Discover the location of Norgothrond and Glaurung's horde!
Quest for the Silmaril - recover the Silmaril from Morgoth's Iron Crown. (from the Lay of Luthien Tinuviel)
Rediscover the Dwarvish kingdom of the Iron Hills. (Dwarves only???)
Quest: Find the Kine of Araw and create a new Horn of Gondor (Alchemist only???)
Find the Master-Stone (Palantir). I can't remember you might be doing this already!
Design your zone!
Moderator: Moderator
Re: Design your zone!
Regards
Jon.
Jon.
Re: Design your zone!
This is the Caverns of Osse, I think. Unless you are pursuing the one Maedhros threw into the fire along with himself? And of course the third is being carted across the sky by Earendil....Quest for the Silmaril - recover the Silmaril from Morgoth's Iron Crown. (from the Lay of Luthien Tinuviel)
Re: Design your zone!
My bad... I had forgotten!
All 3 Silmaril were recovered...
One of them is mounted in the Sky;
One is in the water (Maglor's) so that would be the one we already have set up;
One is the the earth, in a fiery pit!
We could do the Earth one!
All 3 Silmaril were recovered...
One of them is mounted in the Sky;
One is in the water (Maglor's) so that would be the one we already have set up;
One is the the earth, in a fiery pit!
We could do the Earth one!
Regards
Jon.
Jon.
Re: Design your zone!
It's been a long while since I read the Silmarillion (I lost my old copy some years ago in a move), but isn't this the whole Hurin/Mim thing about recovering the Nauglamir? Having said that, if the Arkenstone (or some other new artifact) were also in his hoard this might be a way to unlock chronomancy when/if it is implemented.Discover the location of Norgothrond and Glaurung's horde [sp?]!
Re: Design your zone!
Well just had a funny idea pop into my head after seeing someone's suggestion on a mirror zone... would that be like all your manual direction moves are reversed?
Like to go left you have to press right... would be a bit redundant with mouse movement, and not sure how spell targeting would go. Would just be highly annoying and great when panicking.
Like to go left you have to press right... would be a bit redundant with mouse movement, and not sure how spell targeting would go. Would just be highly annoying and great when panicking.

Re: Design your zone!
There could be a zone in the sky...
Requires boots of cloudwalking to enter.
Very dangerous area since there are no walls, just insta-death pitfalls. Also, all of the enemies can see you always since there isn't anything to hide behind. What enemies are actually there... I have no idea.
Also, I have another idea. Suppose the boss in the "Trapped!" quest (Thief boss) dropped a note with a key or something, leading you to a more permanent Thieves Den dungeon. I'm not exactly sure how it could work since you can end up an ally or an enemy; the first floor is a town-like area, with the stairs leading downwards guarded ("you aren't allowed down here!") and a black market shop, populated with various types of bandits (I recall some Bandit *insert class here* enemies in angband or something, like bandit mages or priests).
If you decided to work with the thieves they would be friendly, and you could use the shop, which could have some high-ranked equipment (and crazy expensive), for sale. If you decided to fight the bandit boss, then they would all be hostile; you couldn't use the black market, but there would be no reason to not kill the guards and explore the dungeon (Have a message saying "Hey, that's the guy that killed *insert thief boss name here* GET HIM!" on entering the area).
The dungeon would be a normal dungeon, with various thief type enemies. The boss could be some sort of mafia leader or something that, while not very strong himself, has 2 heavily armored bodyguards. Since the thieves seem to drop ego weapons on a regular basis, this would be an extremely profitable area.
Looking back at this, it seems to favor fighting the thieves over working with them, though I'd imagine the not-yet-existing quest chain working with them provides would balance this out.
Then again, I just made this all up at the top of my head. I first started this post with just the cloud dungeon in mind... >.>
Requires boots of cloudwalking to enter.

Very dangerous area since there are no walls, just insta-death pitfalls. Also, all of the enemies can see you always since there isn't anything to hide behind. What enemies are actually there... I have no idea.
Also, I have another idea. Suppose the boss in the "Trapped!" quest (Thief boss) dropped a note with a key or something, leading you to a more permanent Thieves Den dungeon. I'm not exactly sure how it could work since you can end up an ally or an enemy; the first floor is a town-like area, with the stairs leading downwards guarded ("you aren't allowed down here!") and a black market shop, populated with various types of bandits (I recall some Bandit *insert class here* enemies in angband or something, like bandit mages or priests).
If you decided to work with the thieves they would be friendly, and you could use the shop, which could have some high-ranked equipment (and crazy expensive), for sale. If you decided to fight the bandit boss, then they would all be hostile; you couldn't use the black market, but there would be no reason to not kill the guards and explore the dungeon (Have a message saying "Hey, that's the guy that killed *insert thief boss name here* GET HIM!" on entering the area).
The dungeon would be a normal dungeon, with various thief type enemies. The boss could be some sort of mafia leader or something that, while not very strong himself, has 2 heavily armored bodyguards. Since the thieves seem to drop ego weapons on a regular basis, this would be an extremely profitable area.
Looking back at this, it seems to favor fighting the thieves over working with them, though I'd imagine the not-yet-existing quest chain working with them provides would balance this out.
Then again, I just made this all up at the top of my head. I first started this post with just the cloud dungeon in mind... >.>
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