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 HomeChapter I: GrandmotherChapter II: EshwynChapter III: Missing Friend
(In Production)Chapter IV: Quest 7
(In Thought Process)Addendum: Harvest Dinner
Comments
~*~ 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This quest is discontinued and withdrawn due to map distortion with the Fury of the Feywild expansion.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.
More screenshots here.
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.
[UGC] Kolde Acres (Discontinued)
*leaving you some chocolate chip cookies*
Oh, good idea, thank you. And thanks for the cookies.
[UGC] Kolde Acres (Discontinued)
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.
[UGC] Kolde Acres (Discontinued)
~*~ 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.
More screenshots here.
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.
[UGC] Kolde Acres (Discontinued)
~*~ 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.
More screenshots here.
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):
[UGC] Kolde Acres (Discontinued)
~*~ 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.
More screenshots here.
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.
[UGC] Kolde Acres (Discontinued)
These are the best i could find from when this quest was live.
The home that Zeirlynn, Timothe, and Zazcia built together.
Busy with guests.
Neighbors frolicking nearby.
Interesting things to find and interact with.
[UGC] Kolde Acres (Discontinued)
Some unwelcomed visitors.
Adventurers saved the day, and a chicken.
Final ratings when discontinued. Most people enjoyed it.
[UGC] Kolde Acres (Discontinued)
The original Kolde Acres map was distorted with Fury of the Feywild. Zeirlynn's home was no longer the same as it was before.
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.
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.
[UGC] Kolde Acres (Discontinued)
The Kolde Acres family rebuilt their home in a new place.
They brought a lot of things with them from the old homestead.
They also got some new things with the new homestead.
[UGC] Kolde Acres (Discontinued)
Their new land is peaceful, serene.
Their neighbors are even closer now, in their new homes.
Everyone is doing better now at the new homestead.
[UGC] Kolde Acres (Discontinued)
Not quite the best way to find your friends.
Zeirlynn's family needs help to heal her.
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.
The elves built monuments to their ancestors.
[UGC] Kolde Acres (Discontinued)
Athena's home.
Athena's friend, Eshwyn.
Back at Kolde Acres, a moment of private respite for you after your journey.
Can Athena heal Zeirlynn's wounds?
[UGC] Kolde Acres (Discontinued)
The dinner takes place at a faire grounds on the edge of Neverwinter Wood.
A few special friends have come for the food and festivities.
Fun games to play.
Then, there is Azrin.
[UGC] Kolde Acres (Discontinued)
[UGC] Kolde Acres (Discontinued)
~*~ 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.
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.
[UGC] Kolde Acres (Discontinued)
Hear what Gravelgnawer found out about his rock.
Encounter a band of Ashmadai along the way.
Accompany Eshwyn and Athena safely back to Cormanthor, where their family is waiting.
Visit for a bit, then say your farewells and head back to Kolde Acres.
[UGC] Kolde Acres (Discontinued)
[UGC] Kolde Acres (Discontinued)
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!
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
[UGC] Kolde Acres (Discontinued)
[UGC] Kolde Acres (Discontinued)
Hopefully the next chapter will shed some light on where Gravelgnawer went: that had me worried.
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
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.
[UGC] Kolde Acres (Discontinued)