Post by Kazura Uzaki on Sept 23, 2021 19:34:15 GMT -5
{_______Quest Details}
Quests can be initiated at any time by "finding" the initiating NPC and accepting their quest. There are two types of Quest, Repeatable and Non-Repeatable. If for any reason a Non-Repeatable Quest is failed, or you are defeated in battle, the Quest resets and you can take it again from the beginning. If you cancel the quest after receiving an unfavorable Roll or for any other reason, you must defeat 3 other general Mobs or complete another side Quest before accepting it again as a "cooldown" for just cancelling the quest instead of seeing it through. The cooldown does not apply if you Fail for any other reason and actually see it through to Failure.
Quests can be initiated at any time by "finding" the initiating NPC and accepting their quest. There are two types of Quest, Repeatable and Non-Repeatable. If for any reason a Non-Repeatable Quest is failed, or you are defeated in battle, the Quest resets and you can take it again from the beginning. If you cancel the quest after receiving an unfavorable Roll or for any other reason, you must defeat 3 other general Mobs or complete another side Quest before accepting it again as a "cooldown" for just cancelling the quest instead of seeing it through. The cooldown does not apply if you Fail for any other reason and actually see it through to Failure.
{A Rancher's Request}
Quest Title: A Rancher's Request
Quest Type: Repeatable
Quest Details: A Slime Rancher is looking to capture a particular specimen of Slime. Roll a d6 to determine type upon accepting this Quest. 1-3: Colored Slime. 4: Rock Slime 5: Elemental Slime 6: Metal Slime. Immediately start an encounter with the rolled Type of Slime, choosing Color/Element if that Slime is rolled. If the Slime is reduced to 0 HP, the Quest is failed. Instead, the Slime must be reduced to 20% or less of its health and then Captured with an Action.
Quest Rewards: Slime will drop its usual loot for its type based on standard/rare loot table. Rancher will award (5 * Number rolled on Slime Type) Gold, 1 Slime Jelly, and a 15% chance of awarding the Rare loot drop for that particular Slime regardless of Luck.
Quest Title: A Rancher's Request
Quest Type: Repeatable
Quest Details: A Slime Rancher is looking to capture a particular specimen of Slime. Roll a d6 to determine type upon accepting this Quest. 1-3: Colored Slime. 4: Rock Slime 5: Elemental Slime 6: Metal Slime. Immediately start an encounter with the rolled Type of Slime, choosing Color/Element if that Slime is rolled. If the Slime is reduced to 0 HP, the Quest is failed. Instead, the Slime must be reduced to 20% or less of its health and then Captured with an Action.
Quest Rewards: Slime will drop its usual loot for its type based on standard/rare loot table. Rancher will award (5 * Number rolled on Slime Type) Gold, 1 Slime Jelly, and a 15% chance of awarding the Rare loot drop for that particular Slime regardless of Luck.
{A Wild Slime Chase}
Quest Title: A Wild Slime Chase
Quest Type: Non-Repeatable
Quest Details: A little boy cries out for help. His pet Blue Slime is missing. He wants you to help him find it. Upon accepting this Quest, roll a d6.
1-3: The boy leads you to where he last saw his slime, a random spot of Plain. It’s nowhere to be seen, but you are beset by a Wild Red Slime. When Combat encounter is complete, Continue to next phase.
4-5: The boy leads you to where he last saw his slime, a random spot of Plain. It’s off in the distance, 50 meters away. It does not want to be caught, and will flee. With an Action capture it when within Touch radius. If it reaches 100 meters away, Continue to next Phase
6: The boy leads you to where he last saw his slime, a random spot of Plain. It’s nowhere to be seen, but there is a path leading towards it… Continue to next Phase.
Phase 2, Roll a d4.
1-3: You take charge and lead the boy onwards, finding a trail of Blue Slime. When tracked, it’s off in the distance, 50 meters away. It does not want to be caught, and will flee. With an Action capture it when within Touch radius. The Dexterity for this Blue Slime is reduced by 1 for this phase. If it reaches 100 meters away, this Quest is Failed and can be retried at a later time.
4: You take charge and lead the boy onwards, finding a trail of Blue Slime. When tracked, it’s resting and is immediately capturable.
Quest Rewards: The boy gives you his entire savings, 20 Gold, and milks 2 Slime Jelly for you from his pet. No wonder it ran away…
Quest Title: A Wild Slime Chase
Quest Type: Non-Repeatable
Quest Details: A little boy cries out for help. His pet Blue Slime is missing. He wants you to help him find it. Upon accepting this Quest, roll a d6.
1-3: The boy leads you to where he last saw his slime, a random spot of Plain. It’s nowhere to be seen, but you are beset by a Wild Red Slime. When Combat encounter is complete, Continue to next phase.
4-5: The boy leads you to where he last saw his slime, a random spot of Plain. It’s off in the distance, 50 meters away. It does not want to be caught, and will flee. With an Action capture it when within Touch radius. If it reaches 100 meters away, Continue to next Phase
6: The boy leads you to where he last saw his slime, a random spot of Plain. It’s nowhere to be seen, but there is a path leading towards it… Continue to next Phase.
Phase 2, Roll a d4.
1-3: You take charge and lead the boy onwards, finding a trail of Blue Slime. When tracked, it’s off in the distance, 50 meters away. It does not want to be caught, and will flee. With an Action capture it when within Touch radius. The Dexterity for this Blue Slime is reduced by 1 for this phase. If it reaches 100 meters away, this Quest is Failed and can be retried at a later time.
4: You take charge and lead the boy onwards, finding a trail of Blue Slime. When tracked, it’s resting and is immediately capturable.
Quest Rewards: The boy gives you his entire savings, 20 Gold, and milks 2 Slime Jelly for you from his pet. No wonder it ran away…
{The Hunt for the Slime Scepter}
Quest Title: The Hunt for the Slime Scepter, Part 1
Quest Type: Non-Repeatable
Quest Details: A shady man in a brown cloak stands atop a rock overlooking the Slime Plains. He, in a raspy whisper, promises you the greatest weapon of the Slime Plains if you will partake in three challenges. The Slime’s Scepter is a legendary weapon for any Caster, superior to all common drops and crafted items from World 1 materials. It will be an arduous journey, but potentially with great reward. His first task is for you to chase down a particularly strong Wood Slime that has Overgrown and acquire its Heart.
Upon accepting the Quest, roll a d6
1-2: You find the Wood Slime where it is supposed to be. It has used the Wild Growth ability 10 times already, putting its stats at STR: 11 DEX: 11 INT: 1 CON: 5 HP: 50 at the start of the encounter.
3-4: You find the Wood Slime where it is supposed to be. It has used the Wild Growth ability 7 times already, putting its stats at STR: 8 DEX: 8 INT: 1 CON: 5 HP: 50 at the start of the encounter.
5: You find the Wood Slime where it is supposed to be. It has used the Wild Growth ability 5 times already, putting its stats at STR: 6 DEX: 6 INT: 1 CON: 5 HP: 50 at the start of the encounter.
6: You find the Wood Slime where it is supposed to be. It has used the Wild Growth ability 15 times already, putting its stats at STR: 16 DEX: 16 INT: 1 CON: 5 HP: 50 at the start of the encounter. It is unable to continue growing, and will only use the Slam attack option.
Quest Rewards: The first third of the Slime Scepter, the Wooden Heart, useless to you at the moment, and the ability to partake in Part 2. Regular EXP/Gold/Drops for a Wood Slime, plus 30 Gold and 30 EXP.
Quest Title: The Hunt for the Slime Scepter, Part 2
Quest Type: Non-Repeatable
Quest Details: The Wooden Heart of the Slime Scepter has been obtained, and the shady man offers you his second Trial. A particularly tough Rock Slime is holding the base of the Scepter, the Stone Shaft, and must be defeated to obtain it.
Upon accepting the Quest, roll a d6:
1-2: The Rock Slime is where it is supposed to be, enraged, and heavily Armored at its base form. Its stats are STR: 6 DEX: 2 INT: 1 CON: 7 HP: 70 Armor: 3
3-4: The Rock Slime is where it is supposed to be, enraged, and slightly Armored at its base form. Its stats are STR: 6 DEX: 2 INT: 1 CON: 7 HP: 70 Armor: 1
5: The Rock Slime is where it is supposed to be, though it is more peaceful than it was described as but heavily Armored at its base form. It’s stats are STR: 4 DEX: 1 INT: 1 CON: 6 HP: 60 Armor: 3
6: The Rock Slime is difficult to find, requiring 50 Stamina spent to reach it. You, however, find a normal Rock Slime holding the core that you need.
Quest Rewards: The second third of the Slime Scepter, the Stone Shaft, useless to you at the moment, and the ability to partake in the final Part 3. Regular EXP/Gold/Drops for a Rock Slime, plus 30 EXP and 30 Gold.
Quest Title: The Hunt for the Slime Scepter, Part 3
Quest Type: Non-Repeatable
Quest Details: The Shady man offers you the chance to complete your Slime Scepter, a bejeweled weapon of stone composition, a wooden Foci at the top, and a regal metal trim. All you have to do is sink the two parts into a Metal Slime’s body and pull it out complete, no easy feat. However, when completed you will have your Slime Scepter in full power.
Upon accepting the Quest, roll a d4
1: You find the Metal Slime and sink the components into it as a surprise. It holds tightly and must be defeated to retrieve your Scepter.
2: You find the Metal Slime, but must chase it from a 50 meter sprint to sink the components in. It holds tightly and must be defeated to retrieve your Scepter.
3: You find the Metal Slime, but must chase it from a 50 meter sprint to sink the components in. It doesn’t grip tightly enough and you retrieve your Scepter and may optionally fight it.
4: You find the Metal Slime, and sink the components into it as a surprise. It doesn’t grip tightly enough and you retrieve your Scepter and may optionally fight it.
Quest Rewards: The Slime Scepter. Power 10 Bludgeoning Special: Casting a spell through the staff decreases movement by 10 meters instead of using up all movement. Heavy, requiring Two Hands to wield. Casting a spell through the staff also reduces Mana Cost by 15, minimum 5.
Also, regular Metal Slime EXP/Gold/Drops if you defeated it.
Also, 30 EXP and 30 Gold
Quest Title: The Hunt for the Slime Scepter, Part 1
Quest Type: Non-Repeatable
Quest Details: A shady man in a brown cloak stands atop a rock overlooking the Slime Plains. He, in a raspy whisper, promises you the greatest weapon of the Slime Plains if you will partake in three challenges. The Slime’s Scepter is a legendary weapon for any Caster, superior to all common drops and crafted items from World 1 materials. It will be an arduous journey, but potentially with great reward. His first task is for you to chase down a particularly strong Wood Slime that has Overgrown and acquire its Heart.
Upon accepting the Quest, roll a d6
1-2: You find the Wood Slime where it is supposed to be. It has used the Wild Growth ability 10 times already, putting its stats at STR: 11 DEX: 11 INT: 1 CON: 5 HP: 50 at the start of the encounter.
3-4: You find the Wood Slime where it is supposed to be. It has used the Wild Growth ability 7 times already, putting its stats at STR: 8 DEX: 8 INT: 1 CON: 5 HP: 50 at the start of the encounter.
5: You find the Wood Slime where it is supposed to be. It has used the Wild Growth ability 5 times already, putting its stats at STR: 6 DEX: 6 INT: 1 CON: 5 HP: 50 at the start of the encounter.
6: You find the Wood Slime where it is supposed to be. It has used the Wild Growth ability 15 times already, putting its stats at STR: 16 DEX: 16 INT: 1 CON: 5 HP: 50 at the start of the encounter. It is unable to continue growing, and will only use the Slam attack option.
Quest Rewards: The first third of the Slime Scepter, the Wooden Heart, useless to you at the moment, and the ability to partake in Part 2. Regular EXP/Gold/Drops for a Wood Slime, plus 30 Gold and 30 EXP.
Quest Title: The Hunt for the Slime Scepter, Part 2
Quest Type: Non-Repeatable
Quest Details: The Wooden Heart of the Slime Scepter has been obtained, and the shady man offers you his second Trial. A particularly tough Rock Slime is holding the base of the Scepter, the Stone Shaft, and must be defeated to obtain it.
Upon accepting the Quest, roll a d6:
1-2: The Rock Slime is where it is supposed to be, enraged, and heavily Armored at its base form. Its stats are STR: 6 DEX: 2 INT: 1 CON: 7 HP: 70 Armor: 3
3-4: The Rock Slime is where it is supposed to be, enraged, and slightly Armored at its base form. Its stats are STR: 6 DEX: 2 INT: 1 CON: 7 HP: 70 Armor: 1
5: The Rock Slime is where it is supposed to be, though it is more peaceful than it was described as but heavily Armored at its base form. It’s stats are STR: 4 DEX: 1 INT: 1 CON: 6 HP: 60 Armor: 3
6: The Rock Slime is difficult to find, requiring 50 Stamina spent to reach it. You, however, find a normal Rock Slime holding the core that you need.
Quest Rewards: The second third of the Slime Scepter, the Stone Shaft, useless to you at the moment, and the ability to partake in the final Part 3. Regular EXP/Gold/Drops for a Rock Slime, plus 30 EXP and 30 Gold.
Quest Title: The Hunt for the Slime Scepter, Part 3
Quest Type: Non-Repeatable
Quest Details: The Shady man offers you the chance to complete your Slime Scepter, a bejeweled weapon of stone composition, a wooden Foci at the top, and a regal metal trim. All you have to do is sink the two parts into a Metal Slime’s body and pull it out complete, no easy feat. However, when completed you will have your Slime Scepter in full power.
Upon accepting the Quest, roll a d4
1: You find the Metal Slime and sink the components into it as a surprise. It holds tightly and must be defeated to retrieve your Scepter.
2: You find the Metal Slime, but must chase it from a 50 meter sprint to sink the components in. It holds tightly and must be defeated to retrieve your Scepter.
3: You find the Metal Slime, but must chase it from a 50 meter sprint to sink the components in. It doesn’t grip tightly enough and you retrieve your Scepter and may optionally fight it.
4: You find the Metal Slime, and sink the components into it as a surprise. It doesn’t grip tightly enough and you retrieve your Scepter and may optionally fight it.
Quest Rewards: The Slime Scepter. Power 10 Bludgeoning Special: Casting a spell through the staff decreases movement by 10 meters instead of using up all movement. Heavy, requiring Two Hands to wield. Casting a spell through the staff also reduces Mana Cost by 15, minimum 5.
Also, regular Metal Slime EXP/Gold/Drops if you defeated it.
Also, 30 EXP and 30 Gold
{World 1 Master Quests}
Quest Title: The Master of the Slime Plains, Part 1
Quest Type: Non-Repeatable
Quest Details:
For the second world to be unlocked, a series of quests must be achieved. The first part is simple. One must hunt slimes. After reaching level 5, the NPC for the Master Quest will appear to a player, giving them the instructions on how to proceed. This NPC takes on the form of a shadow given human shape with spiral galaxies swirling through their "skin". The Galaxy Sage will instruct each player that reaches level 5 to continue questing and hunting. Each slime defeated after reaching this level will have a 50% chance to drop a shard of solid slime in the color/element of the slime that was defeated. Upon collecting 5 shards of different types, they can be combined into a tablet. Once combined, this tablet will give the player the map to seek out the Slime Temple. The Tablet is the map and key to enter the temple. Once the temple has been unlocked by a player, they have completed Part 1 of the quest.
Quest Rewards: A Key and Map to Part 2 of the Master Quest. Also, 45 EXP and 45 Gold.
Quest Title: The Master of the Slime Plains, Part 2
Quest Type: Non-Repeatable
Quest Details:
For the second world to be unlocked, a series of quests must be achieved. The second part is not as simple as the first. One must brave the Slime Temple. The Slime Temple is a Proctored quest dungeon led by a Programmer or the Lead Programmer. When the party of up to 3 members is ready to brave the Temple, they must request a DM for the dungeon and list what Shards their Key is made up of. What lies below the surface of World 1 is bound to be a difficult encounter... Once completed, though, the second World will be opened to all players and the Temple will close for 1 cycle (time to be determined). No other parties will be allowed to take on the Master Quest until it opens again.
Quest Rewards: World 2 unlocked for All Players. Unique Equipment and Title for all party members involved. Special Out of Game reward.
Quest Title: The Master of the Slime Plains, Part 1
Quest Type: Non-Repeatable
Quest Details:
For the second world to be unlocked, a series of quests must be achieved. The first part is simple. One must hunt slimes. After reaching level 5, the NPC for the Master Quest will appear to a player, giving them the instructions on how to proceed. This NPC takes on the form of a shadow given human shape with spiral galaxies swirling through their "skin". The Galaxy Sage will instruct each player that reaches level 5 to continue questing and hunting. Each slime defeated after reaching this level will have a 50% chance to drop a shard of solid slime in the color/element of the slime that was defeated. Upon collecting 5 shards of different types, they can be combined into a tablet. Once combined, this tablet will give the player the map to seek out the Slime Temple. The Tablet is the map and key to enter the temple. Once the temple has been unlocked by a player, they have completed Part 1 of the quest.
Quest Rewards: A Key and Map to Part 2 of the Master Quest. Also, 45 EXP and 45 Gold.
Quest Title: The Master of the Slime Plains, Part 2
Quest Type: Non-Repeatable
Quest Details:
For the second world to be unlocked, a series of quests must be achieved. The second part is not as simple as the first. One must brave the Slime Temple. The Slime Temple is a Proctored quest dungeon led by a Programmer or the Lead Programmer. When the party of up to 3 members is ready to brave the Temple, they must request a DM for the dungeon and list what Shards their Key is made up of. What lies below the surface of World 1 is bound to be a difficult encounter... Once completed, though, the second World will be opened to all players and the Temple will close for 1 cycle (time to be determined). No other parties will be allowed to take on the Master Quest until it opens again.
Quest Rewards: World 2 unlocked for All Players. Unique Equipment and Title for all party members involved. Special Out of Game reward.