Perhaps, for some, the Prytaneum simply isn't enough; classes and self-improvement are less interesting that the draw of a fight, or of a good mystery, or of helping real people with real, tangible problems. Not everyone is meant for a classroom setting. Some learn better in a hands on way.
Fortunately, there are opportunities for those who want to get out and explore. Max keeps, in her office, a set of case files, sightings of monsters or unexplained magical activity around the world.
Any restless Chosen are welcome to pick up one of these files and take it upon themselves to explore...
Posted: Wed Nov 02, 2016 12:00 pm
OOC:
In order to keep things interesting and provide opportunities for all players, we're introducing our Quest system!
Quests are like mini-Epics; short stories that can be self-run by players, with an opportunity to collect extra XP, information about plots, or perhaps even special items/equipment.
If you're interested in going on a quest, please grab the appropriate case file from the list in the following post. Make a new thread in the main RP forum with [QUEST] in the title, and follow all instructions to play through the story as it's outlined.
All Quests are worth standard XP -- 10XP for each player who hits 800 words -- as well as any bonuses listed in their individual descriptions.
Dame Hestia Captain
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Dame Hestia Captain
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Posted: Wed Nov 02, 2016 1:11 pm
STORY QUESTS
These quests are only temporary -- lasting several weeks to months -- and might be removed at any time. Frequently they'll related to current plot points or seasonal events.
They can only be completed once.
Quote:
Quest Codename:CIRCE1 Chosen Required: Minimum 1, maximum 3. Setting: Player's Choice: Anywhere in small-town America. Summary: There are reports of missing persons throughout the country. The only evidence is torn up clothing that sounds reminiscent of those turned by Circe in the Bayou. Chosen are to investigate. Note: The missing persons and their loved ones are to be created by you – a missing father of a family, a missing spouse, a missing child, coworker, etc. – is of your creation. Up to player!
Part One: Begin this quest by creating a write up about the missing person, using the following form. This should be placed in your first post.
[b]Setting:[/b] Use a real town or create a fake one, but it should be small and set in America. [b]Victim's Name:[/b] [b]Victim Info:[/b] Brief 2-3 sentence description of the missing person's personality/job/appearance. [b]Family Member's Name:[/b] [b]Family Member Info:[/b] Brief 2-3 sentence description of the family member's personality/job/appearance
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Part Two: Chosen are transported through the Hearth to a Bed & Breakfast in the victim's town. From here, they travel to the victim's home to speak with their family member. This stage is simply RP-based: have your character(s) speak to each other and to the family member to find out the circumstances of the victim's disappearance, and gather whatever small amount of evidence they left behind, such as a shredded piece of clothing, some paw prints, chewed belongings, etc. _________________________________________
Part Three: The search begins! Roll 1d8 and match your roll to the following list. Continue rolling until you roll an 8.
1: You hear a snuffling animal sound at the front door, and it immediately perks your interest, so you run out to explore -- and find the family pet, collar jangling, trying to get back inside. A dead end. 2: In the victim's bedroom you find their journal/diary. It contains normal entries, but the last few talk about a strange woman's attempt to recruit them to some kind of magic club. 3: You decide to investigate the back yard, where you find more animal prints, the obvious signs of some digging, and a hole through the back fence. 4: Taking the victim's car keys, you decide to search their car -- and find a paper bag with some candles and two Moly Flowers in the backseat. You can collect and keep them. 5: You head out to investigate around town, pausing at a local hangout spot to ask some around about the victim. They give you some information about hobbies and personal life, but nothing particularly useful. 6: Some locals tell you that they've heard strange sounds at night in the local elementary school's playground. You head out there and find more signs of wildlife, as well as the smudged remains of a magic circle and scattered herbs. 7: Under the victim's bed you find something you wish you hadn't. It doesn't help with the investigation, and you quickly slide it back into place out of sight. 8: You decide to investigate the victim's work and here, at long last, you get the break you've been waiting for: after about 10 minutes of poking around you run into a non-native animal still wearing scraps of clothing or some of the victim's accessories. You call out to it, and as its attention turns to you, it attacks. Move on to part four.
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Part Four: The victim is wild and out of control. You must contain them via battle with the following statistics:
Hit Points: 60 HP Damage: 5 HP each time you attack
If you bring this beast down to 5HP or below, they are injured/tamed and you can move on to part four. However, if you drop them below 0HP, you kill them. Either way, after completing this stage you collect an additional 10 XP. _________________________________________
Part Five: With the beast tamed, you're able to administer a cure -- and lo and behold, you restore the missing person to humanity! You wrap them up and get a short description of what happened: someone tried to recruit them and, when they refused for one reason or another, they were turned into an animal. However, they still have some small items of evidence that they're more than willing to give to you.
Each player rolls 1d100 and matches their roll to the list below. In addition to this loot, you can now collect a bonus 15XP for having completed this quest.
1-40: Moly Flower: a small white flower with a dark root. It can be used once to replenish 3 HP, at which point it is consumed and leaves your inventory forever. 41-75: 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. 76-100: Torn Spellbook Page: It seems like gibberish to you, but you decide to keep it anyway.
Quote:
Quest Codename:THELAKEHOUSE Chosen Required: Minimum 1, maximum 3. Setting: Canadian Rockies. Summary: Word has filtered to the Prytaneum about a lake house in the Canadian Rockies that is supposedly starting to show the signs of a haunting. Chosen are being sent to investigate the claims and to record any strange occurrences.
Part One: Chosen are transported through the Hearth to the fireplace in the lake house, which is empty and a bit eerie. This stage is simply RP-based: have your character(s) speak to each other and set up for at least an overnight stay in this strange house. Unexpectedly, they find many signs of recent habitation; if this building is haunted, then it has only started recently. Whenever you feel ready, move to part two. _________________________________________
Part Two: You venture out together or separately to see what you can find in the various rooms in this two-story lake house. Roll 1d20 and compare your roll to the list below. Each Chosen rolls 3 times and responds to 3 different prompts before moving on to part three.
1: A scratching sound startles you; it's just a branch against the window. 2: The fourth stair to the second floor lets out a startling groan every time you step on it. 3: A whistle in the attic proves to be only a cracked window. 4: You turn a corner and come face to face with -- oh. A man's overcoat. 5: Something brushes up against the back of your neck. You smack it, and come up with a dead mosquito. 6: As you walk down a hall, something grabs you by the ankle. It turns out you're just caught on an electrical cord. 7: With a thud, something falls off a high shelf. You startle and turn, and see it is due to a bird, which you chase out of the house. 8: The phone rings insistently. When you pick it up, no one is there. 9: The television comes on of its own accord. 10: Running footsteps come from above you, going so far as to knock a picture crooked. 11: You enter a room that is at least ten degrees cooler than all the others in the house. After a minute or two, it slowly warms back up. 12: A breeze passes through that carries with it the distinctive smell of a lake in summer. 13: The lights go out, and a faintly glowing orb floats in front of you. You blink, and it's gone. 14: All at once, for no apparent reason, you become dizzy and your vision goes black. You awaken less than 30 seconds later, sprawled out on the floor. 15: For just a moment, water seems to slosh around your ankles. You'd think it was just your imagination, except your shoes are damp... 16: You pick up a picture to look at it more closely. For a moment, all of the people within look blue and bloated, like they've been drowned. Then it returns to normal. 17: From an open doorway, a shadow falls into the hall. It seems to be looking your way. When you approach, it disappears. 18: The feeling of a ghostly hand on your shoulder is lingering and undeniable. 19: Something whispers in your ear, "Come to the water...come to the water..." When you turn, it goes silent. 20: After investigating the bathroom cabinet, you close the door -- and, in the mirror, you come face to face with an unearthly woman. She's only there for a moment before she disappears.
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Part Three: Despite your experiences and potential fears, the quest requires you to spend the night in this house, and so you settle down to sleep. When you finally drift off, you find yourself in a strange dream:
It starts off as a mangled memory of a beloved summer vacation. A lazy day with something sinister behind it. Everyday actions are colored with an edge of something uncomfortable and unfamiliar, and a dull ache takes you over. Something is calling you to the lake, and so you follow the feeling, or a sound, or a voice. It seductively invites you to dive in to the waters, and you cannot fight it.
Cold water jars you awake. You find yourself at least ankle-deep in the lake behind the lake house, where an ethereal woman with hair the color of moonlight watches you with cold eyes.
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Part Four: The woman tells the Chosen that she is the nymph of this lake and she desperately needs their help: there is something she must show them at the bottom of the lake. She promises their safety, holding out a hand toward them, blinking at them slowly. They can either agree to follow her, or she will drag them forcibly beneath the water's surface.
Either way, roll 1d4 and match your roll to the prompts below:
1-2: Once they are below the water's surface, Chosen find themselves within safe pockets of air, being guided deeper toward the bottom of the lake. Here they find an SUV with three sleeping twenty-somethings contained within. The woman tells the Chosen that she's been protecting them, keeping them in stasis and 'haunting' the lake house in her efforts to get someone to come help. They must bust open a door [HP: 20] in order to rescue those within and bring them to the surface for medical care.
When completed, collect a bonus 5XP and roll 1d100 for loot, matching to the below:
1-40: Fish Oil: Coat your weapon with this oil and add 2 to your final damage that round. The vial contains 5 uses. 41-75: Fish Scale Cloak: Despite its flimsy, shimmery appearance, wearing this coat into battle awards your character with an extra 3HP. It regenerates between battles. 76-100: Nymph's Pearl: This is a magical material that can be used to create a magical weapon later down the line. More detail to come!
3-4: Once they are beneath the water's surface, Chosen find themselves within safe pockets of air, being guided deeper toward the bottom of the lake. Here they find a strange piece of electrical equipment that has been rusted over by time, but still clearly has functioning lights on one side. As they get close to it, the woman seems to lose her mind, looking at them like she doesn't recognize them. She immediately lashes out, grabbing at them and trying to drown them.
It seems obvious that she was leading them to this strange gadget, and likely it is the source of her madness. However, it has 50 HP, and each time they attack it the lady deals them 5DMG. If they choose to attack her first, she has 20HP.
When the barrel is destroyed, collect a bonus 10XP and roll 1d100 for loot, matching to the below:
1-40: Corrupted Fish Oil: Coat your weapon with this oil and add 2 to your final damage that round. The vial contains 5 uses. 41-75: Corrupted Fish Scale Cloak: Despite its dark, corroded appearance, wearing this coat into battle awards your character with an extra 3HP. It regenerates between battles. 76-100: Black Pearl: This is a magical material that can be used to create a magical weapon later down the line. More detail to come!
After completing either option in part 4, can now collect a bonus 15XP for having completed this quest.
Posted: Wed Nov 02, 2016 1:23 pm
CORE QUESTS
These quests are more permanent, and will not disappear without warning in advance.
They can be completed as many times as you'd like, but you can only do each one once per month.
Quote:
Quest Codename:WEBSPINNER Chosen Required: This quest can only be done solo. Setting: Arachne's Cave Summary: Arachne's cave hold a collection of basic artifacts that she's willing to part with -- for a price. She's learned her lesson about challenging people to competitions, but she still appreciates a fine tapestry....
Part One: This is an art-based quest! All that's required of Chosen is that they create a tapestry using Arachne's magical tools. This tapestry should represent something personal to them and related to the Olympian gods.
Begin by generating a number between 1 and 12. Match the result to the list below:
Zeus Hera Poseidon Demeter Athena Apollo Artemis Ares Aphrodite Hephaestus Hermes Dionysus
This is the God that should be the theme for your tapestry. _________________________________________
Part Two: Create your tapestry! You can be literal [drawing the god] or more interpretive [drawing something related to their spheres of influence, or even a Chosen of that god]. Decide what you're going to draw, and then make use of one of the templates below to create your piece of art:
Grid Template: Fill in solid squares in this template to create a picture as best you can.
Open Template: Feel free to draw in whatever style you'd like, using this template. Draw, paint; use crayons or collage. Whatever you do, however, must completely fill the square.
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Part Three: Briefly RP your character's approach to Arachne's Alter in the cave, and post your tapestry using the following form:
[b]Character Name:[/b] [url=LINKTOCHARACTERJOURNAL]Name[/url] [b]Description:[/b] Brief description of tapestry/what it means [b]Artwork:[/b]
[img]LINKARTWORKHERE[/img]
Once you have posted, collect a total of 10XP. There is no bonus for word count in this quest. Roll 1d100 to collect loot according to the following:
1-19: 5x Healing Potion: Each can be used once to replenish 3 HP, at which point it is consumed and leaves your inventory forever.[after modifiers] on your next successful attack, after which it is consumed and leaves your inventory forever. 20-38: 5x Focus Potion: Each can be used once to give a +1 bonus to your next attack roll. 39-57: 5x Speed Potion: Each can be used once to give a -3 final damage to the next successful hit against you. 58-76: 5x Poison: Each can be used once to deal an extra 3 damage 77-955x Flashbang: Each can be used once to give a -1 to an opponent's next attack roll. 96-100: Spidersilk Skein: This is a magical material which can be used to create magical weapons down the line.
Quote:
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..." _________________________________________
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. _________________________________________
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.