Magic Elevator Quest: Difference between revisions
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A Kobold Witch named Coral Dagwood goes on a quest to become a famous Adventurer. | A Kobold Witch named Coral Dagwood goes on a quest to become a famous Adventurer. | ||
==Coral Dagwood: Known Stats== | ==Coral Dagwood: Known Stats== | ||
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- Summon Helpful Creature ; Summons a creature that MIGHT be helpful. (Amphibious or Aquatic template applied to all summons) | - Summon Helpful Creature ; Summons a creature that MIGHT be helpful. (Amphibious or Aquatic template applied to all summons) | ||
==Coral Dagwood: Current Inventory== | |||
'''Carried''' | |||
8 Gold - 35 Needed to buy an Adventurers Warrant | |||
Law Pamphlet - Prevents Coral from accidentally committing crimes. (If you intend to Commit Crime, please specify in comment) | |||
Bounties - List of Available Bounties (Last Updated on First day in the fort) | |||
Rope 15ft - Rope that is 15ft long, good for binding things, or practicing the flute. | |||
Turtle Familiar - Unnamed Turtle given to Coral by her Otherworldly Patron. If something happens to him, Coral would lose her access to Magic and Spells. | |||
'''Equipped''' | |||
Magic Staff - Magic Staff gained from graduating MudTown's Wizarding College, has a few useful magic Abilities. | |||
Eel Skin Witches Robes - Witches Robes with added Electrical Resistance | |||
'''Abstract''' | |||
10 Nights stay at an Inn by Questionable Ally. (Will expire, Morning Of your 12th Day in the Fort) | |||
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[[Category:Running Quests]] | [[Category:Running Quests]] |
Revision as of 20:58, 3 September 2020
Magic Elevator Quest by ArtisanBubblegum |
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A Kobold Witch named Coral Dagwood goes on a quest to become a famous Adventurer.
Coral Dagwood: Known Stats
Witch Abilities:
- Misfortune! - Once per day I can cause an enemy to suffer a sudden influx of terrible luck, for a short time.
Spells: 2 Magic Points per Day.
0 Point Spells:
- Patron Call ; Contact's our Patron for advice. Often Cryptic and Non-Specific help.
- Read Magic ; Allows us to read Magic Text's that are not meant to be read by mundane individuals.
- Fatigue ; Helps with insomnia, a very common problem among witches.
1 Point Spells:
- Minor Healing ; Heals Minor Wounds.
- Arcane Diagnostics ; Determines many Adverse Afflictions on individuals.
- Sonic Blanket ; Muffles the noises coming from an individual.
- Find Water ; Using a Stick, we can find nearby water sources.
- Mudball ; Conjures and Fling's a glob of Mud at an enemies Eye's, obstructing their vision
- Summon Helpful Creature ; Summons a creature that MIGHT be helpful. (Amphibious or Aquatic template applied to all summons)
Coral Dagwood: Current Inventory
Carried
8 Gold - 35 Needed to buy an Adventurers Warrant
Law Pamphlet - Prevents Coral from accidentally committing crimes. (If you intend to Commit Crime, please specify in comment)
Bounties - List of Available Bounties (Last Updated on First day in the fort)
Rope 15ft - Rope that is 15ft long, good for binding things, or practicing the flute.
Turtle Familiar - Unnamed Turtle given to Coral by her Otherworldly Patron. If something happens to him, Coral would lose her access to Magic and Spells.
Equipped
Magic Staff - Magic Staff gained from graduating MudTown's Wizarding College, has a few useful magic Abilities.
Eel Skin Witches Robes - Witches Robes with added Electrical Resistance
Abstract
10 Nights stay at an Inn by Questionable Ally. (Will expire, Morning Of your 12th Day in the Fort)
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Quests by ArtisanBubblegum |
Questden: Magic Elevator Quest (Active) | Tits Quest (Hiatus) | Breeze Quest! (Hiatus) | Old Quest (Cancelled) | Frog Quest (Cancelled) | Drawn on Paper and Uploaded with my Phone Quest! (Cancelled) | Water Quest (Cancelled) | Crundis Saga |