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calderamods ([personal profile] calderamods) wrote2024-03-28 08:21 pm
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QUESTS

ACTIVE QUESTS

DRYAD QUESTS
★☆☆☆☆ THE EMBER SPORES
Large, glowing embers have begun to drift from Ignacia's Cradle to the rest of the Dryad lands. Instead of causing fires, however, every place they land ignites the plantlife with excessive growth. Overnight, fields have been overtaken by thorny walls of vines or carnivorous plants. Copse of trees sprout to massive proportions and fall over, their roots unable to hold them up, and have destroyed houses, sheds, and gardens.

Many Dryad residents, still suspicious of Ignacia's presence, accuse her of being behind this incident. Ignacia claims innocence, and has turned to Visitors for help investigating.

Trace the ember spores to their source to find a rogue botanist that has been experimenting with the energy of the volcano and how it changes and evolves local plantlife. They insist their intentions were good: they just wanted to find ways to increase the output of local crops and beg to be left to their experiments, promising they won't release any of the spores again. Decide whether to turn the botanist over to the authorities and reduce the tension between land and fire dwellers, or let them continue their important work in private.

REWARDS: 100 Bones | NON-DRYAD BONUS: 25 Bones

★★☆☆☆ THE ROOTBOUND COURTSHIP
Two powerful houses, one of Grey Ward and one of Oak Run, have arranged a union between heirs to solidify land ownerships. During a ceremonial handfasting ritual, a mess of tangled and knotted roots burst forth from the earth and ensnared the pair. All attempts to free them, with blade, fire, or force, have failed. Both parties are clearly uncomfortable are suspected of hiding something. Their parents suspect the youths have done this to themselves, as both of them have complained about the union and claim to be in love with someone else. The elders of Oak Run, however, say this is a sign from the earth itself that this union is cursed and should not move forward. Upon investigation it is revealed that the roots can be severed forcibly by a tree sprite, if a willing one can be coaxed from the forest--or, they can be severed if both houses agree to dissolve the marriage. Do whatever it takes to resolve the situation, lest the poor young couple end up a pair of gruesome topiary in Oak Run's square forever.

REWARDS: 200 Bones | NON-DRYAD BONUS: 25 Bones

★★☆☆☆ EARLY BLOOMER
An orchard in Berry Burrow has strangely burst into full bloom before the frost has even thawed. The blossoms are enormous, fragrant, and drop with a golden sap that induces euphoria. Anyone who lingers beneath the trees has become recklessly optimistic, overly confident, impulsive, and deeply suggestive. The results have varied from a bit strange to downright alarming. Several engagements have been announced. At least 3 duels have been declared. One wood nymph has tried to play herself in the Grey Ward square to "grow a better future." Berry Burrow's orchardkeeper theorizes that it's simply that one of the forest spirits has gotten overly enthusiastic. He asks that Visitors enter the orchard, try to resist the sap's influence, find the tree in which the spirit currently dwells, and kindly talk it down and let the grove sleep properly until the seasons turn. If it cannot be talked down, they request that it be extracted from the tree and transplanted somewhere it will be less likely to cause harm.

REWARDS: 200 Bones | NON-DRYAD BONUS: 25 Bones

★★☆☆☆ PETALSTORM
Along the trade roads, caravans report a strange phenomenon. Winds carrying a flurry of pink and white petals seemingly 'attack' them on their way to their destinations. Within the storm it is impossible to see the road ahead. Voices whisper promises. Figures dance just out of sight, and become clearer the long one tries to move through the storm. At least one member of the caravan will invariably see someone familiar and run into the storm, never to be seen again. As soon as they vanish, they storm disappates, the petals vanish as soon as they came. Something within the winds is hungry. Sylph and Dryad researchers have crafted devices that will keep the winds at bay until the source of the storms can be found. These devices are crafted from pieces of the meteoric rocks retrieved from the island recently, its song redirected and attuned to block out the storm's influence and make the path ahead clear. They ask that at least 2 visitors accompany each caravan to its destination, each carrying one of the devices, and keep the caravan moving, and prevent anymore loss of life from the traders chasing phantoms.

Note that the device cannot entirely block out the visions and voices, and Visitors and caravan members many still hear and see something familiar in the storm.

REWARDS: 200 Bones | NON-DRYAD BONUS: 50 Bones

★★★☆☆ THE DROWNED MARKET
An old retired fisherman has set up shop in the Sundown Docks with an odd assortment of objects for sale. They all appear to be salvage from shipwrecks...and how he procured these items is a mystery. The old fisherman himself feels...off. He moves as though his skin doesn't fit right. His smiles displays too many cracked, yellowed teeth. And he seems uninterested in making a sale, always naming an insanely high price for anything on display in his store. An influential Hearthstill noble is in a panic over something he spotted in the store: a letter he wrote in his youth, to a woman he thought long since lost at sea. He's offered an obscene amount of bones to purchase it, but the old fisherman refuses, and has become annoyed with his hounding, no longer allowing him in his store. He begs for someone to go to the store on his behalf and ask the merchant what he wants for the letter. The old fisherman seems much more keen to speak to a visitor than the noble...uncomfortable keen, in fact. What he wants is not bones, not gems, not gold or riches. He wants nothing more than your deepest sorrows and regrets. And he wants you to recount them. In detail. You can pay his fee, or you can try to slay him, but the old fisherman is not what he seems. He is, in fact, a hagspawn, and when attacked, his bones will crack and deform, elongating to reveal his true, large, monstrous form.

REWARDS: 300 Bones | NON-DRYAD BONUS: 100 Bones



UNDINE QUESTS
★★★☆☆KELPIES BARGAIN
A twisted black shape has been spotted near the shorelines, moving too fast for anyone to track. Sailors are disappearing, pulled from their boats in seconds, and those who survive tell the same story: a horse, black and wet, with hooves that curve backwards, dragging them under the waves. It’s a Kelpie, a water spirit that kills by drowning, and brute force doesn’t work. Its fur sticks to anyone who touches it, holding them tight while it pulls them deeper. Locals warn that if its bridle isn’t returned within a day, the Kelpie will die.

Visitors are being asked to stop it. They’ll need to watch and wait, figure out its patterns, and take the bridle without getting caught. They might try tricking it, distracting it, or sneaking close when it’s distracted by fish or a passing ship. One wrong move and someone could be pulled under, and the Kelpie will fight back with every ounce of its strength.

REWARDS: 300 Bones | NON-UNDINE BONUS: 50 Bones

★★★★★ BABY'S FIRST SIREN SONG
Near a busy trade current not far from Blueshore Post, sailors have started reporting strange incidents. Boats drift off course. Crew members lean over rails like they’re listening for something. One nearly slipped into the water before being grabbed. At first people suspected sirens hunting the route, but no one has gone missing yet, which is the only reason panic hasn’t spread. Still, something is clearly calling to them, and it’s only a matter of time before someone doesn’t snap out of it.

Following the reports leads to the source: a young siren tucked between rock formations, practicing her voice. She’s not hunting. She’s rehearsing. Each note echoes through the water and rides the current straight into shipping lanes. She doesn’t realize the effect she’s having, and when she notices someone approaching she assumes they’ve come to listen. She’s curious, not hostile, and completely unaware she’s putting people in danger.

There are various ways Visitors can stop her - be it convincing, violence, or any other means they can conjure up. The real challenge is getting close enough to talk without falling under her spell, too. The longer Visitors linger, the harder it is to think clearly, and the current keeps carrying more ships into range. One way or another, the singing has to stop.

REWARDS: ★★☆☆☆ Bones | NON-UNDINE BONUS: 25 Bones

★★☆☆☆ DOLPHIN TAG
A fisherman out of Salt Spire is in need of aid. Earlier, he dropped one of his weighted nets on the seafloor and watched it get dragged out of reach. He thought it was the current — until it started tugging back. Something down there keeps pulling it away whenever he gets close, and he can’t swim fast or deep enough to catch it.

The culprit turns out to be a pod of dolphins that found the net and decided to play with it. They’re passing it between them, nosing the weights, and darting off whenever anyone approaches too quickly. They aren’t hostile, just playful, but if they panic they could tangle themselves or carry the net somewhere it won’t be found again. Please retrieve the net without harming any dolphins so the fisherman can actually do his job.

REWARDS: 200 Bones | NON-UNDINE BONUS: 25 Bones

★★★☆☆ SUPER WATERCOLOR
An excitable Undine painter in Salt Spire is preparing to unveil his revolutionary technique, Super Watercolor, and he urgently requires assistance from capable Visitors. According to him, ordinary watercolor is "timid," while his method uses enchanted pigments suspended in currents of water to capture motion, emotion, and "the existential turbulence of being damp." Unfortunately, he has discovered he is missing several critical supplies and without them his masterpiece will allegedly collapse into tragic mediocrity. He offers payment, a finished portrait of the Visitors, and the chance to be immortalized.

To complete the project, Visitors must gather the following:

Prism Kelp Pigment harvested from glowing reefs guarded by territorial Banshee Dolphins.

Pressurized Bubble Phials sold by a merchant who refuses to trade unless someone beats him in a staring contest.

A Bristle of Leviathan Whisker shed naturally… somewhere. Probably. Hopefully.

A Dramatic Pose Reference. The artist insists inspiration cannot be forced and demands the Visitors bring him "the most heroic stance imaginable."

Once supplies are delivered, the painting session begins. Visitors must hold poses while currents whip around the studio, pigments swirl like storms, and enchanted brushes dart about correcting posture. If the Visitors keep the artist focused and prevent disaster, the painting is completed successfully and becomes a mildly magical portrait that shifts expression depending on who looks at it. If they fail, the result is still technically art — but it may try to escape the frame.

REWARDS: 300 Bones | NON-UNDINE BONUS: 50 Bones

★★★★☆ PLEASE! I'M A STAR!
There’s an Undine girl who’s convinced she’s going to be famous. People know her because she keeps showing up wherever there’s a crowd — markets, performance circles, festival stages, anywhere attention exists. She sings, dances, recites poetry, acts out dramatic scenes no one asked for. The problem isn’t that she’s bad. It’s that she refuses to stop. If someone else is performing, she interrupts. If she’s told no, she comes back louder. Lately she’s started sabotaging other performers so she’ll be the only act people remember.

At first it was harmless stuff. Tangling costume ribbons, hiding instruments, stealing a single shoe from another performer. Now it’s escalating. A harp string snapped mid-song because someone filed it halfway through and almost cut the player open. A stage light drifted loose and nearly crushed a dancer. No one’s caught her doing it, but everyone knows.

If you follow her after one of her "performances," you’ll find her practicing alone in a reflective shell grotto, staring at herself in the pearl lined walls and repeating the same line over and over: "I’m going to be a star. I just need one chance."

The job is to deal with it before she crosses a line she can’t uncross. Talk her down, scare her straight, expose her, help her get a real stage, or shut her out completely. Up to you. But the next festival is coming soon, and she’s already planning something big for it.

REWARDS: 400 Bones | NON-UNDINE BONUS: 100 Bones


SYLPH QUESTS
★★☆☆☆ THE CITY IS SNEEZING
Now that the weather is getting warm, the floating city of Heaven's Bow has been “sneezing”. Sudden bursts of shimmering spring pollen sweep through streets and skybridges, making anyone caught inside float helplessly into the air for a few seconds. At first, it seems like fun! Kids are playing in it, artists are performing tricks and couples are "float dancing". But what began as a festival-like novelty is turning dangerous: market stalls drift away, sleep becomes risky, and a guard recently lifted clean off a balcony. A couple of pets have even gone missing! At first, the lead guard insists it’s seasonal, but the levitation is growing stronger and now things that shouldn't be floating away are starting to.

The source is the ancient Skyheart Tree at the north part of the city in a quiet little garden. It only blooms every two years, but this year it is blooming far too often because a playful young air spirit who is over-nurturing it, believing more spring means more happiness. Visitors must reach the tree through drifting platforms and living pollen clouds, then calm, convince, or restrain the spirit before the city literally floats apart. Anyone who manages to make it can decide whether to befriend the air spirit, quiet it with ritual, or force the bloom to end at the cost of angering the winds.

REWARDS: 200 Bones | NON-SYLPH BONUS: 50 Bones

★★★☆☆ JAR OF HEARTS
They call him The Harvester, a thief who steals hearts—literally. Yet his victims don’t die immediately. They walk and speak for days, slowly fading as their heartbeats thin to a whisper. There’s no wound, no scar, just an emptying inside them that no healer can reverse.

Every dying victim says the same thing before their voice breaks: “He promised he was only borrowing it.”

The hunters sent after him soon uncover the truth: The Harvester’s thefts are born from a pact, an ancient binding with a spirit that feeds not on flesh but on devotion. It learned long ago that the heart is the easiest place to anchor a soul. Every heart he “borrows” becomes another thread in the spirit’s growing web of power.

To stop him, the hunters must find the spirit’s hidden shrine and shatter the pact itself. But there’s a brutal catch as breaking the pact will collapse the borrowed hearts unless they’re still mystically connected to their rightful owners. If even one thread snaps, all the stolen hearts will die with it.

So the hunters must work fast tracking a thief who leaves no tracks, keeping the victims alive long enough to hold the connection, and resisting the spirit’s whispered offers of power. And worst of all, someone may have to use their own heart as a temporary anchor to keep the threads from unraveling.

Stopping the thief isn’t just a matter of catching him.

It’s a race against devotion, a battle against an ancient hunger, and a test of whose heart will break first.

REWARDS: 300 Bones | NON-SYLPH BONUS: 100 Bones

★★☆☆☆ THE WHISPERING DRAFT
Residents have begun hearing voices in vents, breezeways, and stairwells — soft murmurs carried on perfectly still air. The whispers don’t repeat nonsense; they warn. A falling balcony hours before it snaps, a child wandering toward a dangerous edge, a sudden downdraft before it forms. At first people left offerings of chimes and ribbons, but fear grows as the voices become strained and overlapping, like too many people trying to speak through a single breath. Recently, a corridor released a violent pressure burst that knocked pedestrians off their feet, and the city’s engineers blame “air pressure irregularities” caused by new construction sealing old ventilation channels.

The truth: ancient air elementals once flowed freely through the city’s hollow foundations, naturally carrying sound, memory, and atmospheric balance. Modern renovations have trapped and compressed them inside walls and pipes. Their warnings are attempts to communicate before they rupture into destructive gales. The solution is to place a series of spelled anchors across rooftops, bridges, and open arches that will act as guiding points, creating a safe current leading outward into open sky. As the Visitors activate each anchor, the voices grow clearer, calmer, and finally grateful, until the last release becomes a sweeping, harmless wind that restores the city’s natural breathing… and leaves behind a gentle breeze that occasionally whispers thanks.

REWARDS: 200 Bones | NON-SYLPH BONUS: 50 Bones

★☆☆☆☆ ROOFTOP GARDEN HEIST
High on the upper terraces of the floating city grow delicate altitude-blossoms whose nectar ferments into a prized spring wine that is bright, airy, and lightly sparkling with natural wind magic. Recently, entire beds are being drained overnight, petals untouched but every drop of nectar gone. A well-known skybridge tavern owner, whose signature vintage depends on the harvest, hires the Visitors after finding tiny punctures, iridescent scales, and hovering shadows at dawn. He wants the creatures responsible driven off before his season and reputation are ruined.

The culprits are migrating humming-drakes stopping along an ancient feeding route the city unknowingly built over. A circle of local druids insists the creatures are vital pollinators and must be protected, arguing the city has encroached on their sky-path. The Visitors are caught between commerce and ecology: remove the drakes, relocate the gardens, broker a shared harvest, or create a safe feeding reserve beyond the city. Their decision shapes whether the spring wine becomes rarer and legendary, the drakes become allies and spectacle, or a yearly conflict erupts between growers and guardians of the skies.

REWARDS: 100 Bones | NON-SYLPH BONUS: 25 Bones

★★★★☆ BENEATH THE BOW
The quest begins with the discovery of a hidden gate in Heaven’s Bow, granting rare access to the Undercity District, a part of the city normally sealed off. Here, the air is thick with dust and the hum of dormant Aether machinery. Corridors wind like veins through shadowed plazas, stairwells spiral into darkness, and the faint scent of springtime gardens above is replaced by damp stone and a metallic tang. As the Visitors move deeper, the gate behind them slams shut—they are trapped.

The only way out is to repair the Aether Generators scattered across the Undercity. Each generator pulses with unstable energy, its repair a tense mini-task under the ever-present threat of the Warden, a towering figure clad in shifting shadows and glowing sigils. The Warden moves deliberately, stalking the players from corridor to plaza, never far behind, her presence felt in the whisper of wind, the echo of footsteps, and the brief flicker of lights. If she catches a player near a generator, the repair fails and she forces them to retreat, adding pressure to every choice and movement.

As generators are repaired, air vents roar to life and platforms shift, giving fleeting glimpses of escape. Yet the deeper the Visitors venture, the more oppressive the Undercity becomes. Shadows twist unnaturally, staircases misalign, and the Warden’s pursuit grows relentless, anticipating the players’ movements. Only by restoring all the generators and carefully outmaneuvering the Warden can they unlock the gate back to the surface. Failure leaves them trapped below, the Undercity alive with machinery, darkness, and the Warden’s watchful gaze.

REWARDS: 400 Bones | NON-SYLPH BONUS: 50 Bones



NSFW QUESTS
THE BLOOMING ROD
The Blooming Rod lies hidden in a sun-dappled spring cave, its smooth, supple form glowing faintly with an inner light that pulses with desire. When Alara Windspire sends the Visitors to retrieve it, she instructs them to explore it fully. To try running one's fingers along its length, teasing its tip, and even inserting it, feeling the rod hum, thrum, and pulse in response to every motion. The magic amplifies sensations, warming, vibrating, and pulsing in time with playful pressure and rhythm, making each touch, thrust, or caress intoxicating. By the time the Visitors fully awakened its power, the rod hums with energy attuned to their bodies, ready to be kept and enjoyed further. Alara requests a detailed “review,” encouraging them to describe the techniques and sensations that brought the rod to life....a teasing indulgence as rewarding as the rod itself.

REWARDS: 100 Bones

BREEZES AND BLOSSOMS
High in a floating garden on an estate outside of Heaven's Bow, petals drift lazily on the spring wind, their fragrance intoxicating and almost magical. The Visitors are approached by the owner of the estate, Selina Veyre, a playful alchemist with golden hair and a mischievous grin, who’s brewing her “love potions". Though anyone paying attention knows they’re really lust potions. She needs the freshest, wind-tossed petals to complete her batch… and warns that those who gather them must reach their own release along the way, or the petals will lose their potency.

Visitors will need to chase the floating blooms through hidden terraces and airy bridges. The petals will teasingly avoid capture, carried by gentle gusts that spin them into playful collisions and laughter. Each blossom caught releases a spark of warmth, escalating desire and urging the participants toward their own climactic release, making the quest as much about indulgence as it is about collection. The wind seems complicit, guiding bodies into gentle dances, brushes, and whispered touches, building tension until everyone has satisfied Selina’s requirement.

Once the petals are gathered and each participant has found their release, they return them to Selina. She rewards them with a cheeky grin, a swirl of intoxicating perfume, and a taste of her simmering potions—a playful, sensual indulgence that leaves the spring air charged with laughter, warmth, and lingering desire.

REWARDS: 100 Bones



GENERAL QUESTS
★★★★★ FIVE EVENINGS AT FREDERICK'S
A frazzled official in Grey Ward has posted a job for any brave Visitors willing to spend five nights inside the abandoned Jester’s Keep, once a festival hall filled with enchanted mascot performers. The constructs were meant to sing and entertain, but now they wander after moonrise, silently watching anyone inside with unnerving curiosity. Visitors must sit in the guard chamber, monitor crystal scrying orbs, and seal enchanted gates when the mascots approach, all while conserving the mana that powers the doors — because if it runs out, the constructs are allowed to "visit," a detail no one will explain. Sir Frederick the Bear Knight appears behind people without footsteps, Lady Cluckatrice hums unsettling lullabies, Brother Haretholomew waits for the guards to look away before approaching, and the Fox of the Curtain is supposedly inactive despite sprinting through halls. Survive all five nights in the Keep and be rewarded for your efforts, dear Visitors. Also, do not put your head anywhere near the constructs heads.

REWARDS: 100 Bones per night survived, up to five.

★☆☆☆☆ NEW IN TOWN
A young Dryad moved out of their parent's house and into the Warrens of Heaven's Bow for some reason. Curious about the city, they wandered off while exploring. The problem is, the Warrens aren’t exactly safe —narrow alleys, crumbling rooftops, and pickpockets make it easy to get into trouble. Track the newcomer down, make sure they don’t get hurt or swindled, and guide them safely back to their apartment. They might stop to look at the odd shops, plants, or street performers, so patience and a careful eye on their surroundings will be needed to keep them safe.

REWARDS: 100 Bones

★★☆☆☆ AMONG THE LANTERNBEARERS
The Cloudrest Spire is a remote skyship dock that floats between Sylph and Dryad territory, maintained by a crew of mixed faction members. This station serves as both a refuel station and a lighthouse of sorts, tasked with maintaining stormflow, keeping the tradwinds stable, and keeping the ships fueled and stocked. Recently however, communications with the station went silent after a single panicked message:

SABOTAGE. THE POWER SYSTEM IS FAILING. THERE'S AN IMPOSTER AMONG US.

Now storm patterns and beginning to destabilize. Further investigation is needed.

Upon arrival at the station you find the power system is indeed failing, the water supply is contaminated, the ventilation system is desperate need of cleaning, the wind vanes are broken, and the sky lantern stones need to be replaced. The crew have locked themselves in the cafeteria and have been bitterly arguing for some time now, hurling accusation at one another and unwilling to leave and fix any of their equipment. One of them, they insist, has been replaced by a Mimic Sleeve, a parasitic entity that perfectly copies physical form and replaces them. You must interrogate the crew, fix the ship, unmask the Mimic Sleeve--and keep yourself from becoming a victim. Your suspects are:

Marlene Redding - a welder from Ignacia's Cradle
Addan Greene - a water purification tech from Grey Ward
Yvette Bleu - a mage specializing in power crystals from the Salt Spire
Caliban White - a meteorologist from Heaven's Bow

Each of them has a different claim about their location when the sabotage went down:

Marlene claims to have been stuck in a ventilation shaft, patching a seam. You notice scorch marks on her gloves, and soot on her sleeves.
Adann claims the water contamination started in the lower tanks. He tried to isolate them, but someone shut down the pump controls. His boots are damp, and he smells faintly of chemicals.
Yvette claims that the power core has been fluctuating, and she was recalibrating the power lattice by hand. You noticed small burns on her fingertips, and there are wet patches on the knees of her pants.
Caliban claims the weather vanes were damaged first, and every other system cascaded from there. His environmental suit smells strongly of ozone.

Upon inspecting the system, you note that the contaminated water system is full of some sort of glittering dust. You find a chunk of a broken power crystal that appears to have been thrown there. Inspecting the power system reveals there is indeed a missing crystal.

WHO IS THE IMPOSTER?

REWARDS: 200 Bones


source


Quest Difficulty Key:
★☆☆☆☆ - Easy, could likely be done solo and without any special abilities.
★★☆☆☆ - A little difficult. Wouldn't hurt to have a friend or two along just in case. Special abilities probably not necessary, but useful.
★★★☆☆ - Moderate difficulty. Bring 1-2 friends at least. Some abilities would likely be needed to accomplish this quest.
★★★★☆ - Difficult. Bring plenty of friends and special abilities.
★★★★★ - Nightmare. Rare and usually requiring a large group of companions. Special abilities mandatory.

Quests can only be done once per character unless stated otherwise.

◾Consult the flora and fauna page for further details on listed creatures/plants in quests!

◾ Archived quests can be found here for reference to quests with numerous parts.

Have a suggestion for a quest? See this thread and let us know.
lightundying: i love him your honor (hand thing)

[personal profile] lightundying 2024-07-09 01:43 am (UTC)(link)
are bone rewards per character, or a total split between participants~?

(no subject)

[personal profile] lightundying - 2024-07-09 01:53 (UTC) - Expand
dreamflowers: (Default)

Re: QUESTIONS

[personal profile] dreamflowers 2024-07-22 11:03 pm (UTC)(link)
For quests that can be done solo, does that still require a thread with another person anyway, or would we be able to just write it into a thread? Like a drabble or, for example, write how they were collecting wool by themselves before questing with a buddy to collect historical artifacts?

Re: QUESTIONS

[personal profile] dreamflowers - 2024-07-22 23:20 (UTC) - Expand
dragondisguised: (001)

[personal profile] dragondisguised 2024-08-30 04:41 am (UTC)(link)
If we're still working on quests from June-August can we still turn those in for bones once new quests are up? Just double-checking here.
badnewsandshitlist: spaceconfessional (Tinkering)

Re: QUESTIONS

[personal profile] badnewsandshitlist 2024-09-19 12:23 pm (UTC)(link)
What happens if you get stung by the quest bees? What's the pain level and is there any special effects?
piperofdeath: (intrigued)

Scarecrow is Carecrow question

[personal profile] piperofdeath 2024-10-06 02:31 am (UTC)(link)
Is it possible to talk to the poltergeist and asked what happened to them?

If they asked Farmer Clyde McLeod would they get anything useful out of him?

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badnewsandshitlist: [personal profile] spaceconfessional (Default)

Re: QUESTIONS

[personal profile] badnewsandshitlist 2024-11-29 04:29 pm (UTC)(link)
.....



What happens if one ....


samples the mysterious, dark purple elixir? In the mine quest.
spellblade: (Default)

[personal profile] spellblade 2024-11-30 08:08 pm (UTC)(link)
Are any of the artifacts in the museum quest giving the vibes of being magical in any way? Say if someone from a faction whose whole career was finding dangerous rogue artifacts, would they get any kind of ping from anything in the museum?
lonelysmiles: (Hmmm)

[personal profile] lonelysmiles 2024-12-03 02:46 pm (UTC)(link)
For the "Into the Mirrorverse" quest, I'm guessing the mirror copy possesses the same current Visitor abilities of the Visitor. For example, if that mirror copy had wings but the original Visitor doesn't or doesn't have the Flight reward, they'd be lacking them, correct?

Also, are the bones paid as an apology or was that for signing up to have yourself cloned for a simulacrum?
lonelysmiles: (Hmmm)

[personal profile] lonelysmiles 2024-12-12 04:48 pm (UTC)(link)
Are there any shadow creatures An Ancient Secret Part 2? In the last event, the mods allowed Alastor to sense the emotions of the shadows due to his connection back in Hell but he can't talk to or command them until he gets his powers back. Just wondering if there's something he might be able to pick up.

(no subject)

[personal profile] lonelysmiles - 2024-12-12 17:39 (UTC) - Expand
lonelysmiles: (Just a simple deal!)

[personal profile] lonelysmiles 2024-12-14 02:31 am (UTC)(link)
Hi, me again.

So Lior, Lucifer, and Alastor are doing An Ancient Secret Part 2 and we wanted to know how big the "boulders" were.

On a somewhat related note, how big are the eggs from Oops All Dragons? Have an ongoing thread with Alastor and Maribelle where they bumped into each other at the nest.

EDIT: Additional question for the "boulders" and confirmed eggs from Ami, Lucifer's mun. What happens if you sing to them?
Edited 2024-12-14 02:36 (UTC)

(no subject)

[personal profile] lonelysmiles - 2024-12-14 03:11 (UTC) - Expand

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[personal profile] lonelysmiles - 2024-12-14 03:17 (UTC) - Expand
fundamentalchaos: (23)

[personal profile] fundamentalchaos 2024-12-17 07:07 am (UTC)(link)
So about the gemstones you have to get for the baby dragons hoards....

If Ashton were to have someone give him a 'haircut' so to speak...would his own amethysts work? Like if he asked someone to knock some of his head gems off would those work for what he would need for the dragon's hoard later?
lightundying: (doubtful)

[personal profile] lightundying 2025-01-06 04:09 am (UTC)(link)
s o. regarding the Cleanse the Infection quest from the first quest rotation, if characters were to follow up on the Rot and the progress of the alchemists and healers studying and trying to cure it, would there be any change/updates?

(no subject)

[personal profile] lightundying - 2025-01-07 03:38 (UTC) - Expand
likeiron: Mellon Collie and the Infinite Sadness (Default)

Re: QUESTIONS

[personal profile] likeiron 2025-01-06 11:20 pm (UTC)(link)
Hi in You'll Never Leave Hardersfield Alive, if someone punched through to the bottom of the well, would they find anything? Is that series of tunnels still there? A child corpse? Thank you!!!

Re: QUESTIONS

[personal profile] likeiron - 2025-01-06 23:52 (UTC) - Expand
kusuriuris: (Default)

Re: QUESTIONS

[personal profile] kusuriuris 2025-01-10 12:14 am (UTC)(link)
In regards to the Bone?! quest, is the Medicine Seller and co more likely to encounter ghosts or a grave robber?

And piggybacking on that last one, how detailed of a description will any spirits give of the strange man skulking about?

Re: QUESTIONS

[personal profile] kusuriuris - 2025-01-25 18:37 (UTC) - Expand

Re: QUESTIONS

[personal profile] kusuriuris - 2025-01-25 21:09 (UTC) - Expand

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[personal profile] kusuriuris - 2025-01-25 22:47 (UTC) - Expand
lightundying: (h o w  d a r e)

Re: QUESTIONS

[personal profile] lightundying 2025-01-11 10:01 pm (UTC)(link)
what iff someone stabbed/smashed a boulder from Ancient Secret Part 2 for the sin of feeling dark and dangerous

(no subject)

[personal profile] lightundying - 2025-01-11 22:11 (UTC) - Expand
wildwarden: (Default)

Re: QUESTIONS

[personal profile] wildwarden 2025-01-21 09:10 pm (UTC)(link)
Regarding Into the Mirrorverse: if you die in the game do you die in real life?

As in, if the mirror copy dies, does your character die too/does it count as a character death? Thanks!

(no subject)

[personal profile] wildwarden - 2025-01-21 21:22 (UTC) - Expand
odare: (Default)

[personal profile] odare 2025-01-27 01:38 am (UTC)(link)
For cult of triton part 2, with violet crystals spreading across skin, how does one "deal with" them? Will undine-style healing magic eliminate them, or does it require some special kind of magic? Thank you!

(no subject)

[personal profile] odare - 2025-01-27 02:12 (UTC) - Expand
wrathstrikes: (Default)

Re: QUESTIONS

[personal profile] wrathstrikes 2025-02-18 06:34 pm (UTC)(link)
For "it belongs in a museum," if two characters have planned to guard the artifacts until the night before they're moved into the vault, then steal them at that point to give to the dwarves, can they receive bones for both sides of the quest?

Thanks!
odare: (Default)

Re: QUESTIONS

[personal profile] odare 2025-03-02 02:50 am (UTC)(link)
Hi mods! I am wondering the size of the dragons are from the oops all dragons quest- how big are they when they hatch, and how big will they grow to be?

Thanks!
lonelysmiles: I solemnly swear it. (I'm Up To No Good)

[personal profile] lonelysmiles 2025-03-02 08:21 pm (UTC)(link)
In "Tiny Troubles", is it possible to do something ridiculous like out-dance the magic harp? Like keeping pace until its strings break? Or maybe countering with other music?

I have a Rule of Funny idea but wanted to make sure it was kosher with the modsquad.
channelmyemotions: (SMILE_sly as a fox)

Re: QUESTIONS

[personal profile] channelmyemotions 2025-03-04 09:20 pm (UTC)(link)
Regarding the NSFW quests: is double dipping allowed? Specifically, Cinna is considering a demonstration at the sex shop with a little sponsorship from Tara's Tastefuls. Basically a mini seminar on styling your intimate wear to flatter your form, improve self confidence, and better your sex life with a partner or even solo? Instructors would model selections from Tara's for the event, and include prescient topics like clothing bondage. Perhaps coordinating your lingerie with the color of your fuzzy handcuffs or the style of your chosen dildo? XD He'll either do it solo or attempt to recruit his business partner, Lydia Martin, to help out, with bonus points for the pheremone laden lingerie getting him laid in the store. :P
lonelysmiles: (Hmmm)

[personal profile] lonelysmiles 2025-03-09 02:52 pm (UTC)(link)
For Ancient Secret Part 3, is there anything Alastor could get off of the shadows other than the usual justified anger? He has his shadow powers back but I don't want to overstep my boundaries.

(no subject)

[personal profile] lonelysmiles - 2025-03-10 19:59 (UTC) - Expand

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[personal profile] lonelysmiles - 2025-03-11 12:45 (UTC) - Expand

Re: QUESTIONS

[personal profile] kusuriuris - 2025-03-19 02:05 (UTC) - Expand

Re: QUESTIONS

[personal profile] lostinasong - 2025-03-22 03:59 (UTC) - Expand

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[personal profile] zero_votes - 2025-09-10 20:33 (UTC) - Expand

Wrt the wine and dine quest

[personal profile] sidhean - 2025-09-29 14:39 (UTC) - Expand

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[personal profile] sidhean - 2025-09-29 15:17 (UTC) - Expand
zephrah: (Default)

Re: QUEST SUGGESTIONS

[personal profile] zephrah 2026-02-17 03:01 pm (UTC)(link)
Player name: Amber
Quest description: So the previous game that Keyleth is CRAU from was a sex game set in the Feywilds. In that setting, there were wild flowers that grew that had different effects (detailed here) and Keyleth had a little side hustle where she would make aphrodisiacs from them. The effects were much more mild than the source, and because those plants don't exist here, she has to druid craft them, or rather, Halsin has to druid craft them based on her description. Because they're not native and are being grown second hand, getting the potions right will take some experimentation, so she's asking visitors to test them for her and report back to see if they worked. I leave the effect up to the person taking the quest, if they're too strong, if they have some weird unexpected effect, or what, but at the end of the quest cycle Keyleth will have the recipes right again and can offer them with the intended effects.
Associated faction: NSFW
Suggested difficulty and rewards: Uuuuh 1 or 2 stars? Maybe 50-100 bones?