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<blockquote data-quote="Quickleaf" data-source="post: 6044476" data-attributes="member: 20323"><p>What a great setup <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Now I'm a bit confused by what you're looking for...</p><p></p><p></p><p>Are you sure? That does limit your "fail forwards" to scenarios where (a) the captain is alive, and (b) the PCs escape with the captain.</p><p></p><p>Also, you ask for help with "fail forwards" but you also describe pretty precisely what happens on a failure: the prison goes on high alert and the PCs face a lethal combat encounter.</p><p></p><p>If you're asking for developments that can happen on individual failed checks, that depends on the context of the individual check. You already have a 4-point Plan the PCs have, just have failure developments keyed to which part of the Plan they're working on. For example...</p><p></p><p>Convinving the captain - the captain either doesn't trust the PCs or believes he deserves his fate, so they'll need to subdue and bag him.</p><p></p><p>Plant the disguised rogue - the rogue's cover gets blown and they need to silence whoever is about to sound the alarm. Alternately, a more conniving NPC might let it slide in order to (a) extort the rogue for services or (b) make the gladiatorial fights te rogue faces especially difficult.</p><p></p><p>Escape the prison without notice - the uprising they trigger could get out of control and start to threaten innocents , the party might get separated in the chaos, or they face a combat encounter with guards.</p><p></p><p>Get to his ship - a great chain net is raised blocking them in, escaping gladiators from the uprising commandeer the ship, a villain (maybe the harbormqster) sends guards to assault the ship, etc.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6044476, member: 20323"] What a great setup :) Now I'm a bit confused by what you're looking for... Are you sure? That does limit your "fail forwards" to scenarios where (a) the captain is alive, and (b) the PCs escape with the captain. Also, you ask for help with "fail forwards" but you also describe pretty precisely what happens on a failure: the prison goes on high alert and the PCs face a lethal combat encounter. If you're asking for developments that can happen on individual failed checks, that depends on the context of the individual check. You already have a 4-point Plan the PCs have, just have failure developments keyed to which part of the Plan they're working on. For example... Convinving the captain - the captain either doesn't trust the PCs or believes he deserves his fate, so they'll need to subdue and bag him. Plant the disguised rogue - the rogue's cover gets blown and they need to silence whoever is about to sound the alarm. Alternately, a more conniving NPC might let it slide in order to (a) extort the rogue for services or (b) make the gladiatorial fights te rogue faces especially difficult. Escape the prison without notice - the uprising they trigger could get out of control and start to threaten innocents , the party might get separated in the chaos, or they face a combat encounter with guards. Get to his ship - a great chain net is raised blocking them in, escaping gladiators from the uprising commandeer the ship, a villain (maybe the harbormqster) sends guards to assault the ship, etc. [/QUOTE]
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