by Phoenix » August 22nd, 2008, 3:49 am
Got some more...
4) Refreshing Mead - (Likely a treasure card or barrell/mug combo) "When drinking this refreshing mead, your physical and mental worries just seem to melt away" The Hero gains 1 Body Point and loses 1 Mind Point. If a Hero drinks another one (this Quest) he gains another Body Point, but loses 2 Mind Points, and so on...
5) Pit Treasure - [This one is kind of dumb] - Quest takes place in a fallen ruin, seeking an Artifact. The main room (containing the Quest treasure) is blocked off. The Heroes fall into a Deep Pit trap and if they search for secret doors, they can gain access to the aforementioned room. Falling into the Deep Pit Trap takes regular damage. Usurping the secret door is akin to a Trap Door and is hazardous to the Hero. However, if the Hero volunteers to enter the Deep Pit trap, they must still take a modicum of damage (not the full amount as they know they're falling). The main room can then be searched for Secret Doors (finding a Trap Door) and then they can travel to a different location (thereby resolving how one gets out of a 30 foot deep hole).
6) Gold!! - The Heroes stumble into a room with the treasure chest standing wide open. If the Hero searches for treasure, they realize that the gold is coated with poison!! The Hero(es) must then take 2 Body Points of damage. The gold cannot be cleaned off or removed from the treasure chest.
7) Mercenary for Hire - As the Heroes stumble through their Quest, they come upon a Mercenary in the corridor fighting some monster(s). Once the monster(s) are dead, the Mercenary offers his services to the Heroes. However, his fee will be 10% of whatever treasure the Heroes find this Quest (Zargon will have to take notes).
a) if the Heroes refuse to pay, the Mercenary will immediately attack (as if a Wandering Monster), fighting to the death.
b) If the Heroes accept, but decide to renig on the deal; the Mercenary will steal 20% of the hiring Heroes Gold (whatever he happens to have on him) or will steal 1 item (be it armor/weapon/potion) that the Hero does not have equipped and then run away, never to be seen again.
c) If the Heroes pay honestly, he is considered a regular Mercenay (with 4 Quests, including this one, completed [Only applies if you use an advancement system]). At the beginning of the next Quest and thereafter, he will be treated as a normal Mercenary.
Maybe I'll have some more later, stay tuned!!!
