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Lothering


sailaway

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No one ever wished he could be there when lothering fell?

would it be hard to mod it in?

just a new quest within lothering that triggers after you completed one of the main quests ( when the fall of lothering actually triggers)

 

e.g: party def. vs incomming darkspawn for a few waves ( while movin npc's flee?)? And ends with npc templar ( that knight there who is ordered to defend the town) something like...

 

Thats it everyone is safe we got to run now... ( just empty town then )

Fall back! the town is lost.. ( possible to overmass the darkspawn so that you have to run??°

or sth in that style.

 

 

Anyway i think there could be alot of potential in the idea.

unfortunatly i am a real noob at modding and still fighting with the toolsets starter principles..

 

maybe some guys could help me or something?

 

Greetz

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  • 3 weeks later...

It seems like a pretty good idea,

 

like just have a note come up on the map when lothering usually falls, then if you don't go there immediately, you miss defending it.

 

and if you miss defending it, maybe you could still go back later to clear it out, and possibly even have survivors come pack.

 

I don't know, might be worth trying.

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I had also had a brief idea of making a separate campaign based entirely around Lothering falling. It would be a great tragedy, considering you're doomed to failure. (Winning the module requires you to lose the town! Heh.)

 

I think making it as a quest in the single player campaign is much harder, though. It also doesn't seem that feasible to defend it, considering, lore-wise, the town is supposed to fall. Maybe some epic retreat on the Warden's Part? ;P

 

My idea of this would go like: Lothering falls, get a quest to retake it, come back and clear it out (like Honnleath), get a second chance at Sten/Leliana, have some options to save or sacrifice some people, maybe some chanters holing up int he chantry (like in Redcliffe) and a boss at the end.

 

Sounds like a lot of work, though.

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