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A few parts of this quest have already been redesigned in the effort to not have it be a carbon copy of the Priest quest, so there's less redesign effort than usual involved, but this largely focused on levels and not making a distinct quest story.
Home level redesign
Upper filler level redesign
Locate level redesign
Lower filler levels redesign (needs to not be a boring room-and-corridor dungeon; it should be underground, but should be more interesting. Also should be distinct from the Arc quest tomb generation.)
Goal level redesign
Quest story redesign
Any changes to Master Kaen (probably none are needed)
Notes on a distinct story from quest overhaul brainstorming, not necessarily committed to:
Kaen is known and stated already to have a strong affiliation with elementals
He takes the Eyes because they let him discover points where elementals can more easily be summoned from the Planes. (He can use them to see into the Elemental Planes, not just the Astral.)
His Monastery of the Earth-Lord is one such place, with an affinity for earth elementals, which explains why they're the most numerous
Kaen wants to destroy the Monastery of Chan-Sune because its location has an affinity for summoning all types of elementals (this is kind of a weak motivation)
The reason he's not still there trying to destroy it when you arrive is because the initial attacks were repulsed by the guardians well enough to force him back to his own base to regroup and summon more elementals
this isn't TOO different from the basic quest story, but it's somewhat novel in that none of them deal with an enemy who is currently withdrawn but preparing to strike again.
A cool bit of level design that could be done here is that the elementals on the home level are just a token force, and there are no elementals at all on the upper filler levels, them being instead just full of wild animals (particularly one or two tigers). Ideally elementals won't even respawn on these levels.
The devastating losses to the monastery are represented in the level by either rows of headstones or rows of burnt engravings of monks' names in the outer forest
#2630: The monk quest is very loot-sparse in terms of random items being generated on the floors of the levels (death drops are unaffected), because all the major players are either monks, without much in the way of worldly possessions, or elementals who don't have any items.
The text was updated successfully, but these errors were encountered:
This will be the next redesigned quest.
A few parts of this quest have already been redesigned in the effort to not have it be a carbon copy of the Priest quest, so there's less redesign effort than usual involved, but this largely focused on levels and not making a distinct quest story.
Notes on a distinct story from quest overhaul brainstorming, not necessarily committed to:
The text was updated successfully, but these errors were encountered: