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A Simple Request by OoKeNnEtHoO NW-DIC2E7M9Z

klkcahboy90klkcahboy90 Member Posts: 340 Arc User
edited June 2014 in Foundry Quest Database
http://cloud-3.steampowered.com/ugc/3334093192385684153/86A0313516F278FBF4ADF35017649027EF788615/

Hi.

I have recently published my very first foundry quest and now that my forum account's probation period is finally over,

I would like to promote it abit so as to get more people to try it out.

It's not in the review section anymore and it is eligible for daily foundry.

A WORD OF CAUTION: If you do not like story-focused quests which require reading, do not play this. This is not suited for you.

It takes about 30 minutes to finish.

The timing may vary slightly since there are actually 2 bosses which you can skip.

Please do read the dialog and the quest objectives that are just under your minimap and don't follow the sparkly path strictly.

If you find any major bugs and issues, do let me know via the in-game mail @OoKeNnEtHoO (You'll need to put in the @), leave it in your review or leave a reply in this thread. I'll really appreciate it.

Due to the foundry's limitations, I cannot put in voiceovers, set the reward in the treasure chest and the mob drops.

There are also a number of background music that play in the foundry playtest but simply refuses to appear in the published 1.

I have tried working on a way around this for some time but to no avail so you might notice that there is no background music unlike in an official quest.

Thank you and I hope you will enjoy playing it=)



This is the walkthrough in a sense, with all hidden story included.

Please do not read it unless you have finished it.







Here is a 2-part video by a Youtuber who played through the quest:

Part 1:
http://www.youtube.com/watch?v=_mxipelfsD8&feature=share&list=UU0aM1MZ3sTPjh_5byhojtLg&index=1

Part 2:
http://www.youtube.com/watch?v=AMdYBNr5HYc&feature=share&list=UU0aM1MZ3sTPjh_5byhojtLg

Many thanks to DrakenARTZSteam for making the above videos.




Old Man's Home

You first meet an old man, Enab, who is injured and asks you to help him pass a red jewel to a friend on his behalf.

If you have the right skills, you will be able to interact with some objects and they serve to tell the hidden story.


Town of Windrun

You make your way to the town of Windrun and at the town square, you see a warrior who is twitching.

On closer inspection and conversation, the warrior turns out to be mad and tries to kill you.

Upon his death, a blue jewel that is similar to the one you are carrying will be found.

A man steps out of his house after hearing the noises caused by the fight between you and the mad warrior.

He turns out to be Enab's friend, Abhal, and you pass him the red and blue jewels, which he claims belong to him.

He requests you to help him retrieve a green jewel from a cult that has stolen it from him in return for a reward when you get back.

You follow Abhal's instructions and use the sewers to sneak into the temple of the cultists.

The direct path to the church's entrance, as instructed by Ahbal, is unfortunately blocked by debris and you try to find an alternative path.
http://cloud-3.steampowered.com/ugc/3334093192494437636/64DC87121B5E98DBA5F273599744A472CE0C6897/

You try the path to your left but a locked gate blocks it.
http://cloud-4.steampowered.com/ugc/3334093192494439522/DEFF453C718AD6E0F424F410FFB8D5F12472FA97/

You thus take the only alternative path and along the way, you meet the residents of the sewers, the feral men.

Once you killed the Feral Man Leader and his men during an ambush, you find your way into the cult's territory.

After defeating or running through their vanguard, you make your way to the temple's door.
http://cloud-3.steampowered.com/ugc/3334093192494434470/EDF02672A51C11BFECB9EDCB469468635DE4A0BB/
http://cloud-2.steampowered.com/ugc/3334093192494436689/942C3E85CE1DC3A479667359D94A82D7ABEEA801/

You spot a wierd chandelier that just hangs in front of the temple door which is locked, and on closer inspection, you find a skeleton key.
http://cloud-3.steampowered.com/ugc/3334093192494435652/FC593F2A10B800BB85F78B66740F6C3FFE14660E/


You then try the skeleton key on the locked gate that you saw before.

To get to the locked gate, you can either return via the original path you took or take the shorter path which is now openned.
http://cloud-3.steampowered.com/ugc/3334093192494438648/899811617F89DD08A363FC824B6FEF50E0FA604C/

If you take the shorter path, you will find a lost adventurer NPC and have to battle spiders along the hallway.

After you openned the locked gate with the skeleton key, you meet the Protectors of the Seal.
http://cloud-2.steampowered.com/ugc/3334093192494440224/C8412DF312D39493A78F3C0B42DC0E8C312FFD3A/

After defeating them, you enter a room with a seal called the Seal of the Righteous.
http://cloud-2.steampowered.com/ugc/3334093192494441755/B7E2DF668246A992D17A7C45E9AD36834579D14F/

If you interact with the book near the altar or the lion statues, you will be hinted to put the seal into the mouth of the lion statue right outside the temple door.
http://cloud-3.steampowered.com/ugc/3334093192494442825/076809F88383D042641D69E3A93DC71C44CA9189/
http://cloud-3.steampowered.com/ugc/3334093192494443747/C6D2BD000304A5495C0A4395AE22E49CF9723777/
http://cloud-4.steampowered.com/ugc/3334093192494444585/4EABC296C146F92D13A8BA030ED1B072E348A08B/

If you choose to return to the church's door via the shorter path with the spiders you will notice the lost adventurer has left.
http://cloud-3.steampowered.com/ugc/3334093192494446720/0CF984CA713821403356512CB1542EF04E254EC6/

After you placed the seal, the church door is unlocked and you enter it.
http://cloud-4.steampowered.com/ugc/3334093192494449463/DB34BDCE87EEB62AAD1F148634917EE52AC23998/


Church of Torm

As you enter, if you look to your left, you will find me.

You may choose to fight me.
Proof that the fight can be won solo:
http://cloud-4.steampowered.com/ugc/3334093192462482639/724901ADDF6C70EBA81663F057552675AC8B7D1A/
http://cloud-3.steampowered.com/ugc/3334093192462483365/2762B5B7CA047A4598BBE842A05A6E0559279BDA/

There is lion statue with a seal in it's mouth in the middle of the room.

If you are a cleric, you can press the button in the lion statue and this will cause a collapse of the ceiling in the next room, killing the Book Keeper.
http://cloud-4.steampowered.com/ugc/3334093192494451000/F3E9E222B4D6E1EB42DB271EEEF90D8AB942A025/

You may also choose to not do so and fight him.
http://cloud-3.steampowered.com/ugc/3334093192494452290/35EC745212E27B6C04F11D3F352C62F4F33C725E/

You will then fight the High Priestess and the Champion of the church which is actually a Church of Torm.
http://cloud-3.steampowered.com/ugc/3334093192494455255/333F3BB52F2F185C406FD8783C29311E89A5C82C/

You remove the green jewel and the giant crystal under it will release the sealed powers within.
http://cloud-2.steampowered.com/ugc/3334093192494456242/E2EDC8DFFE9150D81F8600D907FC655FB2F7B5A9/
http://cloud-2.steampowered.com/ugc/3334093192494458109/38919BECF4756C496BCB7B5EA363AC6DBE1CB90C/

At the same time, the Guardian Spirit of the jewel, the Avatar of the Green Jewel, will make a last-ditch attempt to stop you.
http://cloud-4.steampowered.com/ugc/3334093192494458971/5415E85F4F81A8C78EDD9FD815FE306B246D68A3/
http://cloud-3.steampowered.com/ugc/3334093192494460591/592F89283D6B40B5CBCD3097523B2C1E512F3BE6/

Once you killed it, it will drop a green jewel. This serves to provide the hidden story of how the other two jewels come by which will be further explored in future chapters.

Enab and Abhal will be seen teleporting into the room.


You will ask Enab what is going.
http://cloud-3.steampowered.com/ugc/3334093192494461759/1FE8A95A868FB54E943B4A7BC558C4490424483B/

Abhal and him will reveal themselves to be Bane and Bhaal.
http://cloud-2.steampowered.com/ugc/3334093192494462539/E73089CFA355ACBFDB35C2F7809AA96412B1534F/

You are then given the "choice" to leave the temple with a reward and your life.


Hidden Stories

1. The original owner of the Old Man's house is already long dead.
Enab or Bane is simply using the place. Hence, you will find clues which suggest this. (The dusty chair, Stale food (Nature skill), Demonic sword (Arcane skill)

2. The feral men has been attacking the church's guardians in the sewers. Hence, the high security. The combat conversations by the foot soldiers of the Protectors of the Seal and the female guardian suggest this.

3. The ambush area by the Feral Man Leader has been used for the same purpose before. A skeleton suggests this (Dungeoneering Skill).

4. There is at least 1 other adventurer that has been told the same lie by Abhal or Bhaal. A book near a skeleton suggests this.

5. There are 3 jewels in total and to get the green jewel, evil energy from a crystal which was sealed by the jewel was released after its removal. A guardian spirit of the jewel is also killed. Hence, it suggests that the origins of the red and blue jewels are the same. This will be explored in future chapters.
Post edited by Unknown User on

Comments

  • eldartheldarth Member Posts: 4,494 Arc User
    edited March 2014
    There are also a number of background music that play in the foundry playtest but simply refuses to appear in the published 1.

    I have tried working on a way around this for some time but to no avail so you might notice that there is no background music unlike in an official quest.

    There are some music effects that do not work as "background" music. I'm suspicious that it are the ones that have a limited range. You can try placing "special" sound effects at a specific location in the 2-D editor and see if they perhaps have a blue circle surrounding them -- that shows you the range the sound can be heard. For background music try not to use any that have a range circle.

    Also, rather than use them as background music - you could do the same thing and place special sound effect music elements at specific locations -- probably want to filter by "music" and check "looping" as well.

    Then, of course, there are bugs in the sound effects that some don't play in the foundry, but do play live, and vice-versa.

    We've been told that they "are working on it."
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited March 2014
    eldarth wrote: »
    There are some music effects that do not work as "background" music. I'm suspicious that it are the ones that have a limited range. You can try placing "special" sound effects at a specific location in the 2-D editor and see if they perhaps have a blue circle surrounding them -- that shows you the range the sound can be heard. For background music try not to use any that have a range circle.

    Also, rather than use them as background music - you could do the same thing and place special sound effect music elements at specific locations -- probably want to filter by "music" and check "looping" as well.

    Then, of course, there are bugs in the sound effects that some don't play in the foundry, but do play live, and vice-versa.

    We've been told that they "are working on it."

    Yes. I'm aware of the range for music pieces.

    I tried that before but the problem is that they play during my foundry playthrough but when I try my quest live, the music is missing.

    I am already using the music pieces that have no range for background music but they just won't play in live.

    Hahaha..yeah..I read about them "working on it" too, just have no idea how long they plan to keep on "working on it"

    Anyway, thanks for the advice=)
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited March 2014
  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited March 2014
    I tried your quest yesterday but couldn't get past the part where I had to seal a lions mouth. I simply couldn't reach the mouth long enough to interact with it, is there some trick I was missing?
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited March 2014
    I tried your quest yesterday but couldn't get past the part where I had to seal a lions mouth. I simply couldn't reach the mouth long enough to interact with it, is there some trick I was missing?

    Hi.

    First and foremost, thanks for playing my quest=)

    You shouldn't have to reach the mouth because the interactable part is actually the entire lion.

    You must have the Seal of the Righteous though.

    It is lying on the altar in the room with the 2 lions.

    If you are in the room with the 2 lions, then by interacting with either of them, they should say they look like the one outside the church's entrance.
    http://cloud-3.steampowered.com/ugc/3334093192494443747/C6D2BD000304A5495C0A4395AE22E49CF9723777/
    http://cloud-4.steampowered.com/ugc/3334093192494444585/4EABC296C146F92D13A8BA030ED1B072E348A08B/

    Those 2 are not the right lions since it is observable that they already have seals in their mouth (one is broken, one is intact).

    The book on the floor says that to open the door, one must have the courage to seal a lion's mouth so look for the lion statue which has no seal in its mouth. You definitely have seen it before since you must pass it.
    http://cloud-3.steampowered.com/ugc/3334093192494442825/076809F88383D042641D69E3A93DC71C44CA9189/

    If you interacted with the debris when you first entered, it will tell you, that according to Abhal, the entrance to the church should be just behind this giant pile of debris.
    http://cloud-3.steampowered.com/ugc/3334093192494437636/64DC87121B5E98DBA5F273599744A472CE0C6897/

    Remember the chandlier?
    http://cloud-3.steampowered.com/ugc/3334093192494435652/FC593F2A10B800BB85F78B66740F6C3FFE14660E/

    If you interacted with the archway near it where there is a door, it will say that this should be the door to the church.
    http://cloud-2.steampowered.com/ugc/3334093192494436689/942C3E85CE1DC3A479667359D94A82D7ABEEA801/

    Near it, you should see a lion which is positioned just under a light source.
    http://cloud-4.steampowered.com/ugc/3334093192494449463/DB34BDCE87EEB62AAD1F148634917EE52AC23998/
  • ghorvayghorvay Member Posts: 0 Arc User
    edited March 2014
    This quest was fun and funny, and amazing complex for a first Foundry Quest.
    Please try out my short Foundry quest - "Deserters' Tower" - Short code - "NW-DQ89RVF9W"
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited March 2014
    ghorvay wrote: »
    This quest was fun and funny, and amazing complex for a first Foundry Quest.

    Thank you=)
  • melindenmelinden Member Posts: 619 Arc User
    edited March 2014
    I'm a puzzle person so I'll make sure I play this today and see if I can think of anything that might help people who say they are getting stumped by the puzzle.
    Find me in game with @DoctorBadger
    (Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited March 2014
    melinden wrote: »
    I'm a puzzle person so I'll make sure I play this today and see if I can think of anything that might help people who say they are getting stumped by the puzzle.

    Hey, thanks!

    However, there really isn't much puzzles in this one.

    There's only 1 puzzle.

    I'm planning to put a few into the next one though.

    "A Simple Request" would fit more under story/combat genre.

    Either way, I hope you will still enjoy it.
  • melindenmelinden Member Posts: 619 Arc User
    edited March 2014
    I played this with my level 60 DC.

    I thought the dungeon was well designed and the use of details was excellent. Story-wise I know that some players find the end reveal you have somewhat overdone in foundries. Whether or not you choose to change that is up to you. It did seem odd to be fighting followers of Torm and that would be especially so if the player was a Tormite. It was strange enough doing it as a cleric.

    Play Through Notes


    -after the blocked entrance to the church where the blocked door was knocked down, some of the wood on the ground is glitching. That happens when two things are at the same Y value overlapping. Raising the wood a little should solve this.
    -I like the additional details on the sewer maps
    -the bone decal in the room with the feral men and their leader could also be raised slightly to prevent glitching
    -it would be nice if I could free the trapped adventurer
    -Chandelier needs an E between the D and L
    -I wonder if one reason people are unsure about the puzzle is that it isn't clear which part is the "church". Maybe change the description to the lion by the chandelier?
    -the fights were fairly challenging for my DC
    Find me in game with @DoctorBadger
    (Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited March 2014
    melinden wrote: »
    I played this with my level 60 DC.

    I thought the dungeon was well designed and the use of details was excellent. Story-wise I know that some players find the end reveal you have somewhat overdone in foundries. Whether or not you choose to change that is up to you. It did seem odd to be fighting followers of Torm and that would be especially so if the player was a Tormite. It was strange enough doing it as a cleric.

    Play Through Notes


    -after the blocked entrance to the church where the blocked door was knocked down, some of the wood on the ground is glitching. That happens when two things are at the same Y value overlapping. Raising the wood a little should solve this.
    -I like the additional details on the sewer maps
    -the bone decal in the room with the feral men and their leader could also be raised slightly to prevent glitching
    -it would be nice if I could free the trapped adventurer
    -Chandelier needs an E between the D and L
    -I wonder if one reason people are unsure about the puzzle is that it isn't clear which part is the "church". Maybe change the description to the lion by the chandelier?
    -the fights were fairly challenging for my DC

    Hi, thank you so much for the playthrough and review=)

    I'll look into the glitched wood and bone decal.

    Regarding the freeing of the adventurer, you did!
    You see in order for the adventurer to spawn, you have to either go from the front and kill the spiders or go from the back (the usual path), see the adventurer and either kill the spiders or run back the long way.
    Thus, there are actually 2 markers to spawn her.
    Either way, you will open the gates for her, thus if you return to the same hallway after you have picked up the seal, she is gone.
    That's because when you were fighting the protectors of the seal and all that, she is already heading to the surface.

    Regarding the fighting of Torm followers, the enemies actually only show that they are from Church of Torm from the point after you picked up the seal, assuming you killed all the cult members along the way.
    The cult and church is the same thing, it just that your character thinks they are from a cult as said by Abhal.
    Of course, along the entire quest, starting from the old man's house, I have left clues here and there for different classes (skill sets) to hint towards the final plot.
    Thus, a group with different classes will likely piece up the info that something is wrong way earlier.
    Of course, I would have loved to give players the choice not to be manipulated but there isn't OR logic in foundry.
    Thus, in order to make the story flow, I opted to make the player roleplay as a rather dense character, who for most of the time believes every word of Abhal regarding the cult stealing his jewel and thus, even when he/she knows it is a Church of Torm, he/she still believes it is one that has strayed from the path.

    Thank you so much for spotting the "chandelier" typo.

    There are actually already 2 clues to the church entrance.
    http://cloud-3.steampowered.com/ugc/3334093192494437636/64DC87121B5E98DBA5F273599744A472CE0C6897/
    http://cloud-2.steampowered.com/ugc/3334093192494436689/942C3E85CE1DC3A479667359D94A82D7ABEEA801/
    These are available to all classes and throughout the entire playthrough.
    Of course, they are not compulsory to look at, thus some players might skip them.
    I'll look into this and see what I can do.
    Perhaps a skeleton or book to hint towards it but I don't think I will make it compulsory to look at either.

    Thanks=)
  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited March 2014
    I figured out the lion statue thing. I thought by sealing the lion's mouth, I was supposed to repair the broken seal. Great quest, I'm looking forward to the next part. Hopefully I will get the puzzles better next time.
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • zerkovaplayerzerkovaplayer Member Posts: 51 Arc User
    edited March 2014
    Notes: "Enter the sewer" with quest path not working. I found a sewer grate, but that was no help, because it wasn't the entrance to the sewers.

    Some ones that just say "human" instead of "feral human" ... might do with different label, e.g., "cultist" or "feral human."

    Traps don't really do anything to high level characters, and I'm not actually sure why they're all over this sewer. Are they supposed to represent unstable footing or noisome smells?

    Not very much fourth wall here. There's a little dissonance between entertaining with a clever in-universe story and having meta commentary / inside jokes; that sort of thing works well on the tabletop, but not as well immersively on the screen. Some people will like it, others won't.

    The lack of quest directions to the correct lion's statue mouth is, I think, something people will generally find irritating. "This lion? That lion? Hm, where on this map was there another lion?" I thought the task seemed obvious from the little poem, but identifying which lion I was supposed to deal with was non-obvious.
    Foundry Quest: Breaking the Chain NW-DELOGH4IH
    (Daily eligible! Could use more reviews. Largely complete.)
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited March 2014
    Notes: "Enter the sewer" with quest path not working. I found a sewer grate, but that was no help, because it wasn't the entrance to the sewers.

    Some ones that just say "human" instead of "feral human" ... might do with different label, e.g., "cultist" or "feral human."

    Traps don't really do anything to high level characters, and I'm not actually sure why they're all over this sewer. Are they supposed to represent unstable footing or noisome smells?

    Not very much fourth wall here. There's a little dissonance between entertaining with a clever in-universe story and having meta commentary / inside jokes; that sort of thing works well on the tabletop, but not as well immersively on the screen. Some people will like it, others won't.

    The lack of quest directions to the correct lion's statue mouth is, I think, something people will generally find irritating. "This lion? That lion? Hm, where on this map was there another lion?" I thought the task seemed obvious from the little poem, but identifying which lion I was supposed to deal with was non-obvious.

    Hey, thanks for trying out my quest and I hope you enjoyed it.

    Regarding your points:

    1. "Enter the Sewer" portion comes after you have place the jewels inside the bag.

    After that, the sewer grating will allow you to transition to the next map.

    I tried it again just now and it seems to be working fine so I don't know how you got the issue, perhaps it is a bug?
    http://cloud-3.steampowered.com/ugc/3334093192547819280/0A80762E94757CB38B5750FD52758BFEB6EF9BBB/


    2. The archers are "Human?" not "Human".

    This is because they are actually reskinned skeleton archers.

    It is partially a reminder to myself of my past inexperience using encounters wrongly when I first made this quest, and also a hint that the Church of Torm is willing to take in undead followers regardless of their race.

    I had once wanted to change them but I decided not to.


    3. Trap damage, unfortunately, is totally out of my hands.

    I cannot set how much damage they deal, short of stacking 10 in one same spot.

    At the same time, there is a limit of 50 traps per map.

    This is a limitation of the foundry and I can't do anything about it.

    The traps are there because the Church of Torm do not want people to enter their church and remove the jewel.

    There are combat dialog which hints that the feral men have been attacking the Church as well so the sewer itself is actually more of a backdoor to the church and in constant struggle between the Church and the inhabitants, and of course thieves and adventurers manipulated by Bane and Bhaal in the same way as the player did (there are 2 interactables that suggest this - 1 needs dungeoneering skill).


    4. The breaking of fourth wall to me is basically letting the player know this is a game or quest in itself.

    Of course, I agree some will like it and some won't but there really isn't much I can do about it, since I cannot cater to all.


    5. That extra character is actually my DM note.

    Most authors like to put it at the start of the quest or at the very end.

    I chose to put it at the start of the last map and made it possible for a player to completely bypass him.

    The player also has the option to just take him as a thief if he/she so choose though since he is my DM note, the message still needs to be passed.


    6. There are only 3 lions in the entire map.

    In order to even get to the seal part, you must interact with a chandelier.

    In order to get to the chandelier, you must pass that lion. There's even light shining down on it and the room is a rather dim and narrow hallway.
    http://cloud-3.steampowered.com/ugc/3334093192494434470/EDF02672A51C11BFECB9EDCB469468635DE4A0BB/
    http://cloud-3.steampowered.com/ugc/3334093192494435652/FC593F2A10B800BB85F78B66740F6C3FFE14660E/

    If you had interacted with the giant pile of debris at the very start, it tells you that the church door is just behind it and that's the exact same place as the chandelier.
    http://cloud-3.steampowered.com/ugc/3334093192494437636/64DC87121B5E98DBA5F273599744A472CE0C6897/
    If you interacted with the archway of the door, it tells you it is the church door too.
    http://cloud-2.steampowered.com/ugc/3334093192494436689/942C3E85CE1DC3A479667359D94A82D7ABEEA801/

    In that room with the 2 lions, both of them have seals in their mouths already (1 is broken, the other is intact) and both also tell you that they resemble the lion near the church entrance.
    http://cloud-3.steampowered.com/ugc/3334093192494443747/C6D2BD000304A5495C0A4395AE22E49CF9723777/
    http://cloud-4.steampowered.com/ugc/3334093192494444585/4EABC296C146F92D13A8BA030ED1B072E348A08B/

    I cannot possibly put a waypoint to it because then there is zero point to the puzzle.

    I have however added more and more clues as people kept on asking how to solve it.

    Recently, I even added a skeleton and a book near the chandlier which hints players that that place is where the church entrance is.
    http://cloud-3.steampowered.com/ugc/3334093192547822351/40722B10AF377C03FDC64B3CDB2934A626796ED5/

    Thanks for your review=)
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited March 2014
    I have decided to add a lion statue that is interactable before taking the seal.
    http://cloud-4.steampowered.com/ugc/3334093192547821322/0FAFDCDC3F06577B67104B4BCE06D7CDC277DF02/

    It will say "A statue of a majestic beast. I'm most likely imagining things but I can almost hear its roar."

    It will be removed once the seal is taken.

    Then, in its place, will be the current lion statue.

    That way, the correct lion statue can be interacted when the player runs past it to the chandelier.

    This should at least bring the attention of the player to its existence.

    Of course, if the player doesn't bother to interact with it then this will do nothing and so will any more clues.
  • zerkovaplayerzerkovaplayer Member Posts: 51 Arc User
    edited March 2014
    Hey, thanks for trying out my quest and I hope you enjoyed it.

    Regarding your points:

    1. "Enter the Sewer" portion comes after you have place the jewels inside the bag.

    After that, the sewer grating will allow you to transition to the next map.

    I tried it again just now and it seems to be working fine so I don't know how you got the issue, perhaps it is a bug?
    http://cloud-3.steampowered.com/ugc/3334093192547819280/0A80762E94757CB38B5750FD52758BFEB6EF9BBB/
    The sewer door-thingie works fine, and I found it eventually, but seems slightly out of place. Big honking thing. When I said "sewer grate," I was referring to the small rectangular hole in the ground with bars through it. From the dialogue, I was expecting to find one of those to go down.
    2. The archers are "Human?" not "Human".

    This is because they are actually reskinned skeleton archers.

    It is partially a reminder to myself of my past inexperience using encounters wrongly when I first made this quest, and also a hint that the Church of Torm is willing to take in undead followers regardless of their race.

    I had once wanted to change them but I decided not to.


    3. Trap damage, unfortunately, is totally out of my hands.

    I cannot set how much damage they deal, short of stacking 10 in one same spot.

    At the same time, there is a limit of 50 traps per map.

    This is a limitation of the foundry and I can't do anything about it.

    The traps are there because the Church of Torm do not want people to enter their church and remove the jewel.

    There are combat dialog which hints that the feral men have been attacking the Church as well so the sewer itself is actually more of a backdoor to the church and in constant struggle between the Church and the inhabitants, and of course thieves and adventurers manipulated by Bane and Bhaal in the same way as the player did (there are 2 interactables that suggest this - 1 needs dungeoneering skill).


    4. The breaking of fourth wall to me is basically letting the player know this is a game or quest in itself.

    Of course, I agree some will like it and some won't but there really isn't much I can do about it, since I cannot cater to all.


    5. That extra character is actually my DM note.

    Most authors like to put it at the start of the quest or at the very end.

    I chose to put it at the start of the last map and made it possible for a player to completely bypass him.

    The player also has the option to just take him as a thief if he/she so choose though since he is my DM note, the message still needs to be passed.
    I have a GM's note type character myself in my current one. I'm actually considering making dialogue with that character the first quest objective, since it seems to be something that is a feature in a lot of very successful quests.

    Giving the option to fight the GM's note is a little unusual - I could see that being a more popular feature if there was something potentially frustrating about the map, but the only one that people really seem to be getting frustrated with is the lion's mouth puzzle.
    6. There are only 3 lions in the entire map.

    In order to even get to the seal part, you must interact with a chandelier.

    In order to get to the chandelier, you must pass that lion. There's even light shining down on it and the room is a rather dim and narrow hallway.
    http://cloud-3.steampowered.com/ugc/3334093192494434470/EDF02672A51C11BFECB9EDCB469468635DE4A0BB/
    http://cloud-3.steampowered.com/ugc/3334093192494435652/FC593F2A10B800BB85F78B66740F6C3FFE14660E/

    If you had interacted with the giant pile of debris at the very start, it tells you that the church door is just behind it and that's the exact same place as the chandelier.
    http://cloud-3.steampowered.com/ugc/3334093192494437636/64DC87121B5E98DBA5F273599744A472CE0C6897/
    If you interacted with the archway of the door, it tells you it is the church door too.
    http://cloud-2.steampowered.com/ugc/3334093192494436689/942C3E85CE1DC3A479667359D94A82D7ABEEA801/

    In that room with the 2 lions, both of them have seals in their mouths already (1 is broken, the other is intact) and both also tell you that they resemble the lion near the church entrance.
    http://cloud-3.steampowered.com/ugc/3334093192494443747/C6D2BD000304A5495C0A4395AE22E49CF9723777/
    http://cloud-4.steampowered.com/ugc/3334093192494444585/4EABC296C146F92D13A8BA030ED1B072E348A08B/

    I cannot possibly put a waypoint to it because then there is zero point to the puzzle.

    I have however added more and more clues as people kept on asking how to solve it.

    Recently, I even added a skeleton and a book near the chandlier which hints players that that place is where the church entrance is.
    http://cloud-3.steampowered.com/ugc/3334093192547822351/40722B10AF377C03FDC64B3CDB2934A626796ED5/

    Thanks for your review=)
    I may have gotten turned around a couple times and found the first pair of lions again a couple times. Easy enough to do. Making the original lion interactable will help it be a little more memorable, I think, that's a good change. It might be sufficient. It's hard to do puzzle quests that work out and get good ratings.

    For me, the first thing that came to mind when I was told "the entrance of the church" was the caved-in place with the plank. Obviously, the statues there weren't lion statues, so then I had to go searching back through the map.

    I would appreciate it if you combed through mine and told me your impressions, you seem to have a good eye for detail. Short code's in the signature.
    Foundry Quest: Breaking the Chain NW-DELOGH4IH
    (Daily eligible! Could use more reviews. Largely complete.)
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited March 2014
    I would appreciate it if you combed through mine and told me your impressions, you seem to have a good eye for detail. Short code's in the signature.

    Hey, I'll be glad to help you out once my "Daily Foundry" quest from Rhix is up again.

    I'll leave a review at your quest thread.

    Edit: I realised I have already played your quest before (turns out I was your last reviewer some time in February).
    https://docs.google.com/spreadsheet/ccc?key=0AlyfTc5Eyk6FdEVPSlVwbWRlMVhaSDBZT1FDZzhoNFE#gid=6

    Back then, my review was

    "I liked how I can choose what to do with the other characters.

    I will not comment on the story since this is supposed to be episode 2. I'm quite confused as to why I seem to be a villian or anti-hero but I supposed that will be answered by episode 1.

    I had a little difficulty with the last objective of walk through the portal because even though I was standing in the middle of the stone henge, it did not activate. Thankfully, after some walking around, it worked again.

    The betrayal of Gareth, if I did not talk to the first NPC, I would not have noticed it. This is because there are other enemies fighting me and they take away the attention so if the event is to have any dramatic event, it might deserve its own dialog.

    I'm confused as to why the Elven Enchantress is a timid NPC follower after I took her prisoner.

    The dialog from the Important-looking Guy in the correction facility is a little hard to get considering he runs from me. So perhaps you could just use a pop-up chat instead.

    All the above are basically just nit-picking. The quest in general is good and I look forward to playing part one."

    Of course, that was the assessment of your quest back in February.

    My "Daily Foundry" will begin in about 30 minutes and I will run through your quest again.

    As I have mentioned earlier, I will put it in your quest thread.
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited March 2014
    Hi, I have just published my second foundry and direct sequel to "A Simple Request" NW-DIC2E7M9Z.

    It is called

    Back to the.. PAST!
    NW-DIP7Q55UT
    http://cloud-2.steampowered.com/ugc/3332968086173316892/D14DF97667DE7894E9439B1A5E75D0620C862DBE/


    It is still a work in progress since I have yet to add traps and more interactables in.

    Please try not to be too harsh on it.

    As per before, if you find any mistakes or bugs, please do let me know here or send me an in-game mail @OoKeNnEtHoO. Much appreciated=)

    However, the main story and mechanics are all in place and I have play through it once live with my LVL 55 GWF to see if it is completable and it is.

    Thus, I would like to promote it a little and get some plays and reviews to pull it out of review hell (need 5 reviews).

    I will be updating this quest with more and more stuff as time goes by as per how I did with the previous one.

    Thank you.
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited April 2014
    A Youtuber has made a video review for this quest and I would like to show it=)

    Part 1:
    http://www.youtube.com/watch?v=_mxipelfsD8&feature=share&list=UU0aM1MZ3sTPjh_5byhojtLg&index=1

    Part 2:
    http://www.youtube.com/watch?v=AMdYBNr5HYc&feature=share&list=UU0aM1MZ3sTPjh_5byhojtLg

    Many thanks to DrakenARTZSteam for making these.
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited June 2014
    BUMP.

    Foundry is eligible for dailies.
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