Some 3-7 quest suggestions

Started by Thomas_Not_very_wise, November 01, 2008, 01:42:26 PM

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derfo

dinosaur cave

quest like the old ice golem quest except with a dinosaur

Letsplayforfun

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".

Thomas_Not_very_wise

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.

Moonthirst

Thorny temple

A jungle dwarf infested temple in an area around the webbed woods that is disrupting the stargazer halflings.

Luke Danger

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?

9lives

I don't believe Sune was a deity in the Netherese Pantheon.

Ommadawn

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.

Nihm

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)

Gullible Righteousness

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.

Moonthirst

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!

Vlaid

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.
[url=https://www.efupw.com/forums/index.php?topic=706473.msg747918#msg747918]The Entirely True Legends of Velan Volandis[/url]

Mort

There are several higher end quests already, I'm looking more for suggestion for the mid/early ranges.

Letsplayforfun

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.

Talir

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.

MisterPAIN

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.