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Fall of the City of Grumura

phoeniciansonphoenicianson Member Posts: 150 Arc User
edited October 2013 in Foundry Quest Database
Fall of the City of Grumura
COMPLETELY REVAMPED, SEE BELOW UPDATE POST PICTURES
NW-DDKOR82LQ
@PhoenicianSon
(Always happy to swap plays for reviews PM me- scroll down for in game pictures and bottom for updates)
QUEST LOCATED IN "NEW" TAB - SEARCH NAME OR SHORT CODE
Starts at: Guard Frinko

SHORT AND SATISFYING, MAKES FOR A NICE DAILY
Completion Time Average: 24 Minutes

Story: The City of Grumura has been besieged by a mysterious evil. An ancient force that has overtaken the town and the townsfolk are no where to be found. Neverwinter calls upon the favoured soul of the land, you! The Savior of Neverwinter has been called with the help of a Kelemvor Priestess, who battles the evil forces at your side, to channel the power of Kelemvor and rebind the five seals weakening the rift to afford you the opportunity to collapes the portals that has offered passage for the evil to besiege the town. Will you discover the source of the evil manifestations, or be overcome by the evil forces that lay siege to the city?

BACKDROP: The story takes place on a 1024x1024 map, fully customized hosting the City of Grumura. Full detail, 1500/1500, used to give the City of Grumura a life and its own character as a wealthy and structured city of Neverwinter.

THEME: This is a #combat concentrated quest, and #challenging, yet not overwhelming. It is filled with skinned themed encounters to support the story. Storyline Dialogue options, as well as choices for lighter dialogue, or more in depth dialogue elaborating on storyline, fully at the discretion of player (Non-objective NPC with full background story for player who enjoy a richer storyline experience). The quest includes a series of simple interactions, incorporating aesthetic effects, all to balance out gameplay and support storyline. It is a very fluid quest that takes place on one instance, and is a great candidate for a daily. This shall be the start of a campaign should it reach success with your support!

PLAYTHROUGH: You can safely play through SOLO or with a SMALL GROUP (no more than 2 players recommended). I ran through this quest within 25 MINUTES solo while taking notes. I played through without dying, and no battle companion other than the storyline character.

ENCOUNTERS: The mobs are all STANDARD and DIFFICULT. Please note that the mobs are not compounded, but they do patrol the streets of the city. Their patrol paths are NOT overlapped, but many end near similar points. Part of the playthrough is that you are mindful forcing you to use tact and strategy where you engage the mobs as to not aggro mutliple patrols at their meeting points.

PICTURES OF QUEST (Level 60 Mage, 12,500GS, Augment Companion & Storyline Companion: Priestess Taco):

screenshot_2013-10-06-01-21-54%20%28640x360%29.jpg

screenshot_2013-10-06-01-31-52%20%28640x360%29.jpg

screenshot_2013-10-06-01-32-44%20%28640x360%29.jpg

screenshot_2013-10-06-01-37-16%20%28640x360%29.jpg

UPDATES:
10.13.13 COMPLETE REVAMP: Redeveloped the entire quest. Created new map, smaller, 1024x512, 1500/1500 Details Allocated. Complete storyline revamp. More effects, better design, combat leans more on patrol strategy from first version. Map created around combat strategy. Be mindful where you engage encounters to avoid multiple patrols, no more than 2 connect at ends any one place on map, except two locations where 3 patrols connect at ends.
- Removed Taco from Storyline to add more encounters to fill map
- Made Encounters more progressive, few ultra elites used
- Made ending battles climactic, adding additional layer of challenging combat
- Tested with all Foundry 31 Level Builds
- WARNING - Strongly Advise Level 60 Clerics to bring friends, all other builds can SOLO map
*NOTE - map is still clean, as the storyline provides, the lack of fire all over the map is intentional.
NEW QUEST PICTURES FORTHCOMING

FORMER MAP UPDATES:
9.27.13_Rev: Added more Guards for aesthetic appeal, and tent wires
Changed default name for magic barrier to "Magic Barrier"
Added more sound effects
Added a few more foliage details

9.30.13_Rev: Added foliage to the Guard Camp, and more guards
Added an End Quest Interact Module to Leave Map (for effect)
Added more FX, sounds, foliage, and a Volume Gate into City
Changed the Entrance Gate to City
Fixed few minor dialogue spelling mistakes
Added Additional Backdrop

10.6.13_Rev: Major Update: Includes new NPC to add more depth to storyline. Added dialogue, outside storyline, optional based on player's discretion. Dialogue with Priest Pius sets the backstage for the instance at Grumura.
Additional OPTIONAL dialogue chains added to storyline NPC for shortened version.
Changed the environment signifantly, backdrop more consistent with storyline, shifted details to add more off-map content to remove "bare map" feel at entrance.
Added More Sound effects.
Enhanced some encounters, and adjusted skins.

10.8.13_Rev: Major Update: Fixed Issue where closing box after sealing 5th seal caused quest to break by adding another objective to acquire Empowered Seal of Kelemvor.
Added More Sound Effects
Changed Encounters to offer more variety, not abominations (later update)
Changed a Massive Amount of Scenery by shifting resources adding new content
Changed Some Patrols to make it more difficult to navigate around them, and added more invisible barriers forcing players away from walls

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