Some 3-7 quest suggestions

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

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Thomas_Not_very_wise

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.

erglion

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.

Vlaid

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

RIPnogarD

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).

The Crimson Magician

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.)

Letsplayforfun

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.

Letsplayforfun

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.

Letsplayforfun

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...)

Letsplayforfun

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.

Letsplayforfun

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.

Letsplayforfun

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".

Letsplayforfun

"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.

Professor Death

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.

Professor Death

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.

AKMatt

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).