Quest suggestions and ideas

Started by Dreadfang, March 19, 2010, 07:04:07 AM

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Dreadfang

We had similar thread like this in earlier EFU:A so I thought of rezzing the idea. Like the old one, this thread will be to discuss ideas for quests, how to impove them, and also new quest ideas(none too outrageous please).

Drakill Tannan

Won't it be extremly spolerish? I would suggest add *spoilers* to the title. Or will we just suggest new quests?

If the latter, i have only a couple ideas:

1) A Netherese laboratory full of small imps (with the tilefling model but very small) that keep casting cantrips at the party and a few golems. Maybe animated chairs and tables too.

2) A tomb that is full of mostly worthless enemies but that has 4 chambers (think of a cross, and you can chose wich to go first, and in what order) each with a very powerfull enemy, and the goal is to kill all 4 of thouse.

Semli

More quests that incite/excite a response from PCs and DMs like Way of the Half-Drow.

Drakill Tannan

A quest in wich you play the bad guy for a change.

derfo

quest of corrupted baby frogs for lowbies in sloped road(downsized green slaad, granted i know baby frogs are tadpoles)

boss is an unfamiliar purple haired half-elf

examples of some quest loot:

frog juice: iron guts potion

frog statue: summons green slaads

chest toucher's gloves: -4 cha, vampiric touch and ghoul touch charges

Cerberus

Unspecified Criminal Organization: A thieves guild... Bunch of second level thugs (unarmored fighters), a couple 3rd level rogues and maybe a watchdog (high spot & listen) with a 4th or 5th level boss. Traps and locks that can actually be disarmed and picked. And the goal doesn't have to be to kill everything but to get a certain item and return it to endd the quest. Party can either fight their way through or sneak in and sneak out. Make it long enough of a trek with well placed traps that sneaking requires alot of skill or more than two invis potions. Of course sneaking losses the XP for killing the guild members so it balances out ok. (say 1 to 3 PC's of 3 to 5 level)/(or there-abouts) Random loot as a thieves guild collects many things from all over.
 
For the right PC's this might be easy :rolleyes: , for the wrong group... Death :twisted: ...
 
 
Perhaps a secondary quest linked to this one could be; assasinate the boss and bring back his ring without any humanoid NPC (watch dog doesn't count as humanoid) knowing. If you can, it counts as an assassination for the PrC. (Solo quest 4th to 6th with a seperate questgiver than the first quest.)

Drakill Tannan

A quest in wich you are hired to assainate the leader of a small expedition of soldiers (Some mercenary organisation). The SQA has several very powerfull enemies along with a few mediumly powerfull enemies. The objective is not to kill them all since that should be extremly dificult, but instead, to avoid most of them (through stealth, invis, alternative routes, etc.) To get to their leader, kill him and sneak back out of the camp.

A quest in wich you are hired to plant explosives on a supply storage headed for the dominion. Several good strong human enemies are found along with a mobs of other good monsters. The party must carry 3 or 4 large explosive barrels that slow you down, making it more dificult.

Egon the Monkey

Any quests where "stand back and let the specialist work here" is a better option than "smash through it all with 2 expertise fighters and a buffbot" sound good.

My suggestions:
IMO, the Coral Cove is the perfect all round quest in that it has optional areas, diplomatic skillchecks, and a variety of threats. Applying more of that to quests that aren't Total Hardcore Killers would be cool. Stuff that encourages varied teams.

I've done a lot of quests on 2-3 man smashteams as part of factions, and I can really appreciate the quests where that is not the best method. I'd like to see more mid-quest diplomatic checks, tumble-based shortcuts, magic traps or forcefields that are removed via Spellcraft checks,  and so on. It seems that other than traps and lock checks, there aren't many skillchecks within quests outside the 2-4 range.

For example:
You bust through a base full of Bandits and half way through find a Captive Hunter. A Persuade Check reveals the combination to a weapons locker in the corner.
While fighting Nightrisers, you run into crystals that shoot negative energy when you run over a glyph on the floor (like in Gem Mines with fire). Investigating the Glyph with a successful spellcraft check lets you "disrupt" the trap.

Drakill Tannan

I like what egon said. I offer some ideas of my own

QuoteTeh corridor of DOOM

A corridor filled with so many traps that you cannot posibly attempt to cross it without seeing them and live. Have narrow spaces through wich a PC could carefully maneouver without triggering them (like bilby's) and a switch that deactivates them at the very end of it. If the traps are fancy looking, even better.

Some archers are at the end of it, waiting to shoot anyone who ties to maneuver through it.

Finally, a constant spawn of enemies attacks the rest of the party from the non-ending side, so the one chosen to cross through must make sure to do so fast while the rest of the party is able to fend off. The constant encounter ends when you lock a door at the end of the corridor

Forces a rogue or ranger with search, or a spellcaster with "find traps" to be present to get through, and the character must also have either invisibility or good stealth to avoid the archers. In the meantime, the rest of the party will be busy dealing with the mob. And i think this would be just awsome.

(This is more like the part of a quest, not the whole quests of cource)
And among less compelx things

Archers that fire from the other side of a river. There is a passage that if one succeds the dex check allows a PC to get to the other side (there is no other way there). Thus, if your rogue manages to find it and get through, while your party distracts the archers with their longbows, the rogue will deal witht the archers in an effective way, making easy a task that would otherwise be time consuming and maybe even supply-expensive.

Enemies with 100& DI. You need magic to deal with them

Buffed enemies that a fighter cannot posibly defeat- unless a wizard throws a dispell on them.

Areas with so many archers in inaccesible places, and tons of slow traps you better have your wizard make the whole party invisible untill you get to them, else, you'll loose several blur potions and maybe even healing potions. OR you can have your rangers and rogues stealth to the archers and kill them before the fighters cross through!

Veeeery slow yet powerfull enemies. You better have your archers deal with them before they come close!

Healing checks to rescue wounded npc allies. Heal them and they will aid you get through the nearly imposible to defeat mob.

An area full of illusion summons that constantly keep spawning. If your mage can't succed in a spellcraft check on a machine in the very center of the room, you'll never make it out alive!

Capture an enemy and persuade/bluff/intimidate him to reveal a secret passage to the boss room, from wich where you can strike from behind and avoid a large amount of traps. Give the option for a spellcaster to throw charm person on them, as well.

and such kinda things.