Corik's Secret: Treasures of the Tomb and Curse of the Ghost Ship: Difference between pages
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==Quest Nexus== |
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As of December 26th 2025, Curse of the Ghost Ship is now part of the [[Quest Nexus]] for running old quests on demand. There is no longer any incidental loot, and completing the quest will grant 1,000 points of a shared currency in the form of '''nexus moments''', which can be spent on [[Temporal Pocket/End Loot|prizes]] in the nexus. Completion also allows you to pick one of your choice of several boxes which contain parts of themed collection items, but your options may be limited based on whether or not you pass or fail stages of the quest. |
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==Legacy Loot== |
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These items were previously available as part of this quest, when it ran as a box office event. |
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==Description== |
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With new waters of the ocean being explored, it is natural that things will be discovered. Islands, treasure, a cursed ghost ship doomed to sail the sea for eternity... |
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Are you brave enough to set foot on its bloodstained decks to put it to rest? |
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|<pre>"When a ship loses its name, by magical means or otherwise, it is doomed to an eternity sailing the seas. |
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|<pre>Corik's Secret: Treasures of the Tomb |
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The ship, along with its passengers, can never rest until its name has been restored. |
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A richly furnished ship, the promise of treasures beyond your wildest dreams, |
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Particularly strong magic can cause the ship to remain cursed even after the name has been restored." |
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a journal with clues that will give you the key to access the tomb, what |
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could be easier? Unfortunately, someone else has the same information you do. |
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And a head start... |
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Elanthian Sea Legend</pre> |
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This event's QUEST TYPE is long one day. Please type QUEST POLICY CORIK for |
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policy information.</pre> |
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===The Legend=== |
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Legends have been an important part of the seafaring culture for practically as long as it has existed, and many of the legends are riddled with superstitions. One of these legends is that of a nameless ship. It is said among sailors that if a ship’s name is removed from its bow, it will be unable to rest, as will any passengers on the ship. The only way to allow the ship, and those aboard it, to rest is to return its name. |
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===The Ship=== |
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A Dwarf who insists he can fly around the world in a balloon and a rich eccentric who builds a museum. |
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One such ship has been recently discovered by the Fangs of Ushnish, a fleet based in Ratha. It shows no signs of life or being anchored, yet it stays in the same spot. Its canvas sails are tattered, and the board carved with its name is missing from its bow. The sailors were too superstitious to enter this nameless ship for fear that their souls will be taken forever. They fired cannons at the ship attempting to force it to sink. To their shock, the ship didn’t even move when fired upon. This confirmed to the entire fleet that the ship is indeed a cursed ghost ship. After much deliberation, it was decided that a select few brave adventurers will be brought in because, in the fleet’s experience, adventurers will do anything at the hint of treasure. |
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What do they have in common? |
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Nothing, you might think, but they share common desires --adventure, wealth, treasure, knowledge and the solving of an ancient mystery. |
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All of these (and more!) can be found in... |
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Corik's Secret: Treasures of the Tomb! |
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A richly furnished ship, the promise of treasures beyond your wildest dreams, a journal with clues that will give you the key to access the tomb -- or to die trying -- what could be easier? |
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Unfortunately, someone else has the same information you do. |
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And a head start... |
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What's this all about? |
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[[File:Corik's_Secret_penguin.jpg|right]]The Dwarven explorer Jorndar set off at the beginning of spring of year 366 to make a historic first trip around the world in a hot air balloon. Almost two years later, most have given him up for dead, assuming him to be the victim of a crash in some remote region that no one in their right mind would ever set foot on. They are half right. |
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As Jorndar faded to a distant memory, a rich eccentric member of the House of the Ivory scroll entered the gates of Shard, preparing to build a museum to house his collection of artifacts and oddities. This eccentric, Huburt by name, poured an extravagant sum in platinum into his project, assuring its completion in record time. Shortly after it was finished, Huburt held a gala ball to celebrate the opening. Dignitaries from all over Elanthia attended the glittering event and everything was going perfectly -- until he arrived. |
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A Dwarf, battered and thin, stumbled dramatically through the doors shouting for the curator of the museum. Though the guards were suspicious, he was taken to Huburt. The mysterious interloper revealed himself as Jorndar, the Dwarven explorer who had set off for a trip around the world in a hot air balloon almost two years before, now returned with an enthralling tale. Although he had not made it very far on his intended journey, he had made an incredible discovery! Somewhere on the uncharted seas far to the south there was a glacial island, a land made almost entirely of ice! Though he could not be sure since he was unable to enter the main crypt, he believed that upon this huge iceberg he had found the final resting place of Corik of the Black Cloud. Also in this tomb were signs of a massive creature, unlike any other known in Elanthia, set to guard the last sleep of the honored dead. |
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[[File:Corik's Secret bear.jpg|left]]Jorndar copied all he knew of the area into a journal that he offered to Huburt, for a price. A collector of the rare and strange, Huburt was happy to pay whatever the explorer requested. The deal was sealed and the journal changed hands. However, the journal was destined to change hands yet again into the sticky grasp of a pair of pirates, in disguise at the ball and planning to make a grab for some of the priceless exhibits. Deciding the journal was a better prize, they snatched it and bolted, only to be pursued and captured by brave adventurers. |
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===The Challenge=== |
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As the journal was returned to it's rightful owner, word spread that one of the pirates managed to escape his captors, and he had copied the information from the journal. Huburt announced that despite this he would soon be looking for people to travel to the mysterious land of ice, dubbed Meshor, to seek out the treasures of the tomb and return the corpse so that a positive identification could be made. |
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The time for action is now. Do you have what it takes to brave furious seas and tame a cursed ship? To tread where blood was spilt and lives lost? Then take up the challenge and come aboard! Sail to a place of curses and ancient magic. A place where riches beyond your wildest dreams or death beyond your most horrible nightmares await. Where a sharp sword and a sharper wit will be necessary to survive. If you have the courage, take your place by the Fangs of Ushnish and set sail to the ship which is Cursed! |
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That time is upon us. Do *you* have the courage to brave the unknown? To travel the vast distances of the sea to a cold and frozen land, a land of dangers past imagining, a land where vast wealth, great adventure -- or sudden death -- await those who venture in. A land where the strong arms and clever wits of your companions will be your shield against defeat and death, as yours will be for them. If you have the courage and the heart, then venture to Meshor and challenge the unknown! {{-}}[[File:Corik's Secret fox.jpg|right]] |
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| ⚫ | Cursed! follows in the great tradition of quests in DragonRealms. You'll find that like our past quests there are puzzles, treasures, dangers, and secrets galore. But unlike our past quests, this quest is non-linear. Stuck on one puzzle? That's okay, go do another one and return to the harder one later. |
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| ⚫ | Like all quests, you can die in this quest and you can lose items in this quest. Bring plenty of favors but do not bring any items you cannot bear to lose. The quest is expected to run about five hours but can run longer. Everyone must show up one half hour before the start of the quest. If you show up late, you will be starting behind and will have to catch up. Since teamwork is essential to complete the quest, failure to show up in time could prove disastrous to you or your fellow adventurers. Failure is possible, but the rewards for success are great. Please read QUEST POLICY in game for further information before you start your quest. |
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Oh, and about the sailor's superstition that their souls would be cursed forever to roam the ship if they fail? Well... just make sure you don't fail... |
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| ⚫ | Like all quests, you can die in this quest and you can lose items in this quest. Bring plenty of favors but do not bring any items you cannot bear to lose. The quest is expected to run about |
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===Time=== |
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Oh, and that rumor about a massive creature? I wouldn't worry about it... too much. |
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Takes approximately 6 hours to complete. |
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===Type of Quest=== |
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Sign Me Up! |
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Combat is skills are less of a factor on this quest, and the focus is on the puzzles which must be worked through. It is possible to fail, and not receive access to the end-of-quest prize assortment. |
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{{RefAl}} |
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{{Cat|Quests, Paid Quests}} |
{{Cat|Quests, Paid Quests}} |
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Latest revision as of 18:41, 30 December 2025
This a Simutronics paid quest that is re-run from time to time. Groups of up to 10 adventurers can sign-up individually for each run.
Quest Nexus
As of December 26th 2025, Curse of the Ghost Ship is now part of the Quest Nexus for running old quests on demand. There is no longer any incidental loot, and completing the quest will grant 1,000 points of a shared currency in the form of nexus moments, which can be spent on prizes in the nexus. Completion also allows you to pick one of your choice of several boxes which contain parts of themed collection items, but your options may be limited based on whether or not you pass or fail stages of the quest.
Legacy Loot
These items were previously available as part of this quest, when it ran as a box office event.
Description
With new waters of the ocean being explored, it is natural that things will be discovered. Islands, treasure, a cursed ghost ship doomed to sail the sea for eternity...
Are you brave enough to set foot on its bloodstained decks to put it to rest?
"When a ship loses its name, by magical means or otherwise, it is doomed to an eternity sailing the seas.
The ship, along with its passengers, can never rest until its name has been restored.
Particularly strong magic can cause the ship to remain cursed even after the name has been restored."
Elanthian Sea Legend
|
The Legend
Legends have been an important part of the seafaring culture for practically as long as it has existed, and many of the legends are riddled with superstitions. One of these legends is that of a nameless ship. It is said among sailors that if a ship’s name is removed from its bow, it will be unable to rest, as will any passengers on the ship. The only way to allow the ship, and those aboard it, to rest is to return its name.
The Ship
One such ship has been recently discovered by the Fangs of Ushnish, a fleet based in Ratha. It shows no signs of life or being anchored, yet it stays in the same spot. Its canvas sails are tattered, and the board carved with its name is missing from its bow. The sailors were too superstitious to enter this nameless ship for fear that their souls will be taken forever. They fired cannons at the ship attempting to force it to sink. To their shock, the ship didn’t even move when fired upon. This confirmed to the entire fleet that the ship is indeed a cursed ghost ship. After much deliberation, it was decided that a select few brave adventurers will be brought in because, in the fleet’s experience, adventurers will do anything at the hint of treasure.
The Challenge
The time for action is now. Do you have what it takes to brave furious seas and tame a cursed ship? To tread where blood was spilt and lives lost? Then take up the challenge and come aboard! Sail to a place of curses and ancient magic. A place where riches beyond your wildest dreams or death beyond your most horrible nightmares await. Where a sharp sword and a sharper wit will be necessary to survive. If you have the courage, take your place by the Fangs of Ushnish and set sail to the ship which is Cursed!
What can you expect?
Cursed! follows in the great tradition of quests in DragonRealms. You'll find that like our past quests there are puzzles, treasures, dangers, and secrets galore. But unlike our past quests, this quest is non-linear. Stuck on one puzzle? That's okay, go do another one and return to the harder one later.
Like all quests, you can die in this quest and you can lose items in this quest. Bring plenty of favors but do not bring any items you cannot bear to lose. The quest is expected to run about five hours but can run longer. Everyone must show up one half hour before the start of the quest. If you show up late, you will be starting behind and will have to catch up. Since teamwork is essential to complete the quest, failure to show up in time could prove disastrous to you or your fellow adventurers. Failure is possible, but the rewards for success are great. Please read QUEST POLICY in game for further information before you start your quest.
Oh, and about the sailor's superstition that their souls would be cursed forever to roam the ship if they fail? Well... just make sure you don't fail...
Time
Takes approximately 6 hours to complete.
Type of Quest
Combat is skills are less of a factor on this quest, and the focus is on the puzzles which must be worked through. It is possible to fail, and not receive access to the end-of-quest prize assortment.