Reclaiming Nagthilian!
DARKWOODS
You have entered the Darkwoods
Nagthilian Crier shouts "Nagthilian is overrun! Come save the city while there is still time!"
Hail Nagthilian Town crier just outside the city
"The [insert species with a fun new 2.5 model] fed off the mist and were mutated in the process. They appear to be breeding in the (C) area and venture out when their numbers grow. We need you adventurers to help us reclaim the city! We do not have much to offer but as we reclaim our lost home there will be treasures to share for all."
NAGTHILIAN A
- You enter (A) and clear out the [tbd race] which is ~group of 55+s difficult and drops nothing noteworthy other than high pp (as motivation if the city is overrun) and items which can be exchanged with the Crier for [Nag tokens]
- When the last mob dies Nagthilian Crier and various merchants spawn [start a 1-2 day timer when they'll despawn if (B) or (C) isn't cleared]
- This included the [Nag tokens] vendor who will sell you stuff like items to sell for PP (also, the SC quest items so that quest isn't broken), food/drink, maybe something for the new to 2.5 equipment slot, maybe a nice xpable item a la bounty seeds but for a different slot, etc...
Nagthilian Crier shouts "We have taken the first step in reclaiming the city!"
Hail Nagthilian Town crier just outside (B)
"Thank you for giving us this foothold adventurers! We are scouring the city now for forgotten treasures and establishing a foothold, but you must press on. Ahead their numbers are greater so be cautious"
NAGTHILIAN B
- You enter (B) and clear out the [tbd race] which is ~group of 65-s difficult and drops spells (high drop rate), elds castle level items, and items which can be exchanged with the Crier for [Nag tokens]
- The underground area could have a special timed event that triggers when you enter the old bank area. A timed effort to stop a secret invasion through the hidden zone lines which are ostensibly sealed off from the (A) side.
- When the last mob dies Nagthilian Crier spawns [adds 1-2 days to the (A) timer]
Nagthilian Crier shouts "We have taken the next step in reclaiming the city! We will deploy scavengers and scouts to the area immediately."
Hail Nagthilian Town crier on the bridge
"Thank you for this adventurers! We are scouring the city now for forgotten treasures and fortifying our defenses, but you must press on. Ahead are powerful enemies so be cautious"
NAGTHILIAN C
- You enter (C) and clear out the [tbd race] which is Cmal 3+ (tier 5 6man) difficult with nameds that drop tier 5 6man gear and trash drops items which can be exchanged with the Crier for [Nag tokens]
- The two houses/mansions in the back could be different wings with higher difficulty. Maybe a King and Queen of the [race TBD] house that drop tomes and better gear (~EF)
- When the last mob dies (or last mob in a wing if that is implemented) Nagthilian Crier spawns
Nagthilian Crier shouts "Amazing work [random person in zone]!" [adds 1-2 days to the (A) timer]
Hail Nagthilian Town crier just inside (C)
"Thank you for dealing this devastating blow to the enemy. Unfortunately the enemy still lurks in the hidden caves and crevices in this area and it is not yet safe for us to resettle, but you have bought us valuable time to plan and fortify our position."
NOTES
- Respawn in each active zone is 3-6 hours.
- The Crier will exchange items for the Nag Tokens which is why he spawns in zone for quick exchange at the end of a run, that and so you know the zone is cleared
- You can mostly skip clearing B to clear C if you so desire.
- If you ask the Crier where everyone (like the token vendor) is when A, B, and C are overrun he'll say that the others are out gathering supplies and recruiting. This could include npcs that spawn in Newport/Athica and shout messages to encourage players to retake Nagthilian.
- If possible, as A banks up time and have some mobs de/spawn when the time for monster respawn crosses thresholds: when the city will stand without player intervention for 5 days then the banker spawns, 10 days and TS merchants spawn, etc... As the city becomes safer more merchants are drawn to it. If people stop clearing (B)/(C) and time falls below those thresholds they despawn because they can smell which way the wind is blowing. Maybe set some really high amount of time (like 1000 days?) when once it is met (A) would become permanent.
- I did a significant revision while typing this up so if something makes no sense let me know, thanks. Originally I envisioned that you clear A to unlock B and B to unlock C, but that is a pretty long clear and limits the event to 65+ whereas the above unlock A to unlock B or C creates more options for different level players.