First quest impressions on the outstanding new expansion, the Isle of Dread. (some spoilers)
Captive of the Hidden God - first quests in a chain are never easy to pull. Into the Mists isn't great. Welcome to Sharn does have a surprise ending. Saltmarsh skipped the whole first quest intro. If we are calling Wake Me Up Inside the first Feywild quest then that's the standard. Captive falls somewhere between Mists and Sharn. On reaper, the intro to Vecna can be perilous since the whole party gets charmed and can't act but an active reaper isn't charmed and can attack you at will. A fear reaper will wipe the party since the dialog is quite long. The entire quest is a flashback which is an new twist. At this point, pirates on ships is a bit overdone, even in a flashback. Probably won't be run much after the initial go-through.
Fall of the Forbidden Temple - the concluding quest to the expansion and the end of the Kopru storyline is a classic. Extremely challenging and tests characters in a variety of ways. The artwork demonstrates how far DDO has come - compare this for example to the temple in Fathom the Depths. A series of fights, traps, and exploration leads to an unsettling conclusion for our characters. This ending is foreshadowed in the Vecna notes from the explorer zone. Nice touch. Ties in well with the story from Captive and is a satisfying narrative where the heroes prevail but not without a cost. It will be interesting to see where this goes in the upcoming raid. Tieing the curse to chests was a nice touch.
The Curse and the Captive Crustacean - my least favorite of the expansion. Mostly a one-room quest that feels something like a throwaway. Ballista mechanic would have been inventive if part of a larger quest. Don't see myself running this again although if it has good loot the farming would be quick. Most like Knight Who Cried Windmill.
All Hail the King - possibly my favorite, certainly one of the best. It has all the things players like - a fantastic end boss (TRex), high XP per/min, interesting map, great title, can be zerged or enjoyed. I'll run this many, many times. Only negative is the quest is off on its own in the Volcano region.
Bullywugs and Booby Traps - one of two either inspired by or adjacent to Tomb Raider. We have other trap-heavy quests in DDO but none that combine exploration and trap avoidance quite like this. This is an amazing quest. Probably better solo than with a group so you can fully experience for yourself the heart jumps as a floor falls away and you look around for an escape. The brilliance of this quest is the design allows for different classes with different abilities to navigate the traps in multiple ways.
Plundering Pirate's Point - Feels like an evolution of Bargain of Blood. I do enjoy quests that feel like they are a living breathing entity. You can imagine pirate commerce going on here before the adventurers arrive. This is a snapshot into a colony that would function in a SIM. Players can wreak havoc (do what you do best!) in various areas all of which make sense for being there. Structure here provides compelling optionals. PPP and Precious Cargo are the two best pirate-themed quests in the game.
Spiders and Flies - Or Thornwright part deux. DDO has experimented with claustrophobic tunnel quests before. These are decent for a change of pace but I much prefer large rooms. Not my favorite but I wouldn't avoid it like Crab or Captive. Spiders does offer multiple ways to end the quest in terms of Pixie freeing. Do we ever find out why there is Pixie camp and why there are down here? Suffers from lack of compelling bad guys. I see what they were trying to do here but for me, it doesn't quite hit the mark.
The Stone Crypt Chronicle - absolute classic. If you ever wondered what it would be like to play Tomb Raider with your DDO character this is the quest. Feels like I'm in Tomb Raider 2 or 3. Loved everything about this quest. Again, this can be zerged in a group with a party splitting for crests or you can do it solo and spend an hour in there hunting down pterodactyl eggs. I did so enjoy how each crest offered a different type of challenge - very Last Crusade going through the trials. This quest is brilliant. Great job!
The Trouble With Tar Pits - felt like an updated Sorrowdusk. Not bad, not great. I don't have much more to say about it so that seems to be the very definition of average. Does get bonus points for the location as the tar pit area of the zone is spectacular.
Trials of the Triceratops - easy to get to with the port so will likely be run a lot. Good story. I like how the various factions are using/compelling people for different purposes on the island. The oil trap was awesome. Most people have Triceratops and TRex as their favorite dinosaurs so both of them getting quests was smart. Tons of bonus points for the Triceratops not being a villain and providing a Barret moment of helping aid. Solid feel-good quest.
Whispers of Return - first major introduction to the Kopru. The quest does a solid job of depicting the ruins of their civilization. Overall vibe is done better in Stone Crypt, Bullywugs, and Temple but that's not to say this quest doesn't have its own spin on the crumbling Lost World atmosphere that permeates the expansion.
Wild Thing - felt like going through Jurassic Park with the dinosaurs unleashed. Dinosaur movement in the expansion is incredibly well done. A serious achievement if you ask me. And while you've been used to smacking them around in the explorer zone, suddenly, on Reaper, the way that Velociraptor moves, retreats, and charges are a whole lot more dangerous. Another clever story that is a piece of the overall narrative. Excellent map.
Isle of Dread features the most vibrant, living, and picturesque explorer zone in the game. That is going to be what leaves an impression on most gamers but the quests within the zone are gems themselves with some rising to the level of classics.