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MAKE SOMETHING!!! Creepy Tomb INT *** fill in blanks 4 quests

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Well here is a novel idea: for my little World Crafters community project, I thought that I would post this topic for people to make stuff. Plus it will help some new people improve their mapping skills with RPGM VX

This is a first come / first served sort of thing. If you have it done, get it to me, if 3 people get it done at the same time, well I have other places to put all 3!

You will see the header change when I need something new :-)

What I need now:

CREEPY TOMB

An interior of a tomb with multiple bone burrials.

Purpose:

Defeat the ghost of something.

Include:

Tricks, Traps, Secret Places
Bones!
Statues
Pillars
Wooden areas to hold up the ceiling
2 floors (on the same 1 map)

Environment:

Grey Walls *BUT NOT BRICKS*
Dull, ugly, creepy, scary
Cracks in walls and floors
Torches on the walls

Effort:

A maze with 2 levels

All interiors must be on a single map (there are only 999 maps to use, I'm using them sparingly)
Even if you use 3 floors, the floors have to be on the same map! Space them apart from one another!

Cannot be a full screen thing (like how Zelda takes up a full screen).
Adjust your map size instead of just filling the screen.
Cannot be the Random Dungeon Editor.
Must have details not just a clear cut path.

Maker:

RPG VX
create a new project make your thing, save it, email it or post it

Credit:

Yep you get credit.
Put your name on the wall, in a book or somewhere creative!
example: Maia was here... but died 14 years ago.
example: You can be an NPC at the house
example: Post a sign giving yourself credit
example: make yourself a mayor!
example: make yourself what an NPC is studying?
example: make yourself a NPC torn apart by the love of women



DEN OF SORCERESS SISTERHOOD

An interior / exterior.

Purpose:

The Mages Guild has a quest to defeat a den of sorceress sisters.

Include:

6 Sorceress NPCs.
Books / bookshelves / a library
A table with 6 chairs
Cats.
Ideas for Sorceresses:
 - seductresses
 - male cross dressers dressed as women
 - fairies
 - happy sorceresses like galinda the good witch
 - witches
 - no frills, not sexy, not ugly sorceresses

NO NECROMANCERS (there are enough in the Mages Guild quests)


Environment:

No set environtment...
Ideas:
 - castle made of sand
 - underground cave
 - luxurious palace
 - twisted tower
 - inside the belly of a giant worm
 - a home within the clouds themselves
 - under a lake

Effort:

More than a simple single house.

Exterior should be 1 map
All interiors must be on a single map (there are only 999 maps to use, I'm using them sparingly)
Even if you use 3 floors, the floors have to be on the same map! Space them apart from one another!

Cannot be a full screen thing (like how Zelda takes up a full screen).
Adjust your map size instead of just filling the screen.
Cannot be the Random Dungeon Editor.
Must have details not just a clear cut path.

Maker:

RPG VX
create a new project make your thing, save it, email it or post it

Credit:

Yep you get credit.
Put your name on the wall, in a book or somewhere creative!
example: Maia was here... but died 14 years ago.
example: You can be an NPC at the house
example: Post a sign giving yourself credit
example: make yourself a mayor!
example: make yourself what an NPC is studying?
example: make yourself a NPC torn apart by the love of women
« Last Edit: August 13, 2008, 10:28:17 PM by maia »
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I may take it up, but I have questions first.

1. Are there allowed to be secret ways out, hidden paths, etc?
2. What NPC models must we NOT use?
3. What NPC model will be guarding the prison?

EDIT:  What colour scheme?

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I may take it up, but I have questions first.

1. Are there allowed to be secret ways out, hidden paths, etc?
2. What NPC models must we NOT use?
3. What NPC model will be guarding the prison?

EDIT:  What colour scheme?

1. Sure, why not. Just don't knock yourself out and make it a week long project.
2. Use any NPC model, seriously. What's the worst that could happen? I take them out?
3. Human guards I suppose.
Go for a dungeon / jail color scheme to be beneath of a castle.
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DONE...  and sent link to you in PM

Pic                       EDIT:  It's quite small and i havent shown the passage way, but this is a jail... not a dungeon..

« Last Edit: June 04, 2008, 07:11:34 PM by Fr00bs »

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Thank you so much for the dungeon.

I integrated it today, along with your interesting passage and ability to escape :-) Here is a photo.

It looks pretty nice and fits.
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In your other thread you have a fort with the bridge, does this mean this is now invalid?

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Nope I need 2. Hence why I do not want to make 2.

The reason why 2 are needed is cause there is an east and west division of a land. I made the east fortress. I would like someone to make the western fortress.

Actually heck at this point it doesn't even have to be a fort, it can be a barraccade / roadblock.

Is anyone making this or has it grown invalid?
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I'll make it, it shouldn't take long.

Oh, and the other part I was going to make got lost in cyber space o_o
I will make something other than this fort though.
« Last Edit: June 07, 2008, 11:48:11 PM by Forcysturgeon »

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Alright, sounds great :-)
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Forcysturgeon sent me a fortress. It looks great! It has 2 quests. I have now added it to the game! Probably adds 10 more minutes of playtime for me, and I know where everything is.
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And seeing that you like my style, I shall be taking this next request as well :)
« Last Edit: June 08, 2008, 11:32:45 PM by Forcysturgeon »

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Like it is mentioned before, whoever does it does it. No callsies.

If 2 people do the same project, there are tons of places for everything :-)

I am happy you did the fort though.
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No problem, oh and, the house is coming your way ;)

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The previous poster completed what I wanted. So thanks. Now off to the next project.
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Someone did the cabin interior, so I thank them for that. Time to do something new!!! Check at the top of this post to see what I need :-)
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The game has ballooned into an entire world.

Now what I need are ideas for guilds.

Thieves Guild
 - stealth, sneaking, stealing, stalking

Mages Guild
 - magic, smarts, puzzles, assembling

Fighters Guild
 - killing things, rescues, retreiving things, destroying

I've made so many quests over the years that I am out of ideas. So I want to hear some of yours. I will make the quests and add them to "the game" 'World Crafters.' You will get credit, if not a character with your name that gives the quests.
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Profession Guilds? Like Alchemy Guilds, Cooking Guilds,  Blacksmith Guilds, etc. Places where you can get better items for that profession at a lower cost compared to other places. Maybe get unique items there. I dunno.

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I meant quests for those guilds, but if you can think of an original guild and think up some quest ideas I will add them.
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Fighter's Guild
Escorting people, like body guards
Security around estates

Mage's guild
Research quests?

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Fighter's Guild
Escorting people, like body guards
Security around estates

Mage's guild
Research quests?

Yes indeed, that's what the quests should entail, but what specifically.

Escoring who? Security for what? Could a monster need security against heroes?
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I'm currently in the middle of mapping those Caves.

Also, is there an objective in these caves? Because on the lowest level I'm making some areas accessible only by levers that were used throughout the cave.
« Last Edit: July 27, 2008, 11:29:31 PM by grafikal007 »

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Levers are good. There is no particular point to these caves. So if you want to make a point that's good.
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Well then, it'll certainly be fun for someone to play for the first time. I like puzzles.

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For the thieve's guild, you could have a quest where you rob a bank.

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Ok the cave is complete. Now I'm play testing it for its bugs. Also, you could think of this as a quest as well considering the ocean flows into the lowest level of the cave and that's where I have the ship. However, it's like a puzzle as to how to you get to the ship. I'll upload the maps and stuff when I'm finished play testing.

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Ruin that brick wall!
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Pirate's Guild, you can bail a person out of jail.
Be kind, everyone you meet is fighting a hard battle.

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Ok the cave is complete. Now I'm play testing it for its bugs. Also, you could think of this as a quest as well considering the ocean flows into the lowest level of the cave and that's where I have the ship. However, it's like a puzzle as to how to you get to the ship. I'll upload the maps and stuff when I'm finished play testing.

 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9 ;9

Never mind that...

This virus I've had on my computer for a while now has locked down my computer. I can't export any kind of information to and external source like a flash drive, CD, external harddrive, etc. I was hoping to reformat it AFTER I finished the map AND posted it here, but I can't. So... I'm in the middle of reformatting my desktop now. Afterwards I'll have to reinstall some stuff and remake the maps. At least this way, I already know what my plan was and it'll be 10 times better than my original.  ;9 But my original was pretty badass.


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For the thieve's guild, you could have a quest where you rob a bank.

I made a guild quest for the Theives Guild. Its a tough and elaborate one.

Invisibility is needed or you will have tons of guards chasing you before or after you rob the bank.
A password / combination is needed.
There are 2 switch puzzles to get in there.
You will be given one skeleton key (high powered key that can open any door) to even get to the floor with the vault.

Finally, you must be in the theives guild, do it alone and have a reputation of 10 with the theives. I am guessing players will not be able to complete this quest until they are level 14 at least.


*** come on more quests.
« Last Edit: July 29, 2008, 12:18:18 AM by maia »
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I'll edit this post in a little bit. I fully fixed my PC and have the Cave Map completed. I, again, am play-testing it and will upload it.

Mmmmhm. Done.  :)

For background information here, the object is to get to the lowest level and make your way to the underground dock where the Ship vehicle is located. I didn't load any monsters in the cave considering it is a pretty difficult puzzle. However, I would imagine this is the first time you get to use the ship, so for location in your game, I would set a quest somewhere that requires you to use the ship and to get to this ship you need to go through this cave. From then on out, the ship would be used whenever you need it.

http://www.sendspace.com/file/z3i6ds
« Last Edit: July 29, 2008, 06:12:53 AM by grafikal007 »

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I'll edit this post in a little bit. I fully fixed my PC and have the Cave Map completed. I, again, am play-testing it and will upload it.

Mmmmhm. Done.  :)

For background information here, the object is to get to the lowest level and make your way to the underground dock where the Ship vehicle is located. I didn't load any monsters in the cave considering it is a pretty difficult puzzle. However, I would imagine this is the first time you get to use the ship, so for location in your game, I would set a quest somewhere that requires you to use the ship and to get to this ship you need to go through this cave. From then on out, the ship would be used whenever you need it.

http://www.sendspace.com/file/z3i6ds


Thanks so much! It is really exceptional with the puzzles and the complexity. I will have to make it a place for higher level characters. I've added it to the game and it takes about 5 minutes with dash, knowing where everything is and having no enemies. I like the good use of greens, it makes the cave look different than mine :-)

You can find the cave directly south of Vestopa and you will need a canoe to get to it (just so people can find this when playing).
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I haven't played much of latest version, but general quests for guilds could be like the following:

- Fighter guild: ~ Sends you on a  journey around the world to find new martial challenges, gaining the respect of the
                            masters ( or enemies) you defeat.

                        ~ Obtain a legendary weapon or armor from a forgotten period.

                        ~ Lay waste to an existing town's guards and king (or queen), and claim it as your own.
                   
                       ~  A gladiatorial arena of some sort, allowing the players to participate in a survival fight (single actor or
                           entire part)  of say, 100 rounds, against increasingly tougher opponents and getting items based on
                           how far they advance.
                     
- Mage guild: ~ Has commissions from elder guild members, from simple (reigniting a light house's flame) to complex
                         (descending into ancient ruins to find a powerful magic spell or item that will banish a summoned                 
                          demon or similar force back to it's home dimension, within a certain time limit).

-Thief guild:  ~  "Acquire" items and funds for the guild's "legitimate" business.
                     ~  Collection of protection money from local town shops.
                     ~  Infiltration of hostile cities with the help of disguises, then proceed to gather information about various
                     ~  things, i.e. Military strength, numbers of civilians, etc.
                     ~  Rob from corrupt officials and give to the poor, while avoiding capture, a.k.a Robin hood.

and if you happen to have one:

- Clerical Guild:  ~ Develop new potions for the world to use by finding new herbs or techniques for combining existing
                             items. (Just need to get the stuff once and return to the quest giver and vendors around the world   
                             or just at the guild will start carrying it)
                         ~ Put to rest an uprising of undead brought forth from a former member of the guild.
« Last Edit: July 30, 2008, 09:13:33 PM by Garge »

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Thank you for the stellar ideas. I will most likely use them all :-)

The cave is amazing and again, thank you :-) I tied it in with a quest, and I will probably tie it in with more quests.

I now need a basement, that's it, pretty simple :-)
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I'd be glad to make the cabin and basement, but I still don't quite understand what you mean by:

Effort:
Cannot be a full screen thing (like how Zelda takes up a full screen).
Adjust your map size instead of just filling the screen.

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Lots of people that map think the map should take up 1 full screen and just be a box.
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Ah ok. So you would like maps that are larger and you can move around in. I see. Good thing I've been doing that then  :o



I'm done making the cabin and basement, I'm play testing it and it'll be uploaded very soon. I must say though, I had more fun making this one.
Also, I would only suggest you play test it real fast first. I left a note at the very beginning of the thing for you, plus, it's probably more fun going in blind and checking it out anyway.
« Last Edit: July 31, 2008, 01:32:54 AM by grafikal007 »

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Thanks once again, the house looks great, I found a place for it in the 1st town New Aliahan. Lots of wine knowldge.

Anyone care to give a guild house a go?
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What kind of guild house? Lol, Nevermind.

I'm going to start on the Mage's Guildhouse.
« Last Edit: July 31, 2008, 07:58:29 PM by grafikal007 »

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Well here's my take on the fighter's guild hall.  It's pretty empty in terms of dialog and secrets though. 

Fighter's Guild Hall

Also, have you ever thought of having people make a standard TileE with stuff  for anyone making parts for World Crafters to use?  Now I'm not talking about an entire tilesite like grafikal007's ship tileset, but things that may be missing or in need of more variety, like an indoor potted plant, different shields with maybe an emblem on them, maybe a new window or two, etc.  Once full, it's full, and the only changes will be if someone updates their graphics.
« Last Edit: August 04, 2008, 07:21:07 PM by Garge »

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Here you go, check it out. Sorry it took a little longer than usual, I have a couple side projects.  :P

Note: There is a new script that I used. KGC's ComposeItems. It's for synthesizing items and such. I thought it belonged well with alchemy and stuff in the Mage's Guild.

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Here you go, check it out. Sorry it took a little longer than usual, I have a couple side projects.  :P

Note: There is a new script that I used. KGC's ComposeItems. It's for synthesizing items and such. I thought it belonged well with alchemy and stuff in the Mage's Guild.

Once again Grafikal continues to amaze me. This place is well constructed with a lot going on, its like a town within a building. It is quite gem of a building and a faction... so much so that it is too grand when compared to the town.

Just to make you aware that you can talk over counters, you do not have to put the dialog in the counter, you can put it in the NPC. Unless you want to walk up and activate it without pressing a key.

I really love the script included and I do have a script of my own for alchemy, but it is much more tedious to add things than with this script. I will stick credit in there too.

I also have to say that because of all of the contributors the game is getting really fleshed out with things, quests and quirks that I never thought of.
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Well here's my take on the fighter's guild hall.  It's pretty empty in terms of dialog and secrets though. 

Fighter's Guild Hall

Also, have you ever thought of having people make a standard TileE with stuff  for anyone making parts for World Crafters to use?  Now I'm not talking about an entire tilesite like grafikal007's ship tileset, but things that may be missing or in need of more variety, like an indoor potted plant, different shields with maybe an emblem on them, maybe a new window or two, etc.  Once full, it's full, and the only changes will be if someone updates their graphics.

The Fighters Guild is big and full of guards... so big and spacious, I'm going to make it a castle. :-) It will be awesome. I am going to add it now.

Nope, never thought of making a standard TileE.
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The buildings are too massive. While they are realistic, for town purposes, people do not want to spend the extra time running around the ware houses. The mountains look like ice, maybe grey them up and as for the graveyard... wow that's a lot of dead people.
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Alright, one more time.  Now with 50% less building filler!  :lol:
Frozen Village V2

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Here's a town of snow, and since you said that a monster was the reason for it's frozen state, I have added another map that is the same thing except not frozen... And THAT part took sooo long.

[edit]
Whoa, my bad. I didn't realize someone else picked up the map.
« Last Edit: August 06, 2008, 02:40:16 AM by grafikal007 »

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... a competition ... :-)

I finally looked back and saw that GARGE is the first one to ever submit anything for the project. Yay Garge! :-)

As for getting two frozen villages, its great, because there are frozen wastelands. One of yours will be used as Village of Mictlantecuhtli (I did not make the name) that will be between a frozen passage and Sheol Tower. The tower is a gateway that allows the player to travel to the nexus between worlds far quicker than if the player goes through the main quest.

There was a Village of Mictlantecuhtli before, but it used the example from the game's maps.

The other map will be put before Talaris that someone submit a while ago and its in the game, but not accessable.

Someone submit a Fire Island on another forum.

As for right now, I'd love a green cave. It doesn't have to be completely green, you can add some other colors in there like grey walls with green walls or something. Go for it!

I am always enjoying what people show me, especially the dead surrounding the village in Garge's frozen village.

Finally, I do update the 1st post of the World Crafters topic to reflect everything that everyone makes on here.
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One Green Cave, sans puzzles because I'm not that great at them.   The start is suppose to be the right path outside the cave.  My bad for leaving it inside.  :-\
« Last Edit: August 06, 2008, 08:37:15 PM by Garge »

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I CALL NEXT PROJECT!  >:(

lol.

As far as I'm concerned, I don't have work for the next 2 days so I'm up for something.

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You might regret calling next project. You can still do this one, because the beauty of these things is two different interpritations, actually 3, cause I have it in my mind, but you have it different yet better, and Garge has it different yet better as well.
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I would like to say...

no callsies :-)

Now for an interesting quest that involves a sisterhood of six sorceresses. That should be fun for everyone.

ALSO


MAGE GUILD QUESTS


Give me your thoughts or interpritations on what I mean when I say these words. They are to be Mage Guild Quests, but quite honestly 1 person thinking of ideas is not as creative as a forum thinking of ideas. These are all for the Mage Guild, keep in mind. Take a guess, start pondering, elaborating and having fun... like a forum game I guess?



QUEST 6: Retaliation

QUEST 7: Secrets

QUEST 8: Sisterhood of Six Sorceress

QUEST 9: Join or Die.

QUEST 10: Only He Restores

QUEST 11: Nix on Necromancy

QUEST 12: Hide & Seek

QUEST 13: Pay Your Dues

QUEST 14: Venom & Valor

QUEST 15: Nymphomania
« Last Edit: August 06, 2008, 11:56:17 PM by maia »
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Quest 12: Hide and Seek:



Background:

You could [along another (and yet required) story quest] find a book of secrets that happens to be coded. As soon as you pick it up, you think to yourself, "Hm, I should show this to the Mage's Guild Master. Maybe he'll know of its use." So then you take your long [yes long, because where you find this random book should be on a quest that has you far away from the Mage's Guild, and it adds gameplay] trip back to the Mage's Guild. You show the Guild Master and he tells you to give him a couple days to try and decipher it. [In those 'couple of days' you can go and do whatever, but I would imagine to set a timer for about 10 game minutes, or however long your day/night script rolls over.] After a couple days pass by, you return back to the Mage's Guild and speak with its master. He'll tell you that the book is coded in a language that even he can't decipher! But, he does know about a cipher that was written for the language many years ago.



Start of Quest:

Part I:
The Mage's Guild Master sends you on a quest to find the man that has the cipher for this language.

Part II:
You find the man, but he says the cipher was stolen by bandits many many years ago. It could be anywhere?! [He hints to a few old ruins the bandits used to hide out in.]

Part III:
Since that man obscurely hinted to some ruins that may have the cipher, you need to go find it. However, he said there were 3 possible ruins. You travel to each ruin and search around, you find a few bandit treasures here and there, but no cipher. At the 3rd and last ruin, you encounter a zombie bandit leader in front of the final chest. You fight the zombie leader and some lackeys and gain access to the chest that contains the cipher.[For this part of the quest, set up a series of control switches that monitors which of the 3 ruins the character has been to. Have maybe a Treasure chest sitting on like a pedestal at each one so that it looks like, "Hey the cipher could TOTALLY be in this thing," but it's not (at least not the first 2 ruins). So when you open the chest at each one, it turns on a switch that says you've been there and then changes the contents of those similar chests in the other 2 ruins. Then the same thing happens at ruin number 2. At that second ruin, it would turn on a switch that makes the remaining chest at the 3rd ruin be the cipher. ALSO, these ruins should all have zombie bandits, but just normal ones, you fight the leader at the final chest.]

Part IV:
You take the cipher and return to the Mage's Guild and show the Guild Master. He tells you to wait another couple days. [In those 'couple of days' you can go and do whatever, but I would imagine to set a timer for about 10 game minutes, or however long your day/night script rolls over.] After a couple more days pass by, you return the Mage's Guild Master and he tells you that the book you found contains the ingredients for a powerful spell that no one has ever mastered. [ >:( I know, more searching right?] He tells you the ingredients to find and a place where you can find them at. [You can make up the names of stuff, I suck at name making <3 Name Generators.]

Part V:
You go and find the ingredients at places the Mage's Guild Master told you about. [I would imagine you could make the places pretty obscure and possibly describe them by the world map's geography like "Up north by some dead woods and a shore with a lot of rocks." Then the player would try to determine where that is at. (A lot like the chocographs and treasure hunting in FFIX.]

Part VI:
You return to the Mage's Guild Master with all of the ingredients and he tells you to meet him in the basement of the guild. [I know it exists! I made it!  ;8] And then he teleports himself down to the basement. You then make your way down there and a small cut scene takes place where the Mage's Guild Master and the woman I have testing 'fire and water' spells in the basement. They talk about this new spell and how awesome it is, maybe it's too dangerous. Should they make it? Well yeah. DUH! It took forever to get the freakin' stuff, so they go and make this spell. Some super cool animations start playing and then you speak with that woman who was testing spells. Or if you talk to the Guild Master there, he just tells you to talk to her to get the spell. She gives you lengthy explanation of how powerful this spell is and to use it carefully and only a Mage in your party can learn it and only ONE character can learn it.

Ending:

Someone learns the spell and it's pretty much a 1 - 2 cast kill on any normal monster in endgame [if you can even cast it 2 times]. Also, it's MP cost should be MASSIVE since it will in turn be a very very powerful spell. You can come up with what ever it does.



Side Notes:
This is an endgame quest for the Mage's Guild. Also, this 'book' that will initiate the quest line must be found while on a main story-line quest so that you WILL find this no matter what. Finding it can be at any level of quest. For each part of this chain quest, set level requirements for you party so that they can actually go to these places in the game. For instance, the zombie bandits are a higher level enemy that would definitely own you if you attempted to go there at the beginning of this chain quest. This quest is meant to be a very long quest and shouldn't be completed all at one time, unless the player happens to just wait FOREVER and do it at the last second just to see what they learn. It's just one of those things the player should keep in the back of their mind as they continue playing the game.

P.S. I was totally making this up as I went along.  ;8

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Licks
Rep:
Level 91
Sexual Deviant
Quest 7: Secrets

Background: Deep in the waterways of the city, there lies a passageway untouched by humans for centuries. What lies in its depths? Beasts? Knowledge? Treasure? That is what the Mage Guild wants to know.

Quest:

Part I:
A leader in guild is doing heavy research in the study. You come to talk to him and he shoos you away at first. But after a second, you beckons you over. He asks you to find a gate with strange writings down in the waterways and wants you to copy them down on a blank notebook.

Part II:
You go down into the waterways and at the gate, you write down the writings. But as you leave, a thief steals the notebook from you.

Part III:
You find the thief in an alleyway of the city and you fight for the book. He talks about saving you from your own demise.

Part IV:
You bring the notebook to the mage and he tells you to not worry about the thief. He figures out what he needs to do, and says he needs to make a magical key and to come back to him later.

Part V:
After making the key, he tells you to go down through the gate and to find what's inside and for every artifact you find he will pay you. (Making this into a treasure hunting mini game)

Notes:
This would be a great place to hide the book of secrets for grafikal's quest
The secret area would be a ruined, underground city, with ancient spirits and undead living there.

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Rep:
Level 90
One Green Cave, sans puzzles because I'm not that great at them.   The start is suppose to be the right path outside the cave.  My bad for leaving it inside.  :-\

I have added it to the game along with integrated it into the original quest that I wanted to integrate it into. I like how it looks and the tiny mountain in the center. Not what I had in mind, but it is really clever. Not to mention the water on the inside of the cave. Here is a question though, the exterior is brown, but the interior is gray.
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Rep:
Level 90
Quest 12: Hide and Seek:



Background:

You could [along another (and yet required) story quest] find a book of secrets that happens to be coded. As soon as you pick it up, you think to yourself, "Hm, I should show this to the Mage's Guild Master. Maybe he'll know of its use." So then you take your long [yes long, because where you find this random book should be on a quest that has you far away from the Mage's Guild, and it adds gameplay] trip back to the Mage's Guild. You show the Guild Master and he tells you to give him a couple days to try and decipher it. [In those 'couple of days' you can go and do whatever, but I would imagine to set a timer for about 10 game minutes, or however long your day/night script rolls over.] After a couple days pass by, you return back to the Mage's Guild and speak with its master. He'll tell you that the book is coded in a language that even he can't decipher! But, he does know about a cipher that was written for the language many years ago.



I will wait to make this quest. I have it written out, but this would require more to the game than there currently is.

Quest 7: Secrets

Background: Deep in the waterways of the city, there lies a passageway untouched by humans for centuries. What lies in its depths? Beasts? Knowledge? Treasure? That is what the Mage Guild wants to know.


An underground city is excessive. I will put this quest in though.
community project for RPG Maker VX: http://rmrk.net/index.php/topic,33789.0.html

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Rep:
Level 86
Simply, the exterior is just the outer most layer of rocks having been pushed out of the ground from a natural occurrence, while the interior is more of a granite like material that was thrust up along with the rest of the area from further underground.

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Licks
Rep:
Level 91
Sexual Deviant
Quest 7: Secrets

Background: Deep in the waterways of the city, there lies a passageway untouched by humans for centuries. What lies in its depths? Beasts? Knowledge? Treasure? That is what the Mage Guild wants to know.


An underground city is excessive. I will put this quest in though.

An ancient colony, you know, whatever fits the game the best.

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Rep:
Level 90
I just wanted to say that Grafikal is busy with an underground kingdom. So if anyone else wants to do the den of sorceress sisters go right ahead.

Any other interpritations for quests based on titles? You can still do the Mages Guild, I just add the quests :-) In the mean time, for those who are feeling thieving...



THIEVES GUILD QUESTS



QUEST 5: Poison Needle

QUEST 6: The Jade Room

QUEST 7: Cold as Ice

QUEST 8: The Kings Closet

QUEST 9: Lifting the Veil

QUEST 10: Vanity and Pain

QUEST 11: Extremely Flamable

QUEST 12: Beauty is Sin Deep

QUEST 13: Protection

QUEST 14: Boldface Letters

QUEST 15: Pyromania
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Rep:
Level 90
I am still looking for a Den of Six Sisters, but now I am looking for a creepy tomb of the dead.
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Rep:
Level 90
I am now going to be using the Uber Quest Script (from Atoria) to keep track of the scripts with a journal / log. The script is heavily modified to match my pre existing quest system. There are a load of quests to kick off the game, and so far in the log I have implamented 20 quests from the first and second towns. 20 out of more than 70 - 90 probably.
community project for RPG Maker VX: http://rmrk.net/index.php/topic,33789.0.html