Undercroft/undercroft_windows_i110/data/defs/quest_en.txt

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