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Feast of the Moon

xhritxhrit Member, Neverwinter Beta Users Posts: 0 Arc User
edited June 2013 in Foundry Quest Database
Tears of Selune - Feast of the Moon by @xhrit
Short Code: NW-DADOERMFX
Mission Type: Story driven / Strict FR Lore
Average Duration: ~15
Amount of Combat: Heavy
Difficulty : 1 player (Hard)
2 players (Normal)
3+ players (Easy)
Mission Summary: "You have been cordially invited to the annual Feast of the Moon celebration, as hosted by Lady Neverex of Neverwinter. Formal Attire is requested for event attendance."

Hastily scrawled on the back of the invitation is a note addressed to the 'Hero of Neverwinter'. It reads as follows : 'Grave danger faces the city. Not all is as it seems. Come to the festival, and I will find you as soon as I can.'

The note is not signed.

Tip : This is a combat heavy quest that strictly adheres to Forgotten Realms lore and serves as an introduction to my custom campaign.

Tip : There are multiple paths through the cave. The left hand path is much easier, while the right hand path offers more of a challenge.

Tip : The next quest in the series is called Rising of the Dark, and features a continuation of the story.
Post edited by xhrit on

Comments

  • xhritxhrit Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    Version 1.1
    Fixed typographical errors.
    Adjusted encounter difficulty.
  • pietro0815pietro0815 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Just tested the quest, i liked it, some spelling errors (huose guest).
    Also the Goblin cave has to few encounters for my taste. Most of them are minons. I would add more.

    Other than that, great quest.

    Phil

    ps. if you want you can checkout my quest aswell :)The missing Child
  • xhritxhrit Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    pietro0815 wrote: »
    Just tested the quest, i liked it, some spelling errors (huose guest).
    Also the Goblin cave has to few encounters for my taste. Most of them are minons. I would add more.

    Other than that, great quest.

    Phil

    ps. if you want you can checkout my quest aswell :)The missing Child

    I will be giving the cave another pass soon to adjust the sparseness of the encounters and terrain. In the meantime, I have finished the second part of my campaign, Rising of the Dark. The second quest is a lot more complex, and I learned a lot making it, so I will be using some of the things I learned to make the first quest better.

    I will check out your quest as soon as I am finished doing these edits. ^^
  • xhritxhrit Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    Good news, Feast of the moon is now eligible for daily quest rewards!
  • nokturnelnokturnel Member Posts: 173 Bounty Hunter
    edited May 2013
    My game crashed while loading after the kobold cave. No idea why that's the first time it's happened to me.

    So i'll just write up a review on what I noticed before the crash.

    Lack of environmental detail in a good amount of areas. Lots of the hallways and rooms in the first area were very bland but other ones look like they were detailed decently. (The kitchen/storeroom were nicely done for example)

    The kobold caves lacked lots of envionrmental detail. The trick when using the big cave rooms is you should place Cavewalls/boulders, etc in them to design them how you want and don't just use the default look of the room. Also don't just leave big open pits in a majority of them. If you're going to have a big open pit at least add vines everywhere or lava and lava details everywhere.

    The story and lore was good for what I got to see of it before the game crashed. I suggest running it yourself acouple times just to make sure me crashing was a fluke of some kind cause that's the first time that has ever happened to me since I started playing.

    *Edit*

    Managed to start the quest from where I left off, the last part was very well done. Good environmental detail, good encounter set up, though I kept walking into locked doors, try to barricade the path and give players a linear path to go on if you aren't going to give them side passages to use.
    -Protect the Caravan-
    Fun 15-20 Minute Heavy Combat Quest with a difficulty slider. Hand crafted environments and encounters.
    Code: NW-DSVCX8LD4
    Thread URL: http://nw-forum.perfectworld.com/showthread.php?257391-Protect-the-Caravan
  • schlaftenschlaften Member Posts: 0 Arc User
    edited May 2013
    currently working through a list of ones to play, will do your and would appreciate if you did mine too

    cheers

    Something Evil by @Schlaften


    Short Code: NW-DJU24RA9A
  • xhritxhrit Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    Version 1.8
    Custom lighting in almost every area.
    More detail in house and cave.
    Class specific side quests.
    Romance options.
  • xhritxhrit Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    schlaften wrote: »
    currently working through a list of ones to play, will do your and would appreciate if you did mine too

    cheers

    Something Evil by @Schlaften


    Short Code: NW-DJU24RA9A

    OK, just finished playing through your quest. It is a decent evil dead parody, lots of room for improvement though.

    The OOC text everywhere was a bit disorienting.

    Encounters seems a bit spotty; some of the mobs / names seemed out of place. kobolds, devils, spellchanged, pirates, undead. It could use a more unified theme. Even if you keep the same encounters you should rename and reskin them to all have a similar style.

    Difficulty levels could use to be adjusted. The fight for the boss key was the hardest in the game, and that did not seem right.

    Environments felt good, but the witch's house at the start seemed a bit extraneous and did not add much to the story. You could 'prolly make Ash the quest giver / ender and have a tighter narrative.
  • mirimeromirimero Member Posts: 0 Arc User
    edited June 2013
    *********SPOILERS*********

    Hey! This is mirimero from the romance review thread. :)

    So let's talk about the flirt options first. I like how you added these, partly because it was fun to look for the triggers to the flirts, but mostly because of the pathos it added to the end. It actually inspired me to make a couple of silly diary entries from my (annoyingly shallow) CW Scathe's POV. (I'd post the screenshots here, but I'm not sure how you'd feel about all the spoilers.) So overall, rather amusing. I didn't find the flirt trigger for the merchant, but he wasn't my type anyway. :p

    I felt that a few of the corridors in the house were a little bare and dark. Maybe add torches and banners? A few more NPCs wouldn't be amiss either. Also, I had a couple of very minor nitpicks: (1) I vaguely had the impression that the door to the house is missing "enter" and just says "Press F to House Neverex" (2) one of the court maidens in Neverex's hall is coughing, which doesn't seem to fit the scene and (3) a response to the Suspicious Guest should read "Sorry, you're not my type" instead of "your". That said, most of the rooms were really well done. I particularly remember the one with the flowers on the walls, as well as the kitchen. And I liked the NPC bubble conversations! Eaten by a gelatinous cube, lol!

    I really liked the combat level in this one too (mostly because hard monsters drop better loot). You have the encounters well-spaced and the pacing is pretty much excellent. Difficulty level was just right. (Then again I'm a CW 52 with emphasis on CC, and it's an easy class to play.) I see a lot of people taking issue with the darkness in the caverns, but I actually liked it. I fell off a ledge and died horribly while fighting the Shar cultists, and I found it pretty much awesome. Players should be aware of the environment, as far as I'm concerned. I'm not really the most combat-oriented player out there, but I can appreciate those little touches. If you want to minimize complaints from some players, though, you could fill up those gaps or put in invisible walls, but that's really up to you.

    The fight with the boss kobold was a little anticlimactic (maybe he needs a couple of easy minions to give that feeling of a boss fight?) but overall, the fights here were really enjoyable.

    A few notes on the final house: (1) One of the imps in the room right in front of the respawn point was still labeled "Ashmadai" and (2) The scrolls that summon demons are still labeled with the default name "Scroll pile 01". Just some tiny, small things, but they do break the immersion a bit. Overall, though, that was some pretty great atmosphere-work on the final version of the house.

    The story was intriguing, and it tied up very well with the lore. I appreciated the Easter eggs too--they were fun to stumble upon! To be honest, all I found was the cleric's mace, but I like the thought of maybe going back in one day to find out what happened to the rest of the adventurers.

    So basically that's it for my review. I'll try to play the next ones after I finish up the rest of my queue.
  • xhritxhrit Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    mirimero wrote: »
    *********SPOILERS*********

    Hey! This is mirimero from the romance review thread. :)

    So let's talk about the flirt options first. I like how you added these, partly because it was fun to look for the triggers to the flirts, but mostly because of the pathos it added to the end. It actually inspired me to make a couple of silly diary entries from my (annoyingly shallow) CW Scathe's POV. (I'd post the screenshots here, but I'm not sure how you'd feel about all the spoilers.) So overall, rather amusing. I didn't find the flirt trigger for the merchant, but he wasn't my type anyway. :p

    I really like your diary, it is great. I actually went back to this quest and added the romance options because of you. They are short because I did not want the romance to overshadow the main questline, but I feel it really adds a lot of flavor to that part of the map. I am going to use the same format as here for all my other quests; with the object triggers to progress through the romance.

    My latest quest, Everdark, features my first fully romancable npc. The romance there is not just a side quest, but rather an integral part of the story. ^^
    mirimero wrote: »
    I felt that a few of the corridors in the house were a little bare and dark. Maybe add torches and banners? A few more NPCs wouldn't be amiss either. Also, I had a couple of very minor nitpicks: (1) I vaguely had the impression that the door to the house is missing "enter" and just says "Press F to House Neverex" (2) one of the court maidens in Neverex's hall is coughing, which doesn't seem to fit the scene and (3) a response to the Suspicious Guest should read "Sorry, you're not my type" instead of "your".

    A few notes on the final house: (1) One of the imps in the room right in front of the respawn point was still labeled "Ashmadai" and (2) The scrolls that summon demons are still labeled with the default name "Scroll pile 01". Just some tiny, small things, but they do break the immersion a bit. Overall, though, that was some pretty great atmosphere-work on the final version of the house.

    I am going to fix those errors right now, thanks for pointing them out for me. I am already at NPC cap so I can't really add more guests... but I can add a few more items to the hallways.
    mirimero wrote: »
    I really liked the combat level in this one too (mostly because hard monsters drop better loot). You have the encounters well-spaced and the pacing is pretty much excellent. Difficulty level was just right. (Then again I'm a CW 52 with emphasis on CC, and it's an easy class to play.) I see a lot of people taking issue with the darkness in the caverns, but I actually liked it. I fell off a ledge and died horribly while fighting the Shar cultists, and I found it pretty much awesome. Players should be aware of the environment, as far as I'm concerned. I'm not really the most combat-oriented player out there, but I can appreciate those little touches. If you want to minimize complaints from some players, though, you could fill up those gaps or put in invisible walls, but that's really up to you.

    I have drawn the line at invisible walls. I put a lot of time designing the Alter of Shar; to be more precise, designing it in a way befitting of Shar. What better way to praise the the goddess of caverns, dark places, and loss then a dramatic loss of life after falling into a dark cavern?
    mirimero wrote: »
    The fight with the boss kobold was a little anticlimactic (maybe he needs a couple of easy minions to give that feeling of a boss fight?) but overall, the fights here were really enjoyable.

    Enough people complain about this fight being too hard that I am wary of buffing it. If you pull wrong, you will get the wyrmpriest as well as the lord, which makes the encounter a bit harder.
    mirimero wrote: »
    The story was intriguing, and it tied up very well with the lore. I appreciated the Easter eggs too--they were fun to stumble upon! To be honest, all I found was the cleric's mace, but I like the thought of maybe going back in one day to find out what happened to the rest of the adventurers.

    So basically that's it for my review. I'll try to play the next ones after I finish up the rest of my queue.

    I am glad you liked it. I really enjoyed reading your review, and look forward to seeing more of your blog. ^^
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