443 lines
16 KiB
Plaintext
443 lines
16 KiB
Plaintext
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#type: 0=main, 1=sub, 2=side
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#===========================================================
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#= city ====================================================
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#===========================================================
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[quest = outlaw]
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name=outlaw
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text = you got away from the evil cult, but not for long. those lunatics are
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text = connected to the official church through the archbishop's brother,
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text = who seems to have been a leader of the cult. now you are charged with his
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text = murder and so you've become a most wanted outlaw.
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[quest = smugglers]
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name=smugglers
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text = you must flee from the city of dolbrad, but you can't use the guarded city gate.
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text = merchants in the tavern suggest to contact a local smuggler gang, which
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text = is located in a small alley southwest from the @4jolly goose tavern@-.
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text = the password should be @4ropedancer@-.
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[quest = ransom]
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name = ransom
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type = 1
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text = you have to collect ransoms from five places in the city. they are marked
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text = by red crosses on your map.
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[quest = tournament]
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name = tournament
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type = 1
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text = the local gangs of smugglers, assassins and lizardmen use to compete in illegal
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text = tournaments. each gang sends a team into the city sewer with a ring as a gang sign.
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text = the team which returns with all three rings, wins. you have to win for
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text = your gang.
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[quest = competition]
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name = competition
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type = 1
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text = a new gang settled down in a house near @4duncan's axes@-. destroy
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text = the competition.
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[quest = new_warehouse]
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name = new_warehouse
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type = 1
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text = your gang bought an old unoccupied house located in the southwest corner of the city
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text = that neighbours the city park. they want it to be a warehouse, but
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text = some supernatural activity prevents that. solve the problem.
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text = the house has been marked as "haunted house" in your map.
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[quest = house_of_horror]
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name=house_of_horror
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text = you follow the orders of your boss and enter a house, long abandoned,
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text = that he wants to change into a new warehouse. you soon realize that this house
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text = contains some dark mystery and tortured ghosts, who won't give up their
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text = tomb easily.
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[quest = magic_mirror]
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name = magic_mirror
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type = 1
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text = you find a strange mirror in the cursed house. you should ask someone
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text = more experienced in magic about it.
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[quest = seeker]
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name = seeker
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type = 1
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text = the old alchemist suggests the mirror can be a portal. he will create
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text = a @4seeker@- for you - an enchanted animal which will allow you to pass the
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text = portal. just bring him a @4black cat@- and a @4root of a man-eating plant@-.
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[quest = magic_circle]
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name = magic_circle
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type = 1
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text = you find a magic circle in the dungeon under the cursed house. you trace it
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text = to a piece of paper so you can show it to someone who can recognize it.
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[quest = blood_link]
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name = blood_link
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type = 1
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text = the magic circle is part of a binding spell between a necromancer and his victim.
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text = the spell prevents the necromancer's soul from passing as long as the victim lives.
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text = bring a personal thing of a victim to the alchemist. he'll charm it to
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text = allow you to find the necromancer with it.
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[quest = duke_of_horror]
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name = duke_of_horror
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type = 1
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text = you revive the necromancer and he explains the curse he imposed on a duke
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text = who lived in the house. the duke's immortality ends on an @4astral
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text = plane@- a world between life and dead. you have to find a gate to
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text = the plane. the necromancer tells you to "follow the blood in the duke's study room".
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[quest = killing_immortal]
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name = killing_immortal
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type = 1
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text = the duke's immortal body spread his roots of it's power throughout the astral
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text = plane. destroy the nests of his power - glowing crystals - to bring the physical
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text = body of the duke here and make him mortal again. then kill him.
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// side quests ---------------------------------------------
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[quest = retired_gladiator]
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name = retired_gladiator
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type = 2
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text = old gladiator @4razzik@- tells you that he is a slave to a treacherous promoter
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text = named @4khumrac@-. with razzik's reference you can duel in the city arena, so you
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text = have a chance to kick khumrac's buttocks and win a reward.
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end_part = 5
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[quest = rats_in_sewers]
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name = ghouls_in_the_sewers
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type = 2
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text = a sewage worker on the @4small square@- asks you to kill @4ten ghouls@- in the city sewers.
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end_part = 5
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[quest = missing_boy]
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name = missing_boy
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type = 2
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text = a desperate woman near the @4city park@- is looking for her lost son. find him and go back to the woman.
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end_part = 5
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[quest = adventurer]
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name = adventurer
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type = 2
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text = A whiner who sells apples near the @4city zoo@- tells you that he wants
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text = to be a great hero. he says he can't become one because he does not have
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text = proper hardware. he's apparently jealous of an axe owned by a guy named @4rimbrock@-, who often
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text = shows in the @4mad dwarf pub@-. maybe you can get the axe for the sorry lad.
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end_part = 5
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[quest = alchemist]
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name = alchemist
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type = 2
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text = you've met an alchemist south from @4mad dwarf pub@-. the man stays outside
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text = his house, because he played with some summoning spell and now he has
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text = a big angry demon in the cellar. you promise to look at it.
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end_part = 5
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[quest = paying_debts]
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name = paying_debts
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type = 2
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text = duncan the blacksmith is really angry. someone called @4rimbrock@- has bought an
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text = axe from him, but didn't pay the debt.
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end_part = 5
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[quest = befert_hermit]
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name = befert_hermit
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type = 2
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text = a shop called @4hermit's eden@- has been robbed. a big reward will be paid to anyone
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text = who will help to find the lost wares.
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end_part = 5
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[quest = princess]
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name = princess
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type = 2
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text = a lady living in a big house on the @4market place@- has lost her lovely
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text = poodle @4princess@-. there is a reward to anyone who finds the dog.
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end_part = 5
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#===========================================================
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#= cloister ================================================
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#===========================================================
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[quest = evil_cult]
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name = evil cult
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text = you enraged the king's ghost by your attempt to enter his tomb,
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text = and he cursed you pretty badly. now you must stop the evil rituals that disturb
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text = the dead around here to make the king remove the curse. the rituals take place
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text = in the @4ruined cloister@- to the north.
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[quest = entering_cloister]
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name = entering_cloister
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type = 1
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text = the way to the cloister is sealed but the king orders you to go to the archer's
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text = statue north from his tomb. there he will open some way in for you. Get in the cloister.
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[quest = the_crypt]
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name = the_crypt
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type = 1
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text = there's an entrance to the underground through the crypt under the temple
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text = in the ruined cloister. you have to find a special statue in the temple
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text = - it has a prominence, which can be pressed and turns the statue. you should
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text = turn it south.
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// side quests ---------------------------------------------
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[quest = call_for_help]
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name = call_for_help
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type = 2
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text = you hear a weak call of help coming through the northern wall on the second
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text = level of the cloister underground. must be another guy needing your help to
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text = save his neck?
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end_part = 4
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[quest = viper_staff]
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name = viper_staff
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type = 2
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text = you enter the cloister underground. some crazy monks are performing evil
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text = rituals here. unfortunately you are discovered by one of them, but
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text = this insidious mongrel didn't alert anyone yet. instead he asks you to
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text = bring him a @4viper staff@-. he's seriously obsessed with that thing.
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end_part = 4
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[quest = bell_tower]
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name = bell_tower
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type = 2
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text = hangman tells you that the key to the bell tower is hidden in a prior's cell
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text = behind some big red book in his library.
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end_part = 4
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[quest = helping_hangman]
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name = helping_hangman
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type = 2
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text = hangman wants you to find a zombie near his tree, who chewed on his feet, and put an end to it.
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end_part = 4
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#===========================================================
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#= graveyard ===============================================
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#===========================================================
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[quest = bet]
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name = bet of your life
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text = you bet with a bunch of milksops that you will explore the old @4abandoned graveyard@- of the city of dolbrad.
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text = everybody seems to be frightened by rumors about that spooky place.
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text = bring any gold from the royal tomb to the @4jolly goose tavern@- and win the bet.
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[quest = kings_tomb]
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name = king's tomb
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type = 1
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text = you did it! you got into the tomb. now you have to search the place of the king's
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text = final rest and look for some proof that you got there. this will
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text = make you win the bet with the merchants!
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[quest = kings_seal]
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name = royal seal
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type = 1
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text = an old gravedigger on the graveyard tells you that you need a @4royal seal@-
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text = to open the king's tomb. walking dead broke the thing into @4four parts@- and
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text = scattered it throughout the tombs. the gravedigger found one part himself,
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text = but he won't give it to you until you do some jobs for him.
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[quest = diggers_job1]
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name = errand: kill rats
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type = 1
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text = the gravedigger orders you to kill all of the rats in his cellar.
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[quest = diggers_job2]
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name = errand: wine
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type = 1
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text = the gravedigger orders you to bring him wine he hid in the @4tomb of knight ambrius@-.
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text = it should be in the southeast corner of a big hall behind some illusion wall.
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[quest = diggers_job3]
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name = errand: graves
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type = 1
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text = the gravedigger orders you to bury a few bodies. he left the coffins and
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text = the tools in a small yard in the northeast corner of the cemetery.
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// side quests ---------------------------------------------
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[quest = broken_lever]
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name = broken_lever
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type = 2
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text = you've found a lever with a broken mechanism in the upper catacombs.
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text = two gears are missing.
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end_part = 3
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[quest = lost_necklace]
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name = lost_necklace
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type = 2
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text = you've met a moaning zombie on the abandoned graveyard. the corpse didn't attack
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text = you. it just cried for jewelry that was stolen from it by someone
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text = called @4mad edward@-.
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end_part = 3
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[quest = creating_life]
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name = creating_life
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type = 2
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text = you find a conceited necromancer @4leonard@- on the old graveyard.
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text = he orders you to bring him @4five body parts@-, matching precisely his description.
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text = he needs them to finish his experiment to create sentient life form.
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end_part = 3
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#===========================================================
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#= aenor ===================================================
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#===========================================================
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[quest = passing_glen]
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name = passing aenor's glen
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text = you had to bypass the flooded river through the mountains and you ended up
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text = in the village of @4aenor's glen@-. you can't proceed. the eastern
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text = gate is locked by the order of @4captain roland@-. and the man seems to be
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text = lost in mountains. the guard suggests to ask the local druid.
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[quest = lost_captain]
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name = lost captain
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type = 1
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text = druid ogla tells you that you can bring @4captain roland@-
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text = back, but you need to get his @4spring stone@- and
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text = take it to the other side of the avalanche that blocks the way.
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text = there are some druidic stones on the other side, where
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text = you can unleash magical power to melt the snow.
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// side quests ---------------------------------------------
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[quest = hidden_gold_mine]
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name = hidden_gold_mine
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type = 2
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text = west of @4aenor's glen@- lies a hidden gold mine. an old miner told you to seek
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text = a monk statue in the woods. maybe you should investigate more.
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end_part = 2
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[quest = lazy_apprentice]
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name = lazy apprentice
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type = 2
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text = a young druidic apprentice in aenor's glen promises to share one of
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text = his master's secrets if you help him to pass an exam. bring him @4ogla's herbs@-
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text = from ogla's maze that lies to the south in aenor's glen.
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end_part = 2
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[quest = freeing_troll]
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name = the freeing of a troll
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type = 2
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text = you've met a captured troll in aenor's glen. he asks you to set him free.
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text = the troll explains that several rocks around here are marked by @4trollish symbols@-.
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text = these rocks can be passed, if you have some strange trollish magical item
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text = with you. find a way through the rocks and free the troll, if you want.
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end_part = 2
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[quest = sad_archer]
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name = desperate archer
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type = 2
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text = you've met a desperate archer in aenor's glen. he's lost his @5icebear bow@-
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text = while tracing wolves into their lair in the wilderness.
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end_part = 2
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[quest = wolf_hunt]
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name = wolf hunt
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type = 2
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text = woodcutters in aenor's glen are complaining about a wolf pack that is
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text = terrorising them. you can earn a reward for killing the beasts.
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end_part = 2
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#===========================================================
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#= forest ==================================================
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#===========================================================
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[quest = fire_pit]
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name = fire_pit
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type = 2
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text = monks from the forest temple are complaining that there's a pit nearby
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text = that is infested with foul demons. you promise to drive them out. monks
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text = gives you holy water, which can break the demonic power. just
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text = find its roots and sprinkle them.
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end_part = 1
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[quest = fur_coat]
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name = fur_coat
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type = 2
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text = an old gypsy you've met complained about the coming winter. his old coat got torn apart and he
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text = has no furs to tailor a new one. he will pay you well for bringing him furs from @4six wolves@-.
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end_part = 1
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[quest = underground_spring]
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name = cave_spring
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type = 2
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text = a summoner asks you to fill a flagon with underground water for one of
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text = his spells or something like that. a proper spring should be in a cave hidden in the woods
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text = to the north.
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end_part = 1
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[quest = distant_moaning]
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name = distant moaning
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type = 2
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text = you hear a distant moaning in the forest. it came from the south.
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text = maybe you should investigate what's happening there...
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end_part = 1
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#===========================================================
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#= dunghill ================================================
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#===========================================================
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[quest = leaving_dunghill]
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name = leaving_dunghill
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text = you wake up in some cellar. a bartender says that you drunk too much
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text = last night and then you attacked some woman's chickens, so people locked you up.
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text = the birds are scattered throughout the town now. townsfolk agreed to
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text = forgive you, if you gather the missing @4six hens@- back.
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// side quests ---------------------------------------------
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[quest = fire_demon]
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name = fire_demon
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type = 2
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text = a terrified woman in @4nimlor@- said that there's a cave with a fire breathing demon
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text = to the south of the village. i should kill it, and let the woman know the woods are safe again.
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end_part = 0
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[quest = messenger]
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name = messenger
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type = 2
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text = you accept a job from a wealthy merchant. he needs you to deliver
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text = a letter to his fellow merchant in @4dolbrad@-. you will find the man
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text = on the @4market place@- near the city centre.
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end_part = 5
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[quest = brother]
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name = brother
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type = 2
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text = you meet a man near a tomb entrance in the woods. he's terrified to death.
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text = his brother disappeared in the tomb, but he's not brave enough to look for
|
||
|
text = him there. the man is talking about bone ghosts in the tomb.
|
||
|
end_part = 0
|
||
|
|
||
|
[quest = hunter's_dog]
|
||
|
name = hunter's_dog
|
||
|
type = 2
|
||
|
text = vorack the hunter asks you to find his dog. The animal got lost near
|
||
|
text = the tomb entrance to the northwest of nimlor village.
|
||
|
end_part = 0
|
||
|
|
||
|
[quest = auntie]
|
||
|
name = auntie
|
||
|
type = 2
|
||
|
text = a woman in dunghill asks you to find her old auntie's cottage in the woods
|
||
|
text = to the southeast, and present her regards. it would be great if you try to
|
||
|
text = persuade the old woman to move to the town and live with her niece.
|
||
|
end_part = 0
|
||
|
|
||
|
[quest = street_fight]
|
||
|
name = street_fight
|
||
|
type = 2
|
||
|
text = you've met a local roughneck @4ukmar@-. he challenges you to fight.
|
||
|
text = you can win some money, if you knock him down.
|
||
|
end_part = 0
|
||
|
|
||
|
[quest = kill_vermin]
|
||
|
name = kill vermin
|
||
|
type = 2
|
||
|
text = blacksmith myron asks you to kill a giant worm that is plundering
|
||
|
text = his garden.
|
||
|
end_part = 0
|