The Tome of Akronem - Part I - Lucius Shortcode: NW-DD8V6NA88 Author: staalkbh
Tag: story, combat, humor, exploration, optional, Inn. Campaign/Quest Q1:The Scholar Q2:Lucius Q3:The Inn Q4:The Bard Sub Tag: v0.1, Conversations, Some Encounters Difficult, Explore to discover side quests.
UPDATES - Added more optional quests (A Miller could use some help), encounters.
- Changed setting a bit on the Mills map, to give it an ambience more in line.
- Changed Horse 04 to Horse.
- Fixed the Horse standing on the carriage, although it insists on getting back up there from time to time.
Preview The Bard Sings a Verse from his newest adventure. The travels took me far to the east.... Where I met a terrible beast!... With flute in my hand and lute on my back.... I ran like the wind and hid in a shack.... For three days and nights I slept on the grass..... peed my pants and passed some gas... Finally daring to go out to find it clear... moving along with an itch in my rear.....
To do List Adding more life in the world, fixing follow on Bard.
Note I do not wish to spoil the story, this will be an ongoing quest line, until I find it to be the right time to finish it.
The Tome of Akronem - Part II - Grymm Shortcode: NW-DGFZVO9P7 Author: staalkbh
Tag: story, combat, humor, exploration, optional, Inn. Campaign/Quest Q1:The Tower Q2:The Giant Q3:Grymm Q4:The Funny Sub Tag: v0.1, Conversations, Some Encounters Difficult, Explore to discover side quests.
Updates
Preview Continuing your journey from Part I, Scholar Horath has another task for you, this time leading you to the Frost Giant's, prepare for some hard battles, joined by Luthiron the Bard.
The Tome of Akronem - Part III - To the Skies Shortcode: NW-DTS63OPSS Author: staalkbh
Tag: story, combat, humor, exploration, optional, Inn. Campaign/Quest Q1:The Harvest Fest Q2:The Skies Cutscene Transition Q3:The Stranded Sub Tag: v0.1, Conversations, Some Encounters Difficult, Explore to discover side quests.
Updates I Published the first 2 Maps of this Quest for testing purposes, if you decide to go play it, remember it's not done and subject to change. Furthermore remember this if you decide to review and rate it.
Preview "It has been more than a month since I last heard from Horath. It has been a slow period I must admit, staying at taverns, drinking, eating, sleeping and whatever else I require to do. Luthiron seems to rather enjoy himself, I believe I have seen him walk away with a different woman every night. I am getting used to having him around, even though his songs can drive me crazy, or maybe it is his voice, I am not entirely sure.
What I do know is that he keeps on exaggerating or bending the truth too much in his songs, which is why I have taken to writing this Journal, this will be my first entry.... Yes alright I am bored out of my mind, and this passes the time at least, for now."
Signed, with my new given title by Luthiron.
staalkbhMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
Updated OP with another screenshot of my second Campaign, will add some for Part I soon, also working hard on Part III, have something special in store for you guys, if anyone actually just played my campaign
staalkbhMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
May 7th 2013 - Updated the OP with a changelog
Could really use some more plays on my maps, especially part II, first one is now counting towards daily foundry, so thanks for that everyone who played through it.
Part III could also use some testing, I published a version for that exact reason, there simply are things in game which I can't see/check in the Foundry.
Quest: The Tome of Akronem - Lucius
Author: @staalkbh
Forums: staalkbh
Reviewed by @jedensuscg
Forums: hercooles130uscg
In one paragraph: A simple, decently written storyline set in a quest that requires the player to explore more and follow quest trails less. The maps however are well designed and appealing.
Mission Graph
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 Stars
Story 3
Combat 4
Puzzles N/A
Exploration and World 5
Story - The overarching plotline
The story was nothing ground breaking, but it was unexpected and well written. A few grammar and spelling mistakes were to be found, but nothing that really drew me away from the dialogue. The dialogue it self did seem to jump from colorful and well written to more simple prose on several occasions. However the use of the Bard was a fun element.
Combat - The swords and spells
The combat was fun, if mainly because it was at times unexpected, and other times was mostly optional. You could avoid as much or as little as you wanted. It was not overly hard, but had challenging parts when the situation warranted.
D&D Lore - lore specific to established D&D in either campaign books or other media
Don't think there is really anything of note here.
Original Lore - Optional details that are not part of the main story, but bring life into the authors world.
Nothing that really elaborates on the background or motivations of the characters. The story was told pretty much through the NPC's, and though there was side dialogue and quests, they did not expand the Authors world as a whole.
Puzzles - Cleverish means to move forward
No puzzles, however due to the hidden objects, you could spend some time finding what you needed or were to go.
Exploration and Environment - Everything that contains the quest.
The maps were well designed, and it is a shame sound is not working as I am sure they would be even better. The night time was really dark, almost too dark at times, though it fit with the theme of the quest. and made the areas that were lit up stand out more, such as the village. There was some side quests and dialogues if you looked for them, and many of the objectives required the player to explore and interact with stuff they would normally ignore, as they were not displayed on the map. A welcome change from just following one quest marker to another. I ran around for a good five minutes trying to find the waterfall, and of course, this meant running into more bad guys
Bugs - itching...scratchy...
The most glaring bug I found involved the side quest with the Miller. This is simply a misunderstanding of how the interaction between setting an object as Contact and Interact at the same time.
In short, you can not pick up the feathers because the item is set as a Contact, and Contacts CAN NOT place item in the players inventory, even if they are set to. I had this issue with my quest once and had to change it. A way around this is to have two objects, after you "dialogue" with the first, it disappears and the second one that is set as Interact appears, allowing the player to put an item in the inventory.
Suggestions
The one thing I would like to point out, and will help a lot of players out, is to not have so many object transfers into the players inventory. Having all the pages taking up valuable bag space is a no no.
The key to remember about items is that they should only be put into the inventory if they are required to complete a quest objective, required to activate certain dialogue options with NPC's, or open/reveal doors and other such things. In the case of the pages, since you are forced to pick up the pages as an actual objective, there is no need to put these items into the inventory. it is a given you will have them when you talk to the Scholar, as you were forced to pick them up to progress to that point.
When you would place an item into the inventory is if the objective is to bring an NPC an item. The finding of the item is not the objective in this case, but rather finishing the dialogue with the NPC is the objective, and can only be completed if the player has the correct item in their inventory.
0
staalkbhMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Suggestions
The one thing I would like to point out, and will help a lot of players out, is to not have so many object transfers into the players inventory. Having all the pages taking up valuable bag space is a no no.
The key to remember about items is that they should only be put into the inventory if they are required to complete a quest objective, required to activate certain dialogue options with NPC's, or open/reveal doors and other such things. In the case of the pages, since you are forced to pick up the pages as an actual objective, there is no need to put these items into the inventory. it is a given you will have them when you talk to the Scholar, as you were forced to pick them up to progress to that point.
When you would place an item into the inventory is if the objective is to bring an NPC an item. The finding of the item is not the objective in this case, but rather finishing the dialogue with the NPC is the objective, and can only be completed if the player has the correct item in their inventory.
First I would like to say thank you
My main problems stemmed from duplicating my map, which I have now learned not to do anymore.
It truly messes up some quests, and / or items, such as making everything interactable or making them contacts.
I will definitely find all the small kinks and work them out.
Also Part I was my first attempt in the Foundry, and I do admit it needs some more work!
I think one of the biggest issues is the fact that it's hard to find a middle road in between the nights, one is too light, other gets too dark, which is also an issue on my upcoming maps.
Regarding items, I totally agree, inventory space in Neverwinter is a hard thing to come by, and not being able to have an NPC actually accept items is a problem, which I need to solve by either not having them in your inventory or giving them to an "object" instead.
I will definitely look at my options and I appreciate your review
Comments
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The Tome of Akronem - Preview Trailer
Could really use some more plays on my maps, especially part II, first one is now counting towards daily foundry, so thanks for that everyone who played through it.
Part III could also use some testing, I published a version for that exact reason, there simply are things in game which I can't see/check in the Foundry.
Member of 'The League of Monster Slayers' http://www.lomsglobal.com
Quest: The Tome of Akronem - Lucius
Author: @staalkbh
Forums: staalkbh
Reviewed by @jedensuscg
Forums: hercooles130uscg
In one paragraph: A simple, decently written storyline set in a quest that requires the player to explore more and follow quest trails less. The maps however are well designed and appealing.
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 Stars
Story 3
Combat 4
Puzzles N/A
Exploration and World 5
Story - The overarching plotline
The story was nothing ground breaking, but it was unexpected and well written. A few grammar and spelling mistakes were to be found, but nothing that really drew me away from the dialogue. The dialogue it self did seem to jump from colorful and well written to more simple prose on several occasions. However the use of the Bard was a fun element.
Combat - The swords and spells
The combat was fun, if mainly because it was at times unexpected, and other times was mostly optional. You could avoid as much or as little as you wanted. It was not overly hard, but had challenging parts when the situation warranted.
D&D Lore - lore specific to established D&D in either campaign books or other media
Don't think there is really anything of note here.
Original Lore - Optional details that are not part of the main story, but bring life into the authors world.
Nothing that really elaborates on the background or motivations of the characters. The story was told pretty much through the NPC's, and though there was side dialogue and quests, they did not expand the Authors world as a whole.
Puzzles - Cleverish means to move forward
No puzzles, however due to the hidden objects, you could spend some time finding what you needed or were to go.
Exploration and Environment - Everything that contains the quest.
The maps were well designed, and it is a shame sound is not working as I am sure they would be even better. The night time was really dark, almost too dark at times, though it fit with the theme of the quest. and made the areas that were lit up stand out more, such as the village. There was some side quests and dialogues if you looked for them, and many of the objectives required the player to explore and interact with stuff they would normally ignore, as they were not displayed on the map. A welcome change from just following one quest marker to another. I ran around for a good five minutes trying to find the waterfall, and of course, this meant running into more bad guys
Bugs - itching...scratchy...
The most glaring bug I found involved the side quest with the Miller. This is simply a misunderstanding of how the interaction between setting an object as Contact and Interact at the same time.
In short, you can not pick up the feathers because the item is set as a Contact, and Contacts CAN NOT place item in the players inventory, even if they are set to. I had this issue with my quest once and had to change it. A way around this is to have two objects, after you "dialogue" with the first, it disappears and the second one that is set as Interact appears, allowing the player to put an item in the inventory.
Suggestions
The one thing I would like to point out, and will help a lot of players out, is to not have so many object transfers into the players inventory. Having all the pages taking up valuable bag space is a no no.
The key to remember about items is that they should only be put into the inventory if they are required to complete a quest objective, required to activate certain dialogue options with NPC's, or open/reveal doors and other such things. In the case of the pages, since you are forced to pick up the pages as an actual objective, there is no need to put these items into the inventory. it is a given you will have them when you talk to the Scholar, as you were forced to pick them up to progress to that point.
When you would place an item into the inventory is if the objective is to bring an NPC an item. The finding of the item is not the objective in this case, but rather finishing the dialogue with the NPC is the objective, and can only be completed if the player has the correct item in their inventory.
First I would like to say thank you
My main problems stemmed from duplicating my map, which I have now learned not to do anymore.
It truly messes up some quests, and / or items, such as making everything interactable or making them contacts.
I will definitely find all the small kinks and work them out.
Also Part I was my first attempt in the Foundry, and I do admit it needs some more work!
I think one of the biggest issues is the fact that it's hard to find a middle road in between the nights, one is too light, other gets too dark, which is also an issue on my upcoming maps.
Regarding items, I totally agree, inventory space in Neverwinter is a hard thing to come by, and not being able to have an NPC actually accept items is a problem, which I need to solve by either not having them in your inventory or giving them to an "object" instead.
I will definitely look at my options and I appreciate your review