Welcome, Guest. Please login or register.

Pages: [1]
Print
Author Topic: Doomsday cult  (Read 2647 times)
MrWillis
Community member

Posts: 32


View Profile Email
« on: August 03, 2011, 11:12:03 PM »

Okay, so me and rowan have came up with a Doomsday Cult Arc. This is the idea dumping grounds for it.

Doomsday arc idea:
evil cult try to bring doom to world by bubonic plague. MS is good guy. PC doesn't know. PC is unwittingly help doom cult, and is against MS because MS captures him.

Anemia Quest (basics):
 Rich man invites stranger. Talk. RM get ill. Children get ill. Someone gets kidnapped. Rm let you in. Ask for help since he drained persons blood but did not work. Player can kidnap more people, expose him, or find different source or if extra diplomatic get someone to donate. Rm is main provider of town. He is setting up the town to trade with other people so he can spread the plague.

Yes this is quite choppy but this is notes basically.
Logged
rowanthepreacher
Community member

Posts: 139



View Profile Email
« Reply #1 on: August 04, 2011, 12:30:04 AM »

Doomsday cult arc
Mysterious stranger

First Hunt, you meet a cultist (though player doesn't know this), who requires that you break into a lab and steal some files. The files are unimportant. They're a cover, because he wants you to break in so that he can get to data and samples of the black death.

Mysterious stranger turns up for a second in the tundra, or on a street corner, but is gone on second look.

Then you go elsewhere, and either get drunk under table, seduced or kidnapped in bed. you're held in a cellar in town, and escape by damaging a wall, or escaping though ventilation shaft when MS goes. you ask around, but no-one knows MS, although she left with a merchant, so you know the town.

Sequence of missions follows, helping out cultists (you don't know that they are) in her wake. Each mission gives you vague details of where she's gone, so the hunt continues.

First Hunt: You meet a cultist (though player doesn't know this), who requires that you break into a lab and steal some files. The files are unimportant. They're a cover, because he wants you to break in so that he can get to data and samples of the black death.

Second hunt: Lab equipment held in lab. Junkies are inside, have to reason with them, kill them or sneak in and get the equipment.
MS has armed them to keep out intruders.

Third hunt: Save RM. Red cell anemia. kidnapped a person. Negotiate for blood transfusion, keep kidnapping until no rejection of blood, or let him die.

Fourth Hunt: A cultist (unknown to you), has saved loads of food, but it spoiled, so he needs loads of fresh food in a hurry. Docks have enough fish, but need a mini quest or payment. local villages have more than enough, visit three or four, buying the food.

Fifth hunt: There's a big party being held to gather all of the merchants. MS has forged a trade document, causing the whole thing to grind to a halt, and maybe even fail. You have to soothe both parties, or reforge a new, fine document.

Eventually, you end up in the cultist main base. You overhear a conversation, are discovered, and have to pick a side. Fight 1 vs 1 (cultists stand back and watch) or fight 2 vs 5 (MS helps you to kill them).

Afterwards, new quest, depending on which side you choose.

Cultists: Spread tainted food to villages, merchants and whatnot. Return regularly for bonuses based on towns infected.

MS: Have to kill merchants with infected food, to prevent the food and merchants from reaching their destinations. You get to keep the merchant loot.
Logged

Testiculos habet et bene pendentes.
shevegen
Community member

Posts: 705



View Profile
« Reply #2 on: October 31, 2011, 09:57:28 PM »

<MrWillis> oh this idea will be not abandoned

MrWillis said that this idea will be pursued still. I am just writing this down here so we can keep track of what is still active and what is not.
Logged

Cleaning away the bureaucracy in PARPG to make our life easier.
Pages: [1]
Print
Jump to: