Quest Idea Thread

I still want to see a Quarian with Geth-operated power armor in ME4.

It's not gonna happen, I know, but it sounds cool.
 
'Monsters, Mayhem, and Middle Management'
The world isn't falling apart because the monsters are winning—it's falling apart because the people fighting them are losing. Underfunded, understaffed, and drowning in paperwork, the Agency is humanity's last, barely functional line of defense against the unexplainable.

Basically you'd play as a regional manager for a mid sized American city as a part of a larger Agency working to contain the secret of all things unexplainable. Technically you'd be part of a much larger Agency, but reaching out to a nearby manager will get a response like 'You're not the only one drowning. Figure it out' and reaching out to the higher ups will get a response in a couple of months, long after you've solved the problem or died trying.

The core gameplay loop would be me rolling dice and then based on the result 3 files arrive on your desk detailing 'incidents' occurring around the area. The higher the roll the more likely it is to solve itself or even be helpful, the lower the more dangerous it is or more likely it is to escalate but I dont tell you what I rolled. It's up to you to triage and decide what needs to take higher priority. The cases you ignore don't just go away, they carry over into the next week along with a new set of cases.

I don't know if there's any interest in something like this, but if you're interested or have any feedback I'd be really grateful to hear it. Thank you.
 
What type of setting/group would this be? Like, is this an urban fantasy deal and you're a government agency handling vampires and werewolves? Superheroes? Magical girls or tokusatsu? Something more Lovecraft-ish?
 
What type of setting/group would this be? Like, is this an urban fantasy deal and you're a government agency handling vampires and werewolves? Superheroes? Magical girls or tokusatsu? Something more Lovecraft-ish?
More of an urban fantasy type thing with all the criptids, supernatural, and paranormal stuff you'd expect. There's a bit of Lovecraftian stuff with the horror beyond human comprehension vibe if you really screw up somehow but mostly you'll spend your days investigating the illustrious Loveland Frogman, investigating Mrs Smith's creaky attic, and politely asking an ancient vampire to leave the city. If you've ever read the early Dresden books or watched early Supernatural/Grimm I'm kind of aiming for that. Very slice of life, monster of the week, who's that Pokémon type of vibe.

As for the Agency itself, think less SCP's Foundation and more the Witcher, if that makes sense. The Agency is decaying and it's members are underfunded, fragmented, and isolationist. You can't stop and contain everything like the scp foundation because you don't have unlimited resources like them. It's up to you to decide what has to be dealt with while being forced to let all the smaller stuff slip through.
 
More of an urban fantasy type thing with all the criptids, supernatural, and paranormal stuff you'd expect. There's a bit of Lovecraftian stuff with the horror beyond human comprehension vibe if you really screw up somehow but mostly you'll spend your days investigating the illustrious Loveland Frogman, investigating Mrs Smith's creaky attic, and politely asking an ancient vampire to leave the city. If you've ever read the early Dresden books or watched early Supernatural/Grimm I'm kind of aiming for that. Very slice of life, monster of the week, who's that Pokémon type of vibe.

As for the Agency itself, think less SCP's Foundation and more the Witcher, if that makes sense. The Agency is decaying and it's members are underfunded, fragmented, and isolationist. You can't stop and contain everything like the scp foundation because you don't have unlimited resources like them. It's up to you to decide what has to be dealt with while being forced to let all the smaller stuff slip through.
Feels more X-Files to me, just with more active confirmation of supernatural things.

Would there be active supernatural talents on your side as well, even if it was just-out-of-training rookie psychics/mages or whatever?
 
Feels more X-Files to me, just with more active confirmation of supernatural things.

Would there be active supernatural talents on your side as well, even if it was just-out-of-training rookie psychics/mages or whatever?
I've never actually watched X-Files, so I can't say for sure how similar it'd be, but yeah, there would definitely be people on your side with supernatural abilities. The main character might even have some, depending on how things shake out during character generation. My idea for the world is that nobody just knows about the supernatural. You're either born into it, or you had a run-in that pulled you in. Readers would decide exactly what that looks like for the mc.

At the start, you'd have two agents under you, and their abilities or lack of abilities would depend on how I roll. They could be anything from a regular cop who stumbled across something unexplainable to a vampire or werewolf working with the Agency for whatever reason. Since it's a slice-of-life style story, you could recruit more people over time, but those two would be your starting team.

You'd also need to navigate relationships with local supernatural factions, some that are more likely to help you in keeping the ciry clean and hiding the secret of the supernatural and some that are more likely to be out for themselves. There wouldnt be a strict relationship meter or anything but your choices would affect how likely those supernatural forces are to help you or cause trouble for you later.
 
Servant Heart: You are the Servant

You have always lived to serve the family. To others, this dedication might seem peculiar—a life bound to the whims of those far wealthier, more influential, and unshackled by the ordinary moralities that guide most. While some whispered that such a life must be stifling, even degrading, you never saw it that way. For you, it was a choice, one made willingly and without regret.

Everyone makes choices. Yours just happened to place you in the shadows of power, not in its light. Yet, with this choice came privileges of an unusual kind. In serving the family, you found a unique form of liberty—an escape from the burdens that weighed others down. The family's wealth and influence shielded you from the mundane struggles of life. You did not fret over debts, nor were you ensnared by the worries of your peers. Your world was a narrow one, yes, but within its confines, there was clarity. Your sole purpose was the care of your charges, and that singular focus became your strength.

Still, the family was not ordinary. Their dealings extended beyond the realms of what most would call "normal." They operated in spheres where laws were malleable, where truths were relative, and where loyalty could mean the difference between life and death. Serving them was not without its challenges. You had to be adaptable, discreet, and, above all, loyal.

Yet, in their household, you found a strange sort of belonging. You were not their equal, of course, but you were indispensable. They trusted you, in their own way, to know their secrets, protect their vulnerabilities, and ensure their triumphs. This trust was a weapon and a gift, one that could elevate or destroy you.

But as the years passed, you began to notice things. The family's power was not as immutable as it seemed, their wealth not as endless. And with that realization came whispers, of betrayal, of schemes unfolding within their gilded walls. You might have been their servant, but now, the choice you made long ago would be tested. Would you remain loyal to the family you had devoted your life to, or would you carve a new path for yourself amidst the intrigue and shadows?

--------------------------------
What is your name?:
[]Write in

What are you?
[]The Loyal Retainer: You have served the family since childhood, following in the footsteps of your parents. Devotion runs deep in your veins, and your unwavering loyalty is your defining trait.
[]The Outsider: You were hired from outside the family's inner circle, chosen for your unique skills or mysterious past. While you serve faithfully, you've never quite fit in, and whispers follow you wherever you go. They seem to like that, however.
[]The Protégé: Once a ward of the family, you were raised alongside them. Though technically a servant, you share bonds of kinship with some family members, complicating your place in the household.
[]The Shadowed Past: You sought refuge with the family to escape a dangerous past. Service offers you a safe harbor, but the past is never far behind.

What do you look like?
[]Place Image here

What are your skills?
[]Discretion and Diplomacy: You are a master of keeping secrets and smoothing over tensions within the family and beyond it. You can navigate any social situation with ease.
[]Combat and Protection: No one knows where you got your training, and you won't tell anyone. But that makes you a fine protect of a family that seems to make enemies wherever they go.
[]Knowledge and Intrigue Your sharp intellect and knack for uncovering hidden truths make you invaluable. You know where all the skeletons are buried, literally and figuratively.
[]Maintenance and Craft You are skilled with your hands, keeping the estate running smoothly and tackling any challenge with ingenuity.
[]Espionage and Surveillance You are adept at gathering information without being noticed. Whether through eavesdropping, subtle questioning, or shadowing targets, you excel at uncovering secrets.
[]Charisma and Persuasion Your charm and eloquence can sway even the most stubborn minds. You are skilled at convincing others to see things your way or manipulating them into doing what you want.
[]Healing and Caregiving You have a deep knowledge of medicine and the art of healing, both physical and emotional. A Rare talent for someone in this field.
[]Finance and Logistics You manage the family's wealth, ensuring their resources are wisely allocated. Though you will never be the one who controls the purse strings outright… there is a time and place for your opinions.


What is the Family Status?
[]Rising and Ambitious The family is new to power and wealth, the new money that had been gained through the use of capital, labor, and grit… They are those with grand aspirations but little experience in the world of the global elite. They are eager to climb the social ladder, but their inexperience leaves them vulnerable to missteps and opportunistic rivals.
[]Exiled and Disgraced: Banished from their homeland or stripped of titles, the family struggles to rebuild in an unfamiliar or hostile environment. Their survival depends on cunning and adaptability. And you.
[]Dynastic Strife The family is fractured by internal conflict. Feuds, rivalries, and power struggles threaten to tear them apart. And you are caught in the middle.
[]Overextended and Desperate: On the surface, the family appears successful, but they are drowning in debts and obligations. Every decision they make is a gamble, and you must help them avoid collapse.
 
Servant Heart: You are the Servant

Hmm..

What is your name?:
[]Write in

[] Napoleon II "Habsburg"


[]The Protégé: Once a ward of the family, you were raised alongside them. Though technically a servant, you share bonds of kinship with some family members, complicating your place in the household.


[]

What are your skills?

[]Charisma and Persuasion Your charm and eloquence can sway even the most stubborn minds. You are skilled at convincing others to see things your way or manipulating them into doing what you want.

What is the Family Status?

[]Exiled and Disgraced: Banished from their homeland or stripped of titles, the family struggles to rebuild in an unfamiliar or hostile environment. Their survival depends on cunning and adaptability. And you.

The Bonaparte Family
 
Alright, I've got a new quest idea. Check it out.

About 6 years, 6 months and some change ago, something happened to both Hell and Heaven, a great Calamity that changed everything. Hundreds of souls were forcefully kicked out of both afterlives, with many of them falling into the middle child of the afterlife. Purgatory.

Now one recently-killed spirit has to gather allies, and ascend the great mountain of Purgatory in order to reach Heaven and figure out what the hell (pun not intended) happened. It won't be easy, since Purgatory has become much more dangerous and hasn't following normal geometry ever since the Calamity— But should the worst case scenario come up, there's always a chance to try the climb again.

Inspired By:
  • Limbus Company, with a group of idiots and a "exploring hells" theme.
  • Good Omens, with a different, darkly funny take on Hell and Heaven.
  • And Hades, in that it's 100% going to take a few attempts to get up to Heaven (or reach Hell, if you wanna go that way.)
Gameplay wise, you'd have a choice between 3 Navigators, which would be the most recently died spirits and the ones leading the groups on the way up to Heaven. They'd be the protagonist. After that, you'd take 5 Seekers, which would be the other spirits looking to reach Heaven who are going along on a run up. Some of them would come from Heaven, others from Hell, others from Purgatory originally. Heavensent would have better Charisma and Intelligence, Hellbound would be better with Strength and Trickery. Purgatory Natives would be average in both stats, but be connected to one layer of Purgatory and thus know where to go/what to do.

The Navigators wouldn't have much in terms of stats, but they'd be able to map out the constantly-shifting Purgatory (which would be extremely valuable) and also interact well with all Seekers no matter their alignment/previous afterlife. The other two Navigators would show up as either friendly rivals or deuteragonists.

Meanwhile, the Seekers would be both your main magic users and/or combatants. Seekers would have a lot more in terms of stats compared to the Navigator but when they die, they'd be stuck on that layer of Purgatory for you to have to retrieve in a later run, while the Navigator can just respawn and start again from the bottom. You'd start with 9 Seekers to pick from in order to climb, but more can join you to be fielded on the next few runs if you get their contact while going up. An example of a Seeker would be a former revolution fighter, Chaotic Heavensent, with a focus on Charisma with Charisma-scaling spells.

Gameplay wise, it'd be split into two phases:

There would be a Searching Phase of encountering and dealing with random events on the way up each layer of Purgatory (there'd be 20 for each layer, nice random table). Seekers would have to work together with the Navigator for different challenges, and gain power both through increasing skill trees when they level up or finding Holy Artifacts/Devil Contracts left behind after the Calamity.

Each time you ascend a layer it gets harder and harder (with some layers being gated off by story/bosses), or you can choose to Search and keep looking around in order to take another random event for your current layer and map out a route of Purgatory, which guarantees that place as visitable in the next few runs.

There would be a limited number of Searches per layer, and at any time you'd be able to return downwards to the nearest Settlement of Purgatory in order to make sure that your Seekers don't get knocked out and captured/lost to the Purgatory winds.

And in between those Searching Phases and in each settlement found in Purgatory, you'd have the Bonding Phase, where the Seekers and Navigator would interact with each other and the other NPCs. That would lead to better magic (magic runs on the strength of the soul, and the soul runs on emotion), stat increases, or maybe even special combo abilities.

What do you think?
 
Alright, I've got a new quest idea. Check it out.

About 6 years, 6 months and some change ago, something happened to both Hell and Heaven, a great Calamity that changed everything. Hundreds of souls were forcefully kicked out of both afterlives, with many of them falling into the middle child of the afterlife. Purgatory.

Now one recently-killed spirit has to gather allies, and ascend the great mountain of Purgatory in order to reach Heaven and figure out what the hell (pun not intended) happened. It won't be easy, since Purgatory has become much more dangerous and hasn't following normal geometry ever since the Calamity— But should the worst case scenario come up, there's always a chance to try the climb again.

Inspired By:
  • Limbus Company, with a group of idiots and a "exploring hells" theme.
  • Good Omens, with a different, darkly funny take on Hell and Heaven.
  • And Hades, in that it's 100% going to take a few attempts to get up to Heaven (or reach Hell, if you wanna go that way.)
Gameplay wise, you'd have a choice between 3 Navigators, which would be the most recently died spirits and the ones leading the groups on the way up to Heaven. They'd be the protagonist. After that, you'd take 5 Seekers, which would be the other spirits looking to reach Heaven who are going along on a run up. Some of them would come from Heaven, others from Hell, others from Purgatory originally. Heavensent would have better Charisma and Intelligence, Hellbound would be better with Strength and Trickery. Purgatory Natives would be average in both stats, but be connected to one layer of Purgatory and thus know where to go/what to do.

The Navigators wouldn't have much in terms of stats, but they'd be able to map out the constantly-shifting Purgatory (which would be extremely valuable) and also interact well with all Seekers no matter their alignment/previous afterlife. The other two Navigators would show up as either friendly rivals or deuteragonists.

Meanwhile, the Seekers would be both your main magic users and/or combatants. Seekers would have a lot more in terms of stats compared to the Navigator but when they die, they'd be stuck on that layer of Purgatory for you to have to retrieve in a later run, while the Navigator can just respawn and start again from the bottom. You'd start with 9 Seekers to pick from in order to climb, but more can join you to be fielded on the next few runs if you get their contact while going up. An example of a Seeker would be a former revolution fighter, Chaotic Heavensent, with a focus on Charisma with Charisma-scaling spells.

Gameplay wise, it'd be split into two phases:

There would be a Searching Phase of encountering and dealing with random events on the way up each layer of Purgatory (there'd be 20 for each layer, nice random table). Seekers would have to work together with the Navigator for different challenges, and gain power both through increasing skill trees when they level up or finding Holy Artifacts/Devil Contracts left behind after the Calamity.

Each time you ascend a layer it gets harder and harder (with some layers being gated off by story/bosses), or you can choose to Search and keep looking around in order to take another random event for your current layer and map out a route of Purgatory, which guarantees that place as visitable in the next few runs.

There would be a limited number of Searches per layer, and at any time you'd be able to return downwards to the nearest Settlement of Purgatory in order to make sure that your Seekers don't get knocked out and captured/lost to the Purgatory winds.

And in between those Searching Phases and in each settlement found in Purgatory, you'd have the Bonding Phase, where the Seekers and Navigator would interact with each other and the other NPCs. That would lead to better magic (magic runs on the strength of the soul, and the soul runs on emotion), stat increases, or maybe even special combo abilities.

What do you think?
Sounds great honestly. Do you have a working title for the Quest yet? I'd love to read it!
 
Do you have a working title for the Quest yet? I'd love to read it!
The original title for it when it was about going through an altered version of Dante's Inferno was "Go (Straight Down) To Hell" but rn i don't really have a title for it. "Endless Purgatory" is not exactly an exciting-sounding story to read, and definitely not the kind of thing most people would actively participate in.
 
No one knows just how long the war has gone on. High command doesn't tell us anything. The old ones, the veterans, remember going to war. Few of them are left. All we know is trenches and barbed wire, shell shock and lice, mud and blood and horror. We remember our training, but not our homes. Did we have families? Did we have lives before this? Across No-Mans Land, we can hear our enemy. We haven't been relived in a while. Is there anyone behind us? Is there anything in front? Are we all that is left? We never see the enemy. Sometimes we raid them or thay raid us. But we can never quite remember what they look like afterwards. Is this hell?

WWI, but as purgatory/paranormal.
 
No one knows just how long the war has gone on. High command doesn't tell us anything. The old ones, the veterans, remember going to war. Few of them are left. All we know is trenches and barbed wire, shell shock and lice, mud and blood and horror. We remember our training, but not our homes. Did we have families? Did we have lives before this? Across No-Mans Land, we can hear our enemy. We haven't been relived in a while. Is there anyone behind us? Is there anything in front? Are we all that is left? We never see the enemy. Sometimes we raid them or thay raid us. But we can never quite remember what they look like afterwards. Is this hell?

WWI, but as purgatory/paranormal.
Cool premise, few questions

Are you in a position of command or are you just a soldier?

Are you aware of the strangeness of your situation like is command either ignoring you or is intentionally unwilling to provide further information?

Are you actively fighting the opposing forces, or is it that your any conflict that occurs is a reaction towards assaults perpetrated by your side?

Otherwise this is a really cool concept if done right I have a love craft itch I've need to scratch for a while
 
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Cool premise, few questions

Are you in a position of command or are you just a soldier?

Are you aware of the strangeness of your situation like is command either ignoring you or is intentionally unwilling to provide further information?

Are you actively fighting the opposing forces, or is it that your any conflict that occurs is a reaction towards assaults perpetrated by your side?

Otherwise this is a really cool concept if done right I have a love craft itch I've need to scratch for a while
I'd say at best a Lt, not someone in any position of power.

At first it's just a feeling, but then you begin unraveling things.

I'd say the more you find out, the more the other side tries to distract or end you.
 
The world is plagued by the Blightstorm, a vile cycle of destruction ravaging the world every twenty years. From the volcanic fastness of the Smoldering City, the last refuge in the Drowning World, the Queen's Viceroys sally forth to reestablish outposts of civilization and secure desperately needed resources.

You are not the Viceroy. You are the Mayor the Viceroy appointed to run the outpost while they marched and conquered deeper into the Drowning World. Keep the peace, pay the tithes, and don't attract the ire of the Crown.


An Against the Storm city manager/CKII(?) quest wherein one manages the factions and demographics of the settlement, the logistical needs of one's Viceroy, the demands of the Smoldering City, and the ever-encroaching threats of the resentful Forest. A sharp time limit is imposed by the Blightstorm, with worsening weather and shorter growing seasons as the end of the cycle approaches, eventually forcing an evacuation to the City.

Now if only I can find a guide on how CKII quests work...and the time/brain cells to run it.
you might consider running it as a plan quest rather than ck2. the Planquest format allows for longer term projects as opposed to the dc based approach of ck2, and against the storm isn't likely to have larger than life heroes that might benefit from a ck2 stat sheet.
 
Despite I'm busy with my earth in Star Wars quest. I feel like doing a RWBY quest where you play as the king of vale that wasn't overthrown after the Great War and try and return vale to its former glory.
 
Got an AK quest in mind but know jack shit about Arknights lore.. perhaps I'll watch the story. But if anyone is familiar with Arknights lore.. please DM me haha
 
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How about some quest, where theme and/or events of each new chapter decided by music players voted for? Could it work? 🤔

Edit: Maybe It could start with, I dunno, I Earn My Life. Turn into the chapter about trigger event, if it is a Worm story. It feels like a lot of potential, because there are so many different musical pieces in existence - probably for any scenario.🤭​
 
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Burning Ambitions (Creature Commandos/Cartoon Network Villains Victorious Quest)

You are Alex Sartorius... Or you were. The time when you were that man is long past. Now, you are Dr. Phosphorus, Supervillain, mob boss and radiation spewing badass extraordinaire. Maybe In another timeline, you would have some kind of consequences for your crimes... But not this timeline. Here, you run the streets of Gotham City. The Bat hasn't been seen in a long time and you intend to enjoy that while it lasts. Of course, you aren't the only big bad around. No matter. They can all play nice and shake hands with the skeleton... Or maybe not play nice. It should be fun either way!

Tl;Dr You play as Dr. Phosphorus in an alternate timeline where he and Gotham City exist within Cruel Network (aka Cartoon Network Villains Victorious), plus Batman never took him down. Opening vote would probably be the usual Hero Unit selection, plus what state Gotham is in (New York, New Jersey or Massachusetts).
 
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