Difference between revisions of "Triple Quests"

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(Scenario 1 - The Northern Desert)
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== Scenario 1 - The Northern Desert ==
 
== Scenario 1 - The Northern Desert ==
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[[File:TripleQuest1_Scenario1.PNG|right|450px]]
  
 
'' The scoundrel known only as "Junesbury" always took a special interest in arcane mysteries and historical artifacts.  For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council.  The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.''
 
'' The scoundrel known only as "Junesbury" always took a special interest in arcane mysteries and historical artifacts.  For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council.  The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.''

Revision as of 18:52, 9 September 2015

Triple quests are unique challenges added by the Goatperson DLC. They are accessible via the Goat Glade. The first triple quest starts unlocked, and completing it unlocks the second triple quest; completing that unlocks the third.

Each triple quest is a series of three scenarios - specific map, character, special rules - however normal preparations are only available for the first such scenario of each triple quest. The second scenario starts with the finishing inventory of the first scenario; and the third, with the finishing inventory of the second. For this reason, optimal preparations for a triple quest will consider all three scenarios. Furthermore, there is a tangible incentive not to convert items during a scenario, because every item or glyph left may make the next scenario that much easier.

Triple Quest 1 - The Spider Script

Ancient carvings found throughout the Northern Desert have always been a point of curiosity for those intent on studying history. A seemingly unbreakable pedestal in an otherwise unremarkable set of ruins bears a few such carvings... and one old historian has found the means of interpreting them.

Scenario 1 - The Northern Desert

TripleQuest1 Scenario1.PNG

The scoundrel known only as "Junesbury" always took a special interest in arcane mysteries and historical artifacts. For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council. The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.

This map resembles the Northern Desert. When you kill a monster, some of the unbreakable (water) tiles will be removed, just like in Northern Desert. You must defeat every single monster before you can fight the boss. The map has a second stage, teaching the Goatperson's Herbivore trait.
Player Character: Junesbury the Human Thief
Preparations allowed: all
Monster difficulty: 100% (= Normal)
Fixed Elements: None
Boss: Lemmin Tee (Attack 75, Health 350, Blink, Magic Immune, Death Protection (3) )
Strategy: The only preparation that is recommended to make this first scenario easier is the Bear Mace, given how it makes the bossfight much easier. However, do consider that the resources you bring into Scenarios 2 & 3 will partially depend on the preparations you take for Scenario 1!

Through great resourcefulness and desperate measures, Junesbury survived both the desert and the marauding supernatural spirit that had taken hold of the dear archaeologist. Junes had witnessed both terror and mystery during all those years as a marauder. Wherever the two joined, blood magic was often afoot.

Scenario 2 - Havendale Bridge

The elusive order of Bloodmages - perhaps the only clan in existence powerful enough to steal from the gods - has moved its base of operations to the West, near Havendale, after storming the life druid sanctuary for reasons kept hidden. Junesbury was ill-trained in assaulting Bloodmage strongholds, but had a friend with a sword and stout heart. Kel Yi volunteered to travel West and find answers about the desert inscription and its Bloodmage trap. Hopefully, the warrior's long-standing friendship with the life druids could make a difference. Upon Arriving at Havendale, Kel Yi felt a mighty sense of fatigue. Blood magic was at work in this area - combat would be gruelling and difficult to recover from.

This map resembles Havendale Bridge. It teaches another of the Goatpersons hindrances - you do not refill your Health and Mana upon level-up. The Bridge Troll guarding the bridge cannot be bribed (and instead of the usual Sensation Stone, drops the "Forlorn"). Druids are pacifists and cannot be attacked, however upon speaking to them they disappear and grant XP to the heroine equal to their level. After revealing the boss, whenever you level up or kill a monster, all blood pools will be transformed into Barbing Bushes.
Player Character: Kel Yi the Elf Fighter
Preparations allowed: none (only the first Scenario allows preparations)
Monster difficulty: 100% (= Normal)
Fixed Elements: tbc
Boss: Trikkistix (75 Attack, 397 Health, Undead, Bloodless, Retaliate: Fireball, Physical Immune, Magical Attack)
Strategy: As Trikkistix is immune to physical damage, the most straightforward solution to ending him is using BURNDAYRAZ, and having enough health to tank his retaliate hits. As level-ups do not restore the player, it is recommended to engage him at the highest reasonable level (i.e. after having killed all desired monsters).

Kel Yi managed to gather enough druid survivors for a Bureucratic Council. Xenophobic as they were, they felt reluctant to share much knowledge. But they admitted that the Bloodmages probably knew at least a few of the Spider Script's secrets, placing dark magic upon its indestructible pedestal to kill off other knowledge seekers. They would not give up their findings peacefully.

Scenario 3 - Magma Mines

Kel Yi, though brave, was too broken to continue fighting. The pervading aura of blood magic has taken its toll, and now it was up to the newly-liberated life druids to strike at the Bloodmages directly. An attack was made on the Magma Mines, large and open enough to draw most of the attention while a lone druid known only as The Granite Wizard moved unseen into the depths of the cave...

This map resembles Magma Mines. On top of the regular monsters it hosts Ratlings (Fast Regen, Retaliate: Fireball)
Player Character: Granite Wizard the Dwarf Wizard
Preparations allowed: none (only the first Scenario allows preparations)
Monster difficulty: 100% (= Normal)
Fixed Elements: tbc
Boss: Mance (form 1: 90 Attack, 190 Health, Revives; form 2: 75 Attack, 2500 Health, punishments as his health is depleted: <2000 Health Binlor Ironshield (resist wipe); <1000 HP Jehora Jeheyu (Poison + Mana Burn + Curse x3 + Corrosion x5 + Weakness x5 + reduce Health to 1 & Mana to 0); <500 HP Earthmother (Corrosion x10, petrify all creatures including plants); <250 Glowing Guardian (inventory wipe) )
Strategy: Mance can be very difficult to the unprepared. His divine punishments hurt every character severely. It is therefor advised to prepare for them in advance - by not relying overly on resistances; by having curing potions ready; by keeping any items on the floor that are intended to be used against post-GG punishment; and by, generally, having an abundance of resources to cleave though his health.

Would the Kingdom's Authorities believe this story? Whatever the Bloodmages learned in the desert has divine implications, and the only person outside their order with knowledge of those secrets is dead. Did the creature in these caves really bring the gods to their knees? Did it seal its own fate by abusing that power? Or was it just luck that saved our hero? This situation leaves the Kingdom with many warnings and few answers.

Triple Quest 2 - The Monster Machine

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Scenario 1