Fun quest ideas

Sir ShanksAlot

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So I was juggling around a few quest ideas.


1. Most Dangerous Game

You find yourself being recruited to find a lost maiden by a desperate man (who would be present in every faction giving you the start of this quest and require a certain reputation in that respective faction), who then hands you a parchment with a magic symbol on it or direction. He tells you where to go and you go there searching for the maiden. But when you arrive , you become trapped in a magical Labyrinth like arena and the man who recruited you was a Baron or some sort of royalty who lacks integrity representing one of the factions. You learn the parchment given to you was part of a code or clue to escape and your opponents have the rest. There was no maiden and you have been chosen by your reputation to be part of a game, a game of life and death, the most dangerous game (For the amusement of high folk). You must then defeat all of the champions and become the winner of your Faction to get out while avoiding traps and fierce monsters. Each Champion has a clue to the exit or a part of a magic code to escape. Once you win, you could then choose to get revenge on your captors (to alleviate them of their very heavy gold at the price of becoming a criminal in your faction) or walk away with a handsome prize and proud title in the faction you represented (Bonus reputation points to the faction).

2. A Recipe for Disaster

You find an old man camping outside of town (Like in Trollfens), he is a decrepit hermit who has had some personality malfunctions do to being in isolation in such a dangerous wilderness. He tells you that he can make a potion that could awaken your inner power and tells you he needs ingredients to make it. He needs a Minotaur Lords head, A Troll Chieftains Arms, a Goblin Kings legs and an Orc Kings Torso. After you defeat them all, you bring him back the ingredients. But oh no! You been deceived, as per usual in this game (insert witty comment from your character regarding consistently trusted the wrong kind of people) , he turns out to be a powerful wizard hellbent on destroying the world and creates the ultimate creature (The Trorclintaur!) (With the head of a Minotaur, torso of an Orc king, arms of a troll Chieftain, ... and stubby legs of a Goblin King for a good laugh) and you must defeat it before it terrorizes the land! Reward could be a skill book for a skill point or whatever seems fit.


3. The Multifarious Wizard (Possible new companion quest after wizard class comes out?)

You run into Wizard named _____ , he tells you that he and his companions need an escort to a few different places to run errands for the Wizards Guild. When you are ready to go, you notice something strange about this man, his companions are not only imaginary but parts of his personality! The result of a backfired spell in his youth when he tried to cast a spell to make him more likable in the Wizards Academy, earning him the title The Multifarious Wizard). This creates the issue of different personalities to deal with (that come up at the wrong time and place Ironically) and different unfortunate incidences in your travels creating mischief with people in the towns and destinations as his rampant personalities arise. You become increasingly more nervous to arrive at each new destination to run each errand as his personalities trigger battles and tasks to to calm down the people you were sent to meet up with as part of his errand.

(Each personality with their own matching spell elements to cast!

Fire Personality - Casts flame, hotheaded, Pyromaniac, loves explosions.

Cold- Very melodramatic , casts cold, and complains and mopes a lot

Lightning - Hyperactive, Casts lightning, talks way too much and too fast for you to get a word in

Toxic - Negative, likes to start fights between friends for fun and casts poison

Holy - Courageous, Haughty and thinks he is the Crown Jewel of Morality, casts holy

Death - Evil natured, encourages bad behavior and casts death on ).

Once you finish the escort, he is grateful for your tolerance, all of his personality thank you and they offer his companionship. (Could be really fun and hilarious if a lot of thought is put into his personalities, offering a very unique character to the game)


I'll come up with more later, tell me what you think.
 

DavidBVal

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Thanks for your fun ideas, after I'll release this version I'll provide adequate feedback ;)
 

Sir ShanksAlot

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I know you have been busy David. Thanks for the positive feedback Alan!

I look forward to the adequate when you get time, my overactive imagination comes in handy sometimes :p.
 

DavidBVal

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I think I will actually use some of your ideas, although I might reshape them a bit so they actually fit into certain parts of the story already planned. I like your style!

One of these days, I'll add a quest in which you are not tricked and/or abused, that would be original :D
 

Sir ShanksAlot

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New Quest


The Cleansing

You find a Priest of the Three who seems quite disturbed. You approach him and he jumps, he looks at you with a pale face.

You ask him what is wrong, is he sick?

The priest shakes his head. He begins to tell you.

" I was with on an expedition to the Dead woods with a party of Clerics
All was going well at first, the undead were smote by the hundreds!
But then we came upon that dreaded dungeon in the center of Deadwoods black heart...."

The priests pauses, and begins to tremble. He takes a deep breath and regains his composure. He spoke in an ominous

"We entered that cold place, we heard chanting in the distance. We followed it... When we got to the end, there was a horrific sight indeed. Necromancers were gathered around a summoning circle of proportions I have never seen! Green flames surrounded them. Their chant rang through the dungeon. In the middle were the corpses of villagers stacked higher then your head.. A figure of Green misty entity started to emerge. The Clerics started to rush forward to stop the entity before it took form. As soon as they entered the circle, they stopped dead in their tracks. Their bodies were frozen and they screamed in agony. Their life force was absorbed by the entity. Their bodies turned to ash before my eyes. Bazael, the demon of Agony, took form. An abomination banished to the nether realms a thousand years ago. One of the necromancers appeared before it with a whip in it's hand, the whip of Nivaria! The necromancer laid a curse upon the whip, suppressing it's divine energy and gave it to Bazael!"


"I fled as fast as I could. The Path to the demon sealed behind me in a green impenetrable flame! I barely survived the haunted woods. If that demon is not stopped, it will destroy these lands!"

The Priest then tasks you to Slay the demon while it is regaining strength and take back the whip from the hands of evil so it can be restored to it's righteous might!
The priest hands you water of the three, he believes it should extinguish the evil flame blocking your way.

You then go to the dungeon in Deadwood. The path to this boss could be it's own section away from the main dungeon (whenever it is released), and could be blocked by green fire (since you are releasing fire). You use the water on the flame and it disappears. You must clear a few rooms before encountering the Demon. Each room contains a necromancer and a sealed door linked to their death magic. He will say something about stopping you, summon undead to aid him and you must defeat them in order to proceed.

In the main room you will face Bazael, once you are inside, there is no escaping. A Green flames will encircle the area forming an arena and you will die if you try to leave through the fire.

Bazael " You dare disturb me mortal?! No matter, you would make an excellent snack!"

If you defeat the boss (he should be very strong), you will loot his body of course and obtain the whip and maybe some other things. You return to the priest with the whip (will not be equip-able until this is done) and he will undo the evil magic and restore it's divine powers.

"The Three would agree, that a hero such as your self should wield the Whip of Nivaria against the evils that roam these lands! I trust that as long as you wield this, it will not wind up in the hands of evil again."

Quest complete. (BUT HOW DID THE NECROMANCERS OBTAIN THE WHIP IN THE FIRST PLACE YOU WONDER?, Part 2 : The Divine Betrayal"

Nivaria's Whip
viewtopic.php?f=6&t=710


:ugeek: :ugeek:
 

Tikibane

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Joined
06/04/2016
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Sir ShanksAlot":5gr9t6zn said:
New Quest


The Cleansing

You find a Priest of the Three who seems quite disturbed. You approach him and he jumps, he looks at you with a pale face.

You ask him what is wrong, is he sick?

The priest shakes his head. He begins to tell you.

" I was with on an expedition to the Dead woods with a party of Clerics
All was going well at first, the undead were smote by the hundreds!
But then we came upon that dreaded dungeon in the center of Deadwoods black heart...."

The priests pauses, and begins to tremble. He takes a deep breath and regains his composure. He spoke in an ominous

"We entered that cold place, we heard chanting in the distance. We followed it... When we got to the end, there was a horrific sight indeed. Necromancers were gathered around a summoning circle of proportions I have never seen! Green flames surrounded them. Their chant rang through the dungeon. In the middle were the corpses of villagers stacked higher then your head.. A figure of Green misty entity started to emerge. The Clerics started to rush forward to stop the entity before it took form. As soon as they entered the circle, they stopped dead in their tracks. Their bodies were frozen and they screamed in agony. Their life force was absorbed by the entity. Their bodies turned to ash before my eyes. Bazael, the demon of Agony, took form. An abomination banished to the nether realms a thousand years ago. One of the necromancers appeared before it with a whip in it's hand, the whip of Nivaria! The necromancer laid a curse upon the whip, suppressing it's divine energy and gave it to Bazael!"


"I fled as fast as I could. The Path to the demon sealed behind me in a green impenetrable flame! I barely survived the haunted woods. If that demon is not stopped, it will destroy these lands!"

The Priest then tasks you to Slay the demon while it is regaining strength and take back the whip from the hands of evil so it can be restored to it's righteous might!
The priest hands you water of the three, he believes it should extinguish the evil flame blocking your way.

You then go to the dungeon in Deadwood. The path to this boss could be it's own section away from the main dungeon (whenever it is released), and could be blocked by green fire (since you are releasing fire). You use the water on the flame and it disappears. You must clear a few rooms before encountering the Demon. Each room contains a necromancer and a sealed door linked to their death magic. He will say something about stopping you, summon undead to aid him and you must defeat them in order to proceed.

In the main room you will face Bazael, once you are inside, there is no escaping. A Green flames will encircle the area forming an arena and you will die if you try to leave through the fire.

Bazael " You dare disturb me mortal?! No matter, you would make an excellent snack!"

If you defeat the boss (he should be very strong), you will loot his body of course and obtain the whip and maybe some other things. You return to the priest with the whip (will not be equip-able until this is done) and he will undo the evil magic and restore it's divine powers.

"The Three would agree, that a hero such as your self should wield the Whip of Nivaria against the evils that roam these lands! I trust that as long as you wield this, it will not wind up in the hands of evil again."

Quest complete. (BUT HOW DID THE NECROMANCERS OBTAIN THE WHIP IN THE FIRST PLACE YOU WONDER?, Part 2 : The Divine Betrayal"

Nivaria's Whip
viewtopic.php?f=6&t=710


:ugeek: :ugeek:


lol, that came out beautifully. You should be a story designer for a company or something
 

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