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Quests & Challenges

Quests, Challenges, and Festival games.
TOPIC | Valley of Roses[A Kingdomlocke]
[center][img]https://i.imgur.com/E8E50NE.png[/img] [font=gabriola][size=5]Nestled between the Everbloom Gardens and the Gladeveins, a fledgling kingdom begins to rise. However, many dangers lurk in the rose valley that the kingdom calls home, and only time will tell if they will rise or if they will fall. Art assets made by [url=https://www1.flightrising.com/forums/cc/2257922]Poisonedpaper[/url] Rules can be found [url=https://www1.flightrising.com/forums/qnc/3102226#post_3102226]here[/url] [img]https://i.postimg.cc/3xXPWsS3/Divider-640.png[/img] [quote=Goal] The main goal of the Kingdomlocke is to have a royal reach level 25 [b]OR[/b] have one dragon in each job.[/quote] [quote=Kingdom Jobs] Role 1 d20 when a dragon reaches level 5 to get them a career! Dragons can optionally reroll for a new career at level 15. 1. Assassin - Can you trust them? The beastclans hired this dragon to try and kill a member of your clan. Use a number generator to generate who is the target. Roll a 1d4 daily to see the result. 1. The target loses a life/dies. A new target is selected when no more lives remain. 2. The Assassin fails and is killed. 3. The Target gets away. 4. The Target convinces the Assassin not to go through with the hit and redeems them into your clan. Assassins cannot enter the coliseum unless they have been redeemed into your clan. 2. Tailor - Buttons and Thread! You can give one dragon one piece of apparel a day. Apparel must be acquired in coli or, alternatively, can be purchased from the "marketplace" (any apparel in your hoard). If purchased from the marketplace, the tailor has to roll a 1d20 for travel. On a 1 the tailor dies on the journey. || If you don’t have a tailor you cannot give the kingdom apparel. 3. Knight - Huzzah! These dragons are really strong and get three lives instead of one. If the Royal would lose a life in battle (beastclan ambush, coup, assassin, etc.), the Knight loses a life instead unless they are the perpetrator (such as being rolled to role change into Royal). 4. Alchemist - For SCIENCE! You can give one dragon one gene or breed change every day. If a dragon receives a gene/breed change they roll a d20. On a 1 the dragon dies in the experiment. If the dragons survive they gain an extra life. You cannot add more than 3 genes to a dragon. You can only change a dragon's breed and eye type once. || Genes and breeds cannot be changed without an Alchemist. 5. Healer - Death shall not take thee! When a dragon dies on a coliseum team with the Healer you can flip a coin and see if you can heal them. If the doctor dies they cannot heal themselves. Heads = Live Tails = Die. 6. Familiar Caretaker - I hope you’re not allergic to pets. You can give one dragon one familiar per day. Familiars are just for fun and don't add anything to the challenge. Familiars must be acquired in coli or, alternatively, can be purchased from the "marketplace" (any familiar in your hoard). If purchased from the marketplace, the beastmaster has to roll a 1d20 for travel. || If you don’t have a familiar caretaker you cannot give the kingdom familiars. 7. Nesting Helper - This egg is cuter than that one! Increase your hatchling's chances for survival! Instead of flipping a coin for each egg hatched, you roll a 1d4. On a 1 the hatchling is exalted. Instead of rolling a 1d6 daily for each hatchling who isn’t aged up, you roll a d12. On a 1 the hatchling is exalted. This role does not stack. 8. Name Scribe - What an unfortunate name… Let's you choose the names of your dragons instead of generating them. You can also rename one dragon a day! 9. Matchmaker - I think the two of you would be very suitable for one another... Matchmakers allow you to “match” dragons and create a permanent pair. Once a pair is permanent they can breed at any time, but cannot breed with any other dragons unless their spousal dragon dies. If either spousal dragon dies they have to flip a coin. on tails, they have a death bond and are both exalted regardless of any lives. Matchmakers can make one pair a day. 10. Scout - What's that over there?! Lets you choose what area in the coliseum you battle in. 11. Librarian - A true bookwyrm. These well-read dragons are very keen when it comes to secret plots. If there is an assassin in the clan, change their daily roll to a d6. A roll of 5 is equivalent to a roll of 2, and a roll of 6 is equivalent to a roll of 4. This role does not stack. 12. Artist - Paint everywhere! You can give one dragon a scene every day. Scenes are just for fun and don’t add anything to the challenge. || If you don’t have an artist, you cannot give any dragon a scene. 13. Gardener - Nature holds the key. These dragons beautify the grounds around your kingdom and make it more appealing to passerby. If you pull an apparel item from Pinkerton but don’t have any RTB dragons, you can buy one adult dragon off the AH instead. 14. Carpenter - Makes really nice cabinets. Is that mahogany? The artistry of these dragons brings legitimacy to the Ruler’s palace. Roll one less d20 when a coup occurs. This role does not stack. 15. Blacksmith - Hot off the anvil! Use one gathering turn to dig each day. For every piece of ore gained, roll a 1d10. On a roll of 10, the Blacksmith forges a piece of armor for a random dragon in the kingdom and they gain an extra life. You may add a corresponding armor apparel piece to that same dragon if you would like to do so. 16. Engineer - A cog in the machine. The clever inventions of these dragons help streamline the tasks of others. Choose one dragon (other than an Assassin) whose role has a daily ability. That dragon may perform their role ability twice. 17. Sailor - Have you ever seen a Merdragon? If a dragon’s role requires travel (such as the merchant and the tailor), any death rolls associated with their travel are skipped. 18. Architect - Did you need that wall? The thoughtful designs crafted by these dragons make the palace more sturdy against outside attacks. Instead of rolling a d12 for each dragon during a Beastclan Attack, roll a d20. 19. Merchant - A bargain! A merchant may travel to “purchase” (read: transfer from your own hoard into the ownership of the kingdom) 1d4 items needed or wanted by the clan each day, such as apparel, familiars, battlestones that the clan has not yet found, etc. Such journeys are not without risk, however. Roll a d20 any time they embark to trade; if a 1 is rolled, they die along the way. 20. Royal - The leader. There can only be one. If another dragon rolls for the leader while there is one already, the two dragons then battle, and a 1d4 is rolled to see what happens. 1. Both dragons die. 2. The leader dies and the new leader is crowned. 3. The challenging dragon dies and the old leader continues their reign. 4. Misunderstanding. They choose not to duel and the leader lets them reroll for a career. The Royal is also responsible for populating your clan. They can nest at any time as soon as their cooldown is over. Furthermore, the Royal may choose to equip scenes, familiars, and apparel without the respective roles present in their kingdom. The royal is immune to death, but ONLY in the coli during food pulls or if otherwise specified. If your Royal is killed and there are no dragons to take their place, the challenge is over. Dragons who become Royal must quit their previous jobs.[/quote] [quote=Bonus Crim Rules] [b]Idea for these extra rules came from [url=https://www1.flightrising.com/forums/qnc/3093117]Folktale's[/url] kingdomlocke.[/b] - I Will be using Crim as well as doing the Pinkerton pulls. The items that Crim requests will be treated according to the original Kingdomlocke rules linked above! - roll a d12 every turn taken using Crim’s cart. On a 12, news of your kingdom has spread and a dragon is interested in joining! Buy the cheapest adult dragon in the Auction House in addition to your regular turn. - Crim Bonus Life - If planning to use many (at least 5 or more?) extra Crim rolls in a given day, give each dragon 1 extra life from the moment they join the kingdom. [/quote]
E8E50NE.png
Nestled between the Everbloom Gardens and the Gladeveins, a fledgling kingdom begins to rise. However, many dangers lurk in the rose valley that the kingdom calls home, and only time will tell if they will rise or if they will fall.



Art assets made by Poisonedpaper
Rules can be found here
Divider-640.png


Goal wrote:
The main goal of the Kingdomlocke is to have a royal reach level 25 OR have one dragon in each job.
Kingdom Jobs wrote:
Role 1 d20 when a dragon reaches level 5 to get them a career! Dragons can optionally reroll for a new career at level 15.

1. Assassin - Can you trust them?
The beastclans hired this dragon to try and kill a member of your clan. Use a number generator to generate who is the target. Roll a 1d4 daily to see the result.
1. The target loses a life/dies. A new target is selected when no more lives remain.
2. The Assassin fails and is killed.
3. The Target gets away.
4. The Target convinces the Assassin not to go through with the hit and redeems them into your clan.

Assassins cannot enter the coliseum unless they have been redeemed into your clan.

2. Tailor - Buttons and Thread!
You can give one dragon one piece of apparel a day. Apparel must be acquired in coli or, alternatively, can be purchased from the "marketplace" (any apparel in your hoard). If purchased from the marketplace, the tailor has to roll a 1d20 for travel. On a 1 the tailor dies on the journey. || If you don’t have a tailor you cannot give the kingdom apparel.

3. Knight - Huzzah!
These dragons are really strong and get three lives instead of one. If the Royal would lose a life in battle (beastclan ambush, coup, assassin, etc.), the Knight loses a life instead unless they are the perpetrator (such as being rolled to role change into Royal).

4. Alchemist - For SCIENCE!
You can give one dragon one gene or breed change every day. If a dragon receives a gene/breed change they roll a d20. On a 1 the dragon dies in the experiment. If the dragons survive they gain an extra life. You cannot add more than 3 genes to a dragon. You can only change a dragon's breed and eye type once. || Genes and breeds cannot be changed without an Alchemist.

5. Healer - Death shall not take thee!
When a dragon dies on a coliseum team with the Healer you can flip a coin and see if you can heal them. If the doctor dies they cannot heal themselves.
Heads = Live
Tails = Die.

6. Familiar Caretaker - I hope you’re not allergic to pets.
You can give one dragon one familiar per day. Familiars are just for fun and don't add anything to the challenge. Familiars must be acquired in coli or, alternatively, can be purchased from the "marketplace" (any familiar in your hoard). If purchased from the marketplace, the beastmaster has to roll a 1d20 for travel. || If you don’t have a familiar caretaker you cannot give the kingdom familiars.

7. Nesting Helper - This egg is cuter than that one!
Increase your hatchling's chances for survival! Instead of flipping a coin for each egg hatched, you roll a 1d4. On a 1 the hatchling is exalted. Instead of rolling a 1d6 daily for each hatchling who isn’t aged up, you roll a d12. On a 1 the hatchling is exalted. This role does not stack.

8. Name Scribe - What an unfortunate name…
Let's you choose the names of your dragons instead of generating them. You can also rename one dragon a day!

9. Matchmaker - I think the two of you would be very suitable for one another...
Matchmakers allow you to “match” dragons and create a permanent pair. Once a pair is permanent they can breed at any time, but cannot breed with any other dragons unless their spousal dragon dies. If either spousal dragon dies they have to flip a coin. on tails, they have a death bond and are both exalted regardless of any lives. Matchmakers can make one pair a day.

10. Scout - What's that over there?!
Lets you choose what area in the coliseum you battle in.

11. Librarian - A true bookwyrm.
These well-read dragons are very keen when it comes to secret plots. If there is an assassin in the clan, change their daily roll to a d6. A roll of 5 is equivalent to a roll of 2, and a roll of 6 is equivalent to a roll of 4. This role does not stack.

12. Artist - Paint everywhere!
You can give one dragon a scene every day. Scenes are just for fun and don’t add anything to the challenge. || If you don’t have an artist, you cannot give any dragon a scene.

13. Gardener - Nature holds the key.
These dragons beautify the grounds around your kingdom and make it more appealing to passerby. If you pull an apparel item from Pinkerton but don’t have any RTB dragons, you can buy one adult dragon off the AH instead.

14. Carpenter - Makes really nice cabinets. Is that mahogany?
The artistry of these dragons brings legitimacy to the Ruler’s palace. Roll one less d20 when a coup occurs. This role does not stack.

15. Blacksmith - Hot off the anvil!
Use one gathering turn to dig each day. For every piece of ore gained, roll a 1d10. On a roll of 10, the Blacksmith forges a piece of armor for a random dragon in the kingdom and they gain an extra life. You may add a corresponding armor apparel piece to that same dragon if you would like to do so.

16. Engineer - A cog in the machine.
The clever inventions of these dragons help streamline the tasks of others. Choose one dragon (other than an Assassin) whose role has a daily ability. That dragon may perform their role ability twice.

17. Sailor - Have you ever seen a Merdragon?
If a dragon’s role requires travel (such as the merchant and the tailor), any death rolls associated with their travel are skipped.

18. Architect - Did you need that wall?
The thoughtful designs crafted by these dragons make the palace more sturdy against outside attacks. Instead of rolling a d12 for each dragon during a Beastclan Attack, roll a d20.

19. Merchant - A bargain!
A merchant may travel to “purchase” (read: transfer from your own hoard into the ownership of the kingdom) 1d4 items needed or wanted by the clan each day, such as apparel, familiars, battlestones that the clan has not yet found, etc. Such journeys are not without risk, however. Roll a d20 any time they embark to trade; if a 1 is rolled, they die along the way.

20. Royal - The leader.
There can only be one. If another dragon rolls for the leader while there is one already, the two dragons then battle, and a 1d4 is rolled to see what happens.
1. Both dragons die.
2. The leader dies and the new leader is crowned.
3. The challenging dragon dies and the old leader continues their reign.
4. Misunderstanding. They choose not to duel and the leader lets them reroll for a career.
The Royal is also responsible for populating your clan. They can nest at any time as soon as their cooldown is over. Furthermore, the Royal may choose to equip scenes, familiars, and apparel without the respective roles present in their kingdom. The royal is immune to death, but ONLY in the coli during food pulls or if otherwise specified. If your Royal is killed and there are no dragons to take their place, the challenge is over. Dragons who become Royal must quit their previous jobs.
Bonus Crim Rules wrote:
Idea for these extra rules came from Folktale's kingdomlocke.

- I Will be using Crim as well as doing the Pinkerton pulls. The items that Crim requests will be treated according to the original Kingdomlocke rules linked above!

- roll a d12 every turn taken using Crim’s cart. On a 12, news of your kingdom has spread and a dragon is interested in joining! Buy the cheapest adult dragon in the Auction House in addition to your regular turn.

- Crim Bonus Life - If planning to use many (at least 5 or more?) extra Crim rolls in a given day, give each dragon 1 extra life from the moment they join the kingdom.