M
Megilhir
Guest
Do something different and here (some of) it is.
A solo, house, instance.
“Rumors abound of a manor precariously clinging to the earth just north of Vesper’s graveyard. These peasant tales of a sometimes pristine, sometimes decaying manor house remain difficult to confirm as the apparition is not always present. Every autumn as the harvests begin tales of the manor start anew. Locals tell of spirits encountered upon the roads between Britain, Minoc and Vesper. These spirits moan of their lost master and mistress. According to legend they also whisper of a tale allowing the skilled to enter the residence if it should appear. Then they disappear. Could this be true or mere peasant drivel?”
Quest requirements and some background.
1. Solo instance – No pets, mounts or summoned anything. (Blade spirits/Vortex etc…there are places deamons fear to tread.) Yes indeed, Tamers will not be happy. It is rumored however, that Master Herders can coax some beasts into the Manor…
2. Most magic fails 50% of the time. –Swords, armor, spells, potions and so forth. Sorry but this is a place not wholly on the prime material plane. Nor is it Holy. (May as well challenge the mages, paladin and other casters.) Oddly scrolls can usually work due to Scribe proficiencies.
3. By the way, these unliving see through invisibility, it is their Plane after all. (Can’t forget to stress the smoke-bomb using stealthers.)
4. Sometimes cold steel should be the better option. After all, what part of eldritch skeletons does an arrow really damage? Maybe the event-specific silver-imbued arrows crafted by fletchers (NPC/Player) would be helpful. They will all disappear after 30 days anyway. (Around the end of event timing consideration – yep, no storing for the future or displaying in a house, unless it is one of the reward arro…oh never-mind, that’s not really interesting at this point now is it?)
I am not going to fully outline this next portion because it would be a spoiler.
1. Merely finding the manor is a challenge. This requires the gathering of certain services and/or components. These are common items used uncommonly but not insanely difficult.
2. Special event NPC’s. These are the vendors, ghasts, ghosts and sooth-sayers who roam Britannia. The unliving are closer to the Manor’s reputed location(s) while the living stay as far away from it as reasonable. They provide quest directions through direct sentences, puzzles, rhymes and innuendo. The obscurity and component collection, production, and difficulty of completion correlates to the challenge of the actual instance encountered.
3. The Manor. This is a multi-storied building filled with unexpected aspects. One simple aspect is visibility. This involves adding a darkness mask when in the instance…and more of course.
4. The instance changes in difficulty and reward. There are actually a number of variants, any of which may be the one you haplessly find yourself in.
5. Heralds begin speaking of this about 30 days before first appearance. Preparation is allowed at this time. Basically you can go buy a pumpkin carving kit, get a rotten pumpkin or nurse it back to health (making a better reagent) and carve it appropriately while seeking the unliving NPCs who…WAIT A MINUTE…that would be a spoiler! I have written too much already.
Talk to me UO Dev’s, via e-mail, if you want more details.
P.S. (post-script) Any comments or ideas posted here might be considered by the DEV team? /poke poke
A solo, house, instance.
“Rumors abound of a manor precariously clinging to the earth just north of Vesper’s graveyard. These peasant tales of a sometimes pristine, sometimes decaying manor house remain difficult to confirm as the apparition is not always present. Every autumn as the harvests begin tales of the manor start anew. Locals tell of spirits encountered upon the roads between Britain, Minoc and Vesper. These spirits moan of their lost master and mistress. According to legend they also whisper of a tale allowing the skilled to enter the residence if it should appear. Then they disappear. Could this be true or mere peasant drivel?”
Quest requirements and some background.
1. Solo instance – No pets, mounts or summoned anything. (Blade spirits/Vortex etc…there are places deamons fear to tread.) Yes indeed, Tamers will not be happy. It is rumored however, that Master Herders can coax some beasts into the Manor…
2. Most magic fails 50% of the time. –Swords, armor, spells, potions and so forth. Sorry but this is a place not wholly on the prime material plane. Nor is it Holy. (May as well challenge the mages, paladin and other casters.) Oddly scrolls can usually work due to Scribe proficiencies.
3. By the way, these unliving see through invisibility, it is their Plane after all. (Can’t forget to stress the smoke-bomb using stealthers.)
4. Sometimes cold steel should be the better option. After all, what part of eldritch skeletons does an arrow really damage? Maybe the event-specific silver-imbued arrows crafted by fletchers (NPC/Player) would be helpful. They will all disappear after 30 days anyway. (Around the end of event timing consideration – yep, no storing for the future or displaying in a house, unless it is one of the reward arro…oh never-mind, that’s not really interesting at this point now is it?)
I am not going to fully outline this next portion because it would be a spoiler.
1. Merely finding the manor is a challenge. This requires the gathering of certain services and/or components. These are common items used uncommonly but not insanely difficult.
2. Special event NPC’s. These are the vendors, ghasts, ghosts and sooth-sayers who roam Britannia. The unliving are closer to the Manor’s reputed location(s) while the living stay as far away from it as reasonable. They provide quest directions through direct sentences, puzzles, rhymes and innuendo. The obscurity and component collection, production, and difficulty of completion correlates to the challenge of the actual instance encountered.
3. The Manor. This is a multi-storied building filled with unexpected aspects. One simple aspect is visibility. This involves adding a darkness mask when in the instance…and more of course.
4. The instance changes in difficulty and reward. There are actually a number of variants, any of which may be the one you haplessly find yourself in.
5. Heralds begin speaking of this about 30 days before first appearance. Preparation is allowed at this time. Basically you can go buy a pumpkin carving kit, get a rotten pumpkin or nurse it back to health (making a better reagent) and carve it appropriately while seeking the unliving NPCs who…WAIT A MINUTE…that would be a spoiler! I have written too much already.
Talk to me UO Dev’s, via e-mail, if you want more details.
P.S. (post-script) Any comments or ideas posted here might be considered by the DEV team? /poke poke