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[Llew]
Captain

PostPosted: Tue Jan 02, 2007 1:50 pm


*insert spiffy intro here*
PostPosted: Wed May 23, 2007 4:44 pm


Stat-Specific Quests


Endurance Quest

All the King's Men

"Back in my day, you young'un wizards actually did some good! All your upstart potion did for me was give me a sore patootie! TO THE DUNGEON WITH YOU!"

King Jollop the Third is one hundred and twenty years old, and hopping mad. Even though he's lived such a long time, he wants to be immortal, and never forgotten. But the last wizard whom he ordered to make an everlasting-life potion only gave him a laxative. Needless to say, that wizard is now locked in the dungeons and on a strict bread-and-water diet.

But the king is still in search of such a potion, and has enlisted your guild to help with its concoction. If you fail, you will surely have the same fate as that unlucky alchemist. If you succeed, this tyrant will live forever!

What do you do?

Explain to the king that everyone dies and that his turn will come up sooner or later, and risk execution? Try to make a potion? Does your potion have a strange side effect? Does some convenient circumstance give you a way out of this predicament?

This quest yields 10 endurance points.


Magical Strength Quest

Hocus Pocus?

"The wizards... they hoard the magic for themselves. But I can give it to you! We need only take the wizards' towers for ourselves, and then we can use magic to make the crops grow and the rains come. Who is with me? You... and you! And you too!"

False advertising, as widely used as it is by the villainous folk of the world, is an all-too-effective means of rallying the people. Made poorer by the drought covering the kingdom and made desperate by famine and hunger, the people are rallying behind a rogue mage, who claims to have the knowledge and the power to give magic to the people, to give them the power to control their own lives.

All information suggests that the rogue mage, while a brilliant orator, is not all that powerful, magically speaking. However, dozens more people are flocking to him by the day, hoping for this promise of real magical power to come true. You are tasked with exposing this mage for the fraud he is. However, with all of the support he has, it could force you into a mage battle with him, and while reports indicate he is a magical weakling, anger and humiliation make for strong sources of power. How are you to expose this mage without risking yourself?

Value: 10 magical strength points


Physical Defense
Schoolyard Bullies

"There are situations in a wizard's life when magic can not save you. You have to figure out other ways to save your hide, because sometimes, the magic just isn't there."

As an exercise in real-world situations, one of your instructors has challenged you to go a day without the use of any form of magic: alchemy, elemental manifestations, or spells, of any sort. Thinking this particular assignment will be a piece of cake, you willingly accept and allow your instructor to block your ability to perform spells, eager to prove that your wits can save you when your magic can't.

Unfortunately, while you're heading out into the town on an errand, you run across a few rather unsavory characters who look to not be trifled with. With your magic blocked, your main form of defense is shot. How in the name of the gods are you going to escape this?

Value: 5 points


Magical Defense
The Gauntlet

The gauntlet is legendary... an exercise of such noteriety that stories of it are passed down from one class of wizards to the next. It is the ultimate challenge, the greatest display of a wizard's defensive prowess. The gauntlet is a literally that: a barrage of spells, enchantments, potions, and magical beasts that can last for days. The wizard undertaking it spends those three days on the move through a hedge maze while some hundred others, all of whom have passed this challenge, attempt to block the wizard from reaching the center.

A wizard can meet anything in the gauntlet. The rules are only that no truly black magic may be used.... and no killing enchantments or potions may be used. It is your turn now to undertake it and prove your skills. You're nervous, of course, but nobody has died during the gauntlet.

Recently.

Value: 10 points


Agility Quest
Nice Kitty!

You were practicing magic in one of the workrooms at the local guild tower when the door mysteriously drifted open. One of the tower's cats had pushed the half-open door and slipped into the room. The cat spied something shiny up on the table and immediately leapt up to grab it before hopping back down to the floor and streaking out of the room with its prize.

You're not really sure what the shiny object is, but that cat certainly shouldn't have it. Stopping your practice, you run out of the room after the cat, hoping to get the shiny back before someone important notices that it's missing.

How are you supposed to get the cat to drop it, though? Food? Threats? Forceful removal?

Value: 5 points


Physical Strength Quest
FETCH!

"I need moist, fresh gumroot, and don't ye dare act like that last whippersnapper, who only brought me a handful. Ye'd better get me a whole sack of 'em, as much as ye can carry, and get back here b'fore nightfall! I've got potions t' make!"

The cranky old alchemist is the bane of all the local guild members' existences. While exceedingly good at what he does, he tends to be rather snippy and demands a great deal of his fellow guild members. For most guild members, though, getting lectured at is a small price to pay for well-made healing draught.

You, by chance, caught his eye, and since your hands at the moment were empty, he pitched you out of the tower by your ear, informing you that you were to retrieve the necessary ingredient for one of his potions. Rubbing your ear and grumbling about higher-ranking grouches, you go out into the city to find the gumroot, the coins that the alchemist shoved at you safely stored in your pouch.

Once you find the gumroot, you could bring back an easy handful of it and give the alchemist the extra coin. Or you could bring back a whole sackful like he asked. But did he forget to mention that gumroot is dense and heavy?

Ah well. Minor details.

Value: 5 points

[Llew]
Captain


[Llew]
Captain

PostPosted: Wed May 23, 2007 4:46 pm


Experience Quests

Quote:
Magical Mayhem

"...And I just don't know what happened! The strangest things started happening all over, and I can't stop them! I knew I shouldn't have trusted that merchant. False advertising, that's what it is!"

It seems that a local noble has just come into the possession of a rather strange magical artifact. While your superior isn't exactly sure what the artifact is, the letter of entreaty from said noble implied that it is not latently powerful. Whatever it is, it is definitely putting the noble's estate into chaos, and your superior has been asked to fix the problem.

While you know that the noble most definitely slipped your master some coins to expedite the solving of the problem, it seems that the more experienced wizard is requesting that you make the journey to solve the problem. How do you deal with it? Do you bring the mayhem-making artifact back to your superior to deal with or puzzle through it on your own?

Yields: 50 experience points


Quote:
Stuck On You

*Note, this quest must be undertaken by two roleplayers together and done in RP format in order to be completed.*

**Note, this is a universal quest (available to all)**

"And until you learn to work together, stuck together, you'll be! Now, get off my daisies before I turn /you/ into a daisy! Or better yet, a pair of pansies. That'll teach you!"

All right, so crossing that nasty old lady wasn't the best idea you've ever had. You'd been minding your own business and walking down the road when another of your own kind had startled you. Somehow, nasty comments turned to blows until the two of you were fighting like.... well, cat and dog, is probably the most accurate term. Somewhere in the middle of the fight, an old lady had turned up, and it turns out that the old lady was a mage. She'd gotten so sick of you bickering and trampling her patch of flowers that she'd set cuffs on the two of you, effectively cuffing one of your limbs to one of your opponents, and on a very short chain.

After a long lecture about the merits of getting along, the old lady told the two of you to beat it. One problem: you're still cuffed together. The snarky old mage informed the two of you that you're not getting apart until you learn to get along, and then she vanished, leaving the two of you outside beneath a gathering storm. To make things worse, you've heard that there's a rogue wyrm in the area, one with a very nasty attitude and a taste for blood. You're supposed to deal with storm and wyrm.... while cuffed to an idiot.

How the hell are you going to manage this?

Value: 50 points
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