Originally Posted by Ghostly
Example for a briefing;
After casing the Lord Gervaisius' mansion for Viktoria and after seeing the letters from the past librarian made me wonder whether there is a more grim background to Karra's power, I better pay visit to the local tavern and see if I can eavesdrop anything from that one regular known to have been a hammerite priest in the older generation, with a few extra coins worth of wine down his throat may convince him by asking to spill the beans on Karra's background more thoroughly to see if the rumours are true, I better do this without Viktoria knowing until I have some worthwhile information to bring forth to our cause shes getting way too comfortable with me as is.
Example for missions;
1) Seek the former Hammerite priest for information regarding Karras
*rest are triggered after doing so*
2) Take a trip to the outskirts of northen mountain to find location of said fortress.
3) Steal the blade of necromancy
4) Such a deep trip to the outskirts, do not kill any humans.
5) Get back to safety of city once job well done.
*triggered after stealing the blade of necromancy*
6) Survive the forgotten horrors.
7 bonus objective) Congratulations you managed to steal X amount of loot from the outskirts, living up to your reputation as master thief.
Concept of the level layout;
You start outside the city gates to the north, there is a travelers inn/tavern type of building not too far along the road where the first mission takes place, this portion of the layout would be relatively safe with largelly no enemy AI's around and will be pretty straightforward single way path to cold northen mountainside featuring heavy snow effects and a beautiful winter scenery, but once you get closer to the fortress map should largen into a wide open space to offer the players multiple points of entry into the fortress.
Forterss is embedded into the side of the mountain with towers dotting out of it hap hazardly to indicate its an old structure filled with dead bodies of the necromancers the hand brotherhood outcasted, they should all be laying around hap hazardly as dead harmless bodies but there should also be lots of rooms locked down with strong iron doors.
Once player steals the blade thinking a job easily done it should awaken the horrors hiding in the shadows of the fortress by spawning in ghouls, zombies and cold spirits ( opposite of fire spirits engulfed in flames ) and you'll have to navigate through the mess you ended up in and survive getting out instead.
I kept it relatively brief with just broad ideas that could be remolded as rarely would an idea be exactly as you portray once done, it would also be a challenge to keep it as a very large mission where you can see the mountains from the outskirts of city where you start and once you steal the blade, you can peek out of one tower window to see all the down towards the city, like a visually intense mission largely focus on undead and survival aspect getting Garrett into an unpreditable mess, the trekking towards the mountain would go around from the backside of the mountain where you walk away from the city and halfway through it bends around a corner so you move back towards the citry but up the mountain to help build that vantage point, like a vertical mission with a cold winter nature crooked around on it if that makes sense, like a big and dense map that does not feel cramped at all.
I have been brewing on this idea for years and it's like an 8th iteration I remolded and probably more so int he future, just too busy life I cant afford spend time in DromEd.