If you remember the old Hullack Quest Trilogy…
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What did you like the most about it? Why would you like to see something like that back in the module?
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The linked basis of the three quests provided a continuity to events which is probably somewhat lacking at the moment. To get to C you needed to do A and B first so it had the old cause and effect rule as well.
And as you moved from A to B to C the feeling of epic-ness and achievement grew with it.
Orc Sewers was a fairly standard, if really fun, quest.
Hullack was often a scary and challenging quest which you could be proud of completing alive.
Slum Sewers barely anyone ever finished but even if not started, it affected the entire server.So a linked storyline series of quests would be indeed very, very cool.
That being said, I'd think long and hard about having a quest consequence such as the slums invasion again. It tended to bring more grief and misery than enjoyment due to mass deaths and corpse looting - plus the lag meant all other activities/questing generally had to stop until the invasion stopped.
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The fact it really felt as a plot. It affected the whole server (the less important side) and it gave you breaks, between a part and the next one, to include new characters and roleplay the whole situation.
For example it would be cool to have a Gilmor focused quest, that you can do only if someone else has explored the tower and found the spoiler on top. (maybe the spoiler drop Gilmor's key, that opens a dungeon at the end of which you can take the quest). It gives you reasons to send low level characters in, without following them, and then possibly include them in the higher levels quest.
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You guys do realise we already have a continuation quest. The Priest from the Tymoran Crypts, is the same one as the one in the Slum Daughter quest. He even mentions several things that explain what and why he is doing things. Perhaps simply add a single quest in between these two, as to make a chain of them. One perhaps level 4-8. That way you have a 1-5, 4-8, and 7+ quest chain.
That being said, the thing I liked most about the trilogy was the magnitude and length of the quest. It truly felt like you were accomplishing and effecting things, and including plenty of people. It was like a DM Mini-Plot in itself, nearly.
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You guys do realise we already have a continuation quest. The Priest from the Tymoran Crypts, is the same one as the one in the Slum Daughter quest. He even mentions several things that explain what and why he is doing things. Perhaps simply add a single quest in between these two, as to make a chain of them. One perhaps level 4-8. That way you have a 1-5, 4-8, and 7+ quest chain.
That being said, the thing I liked most about the trilogy was the magnitude and length of the quest. It truly felt like you were accomplishing and effecting things, and including plenty of people. It was like a DM Mini-Plot in itself, nearly.
I think the draw back on this is that you aren't going to go from level 1 to 10 doing the "middle quest" in this series if it was added. Hullack started 5+ only.
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The how about making shrine 1-6, the middle quest stays 4-8, and make the last one 5+? Or would that make it too easy, and at the same time not resolve the problem at hand?
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I enjoyed the depth and difficulty of the quest and how it tied in to a very real story line. There were also different portions of the triad that would lend focus to differing classes/abilities. The spawns also changed depending on party/levels…nothing gets the old ticker going like suprises.
I like the 5+ level go vice shifting. Party play and interaction was a lot of what made it great. Keeping a party together for the whole run and succeeding was monumental.
Viking
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The epic feel of the Hullack trilogy was my favorite part. The amount of effort and time it took to complete it. It felt like a major accomplishment every time; because it was! In addition to the high difficulty and the automatic server-changing element. We could always use another slum invasion.
PLEASE TO BE BRINGING THIS BACK.
Longest quest ever, hardest quest ever = most fulfilling quest ever
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An idea is in the works.
I could maybe use some volunteers to help build areas. It would speed things up.
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I would love a quest which involves some of the less seen denizens of Faerun, such as Gnolls or something which delves into the underdark that doesnt involve Drow for once. We get it, its Dark and Gloomy and Drow live there, we dont need to be reminded of that. Perhaps some sort of Mindflayer plot which involves both the surface and the underdark.
As for builders, I can help build areas, I think im fairly good when it comes to getting the atmosphere of an area to feel right and transitions arent a problem, I am not familiar with triggers though so it would have to be purely building for me.
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Underdark Trilogy IMO!
Bring back the Trilogy of AWesomness
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Nah, don't trivialize the Underdark with repeatable quests, it needs to feel ultra scary and deadly.
I'd like to see a 3 or 4 part series of very long quests that span extra-planar areas. Allows for a lot of variety,
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I agree, we need more planar stuff. Something spanning from the seven heavens of celestia to hades, ending in sigil, or something like that.
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Good work dropping the slum tower spoiler. I was so excited when I first found out about that.
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Monster creator volunteers, Moloch? can be done!
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My introduction to this server several years back now was dying multiple times at level one to an orc invasion of the slums. Some of them had made there way into east arabel and killed my character right as it got off the turnip wagon to town. Ah… the fond memories. I haven't left since. Sadly I was never able to complete that quest. I tried it once and the majority of our party fell to a meteor storm spell or somesuch. If something like this quest was reintroduced I would encourage you to place it in such a way that it will not slay the noobs.
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@Bolthor:
The epic feel of the Hullack trilogy was my favorite part. The amount of effort and time it took to complete it. It felt like a major accomplishment every time; because it was! In addition to the high difficulty and the automatic server-changing element. We could always use another slum invasion.
PLEASE TO BE BRINGING THIS BACK.
Longest quest ever, hardest quest ever = most fulfilling quest ever
This, plus the almost guaranteed death of a certain dwarf.
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Bah
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I personally loved this quest, never even finished the Sewer part, but I'll always remember my Tempan cleric running into the market, recruiting a bunch of n00blets, a team of 4+ running them in, watching them get slaughtered after taking out one orc, and recruiting a whole new swarm of nooblets!
Also I'd happily help create areas/loot/monsters/npc's to be repeatedly shot down over and over again! Look at my post count in the 101 1 Shot quest ideas!
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Id love to see a trio like the earlier one, though if done, why not tie it to some of the less known plot lines on coa and its history? With so many characters not lasting more than a few months, and a focus on big fires rather than long lasting flames in terms of characters, big quests like this would definately bring back some of the old epic feel.
An example would be:
Part A. House Thond is having trouble with Brimstone smells in their estate. The group is send out to investigate. An actual investigation, with use of persuade, intimidate and bluff to the staff of the household, and search, spot and listen + lore and spellcraft.
In short, an actual investigation, where characters' skills are put to use. Through this, perhaps some extra dialog can be thrown in, where people can learn more of the marriage between Thond + Cassiel, and other secrets along the way. (The whole spoiler filled relationship between William and Bhaliir for instance).
They eventually find a crowled figure who spawns various monsters and disappears.
Part B: Upon completion, William or Cara sends the group to the Wild Goose, to speak with a Hooded Figure. This man tells of a secret portal, leading to an ancient citadel deep beneath the city (The Witch hunter spoiler location). This place could be overrun by demons and devils, and the group goes to fight them off.
Here again, various bid pieces of old lore could be found, linking perhaps to some of the things learned on quest A.Upon completion, an odd stone is found, and indications of an imminent attack from the Shadovar is learned, planning to attack Flynn.
Part C would then be an attack upon Flynn by the Shadovar. By using an off city location, it would mean that there is a bigger choice as to whether you wish to protect the city, or you wish to stay safe in Arabel.
While Flynn is attacked, a group could then be send behind enemy lines,
Perhaps even the Shadovar city itself, to find and either persuade a certain someone, or kill him to stop the attacks. If killing him, the city would go hostile.But that was just an idea.