Fate of the Bonnie Kate, by @nezroy
Short Code: NW-DE6K6H63Q
Mission Type: This is a solo, linear, story-driven combat adventure, with no puzzles or exploration.
Average Duration: 21 minutes
Amount of Combat: medium
Starts at: Protector's Enclave, Dockmaster's Office
The Bonnie Kate set sail from the Moonshae Isles laden with supplies for the reconstruction efforts in Neverwinter. Now she's a week overdue, and the Dockmaster in Neverwinter is worried that something has gone wrong. What ill fate befell the Bonnie Kate?
This quest is soloable by all classes at max level and is not specifically designed to be challenging. There are no stacked encounters other than bosses (and none of those are hard/hard stacks). A healing cleric may find some of the bosses difficult, but should not find anything impossible. Move mobs to advantageous areas for combat; some spawns start out in tight quarters but there is usually room close by to fight.
Comments
Act 1: Nightmare on Market Street
Act 2: My Best Friend's Evil Wedding
Author:@nezroy
Forums: nezroy123
Reviewed by @jedensuscg
Forums: hercooles130uscg
In one paragraph: A fantastic quest with a great story and unique objectives, as well as meaningful but not overbearing combat. Not too long for those time-conscious players.
These are NOT ratings but are indications of how much I personally experienced while playing the quest. They do not necessarily jive with the authors intent or other players experiences.
Overall Ratings
Overall 4 out of 5
Story 4- Short description
Combat 4 - Short description
Puzzles N/A - Short description
Exploration and World 5 - Short description
Story - The overarching plotline
The story was fun and mostly original. Where it shines is the writing style. It is just a fun read all together. There were also some unique quest objectives that really broke up the typical, "run here, them to him, kill them" quests.
Combat - The swords and spells
The combat was great in that it was not overbearing. Some people think there should be more, but too much just gets in the way of a good story. My opinion is that if I want lots of combat, I can choose to play a quest that advertises that. The combat was also tied into the story a lot better then some quests, that just have masses of mobs jumping out all the time.
D&D Lore - lore specific to established D&D in either campaign books or other media
Not a whole lot of D&D lore that stands out, but the quest does feel very D&D in nature.
Original Lore - Optional details that are not part of the main story, but bring life into the authors world.
The original story was great, but there was also some optional dialogue if you chose to go through it that added some more life to the story.
Puzzles - Cleverish means to move forward
No puzzles.
Exploration and Environment - Everything that contains the quest.
This is where I am not sure what it going on. The layout looks almost too well put together and complicated to be a handcrafted map, yet I was unable to find the similar layout in the Foundry. In fact only one came close (having a beach) yet it did not have any of the caves or other stuff. So therefore I am going to call it custom. Sorry if I am wrong. But until proven otherwise, the design of the map is amazing. The cove and the caves are all top notch.
Bugs - itching...scratchy...
Nope, none found
Thanks for taking the time to review this! I really appreciate what you're trying to do for foundry authors
Regarding the map... yes, basically custom. I started with an existing coastal outdoor map that had the basic shoreline I needed (probably the one you found). From there I added the cliffs, cove, cave, etc. using large detail terrain/cave wall pieces. While in the cave you are basically floating in midair over the bay of the original map.
SPOILER
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I know you gave us the ingredients, but I am telling you its all about the proportions. That's why I know my omelette was probably the best Connor has ever tasted.