Hello again Forumites! NONVIOLENCE from Argo here again, with another pack idea. Or rather another set of F2P quests for you to peruse, since newcomers could always use more accessible content.
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Having just come back after 5 1/2 Months of Downtime (Thanks, Quarantine!) I decided to have a peek about the new content, and I like the way many of these things were implemented and updated. The Gatekeepers' Grove is very cool, the new pack centered on them makes use of The Cerulean Hills, and they EVEN took my advice to use the Temple of Arawai for a quest, and the Collapsed Shaft for a quest centered on low-level Mechanical mobs (drones, iron defenders etc) so that was cool for sure. I also feel like the update of Catacombs is really well done, removing a portion of the tedium and even adding some more difficult mobs in certain areas.
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That said, this game is largely locked behind VIP for the content, which often limits or irks people who are coming back to old MMOs to experience a bit of retrogaming or nostalgia. TO THAT END, the addition of more F2P quests is always welcome (Like Tower of Frost). Thus, the following: 3 Ideas for F2P Quests.
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QUEST 1: HARD WORK HARDLY WORKS *LEVEL 6, EPIC LEVEL 24*
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Prompt: Weskynn Reedholme would like to grow some Crops. He'd like to grow crops, take them to market, and feed his family with the money made thereafter. But Weskynn can't seem to catch a break. The well is broken by troglodytes. The creek is awash in Elementals. The fields overrun with menacing scarecrows come to life, the road is filthy with Bandits, harpies are mucking up the attic and the grain silo is full of Dire Rats. To make matters worse, a portal to Shavarath has opened in his den, leaving him with loathsome Abishai squatters! And the Stormreach Watch refuses to believe him! He's come to the market in a last ditch attempt to seek help! Will you aid him?
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I see this quest as a Homestead quest like Rosemary's Ballad, but with a larger outdoor portion of the map, where you have to rid the property of all the monsters and mobs that plague it, and a chance to use language skills inside the home to convince various devil squatters to leave the residence, or fight their leader. Monsters would be Rats (of all types) in the Grain Area, Scarecrows in the field, along with the Shaman that controls them, Water/Earth and Air Elementals by the creek, along with Gnat Swarms and maybe even some animated Moss/Rocks like in Lord of Stone and an Enchanter drunk on power, Harpies, Kobolds and Spiders in the home, Troglodytes by the well, and assorted Human Bandits on the road to the house. The Abishai are all named, and you can convince them to return to Shavarath with Bluff, Diplo and Intim. There are 5 of them. If you don't convince them, or fail, you fight them instead. Less XP but more loot.
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Boss: Xerricalux'urdnash - Horned Devil.
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QUEST 2: MINING YOUR OWN BUSINESS *LEVEL 9, EPIC LEVEL 24*
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Prompt: The Belaigurd Mining Conglomerate would like to open operations in Tangleroot Gorge, to explore for Silver and Iron deposits. But they've run into problems with the Kobold Workers Union, as well as the Druids' Environmental Preservation Society and the Hobgoblins under the Sovereignty of the Darguun. Your help has been requested in assuaging concerns with these many fractious groups.
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This quest would be three-pronged in it's objectives 1. The Kobold workers fear for their lives in the Gorge, so you must go to the excavation site and clear all the Jungle Threats (Scorpions, Feral Cats / Panthers, Vine Horrors). 2. The Druids worry about the sanctity of the Natural Wildlife when mining begins. To do this you must place wards that discourage Animals and Monsters from entering into the excavation while it's ongoing, and see to the removal of Belaigurd staff who have more nefarious intentions with the ecosystem. You can only do 1 or 2, but not both because they exclude each other. If you do the Kobolds, you need to Fight Off the Druids or Diplo Check them by citing other dangers. If you do the Druids, you need to Pay Off the Kobolds OR Bluff them and threaten to replace them with Warforged workers. Either way you have to contend with the Hobgoblins (3) by either defeating their Champion or teaming up with them to seize control of a nearby Cave lousy with Umber Hulks so they can retrieve a lost Signet that defines their Leadership. This quest is about options.
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Boss: Bonecrusher Queen - Giant Scorpion or Marvin Sendelhusc - Human Fighter and then Champion Yorgo - Hobgoblin or Ochre Mandible - Umber Hulk.
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QUEST 3: BEACH BODIES *LEVEL 12, EPIC LEVEL 24*
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Prompt: Stormreach is renowned for it's fishing community, having sustained much of the populace in the events after the last war. It remains a staple industry alongside Shipping and Mercantile Storage. Yet something has alarmed the local fisherman. Nets pulled up by trawlers have been snagging corpses from the sea... people in the harbor are going missing... and a peculiar noise has been welling up from the sewer system that sustains the City. Harbormaster Zin has convinced Coin Lord Graden Wylkes that this merits investigation, and you have been given that task by his Personal Factotum Pelliar ir'Hussmern.
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I would start this quest in the residential area in the Inspired Quarter, where you pursue several clues to the home of Dock Watchman Crimmy Niall, and then you pursue him and his Bugbear accomplice to the Stormreach Sewers where you navigate the maze to the nearby Bay, where you find the Zombified form of Hazadill, the Necromancer who raised him, Graden Wylkes Secretary who was selling his financial information on the downlow and the Sharn Agent who orchestrated the event. It's revealed that the bizarre noise was Hazadill's eerie wailing after being turned into a Flesh Golem and that the bodies that showed up in the tide had been killed by Thugs working for the Syndicate Head that replaced Talon Darsin, Galadvatch Virson. Mobs in here would be varied, Kobolds, Human/Halfling/Dwarf Rogues and Human Tempest rangers (with that unique tempest animation), Bugbears, Ooze of various types, Bats, Rats, Giant Gelatinous Cubes, Zombies, and Ghouls.
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Boss: Kronenkirk - Human Necromancer, Hazadill - Flesh Golem Bugbear, Pelliar ir'Hussmern - Human Wizard, and Galadvatch Virson - Half Elf Tempest
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NPCs for this would be Weskynn Reedholme (in the Market) Brant Smythe Belaigurd (in House Phiarlan) and Pelliar ir'Hussmern (in the Inspired Quarter).
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AND NOW FOR THE LOOT!
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QUEST 1

Devilish Delight ~ Trinket ML 6 / ML 24
  • Yellow Augment Slot
  • Blue Augment Slot
  • Green Augment Slot
  • When all 3 Augment Slots are filled: Gain Brimstone Guard - When struck by enemies, chance to inflict Fire 1d4 + Poison 1d4 DOT that can stack 5 times. Epic is 6d4 stacking 20 times.
  • Quality Potency +10


Harpy Feather Cap ~ Helmet ML 6 / ML 24
  • Featherfalling / Whirlwind Guard
  • Jump +10 / Jump +19
  • Dodge +3% / Dodge +12%
  • Blue Augment Slot
  • Greater Deception


Amphibious Mandolin ~ Greatclub ML 6 / ML 24
  • Swing n Sing: When you play a bardsong, gain +5 Acc for the duration of the music. Epic is +20 Acc
  • On Crit 3d4 Bludgeon Damage / 14d6 Bludgeon Damage
  • On Hit 2d6 Acid Damage / 12d6 Acid Damage
  • Red Augment Slot
  • Boneshatter
  • Orange Augment Slot


Rat King Capelet ~ Cape ML 6 / ML 24
  • Fetid Guard: Mobs that strike you have a chance to become immobilized by Nausea (DC 17). Epic is DC 50 Does not affect undead, constructs, etc.
  • Sneak Attack Bonus +3 / +6
  • Insightful Sneak Attack Bonus +1 / +4
  • Quality Sneak Attack Bonus +1 / +2
  • Green Augment Slot


QUEST 2

Kobold Union Pin ~ Trinket ML 9 / ML 24 Any Chest
  • Yellow Augment Slot
  • Blue Augment Slot
  • Green Augment Slot
  • When all 3 Augment Slots are filled: Gain Fight or Flight - When struck by enemies, chance to cast Battle Boost (10%) +5 W.att and Haste. Epic is +10 and Haste
  • Quality Dodge +5%


Purple Scorpion Stinger ~ Repeating Light Xbow ML 9 / ML 24 Kobold Path
  • Paralyzing DC 17 / Paralyzing DC 50
  • On Hit 3d6 Poison Damage / 12d6 Poison Damage
  • On Crit 4d6 Acid Damage / 14d6 Acid Damage
  • Melting Shots: %Chance when struck to be made vulnerable to Acid and Poison
  • Blinding Poison DC 50 (proc every 12 sec)
  • Orange Augment Slot


Champion Yorgo's Neckbrace ~ Necklace ML 9 / ML 24 Hobgoblins' Path
  • STR +5 / STR+11
  • Insightful STR +2 / +5
  • Quality STR +1 / +2
  • Parrying +4 / +6
  • Green Augment Slot


Panther Skin Greaves ~ Cape ML 9 / ML 24 Druid Path
  • Lithe Movement (1/day Clicky 45% Movement) / (3/day)
  • Flexibility (When equipped, can use DEX to Damage / Epic is DEX to Damage AND Hit
  • Cat-Like Reflexes (+4 Insight to Reflex) / +10
  • DEX +5 / +11
  • Green Augment Slot


QUEST 3

Absurdly Shiny Clasp ~ Trinket ML 12 / ML 24
  • Yellow Augment Slot
  • Blue Augment Slot
  • Green Augment Slot
  • When all 3 Augment Slots are filled: Gain Flesh to Gold Guard - When struck by enemies, chance to cast Flesh to Gold DC 32 Epic is DC 50
  • Quality Spell Saves +5


Cold Comfort ~ Dagger ML 12 / ML 24
  • Freezing DC 32 / Freezing DC 50
  • On Hit 3d6 Cold Damage / 12d6 Cold Damage
  • On Crit 4d6 Evil Damage / 14d6 Evil Damage
  • Twisted Metal: Damage is Both Piercing and Slashing
  • Phlebotomizing
  • Orange Augment Slot


Cruel and Unusual ~ Dagger ML 12 / ML 24
  • INT +7 / +11
  • Quality INT +1 / +2
  • Necromancy Focus +3 / +5
  • Insightful Necromancy Focus +2 / +3
  • Insightful INT +5
  • Orange Augment Slot


Thug's Treads ~ Boots ML 12 / ML 24
  • False Life +30 / +49
  • Vitality +25 / +37
  • Nimble Hands +15 to Pick Lock / Disable / +19
  • Improved Deception /Epic is Greater Deception
  • Green Augment Slot


And Additionally, all 3 Quests and their chests have a % chance to drop a special Orange Augment in Epic (24)

Petrified Tooth ~ Orange Augment / ML 24
  • Adds Adamantine as a Damage Type
  • Adds 1d4 Bane Damage On-Hit
  • Vorpal Hits inflict a stacking Bleed Effect on Mobs that can suffer from bleeding, proc cooldown is 12 sec, Damage scales with W. att.


Heart of the Problem ~ Orange Augment / ML 24
  • Adds EVIL + CHAOS as Damage Types
  • Adds 1d4 Chaotic Damage On-Hit
  • Vorpal Hits inflict Confusion on Mobs (DC 50) proc cooldown is 12 sec


Stun Powder Cache ~ Orange Augment / ML 24
  • Adds Magical as a Damage Type
  • Adds 1d4 Force Damage On-Hit
  • Vorpal Hits inflict Stun (Helpless) on Mobs (DC 50) proc cooldown is 12 sec


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And that's all. Please feel free to comment and tell me what you think of this idea. Any ways you'd add something?