Spooktober is approaching a close, and Nonviolence (that's me) is back again with another Adventure Pack idea, before it passes by!

Quest Level : 29 (Scaled Legendary 32) - I'd say this is a small pack, so 3 quests tops. No more than 450 tp.

Plot Hook: Jebezook Nackle is a Boss / Enemy NPC from Magma Must Flow in the Cogs / Sharn, written in as an Egoistic Wizard who has attempted several times to obliterate Sharn, conquer it, or turn the inhabitants into his personal magical guinea pigs. Sporting a Napoleon complex and a disdain for muscle-headed brutes, politics, and basic empathy, he has once again come up with a scheme (one among many) to bring Sharn to its knees.

By request of the Lord Mayor, the Sharn Watch has sent you to disrupt the schemes of Nackle, freshly escaped from his Magical Holding Cell. Rushing down to the Middle City, you find yourself in the Office of Dalaina Ironhand (City Council of the Middle Tavick's Landing District {ref. Wiki}) who is part of the Bloc that opposes Boromar Expansionism. Her concerns are laid bare when she mentions a spread of violent crime, extortion and theft of magical items. Hanging on her last word, you inquire about the Magical Goods being smuggled... a list of 3 items is enough to prompt your immediate reaction; A Purified Mror-Forged Glass Lens, a Prototype Alchemical Enginette and a Feydark Spellseed from the Faerie Court! BUT! Scarcely a moment passes and the sound of shouting civilians can be heard outside; you leap into action!


Quest 1 : Minimizing Mayhem
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  • Speak of the Devil and he appears, Jebezook Nackle is terrorizing the populace in the Middle District! And he isn't alone, a contingent of Thugs and Boromar Riders accompany him causing all manner of trouble! However, after a brief nefarious tirade he rides by you in a sky coach... he appears to be en-route to the Halls of Artifice at the Western Skydock! You must beat him to the punch!
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    • 1. Cross the alleyways and skyways that lead to the Halls of Artifice.
    • 2. Defeat groups of Thugs and Boromar Agents along the way.
    • 3. Wipe out the Warforged Criminal Enforcers and the Boromar Commander.
    • 4. Enter the Hall of Artifice and pursue Nackle, while dodging the security constructs he activated.
    • 5. Solve the central access puzzle.
    • 6. Attempt to prevent Nackle from acquiring the Enginette (at 10% quest ends, but he gets the Enginette with the help of Rovinon Boromar and flees).

Enemy List: Boromar Raptor Rider, Wild Plains Raptor, Talenta Blademaw (large Raptor), Boromar Enforcer, Boromar Sharpshooter, Boromar Acrobat, Boromar Spellweaver, Boromar Huntmaster (All Halfling), Thugs <Rough Neighborhood> Ogres, Humans, Dwarves, Elves, Gnomes. Constructs, Warforged, Adamantine Defenders, Sentinels, Sniper Drones, Shield Guardians, Iron Golems.

Quest 2 : Miniscule Menace
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  • You can hardly catch a break, the thefts increase and the violence escalates, when word comes in about trouble in the Cogs... without a doubt you know it to be that thrice-danged Gnome once again, up to no good. You intend to meet up with the anonymous tipster who gave away his location, only to be caught in an ambush! Menacing you with his newly crafted alchemical weapon, Nackle cackles and activates it! the world begins to warp and tremble around you, and you hear a *pop* as everything fades to black.
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    • 1. Casting your eyes about you can see the space around you high and towering! You have been shrunk down to the size of a rat! You need to fix this.
    • 2. Navigate out of the Cogs to the Guard House, only then can you contact the Watch.
    • 3. Clear out the Wire Tunnels of rogue constructs, rats and other pests and vermin.
    • 4. Nackle's foolishness has enticed the creatures of the Faerie Court, and the Feydark begins to leak into the Cogs, you must hinder the portal's expansion.
    • 5. Destroy Dark Fairy Rings (Mushrooms) / Rescue citizens who have been Shrunk.
    • 6. Defeat Rovinon Boromar in a Duel.
    • 7. Track down and capture the False Tipster and bring him to the Watch Captain at the Guard House.

Enemy List: Rats (Sleek Black Rat, Grey Rat, Royal Rat), Constructs (Adamantine Defender, Sonic Defender, Malfunctioning Drone, Malfunctioning Walker Construct), Cogs Residents / Enemies (Kobolds, Humans, Dwarves, Elves, Gnomes), Thugs (Half Orc, Human, Gnoll, Minotaur, Goblin), Troglodytes, Wisps (Electrical Phantoms) & Dark Fey (Pixies, Shadow Creepers, Worgs, Living Shadows, Gremlins (fey Goblins), Yeth Hounds).

Quest 3 : What Goes Around
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  • Things go from bad to worse just as you manage to undo your issues with verticality, the whole of the lower city is in uproar! Things are being shrunk, fey rings are appearing en masse and the Boromar Clan, however they play it, is benefiting from the looting and the damages, which is as much as their Lieutenant Devarimus Boromar gloats about, speaking plainly to the fact that the Boromar Diplomats plan to claim the insurance over the properties, build back with contract money and as for the numerous missing goods and stolen livelihoods, they cannot say. Holding back some choice words, you head out after Nackle before things escalate even further, the Boromar Clan can wait.
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    • 1. Traverse the Lower City, closing Fey Rings and crushing Nackle's Constructs & Magical Forces.
    • 2. Find the Spell-Sealed Wall.
    • 3. Shrink down again with help from a Twelve Diplomat, and bypass the Spell-Sealed Wall.
    • 4. Break the Spell-Sealing Ward, returning to Normal Size. Fend off various Enemies while doing so.
    • 5. Pursue Nackle across the rooftops. Rescue imperiled citizens from various threats.
    • 6. Crush the Boromar Bodyguards.
    • 7. Track Nackle to the Morgrave University field office.
    • 8. Confront and Defeat Nackle. (Turning his own device against him in the end, by activating it when he's in range at 10% HP)
    • 9. Close the final Feydark portal, as well as face off against the last Monster to exit it, a Darkling accompanied by 2 large Yeth Hounds.
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After you defeat Nackle, several casters teleport in and confine him to an enchanted Glass Jar (with air holes, obv) to keep him imprisoned in.

Also, this quest has a mechanic that if you step on certain marked areas, you'll shrink which allows access to other areas. Similar to the mirror in Through a Mirror Darkly.
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Enemy List: Boromar Raptor Rider, Wild Plains Raptor, Talenta Blademaw (large Raptor), Boromar Bigclub, Boromar Sharpshooter, Boromar Spellweaver, Boromar Bodyguard(All Halfling), Constructs, Warforged, Adamantine Defenders, Sentinels, Sniper Drones, Shield Guardians, Iron Golems, Living Spells, Mephits (shrunken), Hellhounds (shrunken), Elementals (shrunken), Feydark (Pixies, Ragemasters {which are Fey Helmed Horrors basically}, Displacer Beasts {shrunken}, Yeth Hounds, Gremlins, Living Shadows).

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LOOT LIST: Quest 3 Only Quests 1 & 2 I feel should drop Sentient Food or something useful for Casters like Spellpoint Potions. Maybe Weapon Raws?

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Sanguine Sharpshooter H.Xbow : A Ruby Red Bolt-Slinger that drains the life of it's victims...
  • Scaled Bleed Damage on-Hit
  • Soul-Devouring (like Blackrazor)
  • Legendary Vampirism 6d6
  • Headshot : Blinds on Crit
  • Red Augment Slot

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Alchemical Enginette Minor Artifact / Cape : A small prototype enginette adorned with a small cloth. It pulses and hums.
  • Quality INT +3
  • Quality Spell Focus Mastery +2
  • Repulsor Guard (when stuck or missed, chance to knockdown enemy for 3 sec no save)
  • Kinetic Battery : +20 Alchemical bonus to Force Spellpower
  • Yellow Augment Slot
  • Blue Augment Slot
  • Green Augment Slot

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Minimizing Mallet Maul (Adamantine) : Take your enemies down a notch.
  • Scaled Bludgeon Damage on-Hit
  • Legendary Boneshatter
  • Impact
  • Minimize : DC 100 Attempt to Shrink your foe until they collapse at a molecular level (IE Just FoD/Frog). Functions as Insta-Kill.
  • Red Augment Slot

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Blademaw Fang Totem Trinket : Pried out of the hands of a fierce beast from the Talenta Plains.
  • Scaled Damage Bonus
  • Scaled Attack Bonus
  • Scaled Fort Bypass
  • Legendary Bloodrage
  • Green Augment Slot

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Chained Lightning Qstaff : Bound with Air Elementals, a truly awesome weapon.
  • Scaled Electric Damage on-Hit
  • Scaled Bludgeon Damage on-Crit
  • Thunderclap
  • Felling the Oak
  • Impact
  • Red Augment Slot

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Feydark Whistler Shortbow : Enchanted with Dark Magics, fired with deadly intent.(1d8 Dice)
  • Keen
  • Alacrity 20%
  • Twining Hemlock
  • Sovereign Vorpal
  • Red Augment Slot

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Greater Spellwarded Targe Buckler : Covered in defensive warding runes.
  • Guardbreaking
  • Scaled Sheltering
  • Scaled Parrying
  • Scaled Force Absorb
  • Orange Augment Slot

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Darkling Blade Longsword (Crystal) : A sword with wicked purposes...
  • Scaled Evil Damage on-Hit (bypasses Evil resistance/immunity)
  • Grievous Injury - % Chance massive Bleed damage
  • Sovereign Vorpal
  • Keen
  • Red Augment Slot


Anyway, you know the drill. Give it a read and then give me some feedback! Much appreciated!