Writing ACR Quests/More Challenges
Bonus Skill Challenge
In our example above, there's a skill-check-looking conversation option. This is the kind that I told you not to use before, because it would roll everything and tell the PC what will work-- but in this case, we have a knowledge check (which is a passive skill-- the PC wouldn't know that they're missing an opportunity if they failed the check), so I've put it inside the conversation, as a way to let PCs who would just "know" this stuff get away from the extra walking.
So to do this, let's reference back to those steps, as we now have two new steps to be concerned with: Step 0: The PC hasn't heard of the job Step 1: The PC has been told to talk to the mercenary Step 2: The PC has talked to the mercenary, and has information to report Step 3: The PC has reported back to the inn keeper with information from the mercenary. Step 4: The PC has found the centipede den Step 5: The PC has reported back and been given the next task in the quest
These two.
Then, what we'll do is put a skill check on the PC conversation option:
If the PC makes this skill check, then the results of the knowledge check appear as the first option to pick. If they fail, they only get an accept/decline to go scouting for a centipede den.
But, also, we need to take an action on that same node:
If the PC has made this check, they know where centipedes lair, and are thus on step 4. But the NPC asks about the next piece, so we also have to take an action if the PC accepts the next part of the quest, to bring us up to centipede butchery.
If the PCs follow the path of the next post, then they will actually get to step 4 by walking up next to the centipede den, and will get to step 5 by bringing that information back and taking the next step.
Trigger Challenges ("Scouting" quests)
Back to the sketch of how the quest is coming together, we've a fairly-straightforward bit of tooling to do to cover the transition between these two steps, should the PC not have fancy knowledge skills (or if, perhaps, the PC had angered the dice gods and rolled a 3.) Step 0: The PC hasn't heard of the job Step 1: The PC has been told to talk to the mercenary Step 2: The PC has talked to the mercenary, and has information to report Step 3: The PC has reported back to the inn keeper with information from the mercenary. Step 4: The PC has found the centipede den Step 5: The PC has reported back and been given the next task in the quest
We provide some standard triggers for the task, so grabbing one of those...
And drawing it around the centipede lair...
Gets us started. Then, upon checking the properties of that trigger, you can get into its local variables.
We're only getting into quest numbers and states here, because all we're asking the PC to do is find a thing. But an interested person might look at the other (currently-empty) variables on this trigger to get an idea of how one does the bounty type challenge (usually "raids" or "assaults" in NPC conversations).
But with that, we make another simple conversation edit to Eldata, just like the one we did for the last turnin, and everyone has a chance to get up to quest state 5.
Clearing / Slaughter Challenges
If you'll recall a little ways back here:
viewtopic.php?f=223&t=51054&start=15#p615704
I mentioned a second action inside of our conversation that I said to not pay attention to. In my infinite sneakiness, I started a second quest in that second line.
This is like starting the arc, which we did here:
viewtopic.php?f=223&t=51054&start=15#p615561
but we're calling this 010_sel_centipede_kill this time, to keep the mass slaughter of centipedes separate from the quest arc. Doing it like this (as two quests, instead of 1) has an advantage: it will mean that we'll be able to re-use the killing of centipedes elsewhere if we want (and we do-- that will show up at the end).
Then, to make this quest work, we need to set on the centipedes that they're appropriate creatures to kill to advance this quest.
The lower state is the quest step that you're on when you want to start having killing things increase the quest step by 1, and the upper state is when you want it to stop. So killing centipedes can bring a character's state of 010_sel_centipede_kill from 1 to 11. It's important to note that you can put the same quest on many different creatures if you want-- the effect, then, is that you need to kill a total of ten things, and that any of the creatures you set these variables on will count as part of it.
Then at the turnin, we need to check both quests in our conversation nodes to make sure that the right options appear at the right time.
And then on completion and accepting the next step, we need to update both quests again.
It's just like we covered here:
viewtopic.php?f=223&t=51054&start=15#p615561
Setting _arc to 6 and _kill to 12.
So our quest looks like so:
- Arc Step 0: The PC hasn't heard of the job
- Arc Step 1: The PC has been told to talk to the mercenary
- Arc Step 2: The PC has talked to the mercenary, and has information to report
- Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.
- Arc Step 4: The PC has found the centipede den
- Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat
- Kill Step 1: Has Killed 0 of 10 Centipedes
- Kill Step 2: Has Killed 1 of 10 Centipedes
- Kill Step 3: Has Killed 2 of 10 Centipedes
- Kill Step 4: Has Killed 3 of 10 Centipedes
- Kill Step 5: Has Killed 4 of 10 Centipedes
- Kill Step 6: Has Killed 5 of 10 Centipedes
- Kill Step 7: Has Killed 6 of 10 Centipedes
- Kill Step 8: Has Killed 7 of 10 Centipedes
- Kill Step 9: Has Killed 8 of 10 Centipedes
- Kill Step 10: Has Killed 9 of 10 Centipedes
- Kill Step 11: Has Killed 10 of 10 Centipedes
- Kill Step 12: Has turned in the centipede murder
- Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.