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The Great Clown Wars of 1372 DR

Okay... the clown quest, in my opinion needs some serious tweaking heh.

There are too many sneakers in the end.... try to engage one visible one, even with a good scout and you may drag 6 more on you.

The clowns themselves are pretty hard and in my of course ever so humble opinion, give way too little XP.

The other problem is... the train.

We just fled the quest.

In tow were a bunch of clowns and the boss. The boss ALONE wiped out half the market and a lvl 6 fully armored dwarf in 1 shot who was just shopping.

Maybe weaken the boss just a tad? Maybe give him some sort of evil clown mace, not a clown scythe with uber clown crits of 1 kill doom.

As of the next version of the module, the clowns should be (slightly) easier, the variety of clowns should be more equal, making for less sneakers, and they should not be able to attack the market.

Feel free to send me a PM if any of these things fail to be true.

Clowns! where?!

Actually, were in 1373. >.>

Clowns give me nightmares. :(

I have never been afraid of clowns.

NOW I am afraid of clowns.