Create and Run Montage Tests
You can use montage tests to play out chases, escapes, investigations, wilderness travel, attempts to track other creatures, and any other exciting moments in a story that can be told by transitioning or cutting back and forth among the heroes.
Preparing Montage Tests
When you prepare a montage test, you'll want to write down some key information.
First, make a list of potential challenges the heroes can face during the montage test. This list should be at least as long as the number of successes the heroes must achieve to earn a total success. You might also prepare a list of consequences and rewards that could come up for individual tests made during the montage test, but since you can't predict what approaches the players will take to their characters' tests, don't worry about covering every scenario. You can always fall back on earning Malice and giving out hero tokens as a default consequence and reward (see Test Outcomes in Chapter 9: Tests).
You'll then need to create the three outcomes of the montage: total success, partial success, and total failure. With a total success, the heroes should accomplish whatever they set out to do. With a partial success, they should accomplish their goal at a cost, create a new problem for themselves after doing what they set out to do, or not quite accomplish their full goal. With a total failure, the characters fail to do whatever they set out to do, but this result should not grind the story to a halt. Maybe they lose track of the fleeing lackeys they were pursuing, but they know they can now raid a mage's tower to find that information. Even if failure costs the characters dearly, they should still have options for continuing the adventure.
Running Montage Tests
When you run a montage test, start by setting the scene for the players and listing the various challenges the heroes must overcome. Allow the players to strategize about the order in which they'll tackle these challenges and make tests.
When you adjudicate individual tests as part of a montage test, do so as you would any other test (see Adjudicating Tests in Chapter 9). Individual tests should have rewards and consequences when appropriate. In addition to the usual options for rewards or consequences, you can choose to have those outcomes grant an edge or impose a bane on a test made later as part of the montage test. Do whatever makes sense for the heroes' actions in the narrative.
After each test, narrate the hero's failure or success in such a way that the other players can understand if and how the challenge has been overcome. Your description might even spark some new ideas for what the characters can do next.
If a hero decides to tackle a problem using an ability, trait, or other feature instead of a test and it makes sense for them to do so, allow it. In a lot of cases, you can treat that approach as an automatic success that allows the group to overcome one of the challenges of the montage test, but you could decide that the success incurs a consequence. Alternatively, maybe the use of an ability or trait is beneficial enough to provide an edge on a future test, or maybe it's so effective that it counts for multiple successes or solves the entire montage test in one fell swoop! Always reward the clever actions of the players.
At the end of a montage test, narrate the outcome for the players as you describe the overall success or failure and any consequences. Then let them know the montage test is done!
Montage Twist!
You can break up the individual tests within a montage test by introducing a quick combat encounter, negotiation, or trap into the scene, or by adding more challenges to overcome. Keep track of the heroes' successes and failures, and decide how many tests they must attempt before introducing your twist. A single twist in a montage test can often be introduced at the end of the first montage test round.
When a twist is introduced, make sure the players understand that the montage test has been paused but isn't over. Then when the twist has been established and dealt with, continue the montage test.
Example Montage Tests
You can use any of the following montage tests in your game, or as inspiration that you can modify to your heart's content.
Fight Fire
Fire has broken out in the town! The heroes must prevent the conflagration from spreading while saving as many townsfolk as possible. Their efforts might be made more difficult if the cause of the fire—such as a marauding dragon or an invading army—is still around causing trouble.
Setting the Scene
Fire blazes in several buildings whose occupants need to be rescued. Elsewhere, some townsfolk flee while others throw water on the fire with no organization or plan. Without leadership and a way to stop its spread, the fire could easily consume everything. In a nearby stable, horses are panicking as their hay smolders. Burning rubble blocks pathways everywhere.
Montage Challenges
The following challenges can be part of the montage test:
- Bucket Brigades: Characters can organize the would-be firefighters into disciplined bucket brigades, or can fight the fire directly in some other way. Suggested Characteristics: Presence, Reason. Suggested Skills: Architecture, Intimidate, Lead.
- Clearing a Firebreak: Preventing the fire from spreading might involve clearing the ground of flammable materials, either by moving it or burning it away under controlled conditions. Suggested Characteristics: Might, Reason. Suggested Skills and Abilities: Endurance, Lift; abilities that deal fire damage. Special: A creature loses a Recovery if they incur a consequence on the test for this challenge.
- Evacuating Buildings: Characters must save people trapped in burning buildings. Suggested Characteristics: Might, Presence. Suggested Skills: Climb, Endurance, Persuade. Special: A creature who doesn't have fire immunity loses a Recovery if they incur a consequence on the test for this challenge. The heroes can attempt this challenge twice during the montage test.
- Find More Firefighters: By finding groups that aren't fighting the fire, such as fleeing civilians, characters can convince them to help. Suggested Characteristic: Presence. Suggested Skills: Intimidate, Lead, Persuade.
- Free the Horses: Characters can loose the stabled horses threatened by the fire and lead them to safety. Suggested Characteristics: Might, Presence. Suggested Skills: Handle Animals, Lift, Ride.
- Move Burning Rubble: Shifting burning debris blocking doorways can allow people to escape the blaze. Suggested Characteristic: Might. Suggested Skills: Endurance, Lift. Special: A creature who doesn't have fire immunity loses a Recovery if they incur a consequence on the test for this challenge.
- Use the Freed Horses (if the Free the Horses challenge was successful): Characters can put the horses to work clearing rubble or bringing people to safety. Suggested Characteristics: Reason, Presence. Suggested Skills: Drive, Handle Animals, Ride.
Optional Twists
At the end of the first montage test round, an emergency crops up. One or more heroes, selected by the players, must deal with the situation before the end of the round. If the heroes successfully deal with the twist, they earn a success for the montage test. Otherwise, they earn a failure.
- Building Collapse: While a hero is in or near a blazing building, it starts to collapse. The hero must escape before the building crumbles. Suggested Characteristics: Agility, Intuition. Suggested Skills: Climb, Gymnastics, Jump.
- Cause of the Fire: At the end of the first round of the montage test, the hostile cause of the fire appears—a squad of an invading army, a dragon, a team of arsonists, and so forth. The characters must engage in a standard or hard encounter with this threat.
- Help! Townsfolk are about to run into a burning building to save a trapped relative. This twist requires two tests, each of which nets a success or a failure for the montage test. One hero can try to prevent the townspeople from entering the burning building while another rescues the relative. Suggested Characteristics: Might, Presence. Suggested Skills: Lift, Persuade.
Montage Test Outcomes
One of the following outcomes ends the montage test:
- Total Success: The fire is extinguished. Buildings are damaged but no lives were lost. Each character earns 2 Victories if the montage test was hard, or 1 Victory if it was easy or moderate, in addition to any Victories earned from combat during the montage test.
- Partial Success: The fire is quenched, although many buildings burned and a few lives were lost. Each character earns 1 Victory if the montage test was moderate or hard, in addition to any Victories earned from combat during the montage test.
- Total Failure: When the fire finally burns out, the town lies in ruins. Townsfolk mourn their dead or grimly prepare to find a new home. Characters earn no Victories from the montage test, but might earn Victories from combat undertaken during the montage test.
Infiltrate the Palace
Whether the heroes are trying to reach a tyrant's throne room, pull off a daring art heist, or rescue royalty from captivity, they're somewhere they're not supposed to be—and they'd prefer to keep their presence a secret.
Setting the Scene
The palace is well defended, with exterior patrols always on the alert. The few obvious entrances are locked and guarded, and once the party is inside, no one knows the way to the goal. Guards patrol the interior of the site as well, forcing the characters to sneak or bluff their way past them.
Montage Challenges
Half the work of any successful infiltration is done before setting foot in the target site. The players can choose to have the heroes make individual tests as part of the montage test before they attempt to enter the palace. One round of tests can be made this way, and those tests don't affect the alarm level within the palace (see below).
The following challenges can be part of this initial preparation:
- Bribe Guards: The heroes can pay off the guards outside the palace to look the other way. If successful, one or more heroes' Wealth is lowered by 1. Suggested Characteristic: Presence. Suggested Skills: Criminal Underworld, Flirt, Persuade.
- Find Blueprints: Researching secret entrances and little-known passageways can be undertaken in forgotten libraries or well-guarded town halls. Suggested Characteristics: Agility, Reason. Suggested Skills: Architecture, History, Sneak.
- Identify Unguarded Entrances: Scouting around or consulting contacts can reveal a forgotten back door or accessible window. Suggested Characteristics: Agility, Intuition. Suggested Skills: Alertness, Architecture, Criminal Underworld.
- Learn Guard Schedules: By keeping their ears and eyes open, characters can learn when guards go off duty. Suggested Characteristics: Intuition, Reason. Suggested Skills: Alertness, Eavesdrop, Track.
- Use False Identities: By procuring forged documents or badges, characters can prepare to walk into the palace in plain sight. Suggested Characteristics: Presence, Reason. Suggested Skills: Disguise, Forgery, Lie.
When the heroes start their infiltration, the alarm level of the palace starts at 0. While they infiltrate the site, whenever any hero fails a test as part of the montage test, the alarm level increases by 1, to a maximum of 2. Each time the heroes succeed on such a test, the alarm level decreases, to a minimum of 0. While the alarm level is 1, tests made inside the palace by the characters as part of the montage test take a bane. While the alarm level is 2, such tests have a double bane.
The first time any hero fails a test made as part of the montage test while the alarm level is 2, they encounter guards and must engage in a hard combat encounter. The second time any hero fails such a test while the alarm level is 2, the montage test is a total failure.
The following challenges can be part of the heroes' infiltration:
- Aerial Route: Characters can follow a path that leads along catwalks or high ledges. Suggested Characteristics: Agility, Might. Suggested Skills: Climb, Gymnastics, Jump.
- Avoid Traffic: By finding the dustiest, least-traveled areas and sticking to them, characters can avoid notice. Suggested Characteristics: Intuition, Reason. Suggested Skills: Navigate, Search, Track.
- Lie Low: Once while the alarm level is greater than 0, the heroes can find a place to hide for a bit, reducing the alarm level by 1. This activity doesn't require a test or generate a success or failure.
- Make a Diversion: After causing a ruckus, the characters quickly go the other way. Suggested Characteristics: Might, Presence. Suggested Skills: Alchemy, Perform, Sabotage.
- Pose as Guards: Using stolen or specially prepared uniforms can let the characters move freely through the palace. The test for this challenge gains an edge if the characters prepared disguises in advance (including succeeding on the Use False Identities challenge) or defeated guards during their infiltration. Suggested Characteristics: Intuition, Presence. Suggested Skills: Disguise, Lie, Search.
- Skulk in the Shadows: Keeping out of sight is the simplest way for characters to move through the palace. Suggested Characteristic: Agility. Suggested Skills: Hide, Sneak. Special: The heroes can attempt this challenge twice during the montage test.
Optional Twist
At any time during the infiltration section of the montage test, immediately after one hero's turn, the characters run into another group breaking into the palace at the same time, and possibly after the same prize. The characters can choose to fight or negotiate with the other party, or simply let them pass—in which case they might meet them again when they reach their final goal.
Montage Test Outcomes
One of the following outcomes ends the montage test:
- Total Success: The heroes reach their goal and secure an escape route that lets them leave the palace safely. Each character earns 2 Victories if the montage test was hard, or 1 Victory if it was easy or moderate, in addition to any Victories earned from combat during the montage test.
- Partial Success: The heroes reach their goal, but they need to fight a standard combat encounter to escape the palace. Each character earns 1 Victory if the montage test was moderate or hard, in addition to any Victories earned from combat during the montage test.
- Total Failure: The palace is locked down and the heroes' goal is out of reach. The characters need to fight a hard combat encounter to escape. Characters earn no Victories from the montage test, but might earn Victories from combat undertaken during the montage test.
Prepare For Battle
Whether it's a village threatened by bandits or a great city preparing for a siege, enemies are on their way and ready to attack. The heroes have a limited time to fortify the settlement's defenses and bolster its troops.
Setting the Scene
The walls or palisades around the settlement (if any) are in poor shape. Roads or rivers through the area give the invaders free access to the settlement unless barricades, traps, or ambushes can be set up. Supplies of food, weapons, and ammunition are too low to survive a long siege. The area is home to few experienced fighters compared to the numbers of the invaders, and the local militia is poorly equipped and untrained.
Montage Challenges
The following challenges can be part of the montage test:
- Arms and Armor: Crafting or repairing weapons and armor of all kinds can help rebuild the defenders' stores. Suggested Characteristics: Might, Reason. Suggested Skills: Alchemy, Blacksmithing, Fletching.
- Evacuation: Heroes can help get noncombatants to safety before the invaders arrive. Suggested Characteristics: Intuition, Presence. Suggested Skills: Handle Animals, Lead, Persuade.
- Fortification: Characters can help build or repair walls and other defensive structures. Suggested Characteristics: Might, Reason. Suggested Skills: Architecture, Endurance, Lift.
- Inspiration: Improving morale with rousing speeches or performances can help prepare the locals for the fight to come. Suggested Characteristics: Intuition, Presence. Suggested Skills: Brag, Lead, Perform.
- Propaganda: Characters can attempt to sow confusion or rebellion in the ranks of the approaching army. Suggested Characteristics: Agility, Presence. Suggested Skills: Disguise, Forgery, Lie.
- Stockpiling: Characters can hunt, forage, or supernaturally conjure food or water to augment the settlement's supplies. Suggested Characteristics: Agility, Reason. Suggested Skills: Nature, Sneak, Track.
- Training: Heroes can help to train the settlement's defenders. Suggested Characteristics: Might, Presence. Suggested Skills: Endurance, Intimidate, Lead.
- Trapmaking: Digging concealed pits, placing hindrances, and setting up ambushes will make it harder for the invaders to approach the settlement. Suggested Characteristics: Might, Reason. Suggested Skills: Conceal Object, Endurance, Mechanics.
Optional Twist
At the end of the first round of the montage test, a fast-moving enemy vanguard attacks before the settlement's defenders are ready. The heroes must engage in an easy combat encounter.
Montage Test Outcomes
One of the following outcomes ends the montage test:
- Total Success: The settlement is fully fortified, and even if the heroes don't fight in its defense, the settlement and its people survive. If the heroes wish, they can leave the settlement and fight a standard combat encounter against the leader of the invaders and their lackeys, possibly killing or capturing the leader. Each character earns 2 Victories if the montage test was hard, or 1 Victory if it was easy or moderate, in addition to any Victories earned from combat during the montage test.
- Partial Success: The settlement's fortifications are improved, but the settlement will still fall unless the heroes fight in its defense. To save the settlement, the heroes must triumph in a hard combat encounter against the leader of the invaders and their lackeys. If the heroes lose the encounter, the settlement falls. Each character earns 1 Victory if the montage test was moderate or hard, in addition to any Victories earned from combat during the montage test.
- Total Failure: The heroes each lose a Recovery from their failed efforts to defend the settlement, which is taken over by the invaders. If the players wish, the characters can fight two hard combat encounters against waves of invaders to allow some of the settlement's inhabitants to retreat to safety. Characters earn no Victories from the montage test, but might earn Victories from combat undertaken during the montage test.
Track the Fugitive
The heroes are on the trail of someone. An escaped criminal? A dangerous beast? A lost or kidnapped child? The difficulties of the chase depend on whether the quarry knows they're being pursued and whether they want to be found.
Setting the Scene
The fugitive's route is easy to follow, but could they be setting a false trail? Did anyone see them pass by, and is there any sense of where they might be headed? The goal is for the characters to do whatever they can to find and stay on the fugitive's trail.
Montage Challenges
The following challenges can be part of the montage test:
- Ask Around: Characters can gather clues from locals or bystanders—or if they have access to the proper magic, from animals or the dead. Suggested Characteristics: Intuition, Presence. Suggested Skills: Interrogate, Persuade, Rumors.
- Follow the Trail: Looking for tracks or other signs of the fugitive's passage can lead the characters on. Suggested Characteristic: Intuition. Suggested Skills: Alertness, Search, Track. Special: The heroes can attempt this challenge twice during the montage test.
- Obtain a Good View: Characters can climb up high to get the big picture of where the fugitive might have gone. Suggested Characteristics: Agility, Might. Suggested Skills: Climb, Gymnastics, Jump.
- Predict the Next Move: The heroes might have an idea where the quarry is headed. A character gains an edge on the test for this challenge if they know the quarry well. Suggested Characteristics: Intuition, Reason. Suggested Skills: Navigate, Read Person, an appropriate skill from the lore skill group (Nature to follow an animal, Criminal Underworld to follow a criminal, and so forth).
- Push Ahead: While the quarry is resting, the heroes have a chance to close in. Suggested Characteristic: Might. Suggested Skills: Drive, Endurance, Navigate, Ride. Special: The hero making the test for this challenge loses a Recovery.
Optional Twist
At the end of the first round of the montage test, the heroes stumble upon a trap set by the quarry or a problem they left behind. This might include such things as a pit trap set with poison spikes, a mob of angry locals who've been told the characters are criminals, or an intentionally set fire. The heroes must deal with the trap or problem before they continue the montage test.
Montage Test Outcomes
One of the following outcomes ends the montage test:
- Total Success: The heroes catch their quarry before the fugitive reaches their destination, or before a lost or kidnapped creature comes to harm. Each character earns 2 Victories if the montage test was hard, or 1 Victory if it was easy or moderate, in addition to any Victories earned from combat during the montage test.
- Partial Success: If the quarry was trying to evade capture, they reach their destination. They find allies and a fortified position from which to defend themselves, or they might have time to cause more harm. If the quarry was lost or kidnapped, they are grievously injured when found. Each character earns 1 Victory if the montage test was moderate or hard, in addition to any Victories earned from combat during the montage test.
- Total Failure: The trail has gone cold, and the heroes will need to seek fresh clues or a different approach before they can resume the hunt. Characters earn no Victories from the montage test, but might earn Victories from combat undertaken during the montage test.
Wilderness Race
The heroes must cross trackless wilderness, perhaps to reach a besieged city before it falls or seek the site where a curse is about to be activated. Getting there fast is a priority—but so is getting there alive.
Setting the Scene
The wilds hold unknown dangers. Characters need to figure out the best route while maintaining a good pace, watching out for hazards, and avoiding predatory monsters.
Montage Challenges
The following challenges can be part of the montage test:
- Avoid Hazards: Characters can determine ways to overcome the natural hazards of the wilderness, such as finding insect-repelling herbs in a swamp or making snowshoes to cross tundra. Suggested Characteristics: Intuition, Reason. Suggested Skills: Heal, Nature, appropriate skill from the crafting skill group (such as Alchemy to make bug repellent).
- Carry Baggage: By carrying supplies for weaker party members, characters can increase the whole party's speed. Suggested Characteristic: Might. Suggested Skills: Endurance, Lift.
- Find the Path: Avoiding getting lost is a major challenge for the characters. Suggested Characteristics: Intuition, Reason. Suggested Skills: Alertness, Nature, Navigate.
- Keep Up Spirits: Characters can keep up the party's morale during a forced march with cheer and song. Suggested Characteristic: Presence. Suggested Skills: Lead, Music, Perform.
- Keep Watch: Characters must be on constant guard against danger. Suggested Characteristic: Intuition. Suggested Skills: Alertness, Eavesdrop, Track.
- Push On: Characters must be ready to pick up the pace and push past their fatigue. Suggested Characteristics: Might. Suggested Skills: Endurance, Lead; Drive, Handle Animals, or Ride if the party has mounts or vehicles.
- Scout Ahead: Investigating the path ahead lets the characters avoid dead-ends and arduous terrain. Suggested Characteristics: Agility, Intuition. Suggested Skills: Alertness, Navigate, Sneak.
Optional Twist
At the end of the first round of the montage test, the characters' journey is interrupted by one of the following threats:
Predatory Monster: The characters stumble into or are stalked by a monstrous predator, and must engage in a standard combat encounter to overcome the threat or drive it off. If any character has obtained a success on the Scout Ahead challenge, you can let the characters make a group test to sneak past or set an ambush for the monster.
Unexpected Hazard: A natural hazard such as an avalanche, rockslide, or wildfire interrupts the journey. Each hero must make a test of your choice to avoid the hazard, losing a Recovery on a failure.
Montage Test Outcomes
One of the following outcomes ends the montage test:
- Total Success: The heroes reach their goal in time. Each character earns 2 Victories if the montage test was hard, or 1 Victory if it was easy or moderate, in addition to any Victories earned from combat during the montage test.
- Partial Success: To reach their goal in time, the heroes must sprint over the last leg of the journey, with each character spending 2 Recoveries to do so. (If even one character doesn't have 2 Recoveries remaining, the characters instead earn a total failure for the montage test.) Each character earns 1 Victory if the montage test was moderate or hard, in addition to any Victories earned from combat during the montage test.
- Total Failure: The heroes don't arrive in time to avert catastrophe. Characters earn no Victories from the montage test, but might earn Victories from combat undertaken during the montage test.