

A basic introduction should be used upon first engaging with them.

Q1. Has Sgt. Greenbark been seen near this gate?

X1. Thank you, that will be all.

A1. [[First time reporting]] Yeah. They should have checked in with Captain Prule, but they headed out towards the site of the ambush towards the [[direction]] along this road. 

Q1.1. Captain Prule said they should still be around.

X1.2. Thanks, that’s all I needed to know.

A1.1. Well they must have their own agenda, maybe they’re keen on retaliating faster than the captain is ready to deploy them. That isn’t like Sgt. Greenbark and their rangers though, usually they’re obsessed with formality and procedure. Please report it back to Captain Prule.

X1.2. Glad to help. If they weren’t already aware, please let Captain Prule know that Sgt. Greenbark left before you head out. 

A1a. [[Subsequent interactions]] Yeah, we confirmed this for Captain Prule. They went along this road towards [[direction]] towards the site of the ambush on our supply convoy.

X1a.1. Thanks, that’s all I needed to know.

X1. That will be all for now, thank you.

 

II.3) Eorin Treyu

Eorin has some inquisitive greeting like “Oh, who are you?”

Q1. Hello Eorin, my name is [[player rank and name]], and Captain Volin Prule sent me to speak to you about the ambush. Are you feeling well enough to talk?

X2. I think I should let you rest. Take care, Eorin.

A1. Ah.. yes I can, but I’m in quite a bit of pain still. The log that hit my wagon completely shattered my leg. 

Q1.1. I want to know whatever you can tell me about the ambush.

Q1.2. A shattered leg has killed many in these lands. How are you surviving with it?

A1.1. We set out from Phanadia well past our intended midday departure time due to a failed safety inspection on Sgt. Barnan Greenbark’s wagon at the front, which contained barrels of gunpowder and various munitions. Once that was finally secured, we were on our way. The sun was down when the attack happened, not completely gone from the sky, but with enough light to cast a shadow to cover the front of the ambush site until we were too close to do anything about it. The thunderous sound and rumble of the logs coming towards us will haunt me to my end, as it almost was, when one log took a high bounce and came down on my left leg as I turned to see what the sound was. It hurt like hell, still does, but fortunately it rolled off the wagon so I wasn’t pinned down, and I managed to dive for cover from the arrows off the right side. One of the crew members managed to drag me away, and I’ve been treated by some form of healer ever since then. 

As I was being dragged away, I didn’t fully succumb to the pain and pass out, and was able to get a look at the things that attacked us. They looked like some amalgam of bones and plant matter, like some sort of bony creatures that can blend in with the trees. But as I looked closer, I could see their movements looked like that of humans, not that of any sort of beasts or monsters. Additionally, their bows looked like ones you’d find around here locally, just adorned with some of the same viscera stainage and adornments like I saw on the smooth, well-made arrows they fired at us. That same stainage and viscera was on the logs as well, which makes me think any nearby logging camp may have been overrun if that’s where the large, rounded-out logs from the trap originated. One such logging camp may also have been legitimately established with the intent to provide materials for this ambush.

Something is terribly suspicious here. If you should investigate it, be thorough and be quick, and perhaps go by day so you can see any attackers coming from further away. Look for footsteps and boot prints, evidence of their bows or quivers or other equipment, tracks of theirs leading away from the site, the quality of the work on the logs, and the method they used to release the logs upon us. If you find one that was felled in the exchange, you should be able to find out pretty fast whether they’re humans or a new kind of monster. If you find anything, report it to Captain Prule, and don’t say a word to Sgt. Greenbark. [[After this has been completed, a flag is turned on for the player to highlight investigation clues from a distance so they can complete the investigation much faster.]]

X1.1.1. Your suspicions and concerns are noted. I’ll see what I can find out there. [[If 1.2 was asked, this is the only option]]

Q1.1.2. Thank you, I’ll check that out when I arrive. I have another question. [[If Q1.2 was not asked yet. Q1.1 will no longer be available. Player can opt to exit with X1.1.1 from there.]]

X1.1.1. Thank you. Help us find the bastards who crushed my leg so we can take them down!

A1.2. The sawbones were rightly ready to amputate it, but one of the magical healers who was with the transport caravan has been using experimental magical procedures to stop the bleeding and slowly repair the bones. I suppose I’ll be glad to have my leg if this succeeds, but for now, the pain is rather immense, even with medicine designed to dull it. I could still just accept that it is lost and let them cut the damn thing off, but then the next poor soul with a crushed leg will be going through this experimental treatment with no guidance on what it is like and how well it works.

X1.2.1 Thank you for letting me know about the ambush. I shall let you rest, Eorin. Hopefully they can fix your leg up quickly. [[If 1.1 was already asked, this is the only option.]]

Q1.2.2 I’m sorry this recovery is so painful, but I hope they manage to get your leg working and feeling well again. If you’re feeling up to it, I’d like to ask about the ambush. [[If Q1.1 was not asked yet.Q1.2 will no longer be available. Player can opt to exit with X1.2.1 from there.]]

X1.2.1 Just be sure to give the bastards who did this to me a shattered leg or two of their own. Godspeed, [[player rank and name]]!

X2. I’ll try, it hurts to do anything else. Make them hurt much worse.

 

Framework III) The Investigation

III.1) Return to Security Captain Prule 

III.2) The Investigation Site

 

III.1) Returning to Security Captain Prule, Before Investigation

Welcome back, what have you discovered? 

Q1. I spoke to the [[direction]] gate guards, and they reported the departure of Sgt. Barnan Greenbark and their rangers.

Q2. [[If the player is flagged to spot clues from talking to Eorin]] I spoke to Eorin. They are recovering well enough to better recall the event, and offered suggestions for what we should investigate at the site of the ambush.

X3. I have nothing new to report at this time.

A1. They left without checking in? That doesn’t bode well. Be wary of Sgt. Greenbark and crew, and if you see them, please report back at once.

A2. Here, write those details down for me and I’ll have a scribe update the report. [[This flags all players with Eorin’s clue-finding UI enhancements.]] 

X3. Please continue the investigation with care. 

 

III.2) Investigation Site

When players get close, they’ll see the wreckage and logs still in place. Clues can be investigated without UI assistance from talking to Eorin Treyu, but they are collectively tougher to spot without the assistance.

  • Most of the enemy arrows have been reclaimed, but a human quiver can be found hanging from a nearby tree, filled with the decorated arrows.
  • The logs have dried blood and guts and viscera on them, and a few sets of gouge marks meant to look like massive claw marks, but further investigation reveals that they were shaped and rounded with conventional tools. 
  • A crushed metal bucket can be found near where the logs were released, which appears to be a human-made bucket that was crusted with blood and viscera similar to the logs. 
  • A couple single-file trails of overlapping boot prints lead from the ambush site, one to a buried fire pit, the other to a map of the area etched into the hard dirt with a long, sharp rock. The trail itself is a form of evidence, as are the fire pit and map.

 

Framework IV) Investigation Response

IV.1) Returning to Security Captain Prule, After Investigation

IV.2) Discovering the Hideout

IV.3) Timer Expiration

 

IV.1) Returning to Security Captain Prule, After Investigation

Q1a. [[If the player visited the investigation site and has at least one clue to report]] I’ve returned from the investigation site, and I found evidence supporting Eorin’s claim that this was a human attack. 

Q1b. [[If the player has found at least 3 clues, or investigated a downed assailant]] I’ve returned from the investigation site, and it was definitely a human attack. Here is the evidence that has been found.

X2. I have nothing new to report at this time.

A1a. Thank you for this. I think Eorin is correct, based on what our scouts have found, but I don’t believe this is substantial enough to call all able bodies to arms. Do you think you can find more evidence? If not, we can act on as much as we think we know at this point.

X1a.1. Yes, it would be wise to find more evidence, if it means we can justify a stronger counterattack. 

X1a.2. No, let’s act on what we know, we can’t stand to lose more resources [[This begins the less-supported assault from Framework IVb. Move to Framework Va.]]

X1a.1. Find what you can, but be careful out there.

X1a.2. Right then, time to find my bell and raise the alarm. Stay here while we gather our forces.

A1b. You have clear proof? Well we’d better not waste time, our scouts have a lead on what they believe to be the hideout of these adversaries. Let’s take them down, and we can deal with Greenbark later! [[This begins the well-supported assault from framework item IVa]]

X2. Please continue the investigation with care. 

 

IV.2) Discovering the Hideout

If players manage to make it to the hideout, they quest immediately changes to the assault, and players who check in at the investigation site or with Captain Prule are directed to the assault. NPC allies will be allocated as per Framework IVb. Move to Framework Va.

 

IV.3) Timer Expiration

Should this request for aid be ignored by players, or if they take the majority of the resources for their own stash instead of returning them to the city, one of the timers will inevitably run out, leading to an assault on the fort where the quest was obtained. This is the condition of Framework Vb, which is the Expiration Assault listed in the Timers section.

 

Framework V) Assaulting or Being Assaulted

V.1) Hideout Assault

V.2) Fort Assault

 

V.1) Hideout Assault

This is as described in Framework Va. Whether instanced or appearing seamlessly in the world, players should all be fighting in the same space and not be separated from one another. Enemy count, enemy respawn limitations, and difficulty, should be tuned to be fair but challenging. More evidence correlates with greater NPC support, while less evidence or just diving straight into the hideout gets less NPC support. When the assault is completed, the cave-in should destroy the hideout and restore the world to its original surface terrain.

 

V.2) Fort Assault

This is as described in Framework Vb. Players will need to breach the gates, fend off newcoming attackers, and fight their way through the ranger stronghold at the inn. The rangers and Barnan should be considerably tougher, with slightly higher attributes, movement and ability refresh speeds, and use of coordinated tactics like lining up behind cover to firing on a marked target to try to pick off one player at a time. Even after Barnan is defeated, the rangers must all be cleared out before waves of bandits stop showing up.

 

Framework VI) The Result

VI.1) Victory

VI.2) Defeat

 

VI.1) Victory

The disgraced Sgt. Barnan Greenbark has been defeated. If they were looted, there is an opportunity to pursue the malign bandit leader, which is the Bonus 3 option in the Timers section. Whether looted or not, if the supplies have not been restocked, Bonus 1 is forced upon everyone in and around the fort until supplies have been recovered or replenished. If the fort was assaulted but didn’t fall, Bonus 2 will be presented, and is of high urgency. 

 

VI.2) Defeat

After 15 minutes, the fort will become neutral, as there is no clear owner. As the battle rages on, enemy NPCs will take up the various potential respawn locations within the fort, which are recovered when threats are cleared out of those respective areas. When the players are driven out with no remaining in-fort respawn points, the NPCs of the fort go into full retreat and take shelter in nearby friendly forts. The fort’s NPCs will not return until the fort has been recovered by a player faction, and has been restored. Finishing Bonus 2 is the culmination of the restoration effort.

 

Reconciling Content Gaps With The Design Team

How far can a player get in the dialog, and where can they hard exit a conversation, while still moving things along?

How do players share evidence they’ve discovered so they don’t need to have one person perform all the steps?

How tough should the assault or defense events be, relative to what the game has to offer, and relative to what is expected in the areas where it can be deployed?

Do the timers and components of the assault make sense for the context of the game, and if not, what would work better?

Should this be an isolated incident, or one factor in getting a lead on the malign leader of the disguised bandits? 

Should players be allowed to use their stash to cover the lost resources, or to keep lost resources and not turn them in?

What other quests play can lead into this or be outcomes from it?

What happens if players who haven’t accepted the quest find the investigation site?

What names and mannerisms should be used for the NPCs?

Adapting This Content To Different Settings

This is a reasonably limited scope and scale for what could be a reasonably universal quest for anywhere from fantasy lands to naval blockades to space miners on the edge of the galaxy. There are a few main components that makes it all work:

1) The need for shortage. 

The ability for shortage to occur is critical in making this quest work, and while something volatile with less sustaining properties makes sense as the transport that arrives, the other two should have critical materials that will leave the intended recipients in a weakened and vulnerable state. When temporary weakness and damaged states are not available for the structure, weakening NPC guards and other defenders by lowering their attributes or thinning their numbers will facilitate an enemy NPC advantage.  

In a world without attrition, where everything is fully repaired and restocked at all times, this quest will not work well. It may be possible to break canon in one such game to explore what happens when necessary supplies are not delivered, but in general this will work more naturally for a game where attrition and resource deprivation will affect a settlement of some kind.

 

2) Enemy organizations/factions. 

This quest works as a quest because it isn’t initiated by another p[layer faction, and opens up room for a persistent aggressor, or shows one of the ways in which they are attempting to take over areas nearby. If there’s more than one sentient race/species, this works better when the playable races are used as enemy NPC races as well, so what is monstrous is compared to all playable races rather than something monstrous being anything non-human. In this way, the disguises will still seem monstrous, not people disguised as another playable race.

While it could be that a player faction has questlines related to setting up the ambush as a disguised attack force, it wouldn’t work the same unless the players are defending the NPC officer who is facilitating the event. Maybe if players can “play as the enemy NPCs” to some extent, or the game has systems for players to act as enemy henchmen.

 

3) Adapting To Platforms.

For a TTRPG, it is possible for a DM/GM to weave this into existing content, or use it as the basis for part of a quest line. If players have been in town for the first few sessions of gameplay starting from low-level characters, and earned 1-2 levels or equivalent advancement, this would be a good quest to get them out of town and on the open roads a bit. 

For a single-player CRPG, there is no need to worry about what other players are doing, so each of the timers should be adjusted to match what a solo party would be capable of doing, as well as limiting the packs of enemies that will be encountered to allow players to overcome them and suffer minimal losses or expenditures until they reach the rangers and enemy officer. NPC allies can also be added to the mix, so players are the tip of the spear but aren’t fighting everything themselves. 

For a multiplayer game with non-coordinated players–like an MMO or large sandbox–use the quest as-written, and work with the design team to reconcile unspecified components and outcomes in a way that makes sense for the game. Adjustments should be made to make the quest scalable to the player density in the area, and if there’s far more players than needed, NPCs may instead be off the front line for triage and other support, rather than directly joining the fray.