The mad scientist moogle was on his way to a Night of the 13 Moogles party when he passed on, and his unfinished business is to learn a certain dance that was popular at the time of his death. The Mogster Mash dethroned the Tonsylvanian Twist as the dance of the year, and this poor moogle was too busy performing scientific experiments to learn any of the steps for this new party craze.
To calm his spirit and help him move on, please teach him the Mogster Mash. The dance is no longer in fashion, but it could be researched at the Guild or, because this moogle is so clueless about it, it would likely not be hard to teach him another dance and trick him into thinking it is the one he so desperately desires to learn.
In the cellars of this ancestral home of the Mogtresors, there are several eerie things that can be observed in the night hours. A pained coughing sound, the muffled jingle of bells, the smell of a burning torch, the disappearance of bottles that you are certain were there a moment ago. Most wine cellars are cool, but the chilling dampness of this one is pervasive.
The farthest wall, when inspected, will reveal mismatched bricks in one section. They seem newer than the rest, though all are still half a century old at least, and the older bricks around this section are beginning to crumble. When they approach, the sounds, the smell, and the chill will all grow more pronounced.
Should the wall be broken down, a grotesque sight awaits within. A moogle skeleton, shackled to the wall, dressed in the remnants of a jester's costume, stares with empty eye sockets. Scattered around the floor of this makeshift tomb is a burned out torch and a pile of empty wine bottles, both old and new. As soon as the wall comes down, the shackles give way and the bundle of bones falls to the floor. All of the mysterious occurrences that lured the party here cease. It seems the unfinished business of this poor moogle was not to quench his thirst, but to find his freedom.
The family who now lives in the house is horrified at the news of the discovery, but glad that the restless spirit can be put to rest. They help pay for the unnamed moogle to be laid to rest properly, and offer the Heroes both a gil reward and their gratitude.
This young weremog has wandered across many lands in search of her goal. Though she's sulked around kitchen doors and walked along the streets of Amico in the rain, she has yet to find what will let her soul find rest.
She howls again in hunger. She will need to be coaxed for information. But better stay away, she'll rip your lungs out...or at least, she'll scratch with her fake claws if you get too close to her.
"Beef chow mein, kupoooooooo!" She finally admits. "A big dish of it, kupoooooooo!"
It's not a native dish, but she's found out about it from somewhere, and she will not rest until she's had some. There are cows, and beef, in Vaikuntha, but she'll need someone to cook for her or locate a restaurant that can provide this dish to satisfy her ghostly hunger.
The waters of the ocean begin to freeze over. If traveling by boat, all motion of the boat will cease.
The moginer begins to tell his tale. Above the frozen waters, slimy sea creatures thrash and crawl, and no wind blows, leaving the air feeling stagnant.
The tale is one of unthinking violence and of penance. The albatross around the moginer's neck once guided a ship from the frozen north seas to safety, and the moginer repaid this kindness by slaying the bird. After that, the boat was cursed, and the entire crew suffered for the moginer's crime.
The ice melts and the sea goes eerily calm. A ship appears in the distance, drawing closer. Two ghostly figures on it toss dice, and watch the moginer with greedy interest. Should the Heroes choose, they can sail out to meet this ship, and toss a dice to try to win the moginer's freedom from the curse. (Success will be determined by a mod coin toss). Losing will not bring any harm to the Heroes, but the moginer will not be freed.
Should the Heroes lose or choose not to play in the spectral figures' dice game, they will need to hear out the end of the moginer's story to complete the quest. The moginer floated on the ocean for many days after the rest of his crew died. Eventually, he was rescued, but the lingering curse compels him to wander without rest, telling his tale and cautioning all who listen to show kindness to all creatures to avoid his fate. He will ask the listener for a blessing or prayer.
Listening to the end of the tale will not free the spirit from his wandering, but will help reduce his suffering. Perhaps, if he tells it enough times, he will one day find his freedom...
The headless choco-rider rides through the fields, in search of his head. Sadly, their original head is long lost. However, perhaps a suitable substitute can be found.
The Heroes will need to fashion a substitute head for the headless choco-rider. Grow or find a pumpkin of appropriate size, fashion one from papier-mache, or get creative and make a head another way. As long as it fits on their neck and has something resembling eyes, mouth, and moogle pom, the rider-mog will accept it with thanks and gallop off into the distance, finally at peace.
The number above the moogle's head slowly counts down. She cannot see the number, nor, seemingly, can anyone else around her. If it is mentioned to her, she only wrinkles her fuzzy brows in confusion. There is no such thing, kupo.
She is very polite, but does not remember where she is heading. Her clothes are not suited for the chill, but she seems not to notice.
"I am so busy, I simply cannot waste time, kupo. Where was it? Where was it I am meant to go today?"
She looks down the street to the schoolhouse, but shakes her head. No, and not the fields, either. The numbers continue, slowly, to count down.
"Oh, a carriage! I believe it was a carriage, kupo. I have always wanted to ride in one, but never had the time. So, so busy, kupo."
Hail a carriage for the lady moogle, and help her inside of it. Best not to join her, however. There is already another figure inside, dark and welcoming. She will be content to ride with him the rest of the way.
When the carriage departs, it will fade from view before it turns the corner.
The Frankenmog monster is roughly double the size of a normal moogle, and he seems to be stitched together from pieces of various moogles and other creatures. His eyes are yellow, his lips and pom a withered black. His fur is a patchwork of textures and colors.
He flees from anyone bearing a flame, but can be coaxed into speaking either in darkness or by the light of a non-flaming source (though the Frankenmog Monster will keep himself hidden from sight as much as possible). Talking to the moogle(?) will reveal that he is quite intelligent and sensitive, though he has grown bitter in the face of the harsh reactions others have to his appearance.
To prevent the darkness in this poor creature's soul from growing and consuming him, the mission is to show him some kindness in whatever way the party sees fit. By ignoring the monstrous appearance of this moogle and reminding him of his mogmanity, the Frankenmog Monster can find peace.
The Weird Moogles cackle in glee as they stir their cauldron.
"If our charm is to succeed."
"More ingredients we need!"
"Kupo!"
They look to their visitors and recite in unison the missing ingredients they desire. Such treasures as Eye of Newt and Toe of Frog, Scale of Dragon, Tooth of Wolf, and so on. (You can feel free to quest for other non-human-components from the Witch's Brew in the play; at least 4 components need to be brought to the Weird Moogles in order for them to complete their brew.)
Bring the Weird Moogles what they require to complete their potion, and they will disappear in the cloud of smoke.
Mogster Mash
To calm his spirit and help him move on, please teach him the Mogster Mash. The dance is no longer in fashion, but it could be researched at the Guild
or, because this moogle is so clueless about it, it would likely not be hard to teach him another dance and trick him into thinking it is the one he so desperately desires to learn.The Cask of Amontillapo
The farthest wall, when inspected, will reveal mismatched bricks in one section. They seem newer than the rest, though all are still half a century old at least, and the older bricks around this section are beginning to crumble. When they approach, the sounds, the smell, and the chill will all grow more pronounced.
Should the wall be broken down, a grotesque sight awaits within. A moogle skeleton, shackled to the wall, dressed in the remnants of a jester's costume, stares with empty eye sockets. Scattered around the floor of this makeshift tomb is a burned out torch and a pile of empty wine bottles, both old and new. As soon as the wall comes down, the shackles give way and the bundle of bones falls to the floor. All of the mysterious occurrences that lured the party here cease. It seems the unfinished business of this poor moogle was not to quench his thirst, but to find his freedom.
The family who now lives in the house is horrified at the news of the discovery, but glad that the restless spirit can be put to rest. They help pay for the unnamed moogle to be laid to rest properly, and offer the Heroes both a gil reward and their gratitude.
Werewhats of Hisan
She howls again in hunger. She will need to be coaxed for information. But better stay away, she'll rip your lungs out...or at least, she'll scratch with her fake claws if you get too close to her.
"Beef chow mein, kupoooooooo!" She finally admits. "A big dish of it, kupoooooooo!"
It's not a native dish, but she's found out about it from somewhere, and she will not rest until she's had some. There are cows, and beef, in Vaikuntha, but she'll need someone to cook for her or locate a restaurant that can provide this dish to satisfy her ghostly hunger.
Rime of the Ancient Moginer
The moginer begins to tell his tale. Above the frozen waters, slimy sea creatures thrash and crawl, and no wind blows, leaving the air feeling stagnant.
The tale is one of unthinking violence and of penance. The albatross around the moginer's neck once guided a ship from the frozen north seas to safety, and the moginer repaid this kindness by slaying the bird. After that, the boat was cursed, and the entire crew suffered for the moginer's crime.
The ice melts and the sea goes eerily calm. A ship appears in the distance, drawing closer. Two ghostly figures on it toss dice, and watch the moginer with greedy interest. Should the Heroes choose, they can sail out to meet this ship, and toss a dice to try to win the moginer's freedom from the curse. (Success will be determined by a mod coin toss). Losing will not bring any harm to the Heroes, but the moginer will not be freed.
Should the Heroes lose or choose not to play in the spectral figures' dice game, they will need to hear out the end of the moginer's story to complete the quest. The moginer floated on the ocean for many days after the rest of his crew died. Eventually, he was rescued, but the lingering curse compels him to wander without rest, telling his tale and cautioning all who listen to show kindness to all creatures to avoid his fate. He will ask the listener for a blessing or prayer.
Listening to the end of the tale will not free the spirit from his wandering, but will help reduce his suffering. Perhaps, if he tells it enough times, he will one day find his freedom...
The Legend of Sleepy Kupollow
The Heroes will need to fashion a substitute head for the headless choco-rider. Grow or find a pumpkin of appropriate size, fashion one from papier-mache, or get creative and make a head another way. As long as it fits on their neck and has something resembling eyes, mouth, and moogle pom, the rider-mog will accept it with thanks and gallop off into the distance, finally at peace.
Because I could not Stop for Death, kupo
She is very polite, but does not remember where she is heading. Her clothes are not suited for the chill, but she seems not to notice.
"I am so busy, I simply cannot waste time, kupo. Where was it? Where was it I am meant to go today?"
She looks down the street to the schoolhouse, but shakes her head. No, and not the fields, either. The numbers continue, slowly, to count down.
"Oh, a carriage! I believe it was a carriage, kupo. I have always wanted to ride in one, but never had the time. So, so busy, kupo."
Hail a carriage for the lady moogle, and help her inside of it. Best not to join her, however. There is already another figure inside, dark and welcoming. She will be content to ride with him the rest of the way.
When the carriage departs, it will fade from view before it turns the corner.
Frankenmog
He flees from anyone bearing a flame, but can be coaxed into speaking either in darkness or by the light of a non-flaming source (though the Frankenmog Monster will keep himself hidden from sight as much as possible). Talking to the moogle(?) will reveal that he is quite intelligent and sensitive, though he has grown bitter in the face of the harsh reactions others have to his appearance.
To prevent the darkness in this poor creature's soul from growing and consuming him, the mission is to show him some kindness in whatever way the party sees fit. By ignoring the monstrous appearance of this moogle and reminding him of his mogmanity, the Frankenmog Monster can find peace.
Double, Double, Toil & Kupubble
"If our charm is to succeed."
"More ingredients we need!"
"Kupo!"
They look to their visitors and recite in unison the missing ingredients they desire. Such treasures as Eye of Newt and Toe of Frog, Scale of Dragon, Tooth of Wolf, and so on. (You can feel free to quest for other non-human-components from the Witch's Brew in the play; at least 4 components need to be brought to the Weird Moogles in order for them to complete their brew.)
Bring the Weird Moogles what they require to complete their potion, and they will disappear in the cloud of smoke.