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[UGC] Kolde Acres

zbkoldezbkolde Member Posts: 689 Arc User
edited December 2014 in Foundry Quest Database
Kolde Acres: An Introduction

Suilad mellyn!

Kolde Acres (pronounced just like cold) is a homestead setting for my in-game characters, Zeirlynn Athena, Timothe Hanar, and Zazcia Ame. The current plan is for every quest i create to be based off of these characters and their homestead, with possible additions to the family later on. Each quest will be stand-alone, this will not be a campaign.

My main character and primary foundry-tester is a level 60 Cleric. This should give you an idea of my perspective of difficulty.

All Kolde Acres updates and new quests will be posted in this thread. Feel free to leave feedback here, and cookies if you want to.

Kolde Acres Quest Line:
Origin: Counting Chickens (Discontinued)
Introduction: A New Home
Chapter I: Grandmother
Chapter II: Eshwyn
Chapter III: Missing Friend (In Production)
Chapter IV: Quest 7 (In Thought Process)
Addendum: Harvest Dinner
Post edited by zbkolde on

Comments

  • zbkoldezbkolde Member Posts: 689 Arc User
    edited June 2013
    Origin
    ~*~ Kolde Acres: Counting Chickens ~*~

    This quest is discontinued and withdrawn due to map distortion with the Fury of the Feywild expansion. The farmers are moving and rebuilding their home in a new location.

    This is the introduction to the homestead and characters that all future quests will be based on. Talk to Timothe to learn the backgrounds of the characters and farm.

    This is a very easy quest, intended for exploration and relaxation, with a light sprinkling of humor. There are several extras to find outside of the objectives. It’s not necessarily intended for everyone to find every single extra, but anyone who takes a few minutes to venture off the path should find something in the area they ventured to. Many of the extras have hints in the dialog. There are also several nostalgic references, that of course not everyone will recognize, but hopefully those who do recognize them will get a smile out of it. If anyone would like a list of extras or hints, just ask and i’ll give you whatever information you would like (via in-game mail or forum private message).

    This quest has very little combat. It has exactly 6 easy encounters and 4 standard encounters, all spread out so that you’re only fighting one encounter at a time.

    The average run time has stayed between 16 and 21 minutes consistently, but the time spent is up to the player. Some players just rush through the objectives, which brings the time down. But it is easy to spend 30 minutes or more if you look around to find the extra things.

    For anyone who likes to know these things, the Kolde Acres map has: 1500/1500 details, 50/50 NPCs, and 20/20 sounds.
    Title: Kolde Acres: Counting Chickens
    Code: Withdrawn
    Author: @koldelegacy

    Description:
    Help the farmers at Kolde Acres get ready for the Neverwinter Farmers' Faire. There are some chores that need to be done around the farm, and something has been taking their chickens. There are wide open spaces and lots of woods to explore... never know what you might discover off the path.

    Points:
    -Story and task based, minimal combat.
    -Easy, solo, relaxed.
    -Several extra things to find, explore to the farthest reaches. (Find a previous visitor's journal with hints in the butterfly garden.)
    -This is an introduction to the characters and setting for other KA quests. Talk to Timothe to learn more.
    -Travel to Kolde Acres from any city gate.

    Bugs:
    -The wooden bucket sometimes does not appear or sparkle, but you can still interact with it.
    -No marked trail, but all points and areas will show on your map.
    -Selune's Tears are not used in this story, they sparkle by default.

    Foundry forum thread title: [UGC] Kolde Acres.

    #Story #Explore #Easy #Outside

    Updates:
    08/23/13: Quest withdrawn due to map corruption.

    08/06/13: Made an adjustment concerning Baiken, to compensate for a recent change in the dialog view. Timothe now has more to say during dinner. Also made minor edits to the Visitor's Journal.

    07/29/13: Added a "Visitor's Journal" to offer hints and details about the extra things on the map, and made some minor edits to the description accordingly. Also made a slight adjustment to the encounters to prevent respawns.

    06/27/13: Added... um... facilities, and a back door on the house.

    06/18/13: Timothe remembered some other things he wanted to tell you about. The farmers got a few new toys, and another critter wandered onto the property. Also made some edits to the description.

    Spoilers: I've decided to go ahead and list the extra hidden things here. It seems no one has found most of them on their own. :(
    -There are 6 wild animals.
    -One of the wild animals is hiding in bushes, and runs away when you scare them out. If you follow them, they'll lead you to something else that could be interesting.
    -There are 2 NPCs near the farm that you can interact with in a certain way.
    -There is another NPC in the forest, sort of talking to himself, or you if you're listening.
    -There are 7 unusual mushrooms, 3 of them have interactions.
    -There are 4 unusual rocks, 3 are clustered together and have interactions.
    -There are 5 out-of-place crystal formations, 4 are clustered together with an interaction that serves a specific and necessary purpose.
    -There is a spot of Spellplague fire.
    -There is a gift for the ladies of the farm. It is a couple of picked up items put together.
    -There is a farm animal in need of assistance.
    -There is an option to help the farmers with an additional task, just to be nice.
    -There are lots of lightning bugs, butterflies, and flowers. (Not special to everyone, but i was very happy to have the option of adding them.)

    There are also a few activities going on at the farm while you're doing the things Zeirlynn asked of you.
  • sphecidasphecida Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 95
    edited June 2013
    Hi kb! I'm looking forward to counting chickens. You might want to make the whole quotation in your sig a link, because -derp!- I tried clicking it when you posted in my thread and thought, "Huh! Where is her quest?" Yes, the synapses are slow at times.

    *leaving you some chocolate chip cookies*
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited June 2013
    sphecida wrote: »
    ... You might want to make the whole quotation in your sig a link, because -derp!- I tried clicking it when you posted in my thread and thought, "Huh! Where is her quest?" ...

    *leaving you some chocolate chip cookies*

    Oh, good idea, thank you. :) And thanks for the cookies. :D
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited July 2013
    I'd like to extend an invitation to everyone to revisit Kolde Acres: Counting Chickens (or, visit, if you haven't been there yet). :)

    The map was created for exploring, with some hidden extras scattered here and there. It's not a ton of things, not intended to take a lot of time to explore, but there are some interesting things to find. However, i received very little feedback about the hidden things, implying no one was finding them. Yesterday i added some spoilers to this thread to help, but then today i had another idea.

    There is now a journal on the bench in the butterfly garden, left there by a previous visitor, noting their discoveries around the farm. Flipping through the pages gives general hints to extra things on the map. Players can also choose to read footnotes on each page to find more detailed information on the discoveries.

    My next project, Grandmother, is still in production, awaiting the new elven assets we'll be getting with the upcoming release of Feywild. :)
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited September 2013
    Introduction
    ~*~ Kolde Acres: A New Home ~*~

    Seems like only yesterday, Zeirlynn and the others were hurrying to prepare for the Neverwinter Farmers' Faire, and had some visitors come out to help. Their new friends helped to fight off some corn-stealing Nashers, did a few farm chores, searched for Baiken, and rescued Cordie from a camp of werewolves. What a day that was, something they'll never forget.

    No one knew what was coming. No one knew King Malabog was planning an invasion of New Sharandar. No one even knew about the portal in Neverwinter Wood. Then one day, Kolde Acres was overrun by giant trees, wrecking the landscape, destroying their house, and changing their land, and lives, forever. And then, no one knew what would become of the family, and their neighbors.

    But, just like any other, that day ended, that storm passed, the sun came out again, and the family was still together. Zeirlynn, Timothe, and Zazcia faced a lot of heartbreak, but they overcame it. They found a new piece of land, and with the help of the Neverwinter Guard, their neighbors, and their friends, they packed all their belongings and moved on. Wilbri, Kim and Kimmie, and even Gravelgnawer, who's homes were also destroyed, moved with them. Together they built a new homestead, where their lives, and adventures, will go on.

    So here we are, a new quest. Some of you may have seen the "Forest Looping Path 01" issue unfolding on the forums. That map was different from other maps, used a different type of coding. Originally it was beautifully detailed, lush green trees and bushes, with rich dark brown bark. Without adding a single detail, it was a gorgeous map, getting me many undeserved compliments. But i did add a single detail, actually 1500 single details, and it was a pretty, relaxing, simplistic, happy place. And then, there was Fury of the Feywild.

    The coding used for the "Forest Looping Path 01" map was broken with the new update, causing it to spawn hundreds of trees all over the map. Several quests were affected, some broken, some just drastically changed. Once the devs were aware of the issue, they reset the map, removed the trees, and attempted to return the map to how it was before. For some quests, the newly decorated map still works okay. But, for mine, i had too many details too dependent on the specific layout of the trees, shrubs, roots, and rocks. Kolde Acres: Counting Chickens was no longer playable as intended.

    I had hidden certain "extras" on the map, tucked between trees and roots and rocks. Some of those items were no longer visible, some were now sitting out in the middle of wide open spaces, and some had trees or roots partially covering them. Animals that were hiding in foliage now had no cover. I had carefully placed several flowers around the map in little spots of sunlight coming through the trees, causing them to shine against the shadows around them, which now just look sporadic and randomly dropped. The once lush and richly colored landscape was now quite bare and drab. The new trees have a greyish rugged bark, as opposed to the rich brown smoother bark they had before. Everything was different, my quest was broken.

    The "Forest Looping Path 01" map had other issues from day one. The sparkle trail never worked, and it took over an hour to publish a quest using it, as opposed to the 15-minute average time for other maps. It was only a matter of time before something went wrong with it, i suppose. The devs were quite apologetic, and did what they could to make the map work again. Just, for me, nothing can bring back my original quest. So, i got upset, i vented, i griped, i cried... and the whole time, i had support, comfort, understanding, and common issues with my friends and fellow authors at Scribes' Enclave. So, i got over it, and i got back to work.

    The first map in this quest is the "Forest Looping Path 01" map as it looks now. You can still see the flowers, mushrooms, and a few other details i had placed previously. I only removed what the family took with them, and added only the wagons they were using to move. The remains of the house can be seen. Even though the tree was later removed from the house, the damage was done, so it was burned. I've put invisible walls around the perimeter, because with the changes in the landscape, i didn't want anyone to get stuck somewhere i didn't know about. There is a tree in one of the corn fields, and there are bushes floating in different places, to which i have no access to correct.

    The rock used in the quest has been there all along. I was quite happy to find that it could still be seen, even though previously it was tucked next to a tree and surrounded by bushes. The cave can also still be seen, though it has a tree and a root growing into it now. These things were used in the new story, as part of the moving process.

    Otherwise, this map was intentionally left untouched. I had no desire to spend time making this map look better after what happened to my original quest. I hope players can understand that, and not hold me too accountable for the appearance of this map as it is now. The purpose of this quest was to bid farewell to this map, to pick up a few last things and leave it behind, for good. The second map of this quest is the new homestead, it is where i spent the time to decorate, to rebuild, to start over.

    This was a personal quest, for me, to overcome what happened and move on. I have thoroughly enjoyed the foundry, the learning process of my first quest, and the community of authors. I didn't want to just walk away, though i can completely understand the choice of other authors to do so. For me, i wasn't ever alone, because i had the support of friends. Yes i keep mentioning them, because they kept my head above water while we all went through this together.

    So, here it is, the new introduction to the Kolde Acres quest line. Thanks for listening to me ramble on about it. Hope you like the new homestead. <3
    Title: Kolde Acres: A New Home
    Code: NW-DCZSFJFFT
    Author: @koldelegacy

    Kolde Acres Saga: Introduction

    The Kolde Acres farm was destroyed when the portal gates opened in Sharandar and let loose Feydark minions into the Neverwinter Wood. The family, and their neighbors, must now move to a new home.

    Points:
    -Story and task based, minimal combat.
    -Solo, relaxed.
    -Created as a new introduction quest to replace Kolde Acres: Counting Chickens.
    -Travel to Kolde Acres from any city gate.

    Bugs (Out of my control.):
    -The first map has no golden trail, but all waypoints are visible.
    -The first map was corrupted by the "Fury of the Feywild" module. Some inaccessible default landscape objects are floating or misplaced.
    -Background music stops at times when it should keep playing.
    -Selune's Tears are not used in this story, they sparkle by default.
    -Some plants and details may not appear with lower graphics settings.

    Edit: 21.1

    Foundry forum thread title: [UGC] Kolde Acres

    #Solo #Story #Lore #Outside #Explore

    Updates:
    Edit 21.1 (11/22/14): Post Module 5 publish, minor adjustments.

    Withdrawn (11/17/14): Withdrawn in preparation for Module 5.

    Edits 20.1 - 20.3 (11/1/14): Minor dialog adjustments, history book update.

    Edit 19.1 (10/31/14): Updated history book with Chapter II info.

    Edits 18.1 - 18.2 (05/24/14): Minor adjustments, description edit.

    Edit 17.1 (05/23/14): Added more details!

    Edit 16.1 (05/19/14): Thanks to Module 3, made adjustments to NPC patrol speeds and sounds, and added more details.

    Edits 15.1 - 15.5 (03/27/14): Minor adjustments. Added dialog to help steer players toward other Kolde Acres quests. Adjustments to music.

    Edit 14.1 (11/20/13): Edited and added saga info to quest description.

    Edit 13.1 (11/16/13): Added "Harvest Dinner" to the history book, edited description.

    Edit 12.1 (10/13/13): Added the "History of Kolde Acres" book.

    Edit 11.1 (10/01/13): Added outdoor lighting fixtures.

    Edit 10.2 (09/24/13): Removed the timers altogether.

    Edit 10.1 (09/24/13): Made some adjustments to a hidden timer. Returned Kimmie to her activity from the old homestead.

    Edit 9.1 (09/22/13): Minor detail edit to first map, few details added to new homestead map.

    Edit 8.3 (09/22/13): Few minor adjustments and additions.

    Edit 8.2 (09/21/13): Added a few more details.

    Edit 8.1 (09/21/13): Replaced several "Pine tree - medium 03" trees with different trees after realizing the "medium 03" trees used 5 detail slots. Added many new trees and plants in the re-opened slots.

    Edit 7.1 (09/15/13): Fixed a couple of typos, minor detail adjustments.

    Edit 6.1 (09/14/13): Minor detail and NPC edits.
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited October 2013
    Chapter I
    ~*~ Kolde Acres: Grandmother ~*~

    Now that the family and their neighbors have gotten all settled in to their new homes, it's time to get back to their normal lives. As you know, the "normal life" for residents around Neverwinter is quite adventurous these days. You never really know who, or what, is going to show up where.

    This quest starts out as a casual visit to Zeirlynn's home, but you'll quickly learn that it's been a perilous day on the farm. You arrive to find Zeirlynn injured, and needing the healing powers, not to mention the unique loving care, of her grandmother, Athena.

    If you so desire to help the Kolde Acres family, you will travel to Cormanthor to find Athena and escort her back to Zeirlynn. While in Cormanthor, you will meet some new friends, face some unexpected foes, and perhaps learn a bit of elven history.

    You are able to set your own pace for this quest, with optional dialog, role-playing, and exploring. The choices you make during the quest, and the optional tasks you choose to do, will open different dialog and task options as you go. Those who choose to explore the forest, especially once prompted to do so, should be well rewarded for their time.
    Title: Kolde Acres: Grandmother
    Code: NW-DDKURMXWQ
    Author: @koldelegacy

    Kolde Acres Saga: Chapter I

    Zeirlynn has been hurt, and needs the healing powers of her Grandmother, Athena, to survive. The farmers need someone to travel to her home, Cormanthor, and bring Athena back to Kolde Acres.

    Points:
    -Solo, relaxed, minimal combat.
    -Optional activity beyond objectives.
    -Choices and optional tasks open further optional tasks and dialogue.
    -Extra things to find through exploration, especially after prompted to do so.
    -Continuation of the setting and characters from Kolde Acres: A New Home.
    -Travel to Kolde Acres from any city gate.

    Bugs (Out of my control.):
    -Some music stops when it should keep playing.
    -Selune's Tears are not used in this story, they sparkle by default.
    -Some plants and details may not appear with lower graphics settings.

    Edit: Withdrawn

    Foundry forum thread title: [UGC] Kolde Acres.

    #Solo #Story #Lore #Outside #Explore

    Updates:
    Withdrawn (12/22/14): Withdrawn until i can figure out the deal with the timers so the ritual works right again.

    Edits 22.1-22.3 (12/22/14): Trying to fix the timer.

    Edits 21.1 - 21.5 (12/21-22/14): Minor adjustments and polishing, update to history book.

    Edit 20.1 (11/22/14): Post Module 5 publish.

    Withdrawn (11/17/14): Withdrawn in preparation for Module 5.

    Edits 19.1 - 19.2 (11/1/14): Updated history book, minor dialog adjustment.

    Edit 18.1 (10/31/14): Updated history book with Chapter II info.

    Edits 17.1 - 17.2 (5/30/14): Minor adjustments.

    Edits 16.1 - 16.2 (5/28/14): Various adjustments, added more details.

    Edit 15.1 (5/24/14): Added new details, changed music, and adjusted NPC patrol speeds, all thanks to Module 3!

    Edit 14.1 (4/6/14): Adjustments to help lead players to optional tasks.

    Edit 13.1 (3/27/14): Added dialog to help steer players toward other Kolde Acres quests. Music adjustments.

    Edits 12.1 - 12.3 (2/9/14): Minor adjustments and tweaks.

    Edit 11.1 (2/8/14): Adjusted objectives to lead players closer to optional tasks.

    Edit 10.1 (2/1/14): Several adjustments and tweaks based off feedback.

    Edit 9.1 (1/19/14): Minor text edits.

    Edit 8.1 (12/20/13): Changed back to offering a bite to eat, other minor adjustments.

    Edit 7.1 (12/6/13): Removed the nasty profanity from the quest so that it wouldn't offend anyone. Athena now offers her guests a bit to eat, rather than a disgusting bite.

    Edit 6.1 (11/20/13): Added saga info to quest description. Moved optional side quest to a more visible location.

    Edit 5.1 (11/16/13): Added "Harvest Dinner" to the history book, edited description, minor adjustments.

    Edit 4.3 (10/20/13): Minor dialog adjustments.

    Edit 4.2 (10/20/13): Minor detail adjustment.

    Edit 4.1 (10/20/13): Minor dialog adjustments and description edit.

    "Grandmother" has earned it's official 1-star badge. I find this quite amusing, and wanted to share (found and posted on 2/27/14):
    FirstOneStarG-Censored_zps48f21eef.jpg~original
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited November 2013
    Addendum
    ~*~ Kolde Acres: Harvest Dinner ~*~

    The Kolde Acres family loves the harvest season, and are hosting a big dinner for the citizens and guards of Neverwinter. They have plenty of food, live music, games to play, and interesting guests. The dinner is being held at a faire grounds near Neverwinter.

    There is no combat in this quest, a little arguing here and there, but no fighting. :) There are three games to play. The games can be won or lost by chance. In the event you have a string of bad luck and don't win any games, there is a back-up plan to find Leaf Charms to get your prize anyway. ;)

    This will be a seasonal quest only. It will be withdrawn on December 1st, and not be republished until next November. It will likely grow and change a bit by next year.
    Title: Kolde Acres: Harvest Dinner
    Code: NW-DPDQ5OS4O
    Author: @koldelegacy

    Kolde Acres Saga: Addendum

    Zeirlynn and her friends are hosting another Harvest Dinner for the people of Neverwinter. The dinner is being held at a faire grounds near the city. They have plenty of food, entertainment, and games to play.

    Points:
    -Quest available during November only.
    -Solo, relaxed, no combat.
    -Games can be won or lost by chance.
    -Optional activity beyond objectives.
    -Continuation of the characters from Kolde Acres: A New Home.
    -Travel to the faire grounds from any city gate.

    Bugs:
    -Some plants and details may not appear with lower graphics settings.

    Edit: Withdrawn

    Foundry forum thread title: [UGC] Kolde Acres.

    #Solo #Outside #Explore

    Updates:
    Withdrawn (12/01/14): Withdrawn until next November.

    Edit 6.1 (11/22/14): Post Module 5 publish, minor adjustments.

    Withdrawn (11/17/14): Withdrawn in preparation for Module 5.

    Edits 5.1 - 5.3 (11/1/14): Released for 2014 season, updated history book.

    Edit 4.1 (10/30/14): Added decorations, a new game, and changed some of the guests. Temporarily published for testing only.

    Edit 3.1 (11/20/13): Added saga info to quest description, minor dialog adjustments.

    Edits 2.2-2.5 (11/17/13): Miscellaneous adjustments.

    Edit 2.1 (11/17/13): Added dialog, details, and guests.

    Edit 1.3 (11/16/13): Dialog adjustments and additions.

    Edit 1.2 (11/16/13): Someone remembered they forgot to actually provide food for the guests to eat, dinner and refreshments have been served.
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited November 2013
    Screenshots from Kolde Acres: Counting Chickens
    These are the best i could find from when this quest was live.
    screenshot_2013-06-14-08-21-48_zps496eafaf.jpg~original
    The home that Zeirlynn, Timothe, and Zazcia built together.

    screenshot_2013-06-14-10-19-08_zps877f9699.jpg~original
    Busy with guests.

    screenshot_2013-05-18-22-13-28_zps9e965cb7.jpg~original
    Neighbors frolicking nearby.

    screenshot_2013-06-01-22-30-16_zps147d048e.jpg~original
    Interesting things to find and interact with.
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited November 2013
    Screenshots from Kolde Acres: Counting Chickens (Continued)
    screenshot_2013-06-14-09-59-14_zpsc8aa8d03.jpg~original
    Some unwelcomed visitors.

    screenshot_2013-06-01-22-45-04_zps362e7bbb.jpg~original
    Adventurers saved the day, and a chicken.

    FinalRatings_zps88cc35f1.jpg~original
    Final ratings when discontinued. Most people enjoyed it.
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited November 2013
    Screenshots from Kolde Acres: A New Home
    screenshot_2013-11-17-16-25-22_zpsc61ca296.jpg~original
    The original Kolde Acres map was distorted with Fury of the Feywild. Zeirlynn's home was no longer the same as it was before.

    screenshot_2013-11-17-16-17-31_zps55d598a6.jpg~original
    I did not choose this map for a few scattered encounters of Dark Fey minions. I chose this map for a beautiful and lively homestead for my quest line. The Dark Fey chose to invade and wreck my homestead.

    screenshot_2013-11-17-16-27-12_zps3ea52dcf.jpg~original
    With their home being wrecked, Zeirlynn, Timothe, Zazcia, and their neighbors, packed up and moved away.

    This quest has received several comments about how bare this map is. Yes, it is. I spent three months making this map perfect for Kolde Acres: Counting Chickens, and in one day it was wrecked. Others may still use this map and decorate it up nice, but for me, for my story, it's done.
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited November 2013
    Screenshots from Kolde Acres: A New Home (Continued)
    screenshot_2013-11-17-15-06-23_zpsc88331ae.jpg~original
    The Kolde Acres family rebuilt their home in a new place.

    screenshot_2013-11-17-15-10-39_zps1855b66a.jpg~original
    They brought a lot of things with them from the old homestead.

    screenshot_2013-11-17-15-12-03_zps9e361e95.jpg~original
    They also got some new things with the new homestead.
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited November 2013
    Screenshots from Kolde Acres: A New Home (Continued)
    screenshot_2013-11-17-15-07-39_zps0a3acac6.jpg~original
    Their new land is peaceful, serene.

    screenshot_2013-11-17-15-08-34_zps5e630412.jpg~original
    Their neighbors are even closer now, in their new homes.

    screenshot_2013-11-17-15-09-32_zps7819d6ab.jpg~original
    Everyone is doing better now at the new homestead.
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited November 2013
    Screenshots from Kolde Acres: Grandmother
    screenshot_2013-11-17-17-17-15_zps060368c4.jpg~original
    Not quite the best way to find your friends.

    screenshot_2013-11-17-17-22-16_zps4191bbb8.jpg~original
    Zeirlynn's family needs help to heal her.

    screenshot_2013-11-17-17-49-24_zpscbaced3c.jpg~original
    The Guardians of the Rimwood may be able to help you find Zeirlynn's grandmother, they can also tell you some of the history of Cormanthor.

    screenshot_2013-11-17-17-46-16_zpsae54e8a5.jpg~original
    The elves built monuments to their ancestors.
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited November 2013
    Screenshots from Kolde Acres: Grandmother (Continuted)
    screenshot_2013-11-17-17-37-50_zps3f55a823.jpg~original
    Athena's home.

    screenshot_2013-11-17-17-44-58_zpsac73effc.jpg~original
    Athena's friend, Eshwyn.

    screenshot_2013-11-17-17-59-31_zps6dad9494.jpg~original
    Back at Kolde Acres, a moment of private respite for you after your journey.

    screenshot_2013-11-17-18-01-11_zpsf58117db.jpg~original
    Can Athena heal Zeirlynn's wounds?
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited November 2013
    Screenshots from Kolde Acres: Harvest Dinner
    screenshot_2013-11-17-20-43-08_zps6eefacd1.jpg~original
    The dinner takes place at a faire grounds on the edge of Neverwinter Wood.

    screenshot_2013-11-17-20-35-35_zpsf616b475.jpg~original
    A few special friends have come for the food and festivities.

    screenshot_2013-11-18-06-03-29_zps62bec361.jpg~original
    Fun games to play.

    screenshot_2013-11-17-20-43-36_zpsd40c2b40.jpg~original
    Then, there is Azrin.
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited November 2014
    Harvest Dinner is up again for the 2014 season! There is a new game, new decorations, and a few different guests from last year.
    AxeThrow_zpsb65a1e86.jpg~original
  • mrthebozermrthebozer Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited November 2014
    I definitely have to play this again, see how it's changed since I last tried. The seasonal content is an awesome concept to apply to a Foundry creation.
    c447.png
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited November 2014
    Chapter II
    ~*~ Kolde Acres: Eshwyn ~*~

    Athena and Eshwyn have tended to Zeirlynn until she was fully healed, and spent time with her family and friends. The time has come now for them to return to Cormanthor, and they would appreciate your company.

    Word has reached Neverwinter that Ashmadai have been attacking in the Netheril, directly in your path to Cormanthor. Be prepared to encounter them along the way.

    In this chapter, you are able to learn more about Gravelgnawer's rock and the Shadar-kai attack that wounded Zeirlynn. You can also catch up with your friends on how they've been since you last visited.

    This quest has an adjustable combat encounter. You can choose to fight alone, with the help of Timothe and Canth, or with the help of all four of your travelling companions. There is also an optional challenge available for those who want to see a little more blood. If you have ventured into my other quests, you may know that combat is usually at the very bottom of my priority list. This quest makes an attempt to try something different. Let me know how you like it. :)
    ThreadBanner1_zpsc89d16aa.jpg~original
    Title: Kolde Acres: Eshwyn
    Code: NW-DMPX9V4JC
    Author: @koldelegacy

    Kolde Acres Saga: Chapter II

    Eshwyn and Athena have been staying at Kolde Acres for awhile, and it is time for them to go back to Cormanthor. Word has spread of Ashmadai attacks in the Netheril, directly in their path.

    Points:
    -Mostly solo, adjustable combat.
    -Optional activity beyond objectives, including a combat challenge.
    -Extra things to find through exploration.
    -Continuation of the setting and characters from Kolde Acres: A New Home.
    -Travel to Kolde Acres from any city gate.

    Bugs (Out of my control.):
    -Some music stops when it should keep playing.
    -Selûne's Tears are not used in this story, they sparkle by default.
    -Some plants and details may not appear with lower graphics settings.

    Edit: Withdrawn

    Foundry forum thread title: [UGC] Kolde Acres.

    #Solo #Story #Outside #Explore

    Updates:
    Withdrawn (2/20/15): Withdrawn until previous chapter can be repaired, and this chapter can be polished.

    Edit 5.1 (12/6/14): Adjusted combat scene to adhere to new limitations.

    Withdrawn (11/17/14): Withdrawn in preparation for Module 5. New limitations are preventing republishing without redesign.

    Edits 4.1 - 4.2 (11/14/14): Added a few dialog objectives to enhance the story and add a bit of time. Also added a few details.
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited November 2014
    Screenshots from Kolde Acres: Eshwyn
    Relic_zps63f02f3a.jpg~original
    Hear what Gravelgnawer found out about his rock.


    Ashmadai_zpse68ea985.jpg~original
    Encounter a band of Ashmadai along the way.


    Cormanthor_zpsa35ac0e8.jpg~original
    Accompany Eshwyn and Athena safely back to Cormanthor, where their family is waiting.


    InsideTree_zps4391719c.jpg~original
    Visit for a bit, then say your farewells and head back to Kolde Acres.
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited November 2014
    Thank you to everyone who has played Chapter II, "Kolde Acres: Eshwyn." I'm glad you enjoyed it. Thanks to our friends at PWE/Cryptic, this quest cannot be republished due to a new limitation that flags the fight scene. It only took me about two months to perfect that fight scene, no big deal. I may try to figure out how to fix it, or i may just uninstall this game and move on to other things in life that are not such a frustrating waste of time.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,458 Arc User
    edited November 2014
    Hopefully you can fix it (I stumbled across it just before M5, lucky I guess). If it's any consolation, I just stumbled across the autumn harvest before you pull it for the year. The games were a lot of fun, though I never figured out what the deal is with that wizard. Maybe I'll try it again tomorrow. I've never seen a Foundry do something like that -- it was very innovative!

    I also tried A New Home tonight, and for a bit of irony I let my powrie companion loose on the dark fey. I'm sure the cyclops was awfully surprised to see little, impudent Tilu take him down all by herself!
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    Blood Magic (RELEASED) - NW-DUU2P7HCO
    Children of the Fey (RELEASED) - NW-DKSSAPFPF
    Buried Under Blacklake (WIP) - NW-DEDV2PAEP
    The Redcap Rebels (WIP) - NW-DO23AFHFH
    My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited November 2014
    Thank you. :) I will try to figure out a way around the new limitations, but i needed a break from it for awhile. Glad you liked the Harvest Dinner quest. :)
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited December 2014
    I have adjusted the combat scene to adhere to the new limitations, and republished Chapter II: Eshwyn. Hopefully it works okay. Worst case scenario at this point is that some of the Ashmadai may get stuck coming down the stairs, and you would need to run up the stairs a bit to draw them down.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,458 Arc User
    edited December 2014
    I just gave it another try. Everything seemed to work fine with the Ashmdai; I had to move to the foot of the stairs to get them to come down but I didn't have to go up at all. I had the protector summoned and chose the hard setting, if it means anything. The only glitch I saw anywhere was before we left Kolde Acres: when I first went to talk to Timothe, he wasn't visible. I was able to talk to him and the camera moved down to floor level, so I guess that he was below the floor. I then explored the house and went down to basement level, and when I returned he was properly placed.

    Hopefully the next chapter will shed some light on where Gravelgnawer went: that had me worried.
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    Blood Magic (RELEASED) - NW-DUU2P7HCO
    Children of the Fey (RELEASED) - NW-DKSSAPFPF
    Buried Under Blacklake (WIP) - NW-DEDV2PAEP
    The Redcap Rebels (WIP) - NW-DO23AFHFH
    My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited December 2014
    Glad the combat worked okay, aside from having to move closer. I had to spread out the encounters' spawn points because of the new limitations (growl), and the only way to make it look right was to stagger them up the next set of stairs.
    hustin1 wrote: »
    The only glitch I saw anywhere was before we left Kolde Acres: when I first went to talk to Timothe, he wasn't visible. I was able to talk to him and the camera moved down to floor level, so I guess that he was below the floor. I then explored the house and went down to basement level, and when I returned he was properly placed.

    This is not cool. :( I haven't seen this happen, and not sure if there's anything i can do to correct it. The floor should always just be 0 on an indoor map, there shouldn't be any way for an NPC to fall below it. I will take a look, but not sure what is happening.
    hustin1 wrote: »
    Hopefully the next chapter will shed some light on where Gravelgnawer went: that had me worried.

    ;)
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