This thread is to discuss and give feedback on the Foundry CampaignFrom the Shadows
Chapter 1: A Hidden Blade
Your employer has received a letter from his most trusted agent, warning him of danger and telling him to come south of the city, to the Lucky Arrow inn, and meet in person. Suspecting a trap, you are sent in your employer's stead. It soon becomes clear that someone, or
something, is hunting the agent -- But who... and why?
A Hidden Blade is relatively short, but filled to the brim with things to do. This is a quest for those of you who want to have lots and lots of dialog, and combat that serves as more than just filler. Parts of the quest will not provide you with a glowing trail, instead relying on you to find your own path. To this end, the quest gives you the freedom of solving parts of it in multiple ways (though they don't deviate in any dramatic fashion). Combat is moderately hard.
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Determined to solve the mystery of the runestone, your path now leads you to the ruins of the Lanaar Mansion in the Tower District of Neverwinter. What secrets does that old mansion hold? What, if anything, can it reveal about the nature of your enemy?
There's only one way to find out, and an army of orcs stands in your way.
The Lanaar Legacy is longer and features more combat than A Hidden Blade, but is still very much focused on story. This time you will dive deeper into the backstory, learning more about the mysterious people you encountered in the previous quest.
The campaign is still in the early stages, so there should be several more quests after this one.
The best Foundry quest I've experienced so far! I'm really looking forward to new content from you!
In other news, A Hidden Blade got featured again. This is really encouraging, and it couldn't have happened at a better time. I'm really noticing that the maximum tip value is now five times as high as it used to be after the latest patch. I've probably earned up to 20k Astral Diamonds on my Foundry content today. It's making me really motivated to churn out the next quest in the series.
Finished the first Act, and now on this one - But, there is no quest patch being shown for it. All that happens is a message stating it cannot be shown. Checked the map, but cannot see it.
So why is it not showing on the map? And why is there no quest path being highlighted?
"Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasn't gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity".
..............not this one then.............
Indeed it is. Nice catch!
What level did you play this at? Trust me, the undead are quite intimidating at higher levels. I wanted to rather err on the side of caution than to have this section be impossible for high-level players. Also, things get quite intimidating if you actually try to fight back, and even more so with the 1.10 version I published this morning.
Solved the book riddle, but now I can't progress the objective "Enter the Crypt."
I think I'm looking at the crypt entrance, just inside the secret passage. But it's not giving off sparklies and I can't use it. Doesn't appear on the map either.
Maybe this is because I continued to read the other books after solving the book riddle?
I did it at level 30, Now I heeded what the tip said and just ran through, and don't get me wrong...there was alot of them...but problem was they were all zombies..and I don't think I got hit once, got to the end and just felt like I could have just strolled through
As I was saying to some folks on a different forum, I find the game in general to be a bit lacking, but the Foundry is where I'm having the most fun because many of them give the true DnD story telling experience.
Quest lines like the one you're making here is exactly the reason why.
Been to the zone looking for the entrance - no sign on the map and no quest patch. Not sure where to go to get this started. Hopefully it will be fixed soon.
"Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasn't gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity".
..............not this one then.............
Edit: Neeeeeeeeevermind, I am indeed blind. Completely missed the hallway and rooms next to the bonfire
Did you figure this out? It's not really a puzzle, it just pretends to be. I played through the quest as a dwarf, so it should work with short races. The only issue is if you try to interact with one of the books in the bookshelves and get an "object not in line of sight" message no matter where you stand or look.
Don't worry about it. I realize in hindsight that this particular corridor is too subtle. I'm going to publish an update to the quest that makes it easier to spot.
Thanks! The Lanaar Legacy features an actual Lovecraft reference as well. Can you spot it? (yes, I like to add easter eggs to my quests, as long as they don't feel too out of place. So far players have noticed references to Warhammer, H.P. Lovecraft and Skyrim)
Hah! Trust me, you'd be disappointed. I'm an active roleplayer (GMed WH40k: Rogue Trader for a group of friends as late as last night), but for some reason roleplaying in an MMO just doesn't work for me. At all.
Anyway, it's not that big of a deal. Also, enjoy your 500 AD. You deserve more, but that's all I can give.
Taking a break from Neverwinter indefinitely...
Thanks!
Sadly, I don't have the ability to allow the use of skill kits as this is core functionality in the game itself. Skill kits currently have absolutely no effect in any Foundry quest. Hopefully we'll be able to at least place skill nodes in the future.
Honestly though, I like the way skill kits are handled already. It used to be possible to use skill kits in dialogue in some of the closed beta weekends, but that only served to devalue the unique skills each class gets. I use skill checks in my quests to make each class feel somewhat unique. For example, The Lanaar Legacy has a section where you can use the Religion skill to sanctify a group of dead bodies in order to let them pass on to the afterlife. It wouldn't have felt right to let any class except the Cleric do that, even with the use of skill kits.
I actually felt bad about not being able to do that on my guardian....At least I was able to bust a lock open with a rock
Don't feel bad. I added another little bonus for those who have the Dungeoneering skill an hour ago.
Thank you!
Truth to be told, I've been so busy playing Neverwinter and polishing the first two quests (A Hidden Blade has progressed from version 1.57 to 1.60 over the last few days, while The Lanaar Legacy has gone from 1.02 to 1.11) that I've hardly started on quest 3. On the other hand, I've written a general outline for the entire campaign now (7 chapters), and know roughly where everything is heading and when. It's probably going to take 20+ hours to finish chapter 3, but I'll get around to it as quickly as possible. It's going to feel pretty different from the previous two quests, yet still retain the same type of focus on story.