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Main Forums => Suggestions => Topic started by: Thomas_Not_very_wise on November 01, 2008, 01:42:26 PM

Title: Some 3-7 quest suggestions
Post by: Thomas_Not_very_wise on November 01, 2008, 01:42:26 PM
"The cave of the Young Dragon."

A cave filled with wyrmlings, the boss is a re sized dragon for the occasion.

Location: High in the Mountains somewhere.


"The Fields of Rot."

A portion of the bog infested with twisted creatures.

The boss is a cleric of Moander and a Shambling Mound.

Location: South Bog, Bog?


The Lost temple

A temple within the wooded ruins is mysteriously open

Location: Wooded Ruin.




I would like some more 3-7 quests out there, most of them are undead at the moment and that places hardship on our rogues
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Post by: Vlaid on November 01, 2008, 01:46:15 PM
Not bad suggestions for quest themes. Indeed a lot of undead quests, but the server is pretty much founded on undead conceptually so it makes sense.

Still good quest themes. I like the Moander one, it's slightly more unique. A dragon wyrmling den is a little....over the top for what PC's I think. That's not really a scripted quest scenario.
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Post by: Thomas_Not_very_wise on November 01, 2008, 01:49:09 PM
I wouldn't mind trying my hand at the toolset to design some of these..,*Shrugs*
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Post by: Gippy on November 01, 2008, 04:47:51 PM
Any quest with a dragon - even a young one - should be suitably epic, IMO. 'Gonna gonna kill dragonz need tank plz!' I also agree that it might be nice to have some more 2-7 quests, as volts/goblin tunnels/hoaran crypts were staples of the old server.
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Post by: Mort on November 01, 2008, 04:54:03 PM
Yeah. I'll definitely work on some. I've been brainstorming, myself, as to what would fit and be well meshed.
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Post by: Disco on November 01, 2008, 05:38:12 PM
The server needs more beholders IMO.
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Post by: Nihm on November 01, 2008, 07:09:18 PM
My suggestion would be a two  - part spider quest.  The first part is just the usual "kill everything and find some chests at the end."  But there are also webs there which cover a cave and are much harder to bash than standard webs.  Every time you hit one, a randomly selected few spiders drop down - including Dire and a small chance of even a Queen spider.
The second part will be much like the ettercap warren of the underdark but with spoilers.  At the end of that you can bash a nest of eggs which spawns a token.
When ten tokens are given out, the spider forest is cleansed of spiders, OR the people who did it the most times may embark on a DM quest to cleanse the forest for good.
When this is done, the quest remains though bashing the eggs drops nothing and the spiders are now found only in this quest area.
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Post by: Nihm on November 01, 2008, 07:17:47 PM
I also think the server could use some Treants.  Some of the forests may contain beings that don't like boisterous newcomers trampling through their silent reaches.  There could be an area or two in which evil trees, ghostly druids calling lightning, and musk creepers will attack those who come to explore.
One of the bosses could even be Faceless, who can shapeshift into some nasty stuff.  He may be flanked by undead skinned jaguars.
 
This quest would be characterized by lots of mist, lots of creeping vine spells (triggered by traps) and lightning strikes.
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Post by: Thomas_Not_very_wise on November 01, 2008, 07:23:15 PM
Werewolf brood

A small pack of werewolves has been spotted in a certain area of the forest. You've been hired to remove them.

I am thinking Starwood or Webbed woods maybe?
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Post by: AKMatt on November 01, 2008, 08:24:54 PM
These are some great ideas.  I would suggest instead of the wyrmling dragon quest, you could use wyverns.  I know there are at least there are at least three wyverns on Ymph, because I've seen a young one and that implies parents.  Wyverns might even work for the 3-7 level range (not sure, but you fight them in Baldur's Gate, which had a level cap at 7).

A sunken ship full of treasure that has become a reef might be cool too, where you fight sharks and eels (and any other sea creatures that might be available in the toolset).  The end boss could be a feeding frenzy of sharks, implemented the same way as the swarm bats, only way tougher.
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Post by: Luke Danger on November 01, 2008, 08:33:05 PM
How about this?

Nightriser Forge:

Militia Intel says that the Risers are getting weapons from a small forge, and they need someone to take it out and bring back some of the leftover ore in the forge.

Boss: Nightriser Commander
Minions: Nightriser, Nightriser Guard, Nightriser Archer

Basically, at the end, you take out the commander and a few non-combat risers, and you find that the forge is useless to Ymph due to dark magics. And when you return to contact, he says 'Great work, but a scout says the Riser's are preping to return, and we can't hold it. Your work was not wasted however, this will give us some time to prepare for any activity, and the ore you found will hopefully be put to good use.'
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Post by: Mort on November 01, 2008, 09:53:22 PM
Yes. Keep posting ideas here, very helpful to inspire some creativity. I'll probably modify them a bit, but it's very helpful!

Thanks!
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Post by: Xorisai on November 01, 2008, 10:24:40 PM
You know, you could easily use a dragon/wyrmling as a boss on a quest and then script it to "fly away" when defeated.  That way it could be a credible scripted quest boss without creating the problem of "massive dragon death."

Maybe they exist and I just haven't found them yet, but I'd like to see more underwater quests (and not just because I play an Umberlant!).  This is the first server I've been on that does underwater areas well and I think it would be great if it took some advantage of that.  Some ideas:

- A Sahuagin sea cave, led by a cleric of Sekolah.  You could even make the chief cleric a were-shark :)

- An underwater shipwreck, infested by undead drowned men, maybe Lacedons (underwater ghouls).  Give the ghoulish pirate captain an undead parrot, too.

- A sea cave lair, with a covey of Sea Hags (three bosses at once!), served by a small tribe of Merrow (aquatic ogres).

Any underwater quest would have to be balanced so air pockets come at just the right time - not too soon, or it would be too easy, and not too late, or low-Con PCs would have a lot of trouble.  Quests that make you burn all your gold on Bubbleberries won't be taken very often.
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Post by: AKMatt on November 01, 2008, 11:41:26 PM
Definitely add more underwater quests.  My favorite quest in the underdark was the Tomb of Jubal, and I think what I liked most about it was that it had that sense of desperation right at the end of the underwater portions where you wonder if you're going to be able to get through in time to avoid drowning.

The Pollution in the Canal quest had a very similar feel, and was likewise very fun to take (although this one seemed to have more frequent air pockets, which worked out well to give a different feel from Jubal's).
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Post by: Allatum on November 02, 2008, 12:12:31 AM
Alienist cult/aberration slave colony. I'd suggest ties to an Aboleth without having an actual Aboleth to fight. Instead you could have a cult leader or slave taskmaster, along with some Skum.
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Post by: derfo on November 02, 2008, 12:34:03 AM
dinosaur cave

quest like the old ice golem quest except with a dinosaur
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Post by: Letsplayforfun on November 02, 2008, 01:43:16 PM
Caravan type quest.

Go to a rocky portion of the island (i'm thinking the waterfalls area) for heavy construction rocks.
Either have the zone (mines) as QA, or load an ambush zone on the way back.
Reward is gold x nb of rocks brought back.

Same for wood (any wooden location) or ore (any cave location).

It'll allow builder factions to actually "go for supplies".
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Post by: Thomas_Not_very_wise on November 02, 2008, 02:51:45 PM
The remains of the temple of Sune

You're investigating the temple of Sune to remove the evils that have taken within it.

Temple district mebbe? The quest giver can be the GOBLIN CLERIC OF SUNE.
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Post by: Moonthirst on November 02, 2008, 09:06:51 PM
Thorny temple

A jungle dwarf infested temple in an area around the webbed woods that is disrupting the stargazer halflings.
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Post by: Luke Danger on November 02, 2008, 09:22:32 PM
Orc Wizard Tower

A Orc Wizard is causing trouble. Time to take out a 13 INT Wiz!

Minions: Various weak orcs
Boss: Issac the Orc

Special Drops: Issac's Greater Fireball (scroll, 1 use of fireball, lowest spell level)
Issac's Greater Missile (scroll 1 use magic missile, lowest spell level)

Pretty much supposed to be a joke, making characters fear they're against Issac (who's name is featured in Issac's Missile Storms), but instead it's against a Orc with little arcane ability but has the whole wizard lab set up. Maybe use the tower in the Docks for the area?
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Post by: 9lives on November 02, 2008, 11:08:44 PM
I don't believe Sune was a deity in the Netherese Pantheon.
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Post by: Ommadawn on November 02, 2008, 11:38:28 PM
Quote from: 9lives;95795I don't believe Sune was a deity in the Netherese Pantheon.

Selune perhaps? She had the portfolio for love and marriage, and seems the closest of the old deities.
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Post by: Nihm on November 03, 2008, 01:56:39 AM
Was recently in the Illythiri ruins library and it could use a quest.  Suppose its a haunted book which literally draws you into a macabre and dangerous story, or you are sent there by a ghostly drow who was trying to read and was annoyed at being interrupted (Idea comes from a Howland quest)
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Post by: Gullible Righteousness on November 04, 2008, 12:17:10 AM
Spider Shrine (Likely in the Webbed Woods.)
 
This Shrine seems to have been abandoned. Except for the huge, poisonous spiders patrolling behind it!
 
Boss Might be a quite large spider who at first is hiding, due to it blending in so well.
 
Grove Spiders Aplenty plz.
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Post by: Moonthirst on November 07, 2008, 05:20:55 AM
The sludge fen

*ooz covers the walls of the cave*

It would remake the old storage sludge quest in docks and have GIANT JELL-O shaped OOZ MONSTER OF DEATH! It would also have some of the giant sludge things from goblin larder quest XD. This quest could possible be in an area around the squat too. It would have a boss be a cleric of Moander or the GIANT JELL-O shaped OOZ MONSTER OF DEATH!
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Post by: Vlaid on November 07, 2008, 05:47:42 AM
A multi tiered dungeon crawl. The theme and lore behind it could much better be designed by the DM team, but the server is sorely lacking in a dungeon that punishes you with hot pokers for not having a trap/lockspringing rogue.
 
I am sorta ripping this concept off from some other video games, but here goes:
 
It goes down many many many levels, perhaps as many as 20? The number isn't important, what's important is that it goes down deep enough to make getting to the bottom nearly impossible in one sitting.
 
At the stairs/exit leading down to the next level of the dungeon, there is an interactable thingie you click that gives you quest completion and you can pickup the quest to continue down into the next level of the dungeon (as a new quest). This would be true again maybe every new level down, or every other level.
 
-Filled with traps that can not be easily spotted, and are forced to go slowly through the dungeon or risk trap-filled doom
-Locked doors at inopportune places (such as in rooms with traps that trigger damaging gas)
 
-Places where you are forced to unlock doors while in combat to get past an obstacle that can not be defeated until you get through the door. Possible examples might be archers on ledges that have 10/- Piercing DR, that have poisoned arrows.
 
-Less of an emphasis on many single hard NPC's, and more of an emphasis on passing through the dangers of the dungeon itself, and the few 'boss' npc's littering each level of the dungeon, giving the dungeon more of an RP-style scripted quest that gives you the time to RP between continuing. This would also allow you to place a few 'old encampments' that allow parties to rest every so often throughout the quest.
 
Basically the dungeon should be designed to have as many creative traps that bring the whole 'dungeon crawl' feel to life.
 
At the end of each level of the dungeon you might encounter some kind of energy structure that gives you some kind of energy-key that only works once. This in essence allows you to come back to that spot in the dungeon one time only even after a reset. Maybe some kind of device at the entrance to the dungeon allows this.
 
This dungeon could also be scaled so the upper levels are easier, 2-5, and the deep deep parts of the dungeon are forboding death traps for much higher level PC's.
 
Well, that was my one over-reaching scripted quest idea that would likely take forever to make. Maybe some DM will like it enough to make it, I think it would fit in well with the right lore behind it, and help alleviate the feeling that rogues are 'worthless' in EFUA (even though they aren't).
 
Again the purpose of this dungeon is NOT to be another quest that insanely rewards smashbots/frontliners ect, but to encourage the other types of PC's on the server...with the exception of the few boss NPC's throughout the quest, and a few scatterings of 'not so tough but crafty' NPC's.
 
Things such as Lore checks to get hints about things, or maybe forced Lore checks at certain points to realize the markings ahead mean SPIKEY DEATH TRAP AHEAD, ect ect.
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Post by: Mort on November 07, 2008, 02:46:54 PM
There are several higher end quests already, I'm looking more for suggestion for the mid/early ranges.
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Post by: Letsplayforfun on November 07, 2008, 05:00:34 PM
Abandoned stone career site to explore. Ancient sign at the entrance needing a lore check saying "beware, earth siblings have taken over".

Part of the career car now be undewater. You can bring back building stones but they are protected by earth elementals and similar crew.

Among the dangers, rockslide 'traps', holes that send pcs sliding to another area (cf. sewer tomb in EfU).

Loot only consists of stones you can bring back and sell at the workshop, or to any builder's faction if some get on the way. Eventually small gems.
Title: The Expedition Outpost
Post by: Talir on November 07, 2008, 05:36:15 PM
The Expedition Outpost

"In the earlier days of the settlement, an expedition led by a friend of Tobar Delver heads out to look for ore for the dwarven community and the rest of the ziggurat. They find a promising location and establish a small outpost within some tunnels. In a massacre, a hill giant wrests control over the outpost and slay all the residers there. As the current occupant, he draws a small force of bugbears and goblins to his kingdom and starts harassing the neighbours."

A group of adventurers can either find this lost outpost in the wilds or get directions to it from the ziggurat. Motivations for doing this quest could be investigating why the messengers from the expedition cease to deliver reports of their progress, revenge for lost friends (the expedition doesn't need to consist solely of dwarves) or the possiblitiy to see if ore could be found for the settlement. Treasure is also a likelyhood.
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Post by: MisterPAIN on November 07, 2008, 06:09:00 PM
A long lost shrine to Ubato built by a people washed ashore from a convoy of slaving ships, there is no combat but adventurers have to beat the ever-changing on occasion on reset maze and puzzles as well as finding the ever-changing entrance.  Instead of taking a quest and entering the QA being a maze I believe it is better to have the quest at the end of the maze, entering the sacred room through the door entering a 1 room QA and get complete on looting some sort of prize.  This maze should be very challenging.
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Post by: Thomas_Not_very_wise on November 07, 2008, 08:21:56 PM
Blanket of Darkness

Deep in a mountain. There is a cave. Within this cave, lies Shadow. In this Shadow, holds hidden danger, and reward.

A 3-6 quest maybe? Entirely darkness, and maps are suggested to be kept off and you have to navigate a dungeon.
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Post by: erglion on November 09, 2008, 06:38:50 AM
Building off of one of Thomas' first suggestions:
Quote from: "tnvw""The Fields of Rot."

A portion of the bog infested with twisted creatures.

The boss is a cleric of Moander and a Shambling Mound.

Location: South Bog, Bog?

I was reading a bit about Musk Creepers and came across a description of them creating Musk Zombies  http://www.dlogs.net/monsters/mm00242.htm
(those are like 2e rules).

My thought is an area of the (Southern!) Bog that is overgrown with dangerous plants.  The enemies would be primarily Musk Creepers with zombies, some other plants for creativity, and probably some oozes and a Mound or two.  Rather than a cleric being the boss, I envision a massively overgrown monster plant (maybe a mound model).  Possibly the plant(s) were mutated by a source of pollution, negative energy, or something similar that can be discovered when the beast is slain.  The loot could be various plant parts, seeds, and natural items usable as consumables and minor gear.

Should be a good one for lvl 3-6. And it goes with my wish to see more outdoor QA's, taking advantage of the greatness of being on the surface.
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Post by: Vlaid on November 09, 2008, 09:13:23 AM
Quote from: erglion;96701Building off of one of Thomas' first suggestions:


I was reading a bit about Musk Creepers and came across a description of them creating Musk Zombies  http://www.dlogs.net/monsters/mm00242.htm
(those are like 2e rules).

My thought is an area of the (Southern!) Bog that is overgrown with dangerous plants.  The enemies would be primarily Musk Creepers with zombies, some other plants for creativity, and probably some oozes and a Mound or two.  Rather than a cleric being the boss, I envision a massively overgrown monster plant (maybe a mound model).  Possibly the plant(s) were mutated by a source of pollution, negative energy, or something similar that can be discovered when the beast is slain.  The loot could be various plant parts, seeds, and natural items usable as consumables and minor gear.

Should be a good one for lvl 3-6. And it goes with my wish to see more outdoor QA's, taking advantage of the greatness of being on the surface.

I like this idea for a quest. Maybe give the boss or some of the random spawns throughout the quest spam conjuration spells that summon similarly themed NPC's (their conjuration spells summoning oozes, zombies, plant creatures and so forth, casting them several times to make things painful).
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Post by: RIPnogarD on November 09, 2008, 10:07:07 AM
PvP race

QA party size 3 to 6, levels = (probably needs a tighter ratio than 3 to 7 for fairness of compition.)
Once the players go through the start transition there is no way to close this quest (they should be warned beforehand).

Inside the main entrance is a room with six (6) transporters. Each transporter only passes one PC to a dungeon crawl with various traps (think a lesser Bilbys mansion) and a couple monsters (maybe some bats, rats and oozes). Maybe even an underwater portion. All six crawls are a one-way railroad that leads to the same final room where the quest turn-in is located. First PC to end the quest is the only one that gets the final XP. Or maybe there is a key found in each run that opens a chest in the last room and the first one to open the chest gets the prize inside (some gold perhaps).
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Post by: The Crimson Magician on November 13, 2008, 02:29:04 AM
Quest: Escape

"When confronting a young woman, and a Volunteer Guard, they ask for charity in finding the child of the woman. They supply rumors and verbal maps, as to where they have suspicions to the place in question. Upon entering a shady-looking man's home, he suddenly blurts out about a portal being upstairs. Entering a conversation, you make a roll, either killing him and taking a note, or persuading him to hand it over, and release some information. You walk upstairs, search around, make a search check, find a portal, likely under a carpet, go in, and find yourself transported to a jail cell, guards walking everywhere, undead being forced to clean."

Basically, a quest like the one where you had to fight your way out of a dungeon, like the one in the UD. (The one with Trogs, and that Yuan-ti person.)
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Post by: Letsplayforfun on November 14, 2008, 01:42:31 PM
The sunk gallion

Underwater area accessible by a sand rift, when PCs are in possession of a treasure map. Contains an exterior area filled with sharks, and the ship's interiors crawling with huge sea snakes.

Parts of the galleon have air pockets for pcs to breath a little, with a couple of nightrisers if it fits the main plot.

Loot consists of the armory (rusted stuff only), and the treasure chest filled with 50 coins/pc in party, guarded by huge shark/huge snake/ whatever.
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Post by: Letsplayforfun on November 14, 2008, 02:19:14 PM
The cursed pools (exploration quest or given by a local druid)

Entrance through a waterfall in the waterfall area. A cave dug by an underground river. The path follows the river. The local water elementals have suffered some curse (plot related?), and attack any intruder.

The quest is concluded when the pcs have killed the elemental leader or close an elemental portal.

Loot is small pebbles that can have some selling value, any corpses of precedent explorers.
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Post by: Letsplayforfun on November 14, 2008, 02:23:13 PM
Where are all the woodsmen gone?

A small woodsman settlement is taking form by the outter wall forest. For some time now none have returned from work...

The woodsman work camp has been attacked by druid led animals. Kill the druid(s), and the quest is over.

Loot is either a reward if there's a quest giver, or loot from the druids' corpses (druid only stuff would be fun, so people trying to sell those would be branded as druid slayers...)
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Post by: Letsplayforfun on November 14, 2008, 02:28:37 PM
The werewolf curse.

"help, my husband's been bitten by a werewolf. i was told if the beast is slain before next dawn, the bite won't matter".

The beast's lair (any lair) is crawling with wolves and worgs. On coming back for paiement, the husband has already transformed and killed his family. The pcs must bring it down.

The questgivers are peasants, nothing of value from this quest, except some furs, maybe.
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Post by: Letsplayforfun on November 14, 2008, 02:30:27 PM
The smasher

Located in the smashed ruins by the temple district. Some huge earth elemental is making it's way towards the town. It must be stopped.

cf. ice elemental quest in EfU, except it's an earth elemental.
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Post by: Letsplayforfun on November 14, 2008, 08:09:23 PM
The wise man's journey

A druid needs a few ingredients for his trade. Only trouble is they grow/are in a dangerous part of the isle.

The pcs must collect 4-5 ingredients (flowers, plants, rocks, whatever..) and bring them all back. Some need fighting animals, others take convincing (nymph?), others need grab an' run (dire cave bear), on is far underwater.

In the end the reward is "you've gained wisdom and knowledge from your trip, it is sufficient reward".
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Post by: Letsplayforfun on November 14, 2008, 08:18:10 PM
"Why did it have to be snakes?"

The archeological society has uncovered ruins where hordes of snakes seem to nest. They need the place cleared before it can be studied. The snakes have mutated for some reason, can't be AE, aligned evil. Some of them are spitters, others poisonous, others constructors (paralysis on hit?), most just bite.

The snake-filled corridors lead to a main room where a strange ark radiates pure evil. It's the nesting place, where the reptile boss is. The ark can't be opened, that's the society's job and allows for followup.

Little loot save poison vials and very ancient lootable skeletons lying around. Maybe a cool whip or a shoe, just for the fun of it.
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Post by: Professor Death on November 14, 2008, 08:54:50 PM
I'm a big fan of variation within existing quests.  For instance, I've noticed that some quests seem to spawn extra traps when the aprty hits a certain level (or maybe it was a little spice?).  I would be totally all over the idea of having quests that had "alternates" that they cycled through.  I know this might be hard to script, but could be manually accomplished by DMs with the inclination - you set up one of the alternate forms of the dungeon to load at next reset or whatever.  This would be more manual work but would certainly cut down on some of the metagaming that we all end up doing once we know a party is forming for a particular quest.  the cahnges wouldn't have to necessarilly be major, but would prevent or hinder metagaming.
Some examples:
An invisible trigger in the dock ward barrow that spawns a few undead behind the party along with the message "bursting from the loose earth comes...", or undead that spawn when asarcophagus is opened.

An extra odd transition in the Trog cave that is innocently labeled "investigate the ledge" that, when clicked on, takes the character to another area totally under water along with the message "you slipped and lost your footing, and plummet into the water".  Characters still on shore could get a similar message from their POV.

Changes to the powers or type of "boss" on a quest.  Maybe the boss isn't where you thought he was going to be, but you find evidence as to where you CAN find him!

Troglodytes that actually emanate a stinking cloud!
Sarcophagi whose smell so bad, they cause a disease effect (weakness and STR loss) on opening
An occasional stronger undead (ghast maybe?) replacing 2-3 ghouls
A creature armed with a wand or something that it uses against the party, then drops it once killed.

I sure know that parties I've been in that find something out of the ordinary invariably slow down, thinking that there HAS to be a DM involved.  It really changes the whole dynamic and makes things more interesting.  Nothing is more frustrating than trying to RP with a group and finding them literally running through a dungeon because they "know" it has been cleared.
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Post by: Professor Death on November 14, 2008, 09:00:29 PM
Tomb of the Netherese Noble or the Pirate's Tomb

Located in some isolated spot on the island, and may even be partially collapsed.  This barrow contains little more than traps of magical and mundane variety to deter would-be thieves.  Could be some undead or golem-type guardians as well.  The actual tomb itself may very well be collapsed and unreachable, but the quest provides an opprtunity to explore and learn some lore of the island, or perhaps a minor treasure chamber for your troubles.  Maybe the tomb is fully reachable, but impregnable due to the powerful magic on it.
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Post by: AKMatt on November 14, 2008, 10:10:10 PM
Quote from: Professor Death;97337Tomb of the Netherese Noble or the Pirate's Tomb

Located in some isolated spot on the island, and may even be partially collapsed.  This barrow contains little more than traps of magical and mundane variety to deter would-be thieves.  Could be some undead or golem-type guardians as well.  The actual tomb itself may very well be collapsed and unreachable, but the quest provides an opprtunity to explore and learn some lore of the island, or perhaps a minor treasure chamber for your troubles.  Maybe the tomb is fully reachable, but impregnable due to the powerful magic on it.

This should have some underwater sections and some drowned zombies or something.  Tomb of Jubal was basically the greatest thing ever, so reincarnating it on EfU:A would be sweet.  (I know it technically is still there, but we don't have IC reasons to access it, and it would be kind of difficult even if we did).
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Post by: Luke Danger on November 14, 2008, 10:17:08 PM
"Tomb of the Just"

A tomb were the Netheresse shoved the good guys who were killed. Now the spirit of one such do-gooder asks a noble party to go in, and insists that they make use of the good-aligned artifacts they find in there to combat evil. The tomb was well warded by a Mystran, and only those of Good can enter.

Requirements: Good only
Quest giver: Spectral Paladin (where he/she is, you decide, but not too far, I suggest in a very far side of the docks, as in an area not often traveled)
Enemies: Revants of various good guys (Revant Paladins, Revant Clerics, etc.)
Boss: Revant Champion of Torm (litterally, a Paladin/Champion of Torm undead critter, evil alignment)
Loot: Various artifacts suited to good, and some cold hard gold, as well as common supplies.
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Post by: derfo on November 15, 2008, 03:37:27 AM
"gorilla russian roulette"

you enter a cave with six gorillas. five are filled with mediocre treasures but one is filled with deadly explosives. care to try your luck, f00L?
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Post by: erglion on December 03, 2008, 10:57:05 PM
Quote from: "LPfF"The sunk gallion

Underwater area accessible by a sand rift, when PCs are in possession of a treasure map. Contains an exterior area filled with sharks, and the ship's interiors crawling with huge sea snakes.

Parts of the galleon have air pockets for pcs to breath a little....

I like this idea, and was thinking of something similar.  Other possible enemies:

Jellyfish: ooze models with minor paralysis ability, or weak poison
Eels: snake models with an electric attack

There could be a sandbar for people to catch their breath, instead of rooms with air-pockets if making the ship interior is too tricky.
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Post by: Luke Danger on December 03, 2008, 11:37:57 PM
Kobold Raiding Camp:

Guard intel has discovered the camp of Kobold raiders that has been harrassing the locals. They hire a group of adventerurs to take the kobolds out in a hope of stopping their banditry.

Pretty much a kobold map with a minorly entrentched camp
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Post by: AKMatt on December 03, 2008, 11:41:49 PM
Quote from: erglion;99286I like this idea, and was thinking of something similar.  Other possible enemies:

Jellyfish: ooze models with minor paralysis ability, or weak poison
Eels: snake models with an electric attack

There could be a sandbar for people to catch their breath, instead of rooms with air-pockets if making the ship interior is too tricky.

Definitely would be cool.  I would say put this out by Shipwreck Beach, but we already have Harpies there.  If there was an underwater area there with a few sunken ships, you could put this galleon out a ways to keep some distance between the two quests.
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Post by: The Crimson Magician on December 03, 2008, 11:50:21 PM
My suggestion would be to put it somewhere on the West Point, or whatever the intersection between the two Bog areas are.

Currently, there isn't much there.
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Post by: Thomas_Not_very_wise on December 04, 2008, 12:01:47 AM
Darkening.

An area of the ruins remains unexplored, and the whispers of Darkening are heard around it.


This will help individuals get involved on that plot, I think!
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Post by: Kilaya76 on December 09, 2008, 12:07:57 AM
Why only suggesting quests with undead, monsters, and that kind of weird stuff?
 
Pirates!
 
The party surprises a group of pirates burrying their treasure on a beach. They kill them and use their boat to go to the pirate ship where the fighting continues!
 
The particularity of this quest would be that, instead of the party having to go through several monsters-infested rooms, the ennemies are gathered in a few places (The beach, the pirate ship's deck, the captain's cabin, etc.) This makes the quest more difficult, but also more realistic (tough understandable so as to not make every quest a living hell, it is ridiculous when adventurers storm an ennemy lair and each mob obediently remains on his spawn point while his friends are being slaughtered next room).
 
Special: dialog option when using the boat. A character who rolls a high enough INT check has the idea to disguise himself as a pirate to take the ennemies on the deck by surprise (they remain neutral to the party for some seconds to reflect that).
 
PS -- Some of the suggestions I've seen are direct copies of existing CoA quests. I don't think it would be correct to have them here.