Quest: Lair of the Lich
Shortcode: NW-DSXX5S28S
## Behind The Scenes - A Tourable Quest ##
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## QUEST BEING BUILT AND
CANNOT BE COMPLETED
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## Please, feel free to take the tour which will progress along
## with the quest as it is being built. Comments, questions
## Critiques, Suggestions, etc - please PM
@Eldarth Thanks.
##
## Goals:
## - Fully Tourable
## - Below Terrain Timers/Boolean mechanisms
## - mob "Alarms" - raising, propogating, responding
## - Usable "items" - Scrolls, Keys, Lockpick sets, Grappling hooks
## - Multiple routes into keep itself
##
Story
A Lich is building a keep in the mountains using enslaved Dwarves. He is harvesting corpses from some nearby cemetery ruins and is raising an army of undead to serve him. You'll need to fight your way thru a growing undead army and find some way into the keep itself. Inside you'll need to defeat any enslaved monsters and find your way to the Lich himself. Are you the hero for the task? The surrounding countryside and small villages are counting on you!
Background
Eldarth (the Lich) was always fascinated with life/death. He found resurrections and reincarnations performed by Clerics (pre-spellplague) fascinating and began investigating every aspect of life and death, ultimately becoming a Necromancer. In his later years of adventuring came across the Hand of Vecna (a powerful artifact). The desire for it's power made the choice of lopping off his own hand for the artifact an easy one. After acquiring the artifact he began "settling down" and retiring from adventuring. He then discovered, and performed, the ritual to become a Lich. He thus began focusing on building a fortress and raising countless undead minions. This is where this story is focused -- the early building of his fortress and undead army.
Lair ConstructionBelow Terrain Logic Area
Comments
- Completed "finished" walls of keep
- Completed Main Entry
- Added builders/scaffolds/debris on unfinished tower/wall
- Added "alarm" test on cemetery bridge (Too slow/visible. Handle below ground)
Tried having a Drow Assassin run from cemetery to guard post where friendly Adventurer fighter would dispatch assassin and on completion I would have an "alarm" condition.
Way too slow. Assassin and Adventurer Fighter are nearly evenly matched!
And, I don't really want that combat visible to player, so I'll have to have a "runner" screaming for guards along bridge, and a parallel "detector" running below terrain.
Encounter Matrix | Advanced Foundry Topics
- Added more dwarven stonemasons building incomplete walls/tower
- Added cemetery "alarm" mobs/mechanism and tour details
- Added below terrain tour walkways/triggers/info books
- Minor cleanups
Quick Description of Alarm Mechanism:
A) Above Terrain mob one-way path from cemetery across bridge to guardhouse
Below Terrain easy mob one-way path (same distance as [A]) to hard guard mob
If [A] is killed before reaching guardhouse, is despawned preventing alarm (Component Complete "is" the alarm signal).
If is killed by hard guard mob, [A] is despawned and "alarm signal" can be used to trigger other events -- such as a hard mob being spawned and one-way patrolling across bridge into cemetery to "investigate."
Old Cemetery
Cemetery Harvest Operation
Encounter Matrix | Advanced Foundry Topics
- Added overgrowth to collapsed Keep
- Added inner guard patrol from inside keep to top of cemetery harvest operation
Collapsed Keep
Collapsed Keep Harvest Operation
Encounter Matrix | Advanced Foundry Topics