
Turn a character into an instance hmm, I can do that
can't say I've ever tried designing a raid.
Quest: Heart of the Lost.
Scenario: A'kos Saiyal, an officer for the Maelstrom and courier of letters has been attacked by Imperial Shadows. The only reason he isn't dead now is thanks to the efforts of strange hooded pair, a woman and man's constant efforts to keep Saiyal's mind from slipping away, though his body is healed. What could be causing this slow slip into mental death? The hooded woman means to send you in to find out.
8 man raid: 2 tanks, 3 healers, 3 dps.
The party is transported inside Saiyal's subconscious, the scene resembles a Castrum fortress in poor condition, a prison camp from the looks of the barbed wire and lean-tos. Trash mobs include refugees of various races, an imperial soldier leading the group of some kind and attack.
dogs.
Mechanic: Eliminate the soldier and dog and the rest of the mobs will scatter harmlessly. 50% chance of granting a random player an appreciation buff.
First Boss: Richter Amandus
A hyur boy stands in the middle of a mud pit surrounded by a wring of razor wire holding a pair of knives.
Phase 1: Richter starts by attacking whichever player has the highest appreciation bonus. Attacking with a basic puglist combo and assassinate. Cannot be pulled off the target and tanked normally until the opening attack is finished.
Richter will randomly attack a player with Assassinate, leaving a ground debuff "slick ground" that lowers block/parry/dodge chances. If two or more ground effects overlap, it'll create "Bad footing" and knock a player down for two seconds. If Richter is close to someone knocked down, he'll break off whoever has aggro and pounce on them delivering a "blind fury" attack that does massive damage. Will occasionally attack the party member with the highest appreciation stacks with Assassinate throughout.
Quotes:
I don't want to do this... (when battle starts)
You think you helped!? (Assassinate target)
Better we be allowed to die...(switching to phase 2)
Phase 2: Everything continues from phase one, only now Richter will vanish occasionally and perform the rogue skills "Trick attack" and "Sneak attack." Usually targeting whoever has the lowest amount of appreciation buff stacks.
Quotes:
What did YOU do for them!? (lowest appreciation target)
Think you're helping!? (random)
Oh no... it's to late, JUST GO! (phase 3 start)
Phase Three: An imperial officer rushes out from inside the base and opens up with an line aoe centered on Richter that sends him and any player caught in the aoe flying back. At this point Richter can't be targeted for damage by the players and the officer will focus attacks on him. Aggro grabbing skills will pull the officer away for a very limited amount of time. If Richter's HP falls to 0, it's considered a wipe. Once his HP is restored to full, he'll kill the officer. Officer cannot be killed otherwise.
Appreciation buffed dps will do more damage against the officer, appreciation buffed tanks will take more damage, and appreciation buffed healers get a bonus to heal Richter per heal.
Quotes:
Dog! If you won't fight then...(officer at the start of phase three)
Just let me go (Richter on being healed)
Leave us alone! (Richter killing the Officer)
After the first boss Richter runs away and the party proceeds inside. (Area change)
Inside starts off looking like an Imperial fort, but quickly changes to something more warped, the walls tilting at odd angles, patterns swirled and hazy looking. Everything is generally off.
Mobs include Imperial Shadows and voidsent imps.
Boss: Wasted Youth
Quote: Only one of you will be allowed to leave alive. (Imperial)
Phase 1: Wave battle style. The party is attacked by waves of Imperial Shadows and Imperial Shadowlords. Object is to keep an older Richter alive through the fight. Occasionally other prisoners will spawn, bound around the room. Interacting with them will set them free and give Richter and the player releasing them a buff.
Quote: I'm still here? (Richter, phase 2 start)
Phase 2: Once the waves are over Richter collapses and a greater voidsent spawns, something like the final boss of Dzaemel Darkhold. After the boss falls Richter vanishes and the party can move on.
Quote: He belongs to us! (boss, fight end)
The next area is even more twisted, the fort giving way to something fleshy and dark. Trash mobs are various voidsent.
Boss: Shadow of the Past.
But we flip the script!
Phase 1: The boss resembles a grown hyur blackened out like a shadow. Mechanics for this phase are identical to phases 1 & 2 of the first boss fight. With a couple added mechanics. SotP starts with zero hp. Healers will need to take the roll of dps and heal SotP to full. The entity will attempt to kill them and must be tanked, however the entity will break off and focus a healer, the only way to stop it from attacking is for dps to attack. Periodically 'good memories' will spawn, and interacting with them will make the entity pause whatever it's doing and be stunned for a short duration.
Phase 2: Two adds will spawn, Guilt and Doubt. In addition to attacking like voidsent boss of the second boss fight, they'll target the good memories until defeated.
And we flip the script back!
Phase 3: Shadow entity collapses when his hp reaches the 25% mark, and a new boss spawns. Allowing the healers and dps to go back to their normal modes. Attacks combine the AoE of the voidsents from before as well as Richter's attacks. The 'good memories' have the same function as before, stunning the boss, and now add a vulnerability buff that alternates between physical and magic damage.
When the boss falls, the SotP stands up, "I'm still here.... thank you." and vanishes, Duty Complete!

Quest: Heart of the Lost.
Scenario: A'kos Saiyal, an officer for the Maelstrom and courier of letters has been attacked by Imperial Shadows. The only reason he isn't dead now is thanks to the efforts of strange hooded pair, a woman and man's constant efforts to keep Saiyal's mind from slipping away, though his body is healed. What could be causing this slow slip into mental death? The hooded woman means to send you in to find out.
8 man raid: 2 tanks, 3 healers, 3 dps.
The party is transported inside Saiyal's subconscious, the scene resembles a Castrum fortress in poor condition, a prison camp from the looks of the barbed wire and lean-tos. Trash mobs include refugees of various races, an imperial soldier leading the group of some kind and attack.
dogs.
Mechanic: Eliminate the soldier and dog and the rest of the mobs will scatter harmlessly. 50% chance of granting a random player an appreciation buff.
First Boss: Richter Amandus
A hyur boy stands in the middle of a mud pit surrounded by a wring of razor wire holding a pair of knives.
Phase 1: Richter starts by attacking whichever player has the highest appreciation bonus. Attacking with a basic puglist combo and assassinate. Cannot be pulled off the target and tanked normally until the opening attack is finished.
Richter will randomly attack a player with Assassinate, leaving a ground debuff "slick ground" that lowers block/parry/dodge chances. If two or more ground effects overlap, it'll create "Bad footing" and knock a player down for two seconds. If Richter is close to someone knocked down, he'll break off whoever has aggro and pounce on them delivering a "blind fury" attack that does massive damage. Will occasionally attack the party member with the highest appreciation stacks with Assassinate throughout.
Quotes:
I don't want to do this... (when battle starts)
You think you helped!? (Assassinate target)
Better we be allowed to die...(switching to phase 2)
Phase 2: Everything continues from phase one, only now Richter will vanish occasionally and perform the rogue skills "Trick attack" and "Sneak attack." Usually targeting whoever has the lowest amount of appreciation buff stacks.
Quotes:
What did YOU do for them!? (lowest appreciation target)
Think you're helping!? (random)
Oh no... it's to late, JUST GO! (phase 3 start)
Phase Three: An imperial officer rushes out from inside the base and opens up with an line aoe centered on Richter that sends him and any player caught in the aoe flying back. At this point Richter can't be targeted for damage by the players and the officer will focus attacks on him. Aggro grabbing skills will pull the officer away for a very limited amount of time. If Richter's HP falls to 0, it's considered a wipe. Once his HP is restored to full, he'll kill the officer. Officer cannot be killed otherwise.
Appreciation buffed dps will do more damage against the officer, appreciation buffed tanks will take more damage, and appreciation buffed healers get a bonus to heal Richter per heal.
Quotes:
Dog! If you won't fight then...(officer at the start of phase three)
Just let me go (Richter on being healed)
Leave us alone! (Richter killing the Officer)
After the first boss Richter runs away and the party proceeds inside. (Area change)
Inside starts off looking like an Imperial fort, but quickly changes to something more warped, the walls tilting at odd angles, patterns swirled and hazy looking. Everything is generally off.
Mobs include Imperial Shadows and voidsent imps.
Boss: Wasted Youth
Quote: Only one of you will be allowed to leave alive. (Imperial)
Phase 1: Wave battle style. The party is attacked by waves of Imperial Shadows and Imperial Shadowlords. Object is to keep an older Richter alive through the fight. Occasionally other prisoners will spawn, bound around the room. Interacting with them will set them free and give Richter and the player releasing them a buff.
Quote: I'm still here? (Richter, phase 2 start)
Phase 2: Once the waves are over Richter collapses and a greater voidsent spawns, something like the final boss of Dzaemel Darkhold. After the boss falls Richter vanishes and the party can move on.
Quote: He belongs to us! (boss, fight end)
The next area is even more twisted, the fort giving way to something fleshy and dark. Trash mobs are various voidsent.
Boss: Shadow of the Past.
But we flip the script!
Phase 1: The boss resembles a grown hyur blackened out like a shadow. Mechanics for this phase are identical to phases 1 & 2 of the first boss fight. With a couple added mechanics. SotP starts with zero hp. Healers will need to take the roll of dps and heal SotP to full. The entity will attempt to kill them and must be tanked, however the entity will break off and focus a healer, the only way to stop it from attacking is for dps to attack. Periodically 'good memories' will spawn, and interacting with them will make the entity pause whatever it's doing and be stunned for a short duration.
Phase 2: Two adds will spawn, Guilt and Doubt. In addition to attacking like voidsent boss of the second boss fight, they'll target the good memories until defeated.
And we flip the script back!
Phase 3: Shadow entity collapses when his hp reaches the 25% mark, and a new boss spawns. Allowing the healers and dps to go back to their normal modes. Attacks combine the AoE of the voidsents from before as well as Richter's attacks. The 'good memories' have the same function as before, stunning the boss, and now add a vulnerability buff that alternates between physical and magic damage.
When the boss falls, the SotP stands up, "I'm still here.... thank you." and vanishes, Duty Complete!
~~ Not Primals call nor beastmans roar, Empire's wrath or nature's thorn... ~~
~~ Through gloam of night and scorching day, even weathers pour will naught bar our way... ~~
~~ With honor and pride, our tasks be swift done, a courier's path is ever run. ~~
~~ Through gloam of night and scorching day, even weathers pour will naught bar our way... ~~
~~ With honor and pride, our tasks be swift done, a courier's path is ever run. ~~