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Clowns Quest

I would really like to see the Clowns quest updated and upgraded. It's really one of my favourite quests, with a delightful variety of enemies and a definitive, creepy theme.

My first idea would be to completely remake the area; have three branching, winding paths like the one there is now, and at the end of each would be something (a key?) that would unlock the hallway leading to the end boss. Switch up the scenery for each part; a forest path with surface animal-themed enemies for one, a grassy path like the original, and maybe a frosty path with holiday-themed enemies.

My second idea is to drop actual loots for the quest; illusory equipment that is very powerful, but which disappears either after the boss is defeated or after you leave the quest area. This would be an excellent oppourtunity to play around with overpowered or ridiculous items that wouldn't fit with the regular server's theme or difficulty level.

My third idea is that you work the magic mirrors into the quest a little more, perhaps making it a challenge that must be overcome in order to move on. Perhaps at the end of each path, in order to get the key, someone has to approach the mirror and the whole group has to fight the mirror character.

Please give some more love to my most favourite of quests!

This, is an amazing idea, with alot of thought put into it... One issue with the uber loot.. What if the party decides to disband the quest?

I suppose, it could disappear after the PC leaves the quest area, yea!

As for the different areas, I really like it. It'd give it a more Pnpesque feel in my own opinion.

Three thumbs up!

I'd most definately be interested to see some changes to the Clowns quest to make it slightly more interesting. As unique as it is, I think it has become stale and spammable, much like Trolls!

Speaking as one that spams Clowns regularly, hear hear!!

Any changes to make it more interesting and/or challenging (apart from the universal fear of Bobo's critical hits) would be welcome!

If it's too much trouble to have multiple paths and all that, how about a few different areas, and each time the quest is taken it takes place in a random one? I only thought the branching path idea would be cool because it's supposed to be like an amusement park.

Fire themed area. Water themed area Earth themed area Air themed area Animal themed area... ...

....

CAPTAIN PLANET!

No seriously, this is a great idea. Not what I said, but LTS's suggestion wreaks of awesome though.

It just needs some new clowns, which I will be glad to build and add next update.

I'd change the area around but I don't want to touch someone else's area!

I think there need to be three Bobos at once at the end, instead of just one.

It needs circus freaks!

Bearded women! Lizardman! Stuff like that.

The idea of each character having to fight his (overpowered?)mirror-twin in order to move on in the quest area might be fun.

The Clown Quest is great (can really kick a party's butt a times) but I think the suggestions on the original post could really kick it up a notch... BAM!

-Kalos

Three branches with one of the mirrors at the end, and the character copy is spawned with one of three keys needed to move on?

as far as LTS's thoughts, I don't agree with the loot option. I think it's fine as it is without loot.

As far as the mirrors go, I like the idea of having to fight at least one mirror image, potentially. Though after a DM spice where a knives clown ran to the mirror and cloned himself 7 times, I've had about enough of that particular QA script.

What I would like is that the 'night' theme always be in place. Generally the world is in the day time, occasionally it's set during night, which I think is creepy as hell and really adds to the ambiance of the quest. It makes those glowing colums of light stand out even more.

I'd also like the little spots of fire, to actually do fire damage. I mean the illusionary clown that spits fire hurts well enough, why wouldn't a burning bush? Perhaps if you walk on them you catch on fire (i.e. combust spell). That would put my ass on full alert when running around!

Also, there are a few clown tombstones in the area, can you make those like the mole holes in the Urdlenite quest where more illusions pop out (but only if you touch them).

And finally, I think there should be a guardian outside the tent....kind of like a Boss Minion. Not as strong as Bobo, but like a Carnival Master or something. Usually you'd have one of these guys around shouting advertisements for the circus...in this case, he's evil AND a spellcaster.

as far as LTS's thoughts, I don't agree with the loot option. I think it's fine as it is without loot.

As far as the mirrors go, I like the idea of having to fight at least one mirror image, potentially. Though after a DM spice where a knives clown ran to the mirror and cloned himself 7 times, I've had about enough of that particular QA script.

What I would like is that the 'night' theme always be in place. Generally the world is in the day time, occasionally it's set during night, which I think is creepy as hell and really adds to the ambiance of the quest. It makes those glowing colums of light stand out even more.

I'd also like the little spots of fire, to actually do fire damage. I mean the illusionary clown that spits fire hurts well enough, why wouldn't a burning bush? Perhaps if you walk on them you catch on fire (i.e. combust spell). That would put my ass on full alert when running around!

Also, there are a few clown tombstones in the area, can you make those like the mole holes in the Urdlenite quest where more illusions pop out (but only if you touch them).

And finally, I think there should be a guardian outside the tent....kind of like a Boss Minion. Not as strong as Bobo, but like a Carnival Master or something. Usually you'd have one of these guys around shouting advertisements for the circus...in this case, he's evil AND a spellcaster.

I like it. Where do I sign up to get my ass kicked?..um...I mean my excellent experience points.

-Kalos

I've always found both trolls and clowns very easy to die on; they are done so much not because of the ease factor, but because they are close and easily accessible.

One addition I would like to see in Clowns is caged victims. Perhaps they are children who've been corrupted by the illusion into freaks for the circus. Taking the Good option, and trying to free them, would result in more enemies spawning. Perhaps it would take a spellcraft or spot check to determine they actually are children, and not fit to be killed like the rest.

It would suit the theme if some clowns could cast Color spray and Terror.

Since Bobo never Rages, give him the Warcry spell instead

Those are my few (labor intensive) ideas for this quest

Colour spray, terror, confusion, bobo and warcry me like.

no offense, though I like that you wish bobo to do warcry, I don't think that guy needs to be tweaked at all. I mean he's already got an insane crit and like 2-3 attacks per round, I really don't think he needs MORE power.

One day, Bobo is going to meet his master.

Naga Colour spray, terror, confusion, bobo and warcry me like.

Sadly these all can be countered by a single spell that most casters cast on themselves anyway.

Why not give abilities that can't be defeated by a single spell? Like maybe give one of the mini-bosses I suggested a +2 weapon? Would make for an interesting time.

Let's go one better. Give the mage illusions DISPEL MAGIC.

You guys have given me some good ideas. Expect to see a lot of new stuff next time you try this quest when version 1120 goes up.

We did it guys! I told you; if you put your mind and heart into it, you can achieve anything! Now we can earn enough _____ to save the _____ for Old Man _____!

</daytime movie plot>

The sheer amount of shiny lights in this has a tendancy to make the clowns teleport at me. >_> Lag is mean, keep this in mind if its being tailored, plzkkthxbi

I think we just composed a can of whoop ass on ourselves for the new version of the quest.

:twisted: I blame you all :twisted:

I can't wait! :arrow:

It won't be too hard...

:twisted:

I remember talking about suggestions for quests with my brother. One of the ideas that we dealt with the magic mirrors within the tent. One of the six mirrors would randomly be chosen to teleport the player to a secret treasure room, while the other five would create illusion-clones of the user. As it doesn't change the quest itself a whole lot, it adds the request for "loot" and still has some risk to get it. It also would give some motive for those players who've done the quest before to use those mirrors that no one ever wants to touch.

Put a few dispel invisibility lights or something in that quest too.

Letsplayforfun Put a few dispel invisibility lights or something in that quest too.

Dear God please no.

New clowns added to the regular quest area. Secondary/Optional area added for that are interested in an incredibly challenging addition. (Similar to additional area on Hoaran quest.)

djspectre Though after a DM spice where a knives clown ran to the mirror and cloned himself 7 times
Pure awesome!

Perhaps that should be implimented as an automatic script, and the party needs to keep the clowns at bay in order to prevent being over-run?

I have learned something new about the Playerbase here on EFU...we are Masochists.

No wonder we die, lose a level or two, shutdown our PCs, cry a little, only to re-boot and give it another go... All the while giving DM's ideas for making quests harder.

Lol. Wuhahahaa... *cough* *cough*

-Kalos

wcsherry New clowns added to the regular quest area. Secondary/Optional area added for that are interested in an incredibly challenging addition. (Similar to additional area on Hoaran quest.)

Looking forward to trying out the new changes!

The new clown quest... AWESOME CHALLENGE!

It ain't for the faint of heart.

I've already died to the colorspray spell I suggested, irony much?

It is fantastic. A couple very minor issues, but I suspect you noticed most of them during the test run last night. Having all the clowns neutrally aligned is simply brutal, but it'd probably be made too easy, otherwise.

I'm superbly happy they are all neutral. Too many quests just let you slap on a circle of protection, and go to town without fear.

Vanilla part of this quest has been made a bit easier. New treasure added to the optional area.

The main part of the quest seems a bit too easy now. I didn't see any knife trick clowns when i did the new quest (twice), and those guys are the real deadly ones. Perhaps putting a few of them back in the game might be a bit more challenging?

Illusions with discernible anatomy need to be affected by sneak attack, since they are essentially 'real' in their illusionairy world, able to touch 'real' things, bound by set laws of their 'universe' (Like the Matrix!). They mimic real clowns, the last time I checked, you could stick a dagger in a clown's neck and kill him.

Or you could make them immune to all weapons.

Both choices are good!

Illusions cant be effected by crits or sneaks... They don't -really- have anything to destroy. You're just hacking away at the fabric of the illusion.

Praise first...

One of the most frustrating yet enjoyable experiences I've had on EfU just short of DM spices. It actually felt harder than most DM spices I've seen.

Minor Complaint...

I think there should be a stronger IC message that it's wicked and that many will die but those that live will receive amazing rewards, or a small OOC message that it's pretty challenging should be added. The sign didn't really convey that IMO, just that you had to kill three bosses before you could escape.

OK, more praise!

Phat lootz, and I can't explain why dying twice, the second time to the Mausoleum was so much fun. Reward definately worth the difficulty.

EXTREMELY well constructed, challenging, frustrating, rewarding and enjoyable. I had more fun getting my butt pwned in this quest than I've ever had in a scripted quest before. Fun, fun, fun.

Suggestion - make the first area of the maze restable. If you work the main tent and Bobo first, you are underpowered for the maze I think. Giving you one rest in the beginning of that offsets that a bit.

MONSTER THANKS to Sherry and Metro for being acessible for my noobish questions during the process and letting me transition a couple other players in to save our sorry butts!

When the latest update comes out, it needs temporary horses.

Or at least clowns on horses.

Rodeo. Clowns.

I'll look into making the warning even more blatant.

This quest has become the local sanctuary 'seer' type quest. Were it is actually as scary as it's described as!

It's an awesome optional area. I'd love to see every quest have some awesome quasi-DM quest optional area like this.

No complaints, just enter at your own risk.

I'm really glad you all enjoyed my quest. Look forward to Sherry implementing my next suggestion, everybody!

I DID THIS!

:roll: