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Post subject: Duldrus Ideas
Posted: Jan 07, 2012 - 07:15 PM
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(demo)

Joined: Oct 16, 2010
Posts: 15
Status: Offline
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There has been some talk about Duldrus development with the recent RTQ activity. I thought it would be nice to put them down in a thread of their own for discussion.
Aside from repopulating the existing shops, I thought it odd that a mining town has no tunnels. Duldrus should have an extensive tunnel system. |
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Post subject: RE: Duldrus Ideas
Posted: Jan 07, 2012 - 08:52 PM
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Honorable

Joined: Sep 26, 2009
Posts: 440
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Perhaps if we do it in the RP section the GoDs will agree?
And there is that cave somewhat close to Duldrus, but I've never been there. |
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Post subject: RE: Duldrus Ideas
Posted: Jan 07, 2012 - 09:21 PM
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Honorable

Joined: Jun 06, 2011
Posts: 400
Status: Offline
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There is a whole RP thread started by Razan about rebuilding duldrus and a duldrus vanguard.
Like Jedd I've never been to that cave, but there was a dwarf sighted there once I'm told. Ariki had the idea (IC) of letting the mercs have the place. http://oberin.com/index.php?name=PNphpBB2&file=viewtopic&p=64110&highlight=#64110
I agree it would be awesome to have a cave/tunnel system, *dreams* ideally with a dwarf city reachable beyond an underground lake filled with phase serpents or something; *dreams more* where you could buy special dwarven weapons and armour, and do some sort of very cool quest. |
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Post subject: RE: Duldrus Ideas
Posted: Jan 07, 2012 - 10:02 PM
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Honorable

Joined: Sep 26, 2009
Posts: 440
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http://oberin.com/index.php?name=News&file=article&sid=310
That was when the dwarf was spotted.
It would be cool to involve mercs into the situation. They are already hired swords, just pay them enough and you can have them as guards. Ehh I'll go back to the IC thread...
Dragon Scale Armor! I can't wait until someone discovers that... |
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Post subject: RE: Duldrus Ideas
Posted: Jan 07, 2012 - 10:21 PM
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(demo)

Joined: Oct 16, 2010
Posts: 15
Status: Offline
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| The tunnel in Duldrus is more of a dungeon or a sewer. Brigs and mercs sometimes hide there. It has always felt unfinished to me. I was hoping for something along the lines of the bat cave, just not batty. Something appropriate for the level of the area. (I don't think I could RP asking for tunnels... not with a straight face anyway.) |
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Post subject: RE: Duldrus Ideas
Posted: Jan 08, 2012 - 05:18 AM
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Honorable

Joined: Sep 26, 2009
Posts: 440
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Stone Golem cave?. Duldrus is home to Gapers and Stone Golems, and this tunnel should be around that level. Perhaps Golems could be at the end of the tunnel guarding a lovely chest or two. And along the way there could be another tough creatures.
Now that's probably asking for too much. I hear that underground space is limited and I think a new tunnel isn't the most pressing matter in Duldrus. We must rebuild! |
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Post subject: RE: Duldrus Ideas
Posted: Jan 11, 2012 - 03:47 AM
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(demo)

Joined: Oct 16, 2010
Posts: 15
Status: Offline
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There are tons of things you could do tunnel-wise.
Under the premise of awaking something unspeakable from all the mining, you could have a cave with Abyss creatures. There have been players who have been around for ages that have never seen any of this class of creature.
You could make a backdoor into the Ice dungeon that's guarded by a few Frost Creatures. This could open up a part of the ice dungeon that seldom gets played.
Duldrus probably will always have that outpost and ghost townish feel unless players have a real reason to go there. Even then, it still might be that way. |
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Post subject: Re: RE: Duldrus Ideas
Posted: Jan 11, 2012 - 05:08 AM
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Noble


Joined: Oct 16, 2009
Posts: 958
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| Jedd wrote: |
| Stone Golem cave?. Duldrus is home to Gapers and Stone Golems, and this tunnel should be around that level. Perhaps Golems could be at the end of the tunnel guarding a lovely chest or two. And along the way there could be another tough creatures. |
There are already 3 caves with Stone golems - 2 where they are guarding chests and one where they guard the point of no return. I think perhaps tunnels with dwarves or some other creatures would be more creative. |
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Post subject: RE: Re: RE: Duldrus Ideas
Posted: Jan 11, 2012 - 05:13 AM
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Honorable

Joined: Sep 26, 2009
Posts: 440
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| Siradar wrote: |
| Duldrus probably will always have that outpost and ghost townish feel unless players have a real reason to go there. Even then, it still might be that way. |
I would be very happy if the quests came back. It wouldn't be enough, but it would help.
Also I think Abyss creatures are related to the Void and the Rift and all that. I suppose it would work if there was some opening to the rift inside the cave.
And I wasn't aware about any caves with Stone Golems - my bad Shayde. |
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Post subject: Re: RE: Duldrus Ideas
Posted: Jan 11, 2012 - 07:31 AM
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Royalty


Joined: Jan 20, 2007
Posts: 1251
Location: Student City! New Zealand
Status: Offline
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| Jedd wrote: |
It would be cool to involve mercs into the situation. They are already hired swords, just pay them enough and you can have them as guards. Ehh I'll go back to the IC thread...
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That was my idea from the start, Jedd, thats why i was after the mercs to talk to them
IC i have been friends with the Druid that they had (Forgot his name now) so i was going to try and use that as leverage.
I was also going to un-fold some RPing things about Duldrus... Hopefully i will  |
_________________ (Jinker): It's A Ricky!
Oberin on Lion/Windows
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