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Ideas for Quests and Dungeons

Posted: Fri Sep 17, 2010 3:33 pm
by Susramanian
We already have threads collecting great ideas for artifacts, egos, and vaults, so here's one for quests and dungeons. Quests should include all the written dialog, as DG has mentioned in the past that he wants help with the writing. And the less time he has to spend on writing, the more time he gets to spend on coding :)

Okay, Part 1 of a quest to link Middle Earth and the Far East:


High Sun Paladin Aeryn should have a new dialog option once you have access to the Gates of Morning by doing the spider quest:

Player: "Can you tell me anything about how I might get home?"

Aeryn: "Were it a simple matter to travel to Middle Earth from here, we would have done it ages ago. But that Orb you carry may make it feasible. Find High Fluxomancer Zemekkys. He will no doubt be quite happy to take on such a task. He's somewhere around here. And have patience; his delvings into the deepest Arts have left him somewhat... erratic."

Conversation with Zemekkys (through a slot in his front door):

Zemekkys: [A slot in the door opens and a pair of wild eyes peer out] What do you want, [race]?

Response: Paladin Aeryn told me that you could help me. I need to get to Middle Earth.

Zemekkys: Pfaugh! Her goal in life is to waste my time! Middle Earth? Why not Narnia or Chicago? Just as easy to send you someplace entirely fictional as Middle Earth. Go away. [Slot slams shut]

Response: I got here from Middle Earth, didn't I? I have this magic Orb I looted from a dead orc, see, and...

Zemekkys: [Slot opens] Orb, you say? That you used to travel here from Middle Earth? Surely you don't possess the Orb of Many Ways! It's been lost for ages!

Response: [Hold up the orb]

Zemekkys: [His eyes widen] Great Socks of Feanor! It IS the Orb! Maybe we can get you home after all. Or maybe we can get you embedded in magma a thousand leagues straight down.

Response: Can I come in?

Zemekkys: You think I'm letting some filthy [Race] in my house with the Orb of Many Ways? I blow myself up quite enough already without that thing in the house, thank you. Besides, I still can't help you unless you have a Blood-Runed Athame to etch a portal. Er, and that portal must be etched on a piece of prepared Resonating Marble. The Gates of the Morning has a slab of Marble that once could have served, but a number of, uh, incidents have taken their toll. It'll require a Resonating Diamond to get it properly prepared. Oh, and I want 200 gold.

Response: Where can I find all that?

Zemekkys: Try your purse for the 200 gold. As for an Athame and a Resonating Diamond, I assume the orcs have some if they're cooking up portals to use that Orb on. Try the Vor Armory. It so happens that I know a back way in. Never mind why.

Response: Thank you.

Entrance to the Vor Armory shows up on the map now near Vor Pride. I don't have anything very specific in mind for the Armory. Lots of orcs, lots of loot. And, somewhere on the last level after killing a boss, a chest with a Blood-Runed Athame. Also, maybe as a random drop or a boss drop or loot in a secret room: a battered wizard hat that says ZEMEKKYS around the inside of the brim.

Back at Zemekkys's door:

Zemekkys: What do you want?

Response 1: I found the Blood-Runed Athame, but there was no Resonating Diamond.

Response 2: [See below for hat-related stuff]

Zemekkys: Of course there was no Resonating Diamond. What makes you think Briagh would let one loose for even a second?

Response: Briagh?

Zemekkys: Briagh the Great Sand Wyrm. Where do you think Resonating Diamonds come from? They're just regular diamonds until they get stuck between Briagh's scales for a few centuries and get infused with his life rhythms. He sleeps on a hoard of precious gems and metals, you see.

Response: Where might I find Briagh's lair?

Zemekkys: Well north of the High Peak. I'll mark it for you on your map.

Response: I'll be back with a Resonating Diamond.


If you found the hat, here's the appropriate dialog.

Response 2: I found this pointy hat. I believe it belongs to you.

Zemekkys: [His eyes narrow as you hold up the hat] That doesn't belong to you.

Response: I mentioned that.

Zemekkys: Give it here. [The door opens slightly and a bony arm thrusts out, fingers grasping]

Response 1: Here you go.

Response 2: You know, I find I could either part with this hat or the 200 gold you mentioned earlier. But not both.

Zemekkys (after Response 1): [He snatches the hat inside and slams the door]

Zemekkys (after Response 2): [His eyes narrow even further and the grasping hand goes still] Sneaky [Race]. Fine, forget the gold. Give me the hat.

Response: Here you go.

Zemekkys: [He snatches the hat inside and slams the door]

So now the player is off to Briagh's Lair. Again, I don't have many specifics in mind right now, but it's a dragon's lair, which is awesome, and Briagh is a gnarly Sand Wyrm with a Resonating Diamond. The player can't access his Bed of Incalculable Wealth since they can't swim through miles of sand, but Briagh should drop some good stuff in addition to the diamond. Maybe he could drop some other types of resonating gems that could be used in other quests or something. Oh, and absolutely no sand worm tunneler mechanic in this place. One dungeon of that was plenty.

Back at Zemekkys's door:

Zemekkys: What do you want?

Response: I have a Resonating Diamond.

[There's also a response to give him the 200 gold if the player hasn't talked him out of it]

Zemekkys: [The door opens and a shabby elf emerges] Off we go to prepare the portal!

Response: Wonderful.

This ends the dialog and spawns Zemekkys himself outside his house. The player follows him over to a clear area on the ground and watches whatever special effects Darkgod can cook up for the little event. At the end, there's a brand new portal etched on the ground that the player can use the Orb of Many Ways on to get teleported back to Minas Tirith.

Of course, there's no portal on the ground of Minas Tirith, so getting back to the Far East will require another trip through Moria or... Part 2 of the quest, in which we etch a portal on the ground in Minas Tirith! But the player can't take the Athame and the Diamond through the portal, so it will take some doing back in Minas Tirith.

Suggestions and editing and criticism welcome. I haven't thought my way through part 2 yet, so I'm curious to hear what people think would be fun.

Re: Ideas for Quests and Dungeons

Posted: Fri Sep 17, 2010 4:47 pm
by darkgod
Ahh yes I like it !
Moar!

Re: Ideas for Quests and Dungeons

Posted: Fri Sep 17, 2010 4:55 pm
by marvalis
If the fluxomancer is somewhat evil, won't he want that orb for himself? He could try and lure the player into his dungeon where he puts an ambush. After defeating him you make him help you (or slit his throat). It would also be fun if one of the required items was not really needed, but rather included in the evil plan of the necromancer, for example, he needed that shard to power one of his traps. The other items where needed because the necro was going to use it himself to make a portal (and make allot of money by trading magical items between the far west and middle earth).

For all I care, have him propose a 'business deal' to the player to create an underground smuggle route for magical gems, or let him use the portal for some payment (Would be nice for character development. Do you take the reward, or do the 'right thing'. There don't even have to be consequences for it.).

What is the story behind that fluxomancer. How did he choose to become what (what the hell is a fluxomancer?).

Re: Ideas for Quests and Dungeons

Posted: Fri Sep 17, 2010 6:06 pm
by Susramanian
The fluxomancer Zemekkys isn't evil, but that's a great idea for part 2 of the quest. As for what exactly a fluxomancer is... well, they deal with things like gigawatts and flux capacitors.

Re: Ideas for Quests and Dungeons

Posted: Fri Sep 17, 2010 6:22 pm
by darkgod
What about a chronomancer instead, this would tie in with the future chronomancer classes

Re: Ideas for Quests and Dungeons

Posted: Fri Sep 17, 2010 6:36 pm
by Patryn
Yepp, I think chronomancers as masters of space and time would fit too. The term "Fluxomancer" sounds as if it escaped from a cyberpunk B-movie. ;)

Re: Ideas for Quests and Dungeons

Posted: Fri Sep 17, 2010 8:39 pm
by Susramanian
Part 2:

This is a bit complex. I had it all indented for clarity when I typed it up in Wordpad, but I've yet to figure out how to control indentation when posting on the forums. So we get inferior color-coding. The quest kicks off when the player visits The Elder in Minas Tirith.

Player: The hunt for the staff took me to a continent far to the east, accessible only by magic portal. I've recently returned by just such a portal, and I come bearing instructions on how to construct a similar portal here in Minas Tirith to make the return journey possible. I'm sure the elves there would welcome trade with the west.

Elder: That's extraordinary! I know a number of merchant princes who will salivate at the idea of new trade routes opening. But tell me, how fares your quest for the staff?

Response 1 (if the player has already killed the blue wizards and reclaimed the staff): The staff is recovered and the culprits slain. They will trouble us no more.

Elder: Excellent! Well then, concerning this fascinating portal. I'm afraid that men have largely forgotten whatever they once knew about the great magics of old. I know of only one man in Gondor who might be able to help you, a wise man and recent arrival to Minas Tirith named Tannen. He claims to hail from Angolwen, a supposed haven for practitioners of magic and mysticism. He arrived just months ago with fabulous wealth and has already constructed his own tower on the north edge of the city. I know little of him, but if he is to be believed, then he is your best hope.

Response: Thank you. [Ends Dialog]


Response 2 (if the player hasn't gotten the staff yet): The hunt continues. The construction of this portal will be of great assistance in the staff's recovery.

Elder: In that case, let us proceed as quickly as possible. Now, concerning this fascinating portal. I'm afraid that men have largely forgotten whatever they once knew about the great magics of old. I know of only one man in Gondor who might be able to help you, a wise man and recent arrival to Minas Tirith named Tannen. He claims to hail from Angolwen, a supposed haven for practitioners of magic and mysticism. He arrived just months ago with fabulous wealth and has already constructed his own tower on the north edge of the city. I know little of him, but if he is to be believed, then he is your best hope.

Response: Thank you. [Ends dialog]


Dialog with Tannen:

[An elderly man in flowing robes greets you at the tower door.] How may I be of service, good [race]?

Response: [Relate to him the story of the staff and the Orb of Many Ways and the portals.]

Tannen: Astonishing! I have heard tell of this Orb in ancient texts and legends. Might I see it?

Response: [Show him the Orb of Many Ways]

Tannen: Truly, it is the work of a great master. Perhaps Gandalf himself had a hand in its making. And you say you come bearing instructions in its usage?

Response: I do. [Show him Zemekkys's scribbled notes]

Tannen: [He spends a few minutes reading] Ah! I see. I did not at first grasp this Zemekkys's methods, but I see now that they are sound, and it is simply his penmanship that needs improvement. We can manage to reproduce his work here, but, as he says, we will need the Blood-Runed Athame and a Resonating Diamond.

Response: Have you any idea where they might be found?

Tannen: If the orcs created a portal in the depths of Moria, they must have had access to such items. And if these items cannot pass through the portal they created, then it stands to reason that they must still be in Middle Earth. I would search Moria, starting near the portal itself. Perhaps they did not move the Athame and Diamond far after its creation.

Response: I'll get searching. Thank you.

Tannen: One last thing. I will need to hold onto the Orb of Many Ways while you search. I lack the expertise this Chronomancer Zemekkys possesses, and have much learning on the subject to do if I am to follow in his footsteps.

Response 1: [Hand him the Orb]

Tannen: Thank you. I will treat it with the utmost care.

Response: Farewell. I'll return with the Athame and Diamond. [Dialog ends]


Response 2: I still require the Orb for now.

Tannen: Very well. There is no hurry. But I will need to spend a number of days studying it before we can create your portal.

Response: I understand. I'll return with the Athame and Diamond. [Dialog ends]


So off to (a scaled up version of) Moria the player goes. If they handed over the Orb to Tannen, they're stuck in Middle Earth for now. If not, they could use the portal at the bottom of Moria to go back to the Far East if they wanted to. Dialog box that pops up when the player descends to the final level of Moria:

When last you saw it, this cavern was littered with the corpses of orcs that you had slain. Now many, many more corpses carpet the floor, all charred and reeking of sulfur. An orange glow dimly illuminates the far reaches of the cavern to the east.

Dialog box that pops up when the player goes far enough east to see the Balrog (surprise! A balrog in Moria!):

Before you towers a mighty Balrog, fiery whip lashing restlessly on the floor and wing-like shadows blackening whole acres of cavern wall. It turns to you and roars thunderously.

Killing the Balrog results in some kind of fun loot. Exploring the ruined cavern reveals a passage to that secret chamber in the SE corner of the zone, which used to just contain gold. Now if the player walks around in it, he sees this message:

A careful examination of the charred bodies on the floor turns up a Blood-Runed Athame and a Resonating Diamond, both covered in soot and gore but otherwise in good condition.

Next time the player sees Tannen, things get complicated.

Tannen: You've returned! Have you come bearing the Athame and Diamond?

Response 1: Not yet.

Tannen: Well, you'd best get searching then.

Response: I will [dialog ends]


Response 2 (active if the player previously left the Orb in Tannen's care): Here they are! [Hand over the Athame and Diamond]

Tannen: Excellent. Return in a few days, and I'll have everything prepared. Oh, take this [He hands you a key]. It opens the ruins of Orthanc, which the Mystics of Gondor sealed many years ago. If you happen to find a text in the ruins entitled "Inverted and Reverted Probabilistic Fields," return with it and your odds of surviving our portal attempt will go up drastically.

Response: Thank you, and farewell. [dialog ends]

There's no such text, and no actual quest that the player gets concerning it. It's a deathtrap. But it's also a new dungeon, and only available to players who choose to leave the Orb in Tannen's care.


Response 3 (if the player hasn't already left the orb): Here they are! [Hand over the Athame and Diamond]

Tannen: Excellent. Are you yet willing to leave the Orb in my care for a time? (possible responses: A and B)


Response A: I dare not let it out of my sight. I'm sorry.

Tannen: [The old man sighs] Very well. I suppose I must make do with a cursory examination under your supervision.

Response: [Hand him the orb]

Tannen: Thank you. Give me a few minutes. [He begins to pace back and forth absently, staring at the Orb.]

Response: [Wait]

Tannen: [He stops pacing and returns the Orb to you] I believe I know most of what I need to. But I need a few details cleared up. You'll have to return to this elven chronomancer and ask him whether he meant an inverted probabilistic field or a reverted probabilistic field. I dare not guess, as the result could be quite unpleasant for you.

Response: I'll return with the answer. [dialog ends]

Now the player has to trek back through Moria to the Far East portal. If, at any point, the player highlights the Orb of Many Ways in their inventory, such as when about to use it on the Moria portal, this message pops up if their cunning is over 30: "The Orb feels slightly different. Come to think of it, it looks slightly different, too." If the player uses the Orb on the Moria portal, they get this message: "The world twists sickeningly around you and you find yourself someplace unexpected! It felt nothing like your previous uses of the Orb of Many Ways. Tannen must have switched the Orb out for a fake!" Then the player gets warped to some awful dungeon filled with demons. Sweet. This dungeon is only accesible through this quest, and thus only to players who use the fake orb on the portal.

If the player goes back to Tannen after getting the message about the Orb looking different, then see below.


Response B: Here it is. Guard it carefully. I must return to the Far East soon.

Tannen: Fear not. Return in a few days, and I'll have everything prepared. Oh, take this [He hands you a key]. It opens the ruins of Orthanc, which the Mystics of Gondor sealed many years ago. If you happen to find a text in the ruins entitled "Inverted and Reverted Probabilistic Fields," return with it and your odds of surviving our portal attempt will go up drastically.

Response: Thank you, and farewell. [dialog ends]

There's no such text, and no actual quest that the player gets concerning it. It's a deathtrap. But it's also a new dungeon, and only available to players who choose to leave the Orb in Tannen's care.


If the player returns to Tannen too soon, he just gets a message about Tannen not answering his door. After a few days (which will certainly pass if the player digs through Orthanc), if the player returns to Tannen, we get this:

Tannen: [Tannen opens his tower door. He is smiling pleasantly] Yes? Can I help you?

Response 1 (available if the player has returned after several days of letting Tannen keep the Orb): How fares your research? Are we ready to create the portal?

Tannen: I am ready. You are not. Look down. [You notice you're standing on an etched portal.]

Response: What in the...

At this point the player gets teleported to Tannen's Tower Dungeon. Hooray, another zone! Now he has to fight his way out and kill the traitorious Tannen at the top of the tower, reclaim the Athame, Diamond, and Orb, (and whatever other loot Tannen happens to have) and start from square one.


Response 2 (available if the player has just suffered through the demon/fake-orb trap): Thieving, murderous wretch. Prepare to die.

Tannen: I think not, fool. Look down. [You notice you're standing on an etched portal.]

Response: What in the...

Zap! Down the player goes to the dungeon as described above.


Response 3 (available if the player has noticed the switched orbs and didn't get tricked through the portal): I believe you have something that belongs to me.

Tannen: [The old man's smile falters] Whatever do you mean?

Response: You switched out my Orb for a fake.

Tannen: It's mine now, fool! Take it if you can! [Tannen disappears with a slight *pop*. The door to his tower still stands open. Do you enter?]

Response A: Yes

The player enters Tannen's Tower, but not at the dungeon level. They can access the dungeon level by going down, the tower levels by going up, or walk out the front door.

Response B: No

[Dialog ends]

Coming back to Tannen's door will give the player the option to enter. It's effectively just another dungeon entrance now with Tannen waiting at the top of the tower with the Athame, Diamond, and Orb.


One way or another, the player is going to have to kill Tannen and get his stuff back. Each of the three ways has its bonuses. Players who fall for the demon portal trap get to do the demon zone, complete with artifact-dropping boss. Players who trust Tannen with the Orb get the key to Orthanc and thus access to its artifact-dropping boss. Players who notice the switcheroo don't get a bonus boss, but they DO get the fake orb, which can be turned in to Chronomancer Zemekkys later for some awesome reward. And no matter what the player does, they don't get a Far East portal! Hopefully they'll think to go back to The Elder of Minas Tirith to report on events.

The Elder: How fares your new portal-creating quest?

Response: Badly. Tannen stole the Orb and I had to reclaim it by force. You might have heard a bit of banging and screaming coming from his tower a while back. You're going to need a new caretaker for that tower. And a mop.

The Elder: I wondered about all the noise. At least the crown has a fine new tower to add to its list of holdings. Well, it seems we're unequipped to aid you here in Gondor. I suggest seeking out the hidden town of Angolwen, where it is rumored that men wise in the ways of magic still dwell. Seek west of Bree in the mountains.

End of Part 2. Part 3 will probably be very straightforward and easy. Talk to clever mage, give him the stuff, go back to Minas Tirith with him (or summon him there with a scroll like the jeweler's) and bang, instant portal.

Re: Ideas for Quests and Dungeons

Posted: Fri Sep 17, 2010 9:09 pm
by darkgod
hum quite convoluted indeed..
You' have to come up with some ideas for the zones too :)

Re: Ideas for Quests and Dungeons

Posted: Fri Sep 17, 2010 9:11 pm
by Burb Lulls
Susramanian wrote:The Elder: How fares your new portal-creating quest?

Response: Badly. Tannen stole the Orb and I had to reclaim it by force. You might have heard a bit of banging and screaming coming from his tower a while back. You'll need a new High Mystic.
AND A MOP.

This is a great quest. I'm all for diversification, making different character runs... different. I was going to add my own little quest here, but I don't want to interrupt your flow too badly. I'll put it somewhere else. :)

Re: Ideas for Quests and Dungeons

Posted: Fri Sep 17, 2010 9:37 pm
by Susramanian
The flow is pretty much over. The last part of the quest isn't anything special. I intended this thread to be a collection of quest and dungeon ideas from everybody. I may have kicked it off with a wall of text, but I don't want to monopolize it :)
Burb Lulls wrote:AND A MOP.
I'm sick. Quit making me laugh!

Re: Ideas for Quests and Dungeons

Posted: Fri Sep 17, 2010 10:56 pm
by Susramanian
darkgod wrote:...
You' have to come up with some ideas for the zones too :)
Here are my thoughts for new zones that I referenced in my earlier quest proposal. Their levels should depend on the player's level, since you can get the quest as early as just having completed the spider cave to as late as having already beaten the blue wizards. Each dungeon should have around 3 levels. We don't want to tie the player up for half the game in one sidequest.

Vor Armory: Layout like Tol Falas or Amon Sul. Full of orcs, especially those found in Vor Pride. Throw in various bone golems and dragons, since the orcs seem to like hanging out with them. The last level should be a bonanza of hoarded weapons and armor with a ton of elite uruk berserker guards. Boss: Warmaster Gnarg. Make him like that orc leading the Tol Falas ambush; he rushes a lot, hits like a truck, and is generally best dealt with at range. He drops a galvorn-level greatsword:
The Vor Warmaster Murderblade
+5 Strength
+5 Dex
+5 Con
+.2 mastery (Both Two-handed weapons trees)

Lair of Briagh: Sand walls, layout like the spider caves in the Far East, enemies like the Sandworm Lair. Maybe include some non-sand dragons, just for fun. Boss: Briagh, the Great Sand Wyrm. He does sand wyrm things, only more so. Maybe make him magical, throwing all sorts of surprising spells at the player. Give him probability travel to simulate rapid sand-tunneling. He drops the Resonating Diamond, of course, as well as a couple random unique gems. Gem ideas:
Flame Ruby: +4 to all stats, 30% fire resistance, 10% fire damage.
Adamant Runestone: 5 Armor, 10 Defense
Dripping Bloodstone: 60% Stun and Knockback immunity
Emerald of Life: 10% all resistances, +.2 mastery in Nature

I'm sure people can come up with a lot more of these.

Demon Nest: This is where the player gets dumped when they use the fake Orb of Many Ways at the portal in Moria. It's filled with lava and demons. Lots of dangerous, wide-open spaces. Hallways are wide and cave-like, as in the spider cave. Boss: Draebor the Imp. Somehow he survived ToME 2. He casts phase door and teleport like crazy, on the player as well as himself. He hurls fireballs, summons other demons, casts displacement shield, and is generally a huge nuisance. He drops boots:
Boots of Phasing
+6 Dex
+10 Cunning
+1 Phase Door talent level
+1 Displacement Shield talent level

The Ruins of Orthanc: Orthanc crumbled after the War of the Ring, and only the ground floor and basement remain. Ground floor is round, full of broken-down walls and trees. The basement door is locked, only opening if the player has Tannen's key. The basement has standard rock walls and narrow corridors. Maybe go with the standard Tol Falas / Amon Sul layout. Can't go wrong with that. It's inhabited by undead orcs and ents. Boss: Shade of Saruman. He passes through walls, casts spells from Saruman's Broken Staff, summons undead, and reanimates undead you kill. He drops the only physical object he's carrying: Saruman's Broken Staff.
Top half of Saruman's Staff:
25 spellpower, +5 Willpower

Bottom half of Saruman's Staff:
+5 Magic, +20% Cold damage, +20% Acid damage +50 mana.

Wielded together (one in each hand), they're comparable to a really good staff of wizardry. But the player could choose to wield only one, leaving a hand open for a shield or something. An interesting new option for casters.

Tannen's Tower: One basement level, and at least three levels above that. The basement is really Tannen's private dungeon, full of cells containing all manner of... whatever. Criminals, monsters, Tannen's rivals, even the player depending on dialog choices. All inmates have been driven mad and will attack the player, even if he lets them out. The jailers are demons pressed into service by Tannen. The ground floor and everything above it are nice and round, with circular hallways and wedge-shaped rooms. Darkgod, I'm sure you've played Dragon Age, so think of the mage tower in that. Tannen's Tower contains a bunch of animated golem servants that attack the player on sight. At the top is Tannen, who is not really a dangerous opponent, but who has now used his newfound knowledge of portals to summon a really nasty spirit into his biggest golem. He slams some doors shut when you enter the level, forcing you to deal with the golem. Once it's dead, the doors open and Tannen attacks in desperation. Make him a comically easy kill after the golem. He drops the player's Blood-Runed Athame and Resonating Diamond. He also drops the Orb of Many Ways if the player gave it to him. No special artifacts, as he was kind of a chump. Maybe just some random egos.

Re: Ideas for Quests and Dungeons

Posted: Sat Sep 18, 2010 1:05 am
by Patryn
Ahhahaha! I like where this is going. Sound like fun!

The idea with the broken (and thus 1-hand) staff is nice. A good opportunity to bring in more diversity in your build/equip!

Just one thing: The "Flame Ruby" is to strong (IMHO). However this idea is nice to give ppl access to special jewels, especially since this is something every class can use to combine to a ring that meets its needs!
How about randomizing it? The Great Sand Wyrm droppes two ego jewels of rank 4.
Ego in this context means, giving it a random enchant that can appear on rings/amulets (except carged, but including "of the fish") in addition to its type-based boni.
e.g. a ruby of regeneration would give +4 all stata and 0.6 hp/round.
The quality of the ego-enchant would equal a galvorn ring/amulet (rank4 ring == rank4 gem).


And reading your thread gave me a couple of ideas... gotta work em out, but I will do so in an extra thread. I know, this is meant to be a questidea-proposal-metathread but as you see quests take much more space to work out and discuss than a ego/artifact proposal. ;)

Re: Ideas for Quests and Dungeons

Posted: Sat Sep 18, 2010 3:36 pm
by marvalis
Just a few story related questions on my behalf:

* What is the political interest of Elder in Minas Tirith for creating the portal? E.g. they want to make an alliance with the sunpaladins?
* How did the east and west get separated in the first place?
* Once the portal is created, who will guard it? Or is that not needed because you need the orb? Maybe it would be best to have sunpaladins and humans guard each end of the portal?

The elder does not mind you killing his mystic? I can imagine that the mystic might have had some followers who might not be happy with his untimely death. How will all this affect the elder?
At least have the player thrown in a prison for a few turns until they resolve the issue ^_^ that ought to be fun. Off course you can resist the arrest, but then you turn the entire town hostile closing all shops and elimination all future quests. Once the word of the massacre gets out... you might find yourself allied with unexpected factions ^_^ (this chain of event might open up an 'evil' side-story in the post-portal west.). Hell, you might even play the good guy in the east, and be climb to the power in the forces of 'evil' in the west. As long as you are the only person that uses the portal, who is going to know? The sun paladins might not be happy when they find out who you killed ^_^. I see so many possibilities here. The sunpaladins might even agree to cooperate with you after they find out you killed people in the town, because they cannot verify the facts, and because of practical reasons. Once they get a hold of the orb, they might not be so friendly anymore... :D.

Some more crazy idea's: Factions are already build into tome right? Maybe we can use those to determine your relationship with the world. While Minas is hostile, you might be contacted by some vampires. This would lead to its own plotline involving competing bloodlines and you can be allied with one or another, while beeing hostile to humans and another faction of vampires. Trough this questline you might be able to unlock the vampire race.

Killing people in minas might trigger events on the world map. For example, an expedition of royal knights might be send out to seek the person who burned minas to the ground. You better not tell them you did it (they will ask you questions) or be prepared to fight them.

All this leads me to the following question: How does politics in the west work? Who is in power? Who maintains order, and what is the position of each town within that order. What are the factions, and how are they related to eachother (for example, humans, elves, orcs, vampires, sunpaladins, ...).

Susramanian wrote:Each dungeon should have around 3 levels. We don't want to tie the player up for half the game in one sidequest.
Good idea
Burb Lulls wrote:AND A MOP.
Good joke, add it to the game.
Susramanian wrote:Elder: That's extraordinary! I know a number of merchant princes who will salivate at the idea of new trade routes opening. But tell me, how fares your quest for the staff?
He should be more concerned about his village than about a few princes :P.

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'Having a trade route between the west and the east opens some economical and political opportunities for our village. We should treat this project with the utmost care. Beware of people seeking the power of the orb for themselves.'
I come bearing instructions on how to construct a similar portal here in Minas Tirith
How about advice instead of instructions... or even better something like 'I heard a wise man like you might have some advise' or something like that. Instructions make it feel like it was predetermined rather than coincidental.

I just found out about this site for ideas about items/quests
http://tolkiengateway.net/wiki/Main_Page

Re: Ideas for Quests and Dungeons

Posted: Tue Sep 21, 2010 9:27 am
by darkgod
The east and the west were never aware of each other.
The elves of the east are some of the avari that did not follow the valar and instead wandered the lands, and eventually the sea.
The humans are the descandants of an expedition sent around the world by Numenor during the second age.

But yes I agree, killing the guy could spell trouble, maybe this part should be changed a bit, like he is not the royal mystic, just some guy the king heard about

Re: Ideas for Quests and Dungeons

Posted: Tue Sep 21, 2010 12:39 pm
by darkgod
First half implemented!
You can now go back to the west!