Given out by: Very excitable (and diminutive) archaeologist. Quest description: It seems that all the recent changes in Vat have also lead to a change on the island. A cave has opened up deep into one of the mountainous cliffs that surround part of the island. Which has put this particular little archaeologist into quite the excited mood. It seems there were legends about this cave and the treasures it might possibly hold. and he wants you to go and investigate it. Reward: 40 points. Quest statistics: × Quest can only be done in a party of at least three people. × Your character can only do this quest once and the cave will deny the entrance if they try and do it again, so pick your party carefully. × The cave your characters will be exploring is very long and with many twists and turns and dead ends. So prepare for some backtracking. Also, the use of spells to create light might prove invaluable in some parts of the cave. × Most of the cave seems void of big enemies. While your characters will be facing some attacks, it will be from small, easily defeated enemies. Think rats and bats.
× Eventually, when your characters will have made it 1/3rd of the way in, they will come to a huge chamber. The chamber seems very messy, filled with a lot of random stone rumble. The sides of the chamber are lined with stone statues of various mythical creatures. When the characters are halfway through the room, the statue of the Gorgon at the end of the room will come alive. She will attack your characters mercilessly. She can be injured but her HP seem almost endless, and your physical and magical attack just don't seem to be doing the trick. And worst of all, looking in her eyes will make a character slowly turn to stone. That explains all the smashed rubble in the room. Good luck. It might be smarter to regroup behind some of the smashed rubble for a moment and reflect on what to do.
× If your characters manage to defeat the Gorgon, they will be able to explore the cave further. 2/3rds of the way in, they will come to a very strange sight indeed. There is a door ahead, but it is locked and no matter what your characters do, they cannot open it. As they struggle with the door, a strange creature suddenly appears at their side. It's a manticore, and she'll offer to help them open the door. If they accept, suddenly they'll find themselves transported to a new place.
Standing on a safe ledge, overlooking a very deep, a fast flowing current, they can see a switch on the other side. Connecting this side and that, there seems to be a very narrow pathway. The pathway itself veers oddly, and seems to be rigged with several very obvious traps (gaps in the path, a low beam over it, a very slow hammer that swings across, use your imagination). The manticore will tell your characters that all they have to do to pass through the door is pull the lever on the other side. And to get to that lever, one of them will have to pass over her deadly walkway. (note, for any flying characters, they will notice that their flight does not work in this room) Once one character is selected, she will guide them to the pathway, but when they take their first steps on it, she'll suddenly strike them with her scorpion's tail. The strike won't physically injure the character, or even hurt very much, but one thing will suddenly become very very clear: they are utterly blind. And with that the Manticore will cackle and disappear with a final, 'maybe if you are lucky, there is some anti-venom on the other side too'. Hopefully you can depend on your friends to guide you to the other side.
The moment the character steps onto the path way, a strange barrier will be formed between them and the other characters. The blinded character can come back to the side of the other characters, but the other characters cannot come to their side. It seems they are the one that will have to do this task. Conventional healing for blinded eyes does not seem to work. Your only chance is that anti-venom on the other side. And if they do manage to make it to that end, pulling the lever will put them back in front of the now opened door.
× Eventually, the party will come to the very last room. A very giant room for a very, very giant sleeping dragon. It seems the gem you were send to find is there, right between the paws of the sleeping beast. Is one of you brave enough to sneak in close and grab the gem? Alternatively, should the dragon awaken, are you brave enough to be the distraction so your buddy can get what you were coming for? Hopefully your bravery will hold.
× The dragon is far too large to be affect by any of the characters' attacks. Seems like sneaking and bravery will win this battle. Of course, a lullaby spell or two wouldn't be amiss. It might not completely keep the dragon asleep once woken up, but it will sure keep it slower to attack.
× If at any point during this quest your character give up in defeat and turn back or fail one of the tasks (get turned to stone by the Gorgon, fall into the current below) all the characters will find themselves transported outside of the cave, in good health. They cannot, however, find the cave anymore and retry the quest. If they manage to make it out to the end and grab the gem, they will also be transported outside, with the gem in hand. Congrats. You won. Your wits, faith and bravery were tested to the extreme and you won. But better not think you can keep that gem or you'll have a very angry archaeologist on your hands. OOC Quest requirement: Please play out this quest in a log and link us to it.
Trials of three
Quest description: It seems that all the recent changes in Vat have also lead to a change on the island. A cave has opened up deep into one of the mountainous cliffs that surround part of the island. Which has put this particular little archaeologist into quite the excited mood. It seems there were legends about this cave and the treasures it might possibly hold. and he wants you to go and investigate it.
Reward: 40 points.
Quest statistics:
× Quest can only be done in a party of at least three people.
× Your character can only do this quest once and the cave will deny the entrance if they try and do it again, so pick your party carefully.
× The cave your characters will be exploring is very long and with many twists and turns and dead ends. So prepare for some backtracking. Also, the use of spells to create light might prove invaluable in some parts of the cave.
× Most of the cave seems void of big enemies. While your characters will be facing some attacks, it will be from small, easily defeated enemies. Think rats and bats.
× Eventually, when your characters will have made it 1/3rd of the way in, they will come to a huge chamber. The chamber seems very messy, filled with a lot of random stone rumble. The sides of the chamber are lined with stone statues of various mythical creatures. When the characters are halfway through the room, the statue of the Gorgon at the end of the room will come alive. She will attack your characters mercilessly. She can be injured but her HP seem almost endless, and your physical and magical attack just don't seem to be doing the trick. And worst of all, looking in her eyes will make a character slowly turn to stone. That explains all the smashed rubble in the room. Good luck. It might be smarter to regroup behind some of the smashed rubble for a moment and reflect on what to do.
× If your characters manage to defeat the Gorgon, they will be able to explore the cave further. 2/3rds of the way in, they will come to a very strange sight indeed. There is a door ahead, but it is locked and no matter what your characters do, they cannot open it. As they struggle with the door, a strange creature suddenly appears at their side. It's a manticore, and she'll offer to help them open the door. If they accept, suddenly they'll find themselves transported to a new place.
Standing on a safe ledge, overlooking a very deep, a fast flowing current, they can see a switch on the other side. Connecting this side and that, there seems to be a very narrow pathway. The pathway itself veers oddly, and seems to be rigged with several very obvious traps (gaps in the path, a low beam over it, a very slow hammer that swings across, use your imagination). The manticore will tell your characters that all they have to do to pass through the door is pull the lever on the other side. And to get to that lever, one of them will have to pass over her deadly walkway. (note, for any flying characters, they will notice that their flight does not work in this room) Once one character is selected, she will guide them to the pathway, but when they take their first steps on it, she'll suddenly strike them with her scorpion's tail. The strike won't physically injure the character, or even hurt very much, but one thing will suddenly become very very clear: they are utterly blind. And with that the Manticore will cackle and disappear with a final, 'maybe if you are lucky, there is some anti-venom on the other side too'. Hopefully you can depend on your friends to guide you to the other side.
The moment the character steps onto the path way, a strange barrier will be formed between them and the other characters. The blinded character can come back to the side of the other characters, but the other characters cannot come to their side. It seems they are the one that will have to do this task. Conventional healing for blinded eyes does not seem to work. Your only chance is that anti-venom on the other side. And if they do manage to make it to that end, pulling the lever will put them back in front of the now opened door.
× Eventually, the party will come to the very last room. A very giant room for a very, very giant sleeping dragon. It seems the gem you were send to find is there, right between the paws of the sleeping beast. Is one of you brave enough to sneak in close and grab the gem? Alternatively, should the dragon awaken, are you brave enough to be the distraction so your buddy can get what you were coming for? Hopefully your bravery will hold.
× The dragon is far too large to be affect by any of the characters' attacks. Seems like sneaking and bravery will win this battle. Of course, a lullaby spell or two wouldn't be amiss. It might not completely keep the dragon asleep once woken up, but it will sure keep it slower to attack.
× If at any point during this quest your character give up in defeat and turn back or fail one of the tasks (get turned to stone by the Gorgon, fall into the current below) all the characters will find themselves transported outside of the cave, in good health. They cannot, however, find the cave anymore and retry the quest. If they manage to make it out to the end and grab the gem, they will also be transported outside, with the gem in hand. Congrats. You won. Your wits, faith and bravery were tested to the extreme and you won. But better not think you can keep that gem or you'll have a very angry archaeologist on your hands.
OOC Quest requirement: Please play out this quest in a log and link us to it.