Difference between revisions of "Magic Elevator Quest"

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A Kobold Witch named Coral Dagwood goes on a quest to become a famous Adventurer.
+
A Text Quest about delving into a Magical Ruin.
  
==Coral Dagwood: Known Stats==
+
Loosely based on the Pathfinder 1, Adventure Module, "The Emerald Spire"
 +
 
 +
As the Adventure continues, names, creatures, events, and even entire floors may be edited or completely replaced. I'm using the Module as a Jumping off point, and a VERY LOOSE guideline. If you're already familiar with the Emerald Spire, that's fine. If not, I recommend ''NOT reading'' it, as it will only serve to spoil some of the early chapters, and will be Very Far off base for the later chapters.
 +
 
 +
==Coral Dagwood==
 +
(This section is only Updated BETWEEN Chapters)
 +
 
 +
A Kobold Witch, of Blue Dragon heritage.
 +
 
 +
She Graduated from the, little known, MudTown Wizarding College.
 +
 
 +
Not much else is known about Coral or her past, yet.
 +
 
 +
===Known Stats===
 +
 
 +
'''Race:''' Kobold (Darkvision)
 +
 
 +
'''Class''' Witch (Water attunement)
 +
 
 +
'''Temperament''' Choleric
 +
 
 +
===Magic===
  
 
'''Witch Abilities:'''
 
'''Witch Abilities:'''
  
- Misfortune! - Once per day I can cause an enemy to suffer a sudden influx of terrible luck, for a short time.
+
:* Misfortune!
 +
::: Once per day Coral can cause an enemy to suffer a sudden influx of terrible luck, for a short time.
  
 
'''Spells:''' 2 Magic Points per Day.
 
'''Spells:''' 2 Magic Points per Day.
Line 15: Line 37:
 
'''0 Point Spells:'''
 
'''0 Point Spells:'''
  
- Patron Call ; Contact's our Patron for advice. Often Cryptic and Non-Specific help.
+
:* Patron Call
 +
::: Contact's Coral's 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.
+
:* Read Magic
 +
::: Allows Coral 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.
+
:* Fatigue
 +
::: Helps with insomnia, a very common problem among witches.
  
 
'''1 Point Spells:'''
 
'''1 Point Spells:'''
  
- Minor Healing ; Heals Minor Wounds.
+
:* 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, Coral 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. (Always summons an Amphibious or Aquatic Creature)
 +
 
 +
===Inventory===
 +
 
 +
====Carried====
 +
 
 +
:* 18 Gold
 +
::: It's Money
 +
 
 +
:* Adventurer's Warrant
 +
::: Allows Coral to Legally explore the Magic Ruins, a small tax is collected on what she earns, and periodic reports are Requested.
 +
 
 +
:* Law Pamphlet
 +
::: Prevents Coral from accidentally committing crimes. (If you intend to Commit Crime, please specify in comment)
 +
 
 +
:* Rope 15ft
 +
::: Rope that is 15ft long, good for binding things, or practicing the flute. (It was been Cleaned between Chapter 1 & 2)
 +
 
 +
:* 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====
 +
 
 +
:* One Basic Room
 +
::: at the Agreeable Inn, on the Corner of Questionable Ally. it has a Bed, a Sink, and a Locked Chest for Storage. (Public Bathroom on Ground Floor)
  
- Arcane Diagnostics ; Determines many Adverse Afflictions on individuals.
+
==Side Character's of Note==
  
- Sonic Blanket ; Muffles the noises coming from an individual.
+
===Head Priestess:===
 +
An Elderly Lady who is in charge of the local Church.
  
- Find Water ; Using a Stick, we can find nearby water sources.
+
She gave us a Quest to find the Source of the New Undead that have been coming out of the Magical Ruins. Our only Clue is an Image of a Crowned Skull.
  
- Mudball ; Conjures and Fling's a glob of Mud at an enemies Eye's, obstructing their vision
+
===Peculiar Man:===
 +
A man Coral Met when Traveling to Nearby Villages.
  
- Summon Helpful Creature ; Summons a creature that MIGHT be helpful. (Amphibious or Aquatic template applied to all summons)
+
Based on the Evidence gathered, the Reward for Flim Flam's bounty was payed.
  
==Coral Dagwood: Current Inventory==
+
===The Thing:===
 +
A Small Humanoid that coral discovered dragging a drunk into the Sewers.
  
'''Carried'''
+
With Quick thinking and a bit of Magic, Coral saved the Drunk and Captured the Thing. On closer inspection, it turned out to be a Gnome. the Following Day, the Guards Informed Coral that was in fact Slim Stinkman, and his Caught Alive Reward was Paid.
  
8 Gold - 35 Needed to buy an Adventurers Warrant
+
==Locations of Note==
  
Law Pamphlet - Prevents Coral from accidentally committing crimes. (If you intend to Commit Crime, please specify in comment)
+
===Fort ThisPlaceIsNice===
 +
A small fort, and the base of Operations for Corals Adventures.
  
Bounties - List of Available Bounties (Last Updated on First day in the fort)
+
There is a Small Market where most Mundane Supplies can be bought, A Church for Religious Needs, an Old an Acentric Wizard that may provide Insight on the Arcane. The High ranking Guards take their jobs and the local Laws VERY Seriously.
  
Rope 15ft - Rope that is 15ft long, good for binding things, or practicing the flute.
+
===Nearby Villages===
 +
This is an aptly named Village, nearby Fort ThisPlaceIsNice. this is also the location of the Flim Flam Bounty.
  
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.
+
Not much is known about this local, yet.
  
 +
===Magical Ruins===
 +
The Main Set Piece for this Quest.
  
'''Equipped'''
+
There are rumors that Ancient Artifacts, Great Sources of Power, and Dangerous Monsters Inhabit it's lower levels.
  
Magic Staff - Magic Staff gained from graduating MudTown's Wizarding College, has a few useful magic Abilities.
+
Not much is known about this local, yet.
  
Eel Skin Witches Robes - Witches Robes with added Electrical Resistance
+
==Trivia==
  
 +
* Wizarding Colleges
 +
:: Originally, these institutions only trained Wizards, and on Rare Occasions gave guidance to Particular Sorcerers. But as more Magically inclined Adventurers started to manifest, so too did the difficulty of getting Hired for a Quest. The Organizations and Individuals behind the Higher Paying Quest began asking for official credentials, thus the Wizarding Colleges seized this new demand by offering courses for many more types of Magically inclined Adventurers.
  
'''Abstract'''
+
* Barbarian/Warriors/etc Colleges?
 +
:: These types of Hero's Typically Associate with the Magically Inclined, are Part of Guilds, or are wrapped up into Quests against their intentions. As such, there is no real demand for these kinds of Institutes.
  
10 Nights stay at an Inn by Questionable Ally. (Will expire, Morning Of your 12th Day in the Fort)
+
* Why are all the Guards Orcs?
 +
:: Orcs are Strong, Intimidating, and often work for cheap. They make perfect Low Level Guards, which is all Coral has interacted with so far. That said, the more ambitious Orcs find it easy to climb the ranks withing Fort ThisPlaceIsNice.
  
 
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{{ArtisanBubblegum}}
 
{{ArtisanBubblegum}}
 
[[Category:Running Quests]]
 
[[Category:Running Quests]]

Revision as of 22:34, 11 September 2020

Magic Elevator Quest by ArtisanBubblegum
974951.png

A Text Quest about delving into a Magical Ruin.

Loosely based on the Pathfinder 1, Adventure Module, "The Emerald Spire"

As the Adventure continues, names, creatures, events, and even entire floors may be edited or completely replaced. I'm using the Module as a Jumping off point, and a VERY LOOSE guideline. If you're already familiar with the Emerald Spire, that's fine. If not, I recommend NOT reading it, as it will only serve to spoil some of the early chapters, and will be Very Far off base for the later chapters.

Coral Dagwood

(This section is only Updated BETWEEN Chapters)

A Kobold Witch, of Blue Dragon heritage.

She Graduated from the, little known, MudTown Wizarding College.

Not much else is known about Coral or her past, yet.

Known Stats

Race: Kobold (Darkvision)

Class Witch (Water attunement)

Temperament Choleric

Magic

Witch Abilities:

  • Misfortune!
Once per day Coral 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 Coral's Patron for advice. Often Cryptic and Non-Specific help.
  • Read Magic
Allows Coral 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, Coral 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. (Always summons an Amphibious or Aquatic Creature)

Inventory

Carried

  • 18 Gold
It's Money
  • Adventurer's Warrant
Allows Coral to Legally explore the Magic Ruins, a small tax is collected on what she earns, and periodic reports are Requested.
  • Law Pamphlet
Prevents Coral from accidentally committing crimes. (If you intend to Commit Crime, please specify in comment)
  • Rope 15ft
Rope that is 15ft long, good for binding things, or practicing the flute. (It was been Cleaned between Chapter 1 & 2)
  • 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

  • One Basic Room
at the Agreeable Inn, on the Corner of Questionable Ally. it has a Bed, a Sink, and a Locked Chest for Storage. (Public Bathroom on Ground Floor)

Side Character's of Note

Head Priestess:

An Elderly Lady who is in charge of the local Church.

She gave us a Quest to find the Source of the New Undead that have been coming out of the Magical Ruins. Our only Clue is an Image of a Crowned Skull.

Peculiar Man:

A man Coral Met when Traveling to Nearby Villages.

Based on the Evidence gathered, the Reward for Flim Flam's bounty was payed.

The Thing:

A Small Humanoid that coral discovered dragging a drunk into the Sewers.

With Quick thinking and a bit of Magic, Coral saved the Drunk and Captured the Thing. On closer inspection, it turned out to be a Gnome. the Following Day, the Guards Informed Coral that was in fact Slim Stinkman, and his Caught Alive Reward was Paid.

Locations of Note

Fort ThisPlaceIsNice

A small fort, and the base of Operations for Corals Adventures.

There is a Small Market where most Mundane Supplies can be bought, A Church for Religious Needs, an Old an Acentric Wizard that may provide Insight on the Arcane. The High ranking Guards take their jobs and the local Laws VERY Seriously.

Nearby Villages

This is an aptly named Village, nearby Fort ThisPlaceIsNice. this is also the location of the Flim Flam Bounty.

Not much is known about this local, yet.

Magical Ruins

The Main Set Piece for this Quest.

There are rumors that Ancient Artifacts, Great Sources of Power, and Dangerous Monsters Inhabit it's lower levels.

Not much is known about this local, yet.

Trivia

  • Wizarding Colleges
Originally, these institutions only trained Wizards, and on Rare Occasions gave guidance to Particular Sorcerers. But as more Magically inclined Adventurers started to manifest, so too did the difficulty of getting Hired for a Quest. The Organizations and Individuals behind the Higher Paying Quest began asking for official credentials, thus the Wizarding Colleges seized this new demand by offering courses for many more types of Magically inclined Adventurers.
  • Barbarian/Warriors/etc Colleges?
These types of Hero's Typically Associate with the Magically Inclined, are Part of Guilds, or are wrapped up into Quests against their intentions. As such, there is no real demand for these kinds of Institutes.
  • Why are all the Guards Orcs?
Orcs are Strong, Intimidating, and often work for cheap. They make perfect Low Level Guards, which is all Coral has interacted with so far. That said, the more ambitious Orcs find it easy to climb the ranks withing Fort ThisPlaceIsNice.


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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