[Quest Design] - Weird Voodoo

Place where miscellaneous quests and NPC dialogue are written.

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sasquatch2o
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[Quest Design] - Weird Voodoo

Post by sasquatch2o »

Weird Voodoo:
Quest for magic type character. There are rumors of some weird voodoo emanating from nearby cave. Spirits come out an wander near its exterior sometimes harassing travelers, demanding answers to questions they cannot understand. At night this problem escalates. People in nearby homes don't dare to be out because of the creatures. Brave adventurers have come before attempting to clear the place but the spirits always return, demanding answers. Enter the cave slay the spirits. Clues as what happened there are strewn around the interior. It seems a cult was fascinated by esoteric knowledge long ago. Some left after losing faith in their purpose, those that remained were driven mad in their thirst for understanding some spell craft mysteries. Deep in the interior will find an altar with an ancient tome containing the mysteries so many could not understand. The time is unnaturally heavy so it cannot be placed in inv. attempting to take the book causes extreme dmg. Notes beside the book give instruction after reading those and the tome unique spell 'weird voodoo' will be added to player. Cast the spell whole standing at altar if able. Wisdom >80 primary effect occurs without negative result. Wisdom >50 some ill effect (player takes some dmg and several hostile spirits appear). Wisdom <50 player suffers major ill effect (take heavy dmg many hostile spirits spawn). At 50+ wisdom the spell successfully dispels curse (spirits must be slain if any remain). Wisdom check may be replaced with appropriate skill.

FOR DISCUSSION
my opinion.
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