Well Met Adventurers!
. . . . . I hear rumors have begun to spread after the discovery of a Mystrallan structure in the Neverwinter Wood! These rumors weave tales of a lost Temple of Mystra and a band of drow followers of Lolth somewhere within the Wood. Intrigued are you now? Hmm, well this structure may hold clues to the Temple's location, as Cleric Millan believes... indeed. The Cleric of Lurue has set about to hire adventurers in hopes at unraveling these Mysteries, you should go seek him in Protector's Enclave.
Safe Travels,
~Archmage Zebular of Mystryl
A Discovery in Neverwinter Wood, Act I
. . . . . Millan, a Cleric of Lurue in Protector's Enclave, is calling for adventurers to investigate the rumors of an old Mystrallan building discovered a day's journey into Neverwinter Wood.
Mission DetailsMission Name: A Discovery in Neverwinter Wood
Short Code: NW-DIPI9V93T
Mission Version:
2.3 (live)Last Updated on: 09-13-2013
Number of Maps: 2 + Protector's Enclave (1 Exterior, 1 Interior)
Mission Type: Campaign Mission Introduction, Lore, Story, Retrieve.
Amount of Combat: Light to Medium
Language: English
Off the High Road, Act II
. . . . . Millan, the Cleric of Lurue in Neverwinter, has been studying the objects brought back to him from the Mystrallan Structure in Neverwinter Wood. Return to him to seeif he has discovered any clues to finding the lost Dweomerkeep Temple.Mission DetailsMission Name: Off the High Road
Short Code: NW-DPLLC58A9
Mission Version:
1.6 (live)Last Updated on: 09-02-2013
Number of Maps: 2 + Protector's Enclave (1 Exterior, 1 Interior)
Mission Type: Campaign Mission, Lore, Story, Combat, Retrieve.
Language: English
Dweomerkeep Temple, Act III
. . . . . Millan, a Cleric of Lurue in Protector's Enclave, has asked you to return after he's had some time to gather intelligence on a group of drow who are also heading for the lost Dweomerkeep Temple. Return to him and find out what it is you should do next.
Mission DetailsMission Name: Dweomerkeep Temple
Short Code: NW-DUWQF9IXO
Mission Version:
1.3 (live)Last Updated on: 09-02-2013
Number of Maps: 4 + Protector's Enclave (2 Exterior, 2 Interior)
Mission Type: Campaign Mission, Lore, Story, Retrieve, Dungeon Crawl Combat.
Combat Amount: Md-Hvy, Mini-Bosses + Bonus Side Mission
Language: English
A Weave in Time, Act IV
. . . . . A letter arrives for you from the postal courier signed by Cleric Millan Freemor of Lurue. It reads, "Great Adventurer! I uncovered something interesting... If you're up for another trip to the Dweomerkeep Temple, come visit me in Protector's Enclave."Mission DetailsMission Name:
A Weave in TimeShort Code:
NW-DDJNKTXJPMission Version:
1.1 (live)Last Updated on:
09-11-2013Number of Maps:
2 + Protector's Enclave (1 Interior, 1 Exterior)Mission Type:
Lore, Story, Dungeon Crawl (Dialog Heavy)Amount of Combat:
Md-Hvy, Mini-BossesLanguage:
English
Gameplay Notes:
- This is a feedback thread for the Dweomerkeepers Campaign missions.
- This is a series of 8 planned missions.
- This Campaign is a Lore and Story driven Campaign.
- Yellow choices in Dialog will advance the Story and Objectives.
- Orange choices will usually lead to lore and story.
- White choices are usually actions or back-tracking in dialog.
- The lower level you are, the easier these mission will be.
- The higher level you are, the more difficult they will be.
- Being in a party will make the fights easier with each additional party member.
Progress Notes:
- Currently, the first Four Missions are available for play and are in live playable states.
Spotlight Missions
A Discovery in Neverwinter Wood
- Spotlight during Alpha/Beta and from June 3rd, 2013 to June 11th, 2013
- Short Code: NW-DO7AERD6G (Note: Old Version!)
Please note: The Spotlight Version (1.33) is an old version any may have bugs and is no longer update-able.
As a result, the spotlight version is no longer nestled into the Campaign.
For a current version of the mission, see the one that is a part of the Dweomerkeepers Campaign (SC: NWS-DKPPXGRS7)
. . . . . If you have any issues, please be sure to let me know which mission, map, and the location of any errors or places you get stuck in. You may type /locvec in chat to see coordinates for Foundry Use.
. . . . . I'll be updating the Wiki Pages for each Mission as I update them. Which will include Update Notes, Fixes, Changes, as well as eventually explanations of lore and spoilers.
. . . . . Thank you all for playing, I hope you enjoy and keep enjoying the Story and Adventure as much as I am enjoying telling it (and admittingly... playing them! I won't create something I don't enjoy myself!). Please feel free to ask any questions about my usage of lore. Almost everything in relation to World History is accurate. Cymathetra and other NPCs are of my own devising, as is their personal lore.
Player Interaction & Future Updates Planned:Thank you for the feedback and I am very happy you have enjoyed them so far!
I posted a progress update on Act V and the future here.
. . . . . I have often thought of adding more dialog options and was thinking that mayhap what I can do is ask players what kind of questions "They would ask" the NPCs in the dialog choices and then it might be worth-while to go through and add in some of those requests as the Campaign Develops.
. . . . .I did add one "evil" act in the very beginning of Act I when I replaced the Abort Exit on the first map. I also do feel adding more neutral and evil responses would be nice to do also. Act II also see's some "rude" choices when speaking with the Drow Street Urchin also. Aside from these though, yes evil choices are quite lacking in the Campaign.
. . . . . So, if anyone has any Dialog Choices that they would like to see with any of my NPCs, just reply with the following:
- What Mission is the NPC in?
- What Map is the NPC on?
- What is the name of the NPC?
- What dialog would you like more choices for?
- What specific questions or choices would you like to see for this NPC/Dialog?
Comments
Many thanks! I am glad you all enjoyed them, indeed!
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
I did as you said, as 'neverwinter wood' was gone.. I abandoned the quest, but i dont remember where to retake the quest? Any help here would be great to find the npc
Author: @BardicKnowledge
Q1: Prologue - The Lady and the Worm NW-DPQPJSVTH
Tags: #Challenge, #Story, #Solo, #Group
I look forward to the next chapter.
. . . . . Ah, my apologies. See the castle-icon on your menu bar? (I forget the default hotkey as I've rebound the Home page) Click on or open this menu. You should be able to find it easily on the Foundry Slide-Show at the bottom. The past two days it's just been a couple more to the right. If you don't see it in there, just copy this code and then paste (CTRL+V) it in game in the Foundry Search in that same menu window, it will be the Foundry Tab.
Campaign ID: NWS-DKPPXGRS7
. . . . . This will bring up the Campaign for you, just left click on it to expand it and see the quests nestled inside. After you'v re-taken A Discovery in Neverwinter Wood, go speak with Millan again, he's marked as a Cleric of Lurue on your Map, just above Sergeant Knox. All three quests so far will use Cleric Millan as a main NPC.
. . . . . Thanks! I'll check it out when I am in game next.
. . . . . Many thanks, glad you've enjoyed them again!
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
. . . . . I think BW2 is when I published the totally new version and since it has continued to evolve. Act III is mostly ready to be listed as a "live" and finished state. The major thing is there are several typos that I keep forgetting to fix as well as I need to make another pass on it yet to clear up some loose ends prior to publishing Act IV.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
Great level layout. Natural Feel. Mechanics of the level were very clever, and allowed for an experience that exceeded the polish of even the main storyline.
My only criticism; I don't recall the specifics from the quest - but I recall walking away with only one negative notion; I wished for more diversity in the dialogue options. Not just 3 or 4 situational options, but maybe a good, neutral, evil set. I recall feeling as if the player's personae was set, and had no impact.
This is from a heavy immersioner's standpoint, and accounts for only a very, very small 'deduction', if you will.
Again, this has been one of the best UGC I've experienced.
. . . . . Thank you for the feedback and I am very happy you have enjoyed them so far!
. . . . . I have often thought of adding more dialog options and was thinking that mayhap what I can do is ask players what kind of questions "They would ask" the NPCs in the dialog choices and then it might be worth-while to go through and add in some of those requests as the Campaign Develops.
. . . . . I did add one "evil" act in the very beginning of Act I when I replaced the Abort Exit on the first map. I also do feel adding more neutral and evil responses would be nice to do also. Act III also see's some "rude" choices when speaking with the Drow Street Urchin also. Aside from these though, yes evil choices are quite lacking in the Campaign.
. . . . . So, if anyone has any Dialog Choices that they would like to see with any of my NPCs, just reply with the following:
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
. . . . . You can keep track of my updates as I implement them, via the Official Wiki Page for my Campaign as well as other details and in time, lore! Thanks again to all who play my missions, I am really happy that so many are enjoying them. I have encountered RL set-backs (health issues) to getting Act IV done by the weekend. I am now aiming for the middle of next week, hopefully by Wednesday.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
2) Where the hell is mission 4? =p
Act I, A Discovery in Neverwinter Wood
. . . . .I small number of users have reported getting stuck on the ladder when first entering the sewers. Unfortunately, the only way to get around this at this time is to either a) use the ladder (sparkly area) again to go back up and then try going down again or b) type /killme and respawn. (The sewers are an entirely optional side-mission, it is not tied to the main objectives)
. . . . . Due to the mission being featured and the very small number of reports on this, I am unable to do a quick fix for this to the Spotlit mission. Instead, I will add the fix to my next pass for updates to Act I when the spotlight has run it's course a bit more. I'll then do a major update and re-submit it for spotlighting.
I apologize for the inconvenience this is causing.
A question for those who encounter this; "What race are you and did you make your character shorter or taller than average?"
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
EDIT: Nevermind, the key just failed to go to my inventory the first time, trying to pick it up again fixed it.
Bug, or did I just miss something?
. . . . . That sounds like a game bug. This particular door's context menu only becomes available when the objectives are complete and your next one is to enter the building. So, if you're seeing "Press F" on the Inn's front exterior door then there is nothing left that *needs* do be done in that map. I can only fathom that it is the interact bug I hear about every now and then that is preventing you from entering. Leaving the map and re-entering right away may resolve this or a client restart. I am not sure, I would bug report it in game never-the-less.
Thanks!
. . . . . This is left over because I originally had a flash animation from the dialog about the key when the portal first appears. The dialog originally closed and a separate vortex flashed for a moment at the same time the portal became visible, making it look like some magic sprang forth from the key to the portal area. I removed the special effect because of technical issues but plan on adding it back, so I left the dialog intact. Unfortunately, this makes it seem as though you're taking the key twice if you don't pay close attention to the dialog.
These two objectives are supposed to flow like this:
. . . . . You open the bag (open the bag dropped by drow for dialog, 1/1 objective), touch the key and a ray of magic shoots from the key to where the portal will appear (dialog end) you see the flash and the portal appears. You then have to take the key (interact with bag again and take key in hand, 1/2 objective) and wave it in front of the portal to "unlock" the passage to the Temple (interact with portal and with key in hand wave in front of portal, 2/2 objective).
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
I will pester him to no end to make sure he does. *Evil Laugh*
...Then again I don't much desire to be turned into a frog yet another time...
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
Brethren of the Five, Campaign. - Story focused
The Dwarven Tale - Hack 'N Slash
. . . . . Many thanks, glad you liked them! If there's any specific things besides sound that needs fixed, please let me know here or by in-game mail. Also, here's my latest update as to my progress with them:
. . . . . I will be going over the three published missions later this week, or over the weekend, for passes on fixes and any needed updates to get them ready for Feywild and Act IV. However, I won't be publishing any more until I finish experiencing the entire game (up to Module 1). This is because I want to properly fit the rest of the 5 missions into various zones and have them line up with the lore used in official missions. Right now, my mage just hit level 37, so probably about a month more and I should have had enough time to complete content up to Module 1. Unfortunately, my health doesn't allow me more than several hours of game-time a week, sometimes more - sometimes less. Often less. *the mage frowns*
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
I'll be here when the next parts come out ^^ Also the optional encounters, nice touch.
Brethren of the Five, Campaign. - Story focused
The Dwarven Tale - Hack 'N Slash
. . . . . Just keep in mind, I will not create something I do not enjoy playing myself, as I am mostly a soloer. So, all my UGC, unless specifically stated, will be better suited for a solo or duo experience.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
I dunno, I never have any problems with difficulty. (Riddles in the Dark, was originally made for duo, then nerfed with slider for solowork. The hard parts are when you go Hardcore, or attack optional enemies.) But never had a problem with your combat, and that was with my 50 something GWF before I hit 60, and I had lvl 30 gear on her.
But yeah, really liked it. (I think i'll give them a playthrough with my cleric as well :)Though just now my GWF took 10 Hard guards on by herself, just tanked and spanked lol. Custom Sentinel spec, drow.)
Brethren of the Five, Campaign. - Story focused
The Dwarven Tale - Hack 'N Slash
. . . . .Awesome, thanks for the feedback and thanks to everyone else too (too much to quote)! I am glad you all are enjoying them!
. . . . I'd like to re-state the following, as I might be able to work in any such requests if given prior to my updates:
Player Interaction & Future Updates Planned:
. . . . . I have often thought of adding more dialog options and was thinking that mayhap what I can do is ask players what kind of questions "They would ask" the NPCs in the dialog choices and then it might be worth-while to go through and add in some of those requests as the Campaign Develops.
. . . . .I did add one "evil" act in the very beginning of Act I when I replaced the Abort Exit on the first map. I also do feel adding more neutral and evil responses would be nice to do also. Act III also see's some "rude" choices when speaking with the Drow Street Urchin also. Aside from these though, yes evil choices are quite lacking in the Campaign.
. . . . . So, if anyone has any Dialog Choices that they would like to see with any of my NPCs, just reply with the following:
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
I'm still welcoming feedback especially pertaining to:
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]