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Quest Codename: TREASUREHUNT
Chosen Required: Minimum 2, maximum 5.
Setting: The Sphinx's Lair
Summary: In the back of the Armory is a door that leads to the Prytaneum Vault. Chosen willing to answer the Sphinx's tasks can make their way down for a chance to acquire some mystical artifacts.
Part One: Characters pass through the door and enter a room made of gold, much too large to be contained in any way within the Armory. It is long and empty and lined with simple columns. At the far end sits a Sphinx, watching them with narrowed cat eyes.
"Come Chosen, come Heroes, come show me what you are made of. If I like what I see, perhaps I'll grant you access to the treasures I guard..."
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Part Two: The Sphinx asks each Chosen to tell of three memories: moments in their life that were important or defined them. Roll 3d100, and compare your rolls to the following:
- Law
Madness
Pride
Honesty
Diligence
Defense
Beauty
Storm
Temperance
Shamelessness
Offense
Fall
Grief
Marriage
Injustice
Disloyalty
Chastity
Anticipation
Loss
Alcohol
Bravery
Cowardice
Deceitful
Desire
Ennui
Faith
Forgiveness
Frozen
Hope
Inspiration
Knowledge
Lost
Masculinity
Order
Progress
Shame
Solitude
Tiredness
War
Winter
Technology
Sloth
Satisfaction
Poverty
Nature
Loyalty
Lightning
Justice
Hunger
Home
Grudge
Goodness
Fire
Evil
Education
Despair
Death
Corrupt
Calm
Honor
Light
Music
Greed
Kindness
Spring
Integrity
Addiction
Sacrifice
Family
Confusion
Femininity
Silence
Violence
Peace
Charity
Found
Summer
Delusion
Birth
Gluttony
Medicine
Envy
Depression
Nightmare
Disappointment
Innocence
Anxiety
Art
Love
Patience
Ethics
Heartbreak
Terror
Humility
Disgust
Lust
Darkness
Wealth
Secrecy
Wrath
Pick two of the three rolled themes which your character describes. They must answer truthfully, but they do not need to share the whole truth; they can describe as much or as little of the memories in question as you'd like.
However, the one they do not describe they instead live through as if it is happening once again, and all other Chosen who are on this quest with them view the memory as well. Write out a scene related to the theme in as much detail as you'd like, ending when it feels appropriate, but make sure to share something about your character's past/memories in doing so.
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Part Three: Once all participating Chosen have completed the Sphinx's task -- aka, explaining two memories on rolled themes and living through a third -- collect a bonus 25XP and roll 1d100 to collect loot according to the following:
1-8: 3x Heart's Blood: Each can be used once to replenish 3 HP, at which point it is consumed and leaves your inventory forever.
9-16: 3x Poisonous Dung: Each can thrown at an opponent once to poison them, dealing 1 damage for 3 turns. After this it is consumed and leaves your inventory forever.
17-24: 3x Moly Flower: Small white flowers with a dark root. Each can be used once to replenish 3 HP, at which point it is consumed and leaves your inventory forever.
25-32: 3x Rabid Blood: Each vial of rabid beast's blood can be used once to deal an extra 3 damage [after modifiers] on your next successful attack, after which it is consumed and leaves your inventory forever.
33-40: Fine Wine This wine has been cursed! It can be used three times in battle, after which it is consumesd and leaves your inventory forever. Each time you use it, roll 1d8;
If you roll a 1-2, nothing happens.
If you roll a 3-5, you're turned into a small animal and you deal 5 damage each turn, no roll required. This effect lasts 3 rounds.
If you roll a 6-7, you're turned into a medium animal and you deal 8 damage each turn, no roll required. This effect lasts 3 rounds.
if you roll a 8, you're turned into a large animal and you deal 12 damage each turn, no roll required. This effect lasts 3 rounds.
41-75: Metal Feather: Once per battle, you can backstab with this small dagger. Add 2 to your final damage. This item is reusable, and remains in your inventory.
76-95: Sphinx's Eye: A glimmering, brightly-colored gem. This is a magical material which can be used to create magical weapons down the line.
96-100: Circe Staff Piece: This is a magical material which can be used to create magical weapons down the line.
9-16: 3x Poisonous Dung: Each can thrown at an opponent once to poison them, dealing 1 damage for 3 turns. After this it is consumed and leaves your inventory forever.
17-24: 3x Moly Flower: Small white flowers with a dark root. Each can be used once to replenish 3 HP, at which point it is consumed and leaves your inventory forever.
25-32: 3x Rabid Blood: Each vial of rabid beast's blood can be used once to deal an extra 3 damage [after modifiers] on your next successful attack, after which it is consumed and leaves your inventory forever.
33-40: Fine Wine This wine has been cursed! It can be used three times in battle, after which it is consumesd and leaves your inventory forever. Each time you use it, roll 1d8;
If you roll a 1-2, nothing happens.
If you roll a 3-5, you're turned into a small animal and you deal 5 damage each turn, no roll required. This effect lasts 3 rounds.
If you roll a 6-7, you're turned into a medium animal and you deal 8 damage each turn, no roll required. This effect lasts 3 rounds.
if you roll a 8, you're turned into a large animal and you deal 12 damage each turn, no roll required. This effect lasts 3 rounds.
41-75: Metal Feather: Once per battle, you can backstab with this small dagger. Add 2 to your final damage. This item is reusable, and remains in your inventory.
76-95: Sphinx's Eye: A glimmering, brightly-colored gem. This is a magical material which can be used to create magical weapons down the line.
96-100: Circe Staff Piece: This is a magical material which can be used to create magical weapons down the line.
There had been rumors going around about an impossible room situated in the back of the armor, though the sheer size of the apparent space wasn't the only thing remarkable about the place. There had also been rumors about something dwelling within the room. A beast, right out of mythology, though not quite the denomination he'd been expecting.
"I heard it was a sphinx," he said a little doubtfully, head turning just enough from the armory they were heading towards to glance at Asher. Rumors were just rumors without confirmation, and this particular tale would be easy enough to prove, given it's so-close location.
and be blue
