CLICK HERE TO DOWNLOAD THIS FILE
Justin Pappas
Feb, 2008
Group quest design for DDO
The Good Lady of Resurrection
~The quest begins when a key drops from an undead zombie during another quest. Upon examining the key, the player will discover that it has a symbol on it. The symbol is of a winged skull rising from a red, mist draped puddle. The player is prompted to ask around town about the key. Very few recognize the key.
Dialogue:
~ The player wanders into a graveyard to discover someone weeping over a grave. This person, Nilrayes, recognizes the key.
Dialogue:
Here you have the option of accepting or denying the quest.
~I will take this to the good lady and see for myself what kind of treasure she can offer me. I can’t be sure of what I’m getting into, I should take friends.
~I don’t want to get mixed up in this. Hopefully I can sell this key.
~ The player ventures to and enters “The Good Ladies Cleft.”
~ On the floor of the long and tall canyon there are many ramshackle houses and shacks constructed from junk and refuse. At the end of the row there is a taller wooden cabin, with smoke rising from its slim chimney up and out of the canyon. Making your way up to the cabin, you can see that many people mill about, walking in and out of their shacks, cooking food, or just wandering the streets between. Many have pictures or idols of dearly departed with them. You can talk to many of these destitute people.
Dialogue:
~ As the player approaches the gate to the good lady’s cabin he can see that many dim witted folk mindlessly wander about her yard. Inside, the good lady’s house is cluttered with many magical items. A large fire burns in a pit in the center of the cabin. The good lady sits hunched over a desk. The player speaks to her.
Dialogue:
~ Now the player must venture out to the many small islands to the east of Three Barrel Cove in search of the two remaining keys. ( The quest could be extended here into a campaign, simply by adding detailed quests and dungeons to the process of obtaining each key ) one key is in the north quadrant of the islands and one key is to the south east. Each key is guarded by a zombie.
~ The player returns with all three keys to the good lady at “The Good Lady’s Cleft” upon entering The Good Lady’s Cleft, the player discovers that the ramshackle town is under attack by an undead army.
~ The player must fight off the undead army.
~ After defeating the undead army, NPC’s in the town have some dialogue if spoken to by the player.
Dialogue:
~ The player enters the good lady’s cabin. The good lady crouches in a corner, ready for battle with sword and shield drawn.
Dialogue:
~ The good lady offers to reward you with a Resurrection Spell if you carry out her will.
~ The player must now go behind the good lady’s house and use all three keys to open the circling door. The player must enter and descend the circling stair. The stair goes down in a wide spiral, in the middle there is a long open area with a circular courtyard at the bottom (much like the Guggenheim museum. http://www.jmg-galleries.com/blog_images/121506_guggenheim_II_520c.jpg ) at the center of the courtyard lies an abomination of flesh, a twisted creature that shakes and moans with great anguish. He is trapped in a cylindrical cell with no ceiling, like within the walled bull’s-eye of a dart board. Every few feet away from the cell there is another cylindrical wall, like raised walls along the rings of a bull’s-eye. As the player descends the circling stair they come across rooms with switches. Pulling each switch causes the innermost wall of the creature’s cell to fall away, thereby expanding the enclosure of the creature. The creature wanders around and explores its enclosure as it has grown with each pull of the switches.
~ As the player reaches the bottom of the circling stair, they flip the final switch, closing off their path back up the stair and opening the final ring, revealing the creature. The player notices that there are many small holes in the ground. The creature trembles and roars as undead rise up around it and attack.
~ The player must fight the creature and it’s undead protectors.
~ When the creature is at 40% health there is an EVENT
~ The ground shakes and the grinding of large wooden gears can be heard as the floor begins to descend, down like a platform elevator. The voice of the good lady can be heard from a cage that descends along with you attached to the side of the platform.
Dialogue:
~ The player must now find a way to disable the trap. The trap cannot be disabled without a gear that the creature has.
~ The player (with the help of their party) must slay the creature and take the gear.
~ The gear must be used to stop the descent of the platform. If the platform is not stopped in time then spikes come through the floor and wipe the party.
~ After defeating the creature, the Good Lady’s cage splits open and she jumps down onto the platform. She raises her staff and screams. At this very moment the townsfolk burst in through the circling door and come to the edge of the platform, raising their idols above their heads and calling out the names of their lost loved ones.
Dialogue:
~ The good lady strikes her staff against the ground and many undead rise to join in the fight. The player must defend themselves against the undead (which are invincible) all the while combating the good lady.
~ When the good lady reaches 10% HP the gates crash down and the townsfolk pour in. They descend quickly upon the good lady in a great pile and crush the life out of her.
Dialogue:
~ As the good lady falls, a white shock wave issues forth from her staff, smiting all undead in the vicinity.
~ The player and their companions can choose form an array of equipment enchanted with spells that defend against attacks from the undead.
~ As the players recall out of the dungeon they can look around and see the townsfolk kneeling and weeping by the bodies of the undead. The townsfolk say various things at this moment.
Dialogue:
The Quest Ends Here.