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		<updated>2026-06-11T16:41:35Z</updated>
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	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Monastic_Order&amp;diff=3295</id>
		<title>Monastic Order</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Monastic_Order&amp;diff=3295"/>
				<updated>2018-12-02T10:41:36Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Monastic Order and Allowed Multiclassing ==&lt;br /&gt;
&lt;br /&gt;
*Long Death (evil): assassin, blackguard, fighter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Old Order (usually neutral, sometimes good, rarely evil): rogue, sorcerer, shadowdancer (monk levels must be higher than total of all other class levels). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hin Fist (neutral or good): fighter, rogue, paladin.&lt;br /&gt;
*[[Arvoreen]]&lt;br /&gt;
*[[Cyrrollalee]] &lt;br /&gt;
*[[Sheela]] &lt;br /&gt;
*[[Urogalan]] &lt;br /&gt;
*[[Yondalla]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shining Hand (neutral): wizard (if monk level exceeds&lt;br /&gt;
wizard level).&lt;br /&gt;
*[[Azuth]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Order of the Iron Gauntlet (evil): assassin, fighter. A small sect within the Zhentarim, these monks train in stealth and assassination. Currently they are few in number but their leader has been recruiting widely.&lt;br /&gt;
*[[Bane]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zealots of the Written Word (good): cleric. These monks accompany clerics of Deneir on quests, assist in moneymaking&lt;br /&gt;
efforts for the church, and are as fond of recording information as any devout worshiper of Deneir.&lt;br /&gt;
*[[Deneir]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disciples of the Changeless Face (neutral): fighter. This stoic and spartan order is obsessed with preserving the&lt;br /&gt;
knowledge of how things are (from laws to traditions to manners of speech) so that change can be detected and countered (which often involves beating into a pulp someone who disagrees).&lt;br /&gt;
*[[Grumbar]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Broken Ones (good): clerics, divine champions.&lt;br /&gt;
*[[Ilmater]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disciples of St. Sollars (Monks of the Yellow Rose) (good):&lt;br /&gt;
ranger, shadowdancer. &lt;br /&gt;
*[[Ilmater]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disciples of the Phoenix (good): cleric. This order (and the other two orders of Kossuthan monks) is very insular&lt;br /&gt;
and has a rigid tradition of study and fighting style, as well as behavioral taboos. They are the most likely to espouse the purifying and redeeming aspects of their deity’s element.&lt;br /&gt;
*[[Kossuth]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Brothers and Sisters of the Pure Flame (neutral): cleric. These monks seek a balance between the purifying aspect&lt;br /&gt;
and the destructive aspect of Kossuth’s flame, and are the mediators of the three orders. Most of them learn Ignan&lt;br /&gt;
to better communicate with fire elementals.&lt;br /&gt;
*[[Kossuth]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Disciples of the Salamander (evil): cleric. Some of these monks rival a Talosian fanatic’s love of destructive fire,&lt;br /&gt;
but most see it as a necessary tool for renewal in the world. Many of them bear brands of magical symbols on&lt;br /&gt;
their bodies and decorate themselves with fiery tattoos.&lt;br /&gt;
*[[Kossuth]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sun Soul (good or neutral): any one other class (as long as&lt;br /&gt;
monk is the highest class level).&lt;br /&gt;
*[[Lathander]] &lt;br /&gt;
*[[Selûne]] &lt;br /&gt;
*[[Sune]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disciples of the White Rod (evil): cleric. Monks of Loviatar prefer using their bare hands to inflict pain rather&lt;br /&gt;
than using weapons. When forced to use weapons, they prefer nunchaku with white-bleached leather wrappings on the hilts.&lt;br /&gt;
*[[Loviatar]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Runeclaws (evil): cleric. Because in many orc tribes females are not allowed to touch weapons, unarmed&lt;br /&gt;
combat has become a means for female worshipers of Luthic to defend themselves against raiders from other tribes. Some female orcs that are too old for childbirth (particularly older wives of the chief) become runeclaws to prove they are still useful to the tribe.&lt;br /&gt;
*[[Luthic]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Children of the Passive Voice (neutral): none. These monks serve as guardians to libraries and abbeys, and&lt;br /&gt;
sometimes are sent to find lost stores of knowledge.&lt;br /&gt;
*[[Oghma]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dark Moon (evil): sorcerer (monk and sorcerer level must&lt;br /&gt;
be within two levels of each other). &lt;br /&gt;
*[[Shar]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Serpent Guards (evil): assassin, divine champion, fighter, rogue. These fanatics guard temples, serve as minions to&lt;br /&gt;
dragons, hunt dragonslayers, and assassinate those who pry too closely into the activities of the church. They are active in Unther and have been known to attack Mulhorandi soldiers.&lt;br /&gt;
*[[Tiamat]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Long Death (evil): assassin, blackguard, fighter.&lt;br /&gt;
*[[Velsharoon]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brotherhood of the Scarlet Scourge (evil): cleric. Monks of this strange orc order bleach their hands white and&lt;br /&gt;
grow their nails very long. Before combat they dip their nails in a powder made of blood infected with the red ache, which&lt;br /&gt;
lets them infect their opponents.&lt;br /&gt;
*[[Yurtrus]]&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Monastic_Order&amp;diff=3294</id>
		<title>Monastic Order</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Monastic_Order&amp;diff=3294"/>
				<updated>2018-12-02T10:40:06Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: /* Monastic Order and Allowed Multiclassing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Monastic Order and Allowed Multiclassing ==&lt;br /&gt;
&lt;br /&gt;
*Long Death (evil): assassin, blackguard, fighter. &lt;br /&gt;
&lt;br /&gt;
*Old Order (usually neutral, sometimes good, rarely evil): rogue, sorcerer, shadowdancer (monk levels must be higher than total of all other class levels). &lt;br /&gt;
&lt;br /&gt;
Hin Fist (neutral or good): fighter, rogue, paladin.&lt;br /&gt;
*[[Arvoreen]]&lt;br /&gt;
*[[Cyrrollalee]] &lt;br /&gt;
*[[Sheela]] &lt;br /&gt;
*[[Urogalan]] &lt;br /&gt;
*[[Yondalla]] &lt;br /&gt;
&lt;br /&gt;
Shining Hand (neutral): wizard (if monk level exceeds&lt;br /&gt;
wizard level).&lt;br /&gt;
*[[Azuth]]&lt;br /&gt;
&lt;br /&gt;
Order of the Iron Gauntlet (evil): assassin, fighter. A small sect within the Zhentarim, these monks train in stealth and assassination. Currently they are few in number but their leader has been recruiting widely.&lt;br /&gt;
*[[Bane]] &lt;br /&gt;
&lt;br /&gt;
Zealots of the Written Word (good): cleric. These monks accompany clerics of Deneir on quests, assist in moneymaking&lt;br /&gt;
efforts for the church, and are as fond of recording information as any devout worshiper of Deneir.&lt;br /&gt;
*[[Deneir]] &lt;br /&gt;
&lt;br /&gt;
Disciples of the Changeless Face (neutral): fighter. This stoic and spartan order is obsessed with preserving the&lt;br /&gt;
knowledge of how things are (from laws to traditions to manners of speech) so that change can be detected and countered (which often involves beating into a pulp someone who disagrees).&lt;br /&gt;
*[[Grumbar]] &lt;br /&gt;
 &lt;br /&gt;
Broken Ones (good): clerics, divine champions.&lt;br /&gt;
*[[Ilmater]]&lt;br /&gt;
&lt;br /&gt;
Disciples of St. Sollars (Monks of the Yellow Rose) (good):&lt;br /&gt;
ranger, shadowdancer. &lt;br /&gt;
*[[Ilmater]]&lt;br /&gt;
&lt;br /&gt;
Disciples of the Phoenix (good): cleric. This order (and the other two orders of Kossuthan monks) is very insular&lt;br /&gt;
and has a rigid tradition of study and fighting style, as well as behavioral taboos. They are the most likely to espouse the purifying and redeeming aspects of their deity’s element.&lt;br /&gt;
*[[Kossuth]] &lt;br /&gt;
&lt;br /&gt;
*Brothers and Sisters of the Pure Flame (neutral): cleric. These monks seek a balance between the purifying aspect&lt;br /&gt;
and the destructive aspect of Kossuth’s flame, and are the mediators of the three orders. Most of them learn Ignan&lt;br /&gt;
to better communicate with fire elementals.&lt;br /&gt;
*[[Kossuth]] &lt;br /&gt;
&lt;br /&gt;
*Disciples of the Salamander (evil): cleric. Some of these monks rival a Talosian fanatic’s love of destructive fire,&lt;br /&gt;
but most see it as a necessary tool for renewal in the world. Many of them bear brands of magical symbols on&lt;br /&gt;
their bodies and decorate themselves with fiery tattoos.&lt;br /&gt;
*[[Kossuth]] &lt;br /&gt;
&lt;br /&gt;
Sun Soul (good or neutral): any one other class (as long as&lt;br /&gt;
monk is the highest class level).&lt;br /&gt;
*[[Lathander]] &lt;br /&gt;
*[[Selûne]] &lt;br /&gt;
*[[Sune]] &lt;br /&gt;
&lt;br /&gt;
Disciples of the White Rod (evil): cleric. Monks of Loviatar prefer using their bare hands to inflict pain rather&lt;br /&gt;
than using weapons. When forced to use weapons, they prefer nunchaku with white-bleached leather wrappings on the hilts.&lt;br /&gt;
*[[Loviatar]] &lt;br /&gt;
&lt;br /&gt;
Runeclaws (evil): cleric. Because in many orc tribes females are not allowed to touch weapons, unarmed&lt;br /&gt;
combat has become a means for female worshipers of Luthic to defend themselves against raiders from other tribes. Some female orcs that are too old for childbirth (particularly older wives of the chief) become runeclaws to prove they are still useful to the tribe.&lt;br /&gt;
*[[Luthic]] &lt;br /&gt;
&lt;br /&gt;
Children of the Passive Voice (neutral): none. These monks serve as guardians to libraries and abbeys, and&lt;br /&gt;
sometimes are sent to find lost stores of knowledge.&lt;br /&gt;
*[[Oghma]] &lt;br /&gt;
&lt;br /&gt;
Dark Moon (evil): sorcerer (monk and sorcerer level must&lt;br /&gt;
be within two levels of each other). &lt;br /&gt;
*[[Shar]] &lt;br /&gt;
&lt;br /&gt;
Serpent Guards (evil): assassin, divine champion, fighter, rogue. These fanatics guard temples, serve as minions to&lt;br /&gt;
dragons, hunt dragonslayers, and assassinate those who pry too closely into the activities of the church. They are active in Unther and have been known to attack Mulhorandi soldiers.&lt;br /&gt;
*[[Tiamat]] &lt;br /&gt;
&lt;br /&gt;
Long Death (evil): assassin, blackguard, fighter.&lt;br /&gt;
*[[Velsharoon]] &lt;br /&gt;
&lt;br /&gt;
Brotherhood of the Scarlet Scourge (evil): cleric. Monks of this strange orc order bleach their hands white and&lt;br /&gt;
grow their nails very long. Before combat they dip their nails in a powder made of blood infected with the red ache, which&lt;br /&gt;
lets them infect their opponents.&lt;br /&gt;
*[[Yurtrus]]&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Favored_Soul&amp;diff=2964</id>
		<title>Favored Soul</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Favored_Soul&amp;diff=2964"/>
				<updated>2017-10-16T21:09:49Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Base Classes]]&lt;br /&gt;
{{MessageBox&lt;br /&gt;
| Type = Notice&lt;br /&gt;
| Title = [[Exceptional Character]] Class&lt;br /&gt;
| Message = Players must gain [[Head Dungeon Master]] approval prior to creation.&lt;br /&gt;
}}&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:Class_FavoredSoul.jpg|256px|Favored Soul]]&lt;br /&gt;
| Name = Favored Soul&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = [[Simple Weapons]], [[Deity]]'s [[Favored Weapon]], [[Light Armor]], [[Medium Armor]], [[Shield]]&lt;br /&gt;
| ClassSkills = [[Concentration]], [[Craft]], [[Diplomacy]], [[Heal (Skill) | Heal]], [[Jump (Skill) | Jump]], [[Knowledge]] (Arcana), [[Profession]], [[Sense Motive]], [[Spellcraft]]&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
| SourcePage = 6-10&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Favored_Soul}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Invoker}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study; to her, it comes naturally. Scholars wonder if favored souls have traces of outsider blood from unions, holy or unholy, centuries ago and generations removed. Others suggest that divine training of the proper type awakens the ability, or that favored souls are simply imbued with their gifts by their gods when they begin the cleric's path. In any case, favored souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues.&amp;quot;'' -- [[Complete Divine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Weapon Proficiency]] (Deity's Favored Weapon)&lt;br /&gt;
| Special3 = [[Weapon Focus]] (Deity's Favored Weapon)&lt;br /&gt;
| Special5 = [[Energy Resistance]] (10/-)&lt;br /&gt;
| Special10 = Energy Resistance (10/-)&lt;br /&gt;
| Special12 = [[Weapon Specialization]] (Deity's Favored Weapon)&lt;br /&gt;
| Special15 = Energy Resistance (10/-)&lt;br /&gt;
| Special20 = [[Damage Reduction]] (10/[[Alchemical Silver]] or 10/[[Cold Iron]])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
: ''See also: [[:Category:Favored Soul Spells | Favored Soul Spells]].''&lt;br /&gt;
A Favored Soul casts divine spells (the same type of spells available to clerics), which are drawn from the cleric spell list. She can cast any spell she knows without preparing it ahead of time the way a cleric must.&lt;br /&gt;
&lt;br /&gt;
To cast a spell, a Favored Soul must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a favored soul's spell is 10 + the spell's level + the favored soul's Wisdom modifier. Like other spellcasters, a favored soul can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table below. In addition, she receives bonus spells for a high Charisma.&lt;br /&gt;
&lt;br /&gt;
A favored soul begins play knowing five 0-level orisons and three 1st-level spells of your choice. At each new favored soul level, she gains one or more new spells. The number of spells known increase at each new favored soul level according to the favored soul spell progression. It is not affected by the character's charisma score. These new spells are drawn from the cleric/favored soul spell list.&lt;br /&gt;
&lt;br /&gt;
Starting at their 6th class level, and every two levels after, favored souls can replace one known spell with a new spell of the same level. The spell that can be replaced must be two spell levels below (or lower) what the favored soul can currently cast (1st level spell at 6, 1st or 2nd level spell at 8, 1st or 2nd or 3rd level spell at 10, and so forth).&lt;br /&gt;
&lt;br /&gt;
A favored soul need not prepare her spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast. Favored souls can also use metamagic feats instantly when choosing spells to cast. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Spell Progression&lt;br /&gt;
| Spell Levels = 10&lt;br /&gt;
| Spells per Day = TRUE&lt;br /&gt;
| Spells Known = TRUE&lt;br /&gt;
| SL0 = [[:Category:0th Level Favored Soul Spells|0]]&lt;br /&gt;
| SL1 = [[:Category:1st Level Favored Soul Spells|1st]]&lt;br /&gt;
| SL2 = [[:Category:2nd Level Favored Soul Spells|2nd]]&lt;br /&gt;
| SL3 = [[:Category:3rd Level Favored Soul Spells|3rd]]&lt;br /&gt;
| SL4 = [[:Category:4th Level Favored Soul Spells|4th]]&lt;br /&gt;
| SL5 = [[:Category:5th Level Favored Soul Spells|5th]]&lt;br /&gt;
| SL6 = [[:Category:6th Level Favored Soul Spells|6th]]&lt;br /&gt;
| SL7 = [[:Category:7th Level Favored Soul Spells|7th]]&lt;br /&gt;
| SL8 = [[:Category:8th Level Favored Soul Spells|8th]]&lt;br /&gt;
| SL9 = [[:Category:9th Level Favored Soul Spells|9th]]&lt;br /&gt;
| Level 1 =  {{Spell Progression Level|  1 | 5 | 3 | - | - | - | - | - | - | - | - | - | 4 | 3 | - | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 2 =  {{Spell Progression Level|  2 | 6 | 4 | - | - | - | - | - | - | - | - | - | 5 | 3 | - | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 3 =  {{Spell Progression Level|  3 | 6 | 5 | - | - | - | - | - | - | - | - | - | 5 | 4 | - | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 4 =  {{Spell Progression Level|  4 | 6 | 6 | 3 | - | - | - | - | - | - | - | - | 6 | 4 | 3 | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 5 =  {{Spell Progression Level|  5 | 6 | 6 | 4 | - | - | - | - | - | - | - | - | 6 | 5 | 3 | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 6 =  {{Spell Progression Level|  6 | 6 | 6 | 5 | 3 | - | - | - | - | - | - | - | 7 | 5 | 4 | 3 | - | - | - | - | - | - }}&lt;br /&gt;
| Level 7 =  {{Spell Progression Level|  7 | 6 | 6 | 6 | 4 | - | - | - | - | - | - | - | 7 | 6 | 4 | 3 | - | - | - | - | - | - }}&lt;br /&gt;
| Level 8 =  {{Spell Progression Level|  8 | 6 | 6 | 6 | 5 | 3 | - | - | - | - | - | - | 8 | 6 | 5 | 4 | 3 | - | - | - | - | - }}&lt;br /&gt;
| Level 9 =  {{Spell Progression Level|  9 | 6 | 6 | 6 | 6 | 4 | - | - | - | - | - | - | 8 | 6 | 5 | 4 | 3 | - | - | - | - | - }}&lt;br /&gt;
| Level 10 = {{Spell Progression Level| 10 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | - | - | 9 | 6 | 6 | 5 | 4 | 3 | - | - | - | - }}&lt;br /&gt;
| Level 11 = {{Spell Progression Level| 11 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | - | - | 9 | 6 | 6 | 5 | 4 | 3 | - | - | - | - }}&lt;br /&gt;
| Level 12 = {{Spell Progression Level| 12 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | - | 9 | 6 | 6 | 6 | 5 | 4 | 3 | - | - | - }}&lt;br /&gt;
| Level 13 = {{Spell Progression Level| 13 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | - | 9 | 6 | 6 | 6 | 5 | 4 | 3 | - | - | - }}&lt;br /&gt;
| Level 14 = {{Spell Progression Level| 14 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | 9 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - | - }}&lt;br /&gt;
| Level 15 = {{Spell Progression Level| 15 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | 9 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - | - }}&lt;br /&gt;
| Level 16 = {{Spell Progression Level| 16 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | 9 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - }}&lt;br /&gt;
| Level 17 = {{Spell Progression Level| 17 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | 9 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - }}&lt;br /&gt;
| Level 18 = {{Spell Progression Level| 18 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | 9 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 }}&lt;br /&gt;
| Level 19 = {{Spell Progression Level| 19 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 9 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 }}&lt;br /&gt;
| Level 20 = {{Spell Progression Level| 20 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 9 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 }}&lt;br /&gt;
}} &lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Favored_Soul&amp;diff=2963</id>
		<title>Favored Soul</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Favored_Soul&amp;diff=2963"/>
				<updated>2017-10-16T21:09:31Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Base Classes]]&lt;br /&gt;
{{MessageBox&lt;br /&gt;
| Type = Notice&lt;br /&gt;
| Title = [[Exceptional Character]] Class&lt;br /&gt;
| Message = Players must gain [[Head Dungeon Master]] approval prior to creation.&lt;br /&gt;
}}&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:Class_FavoredSoul.jpg|256px|Favored Soul]]&lt;br /&gt;
| Name = Favored Soul&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = [[Simple Weapons]], [[Deity]]'s [[Favored Weapon]], [[Light Armor]], [[Medium Armor]], [[Shield]]&lt;br /&gt;
| ClassSkills = [[Concentration]], [[Craft]], [[Diplomacy]], [[Heal (Skill) | Heal]], [[Jump (Skill) | Jump]], [[Knowledge]] (Arcana), [[Profession]], [[Sense Motive]], [[Spellcraft]]&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
| SourcePage = 6-10&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Favored_Soul}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Invoker}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study; to her, it comes naturally. Scholars wonder if favored souls have traces of outsider blood from unions, holy or unholy, centuries ago and generations removed. Others suggest that divine training of the proper type awakens the ability, or that favored souls are simply imbued with their gifts by their gods when they begin the cleric's path. In any case, favored souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues.&amp;quot;'' -- [[Complete Divine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Weapon Proficiency]] (Deity's Favored Weapon)&lt;br /&gt;
| Special3 = [[Weapon Focus]] (Deity's Favored Weapon)&lt;br /&gt;
| Special5 = [[Energy Resistance]] (10/-)&lt;br /&gt;
| Special10 = Energy Resistance (10/-)&lt;br /&gt;
| Special12 = [[Weapon Specialization]] (Deity's Favored Weapon)&lt;br /&gt;
| Special15 = Energy Resistance (10/-)&lt;br /&gt;
| Special20 = [[Damage Reduction]] (10/[[Alchemical Silver]] or 10/[[Cold Iron]])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
: ''See also: [[:Category:Favored Soul Spells | Favored Soul Spells]].''&lt;br /&gt;
A Favored Soul casts divine spells (the same type of spells available to clerics), which are drawn from the cleric spell list. She can cast any spell she knows without preparing it ahead of time the way a cleric must.&lt;br /&gt;
&lt;br /&gt;
To cast a spell, a Favored Soul must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a favored soul's spell is 10 + the spell's level + the favored soul's Wisdom modifier. Like other spellcasters, a favored soul can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table below. In addition, she receives bonus spells for a high Charisma.&lt;br /&gt;
&lt;br /&gt;
A favored soul begins play knowing five 0-level orisons and three 1st-level spells of your choice. At each new favored soul level, she gains one or more new spells. The number of spells known increase at each new favored soul level according to the favored soul spell progression. It is not affected by the character's charisma score. These new spells are drawn from the cleric/favored soul spell list.&lt;br /&gt;
&lt;br /&gt;
Starting at their 6th class level, and every two levels after, favored souls can replace one known spell with a new spell of the same level. The spell that can be replaced must be two spell levels below (or lower) what the favored soul can currently cast (1st level spell at 6, 1st or 2nd level spell at 8, 1st or 2nd or 3rd level spell at 10, and so forth).&lt;br /&gt;
&lt;br /&gt;
A favored soul need not prepare her spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast. Favored souls can also use metamagic feats instantly when choosing spells to cast. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Spell Progression&lt;br /&gt;
| Spell Levels = 10&lt;br /&gt;
| Spells per Day = TRUE&lt;br /&gt;
| Spells Known = TRUE&lt;br /&gt;
| SL0 = [[:Category:0th Level Favored Soul Spells|0]]&lt;br /&gt;
| SL1 = [[:Category:1st Level Favored Soul Spells|1st]]&lt;br /&gt;
| SL2 = [[:Category:2nd Level Favored Soul Spells|2nd]]&lt;br /&gt;
| SL3 = [[:Category:3rd Level Favored Soul Spells|3rd]]&lt;br /&gt;
| SL4 = [[:Category:4th Level Favored Soul Spells|4th]]&lt;br /&gt;
| SL5 = [[:Category:5th Level Favored Soul Spells|5th]]&lt;br /&gt;
| SL6 = [[:Category:6th Level Favored Soul Spells|6th]]&lt;br /&gt;
| SL7 = [[:Category:7th Level Favored Soul Spells|7th]]&lt;br /&gt;
| SL8 = [[:Category:8th Level Favored Soul Spells|8th]]&lt;br /&gt;
| SL9 = [[:Category:9th Level Favored Soul Spells|9th]]&lt;br /&gt;
| Level 1 =  {{Spell Progression Level|  1 | 5 | 3 | - | - | - | - | - | - | - | - | - | 4 | 3 | - | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 2 =  {{Spell Progression Level|  2 | 6 | 4 | - | - | - | - | - | - | - | - | - | 5 | 3 | - | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 3 =  {{Spell Progression Level|  3 | 6 | 5 | - | - | - | - | - | - | - | - | - | 5 | 4 | - | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 4 =  {{Spell Progression Level|  4 | 6 | 6 | 3 | - | - | - | - | - | - | - | - | 6 | 4 | 3 | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 5 =  {{Spell Progression Level|  5 | 6 | 6 | 4 | - | - | - | - | - | - | - | - | 6 | 5 | 3 | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 6 =  {{Spell Progression Level|  6 | 6 | 6 | 5 | 3 | - | - | - | - | - | - | - | 7 | 5 | 4 | 3 | - | - | - | - | - | - }}&lt;br /&gt;
| Level 7 =  {{Spell Progression Level|  7 | 6 | 6 | 6 | 4 | - | - | - | - | - | - | - | 7 | 6 | 4 | 3 | - | - | - | - | - | - }}&lt;br /&gt;
| Level 8 =  {{Spell Progression Level|  8 | 6 | 6 | 6 | 5 | 3 | - | - | - | - | - | - | 8 | 6 | 5 | 4 | 3 | - | - | - | - | - }}&lt;br /&gt;
| Level 9 =  {{Spell Progression Level|  9 | 6 | 6 | 6 | 6 | 4 | - | - | - | - | - | - | 8 | 6 | 5 | 4 | 3 | - | - | - | - | - }}&lt;br /&gt;
| Level 10 = {{Spell Progression Level| 10 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | - | - | 9 | 6 | 6 | 5 | 4 | 3 | - | - | - | - }}&lt;br /&gt;
| Level 11 = {{Spell Progression Level| 11 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | - | - | 9 | 6 | 6 | 5 | 4 | 3 | - | - | - | - }}&lt;br /&gt;
| Level 12 = {{Spell Progression Level| 12 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | - | 9 | 6 | 6 | 6 | 5 | 4 | 3 | - | - | - }}&lt;br /&gt;
| Level 13 = {{Spell Progression Level| 13 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | - | 9 | 6 | 6 | 6 | 5 | 4 | 3 | - | - | - }}&lt;br /&gt;
| Level 14 = {{Spell Progression Level| 14 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | 9 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - | - }}&lt;br /&gt;
| Level 15 = {{Spell Progression Level| 15 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | 9 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - | - }}&lt;br /&gt;
| Level 16 = {{Spell Progression Level| 16 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | 9 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - }}&lt;br /&gt;
| Level 17 = {{Spell Progression Level| 17 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | 9 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - }}&lt;br /&gt;
| Level 18 = {{Spell Progression Level| 18 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | 9 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 }}&lt;br /&gt;
| Level 19 = {{Spell Progression Level| 19 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 9 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 }}&lt;br /&gt;
| Level 20 = {{Spell Progression Level| 20 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 9 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 }}&lt;br /&gt;
}} &lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Favored_Soul&amp;diff=2962</id>
		<title>Favored Soul</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Favored_Soul&amp;diff=2962"/>
				<updated>2017-10-16T21:09:07Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Base Classes]]&lt;br /&gt;
{{MessageBox&lt;br /&gt;
| Type = Notice&lt;br /&gt;
| Title = [[Exceptional Character]] Class&lt;br /&gt;
| Message = Players must gain [[Head Dungeon Master]] approval prior to creation.&lt;br /&gt;
}}&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:Class_FavoredSoul.jpg|256px|Favored Soul]]&lt;br /&gt;
| Name = Favored Soul&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = [[Simple Weapons]], [[Deity]]'s [[Favored Weapon]], [[Light Armor]], [[Medium Armor]], [[Shield]]&lt;br /&gt;
| ClassSkills = [[Concentration]], [[Craft]], [[Diplomacy]], [[Heal (Skill) | Heal]], [[Jump (Skill) | Jump]], [[Knowledge]] (Arcana), [[Profession]], [[Sense Motive]], [[Spellcraft]]&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
| SourcePage = 6-10&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Favored_Soul}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Invoker}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study; to her, it comes naturally. Scholars wonder if favored souls have traces of outsider blood from unions, holy or unholy, centuries ago and generations removed. Others suggest that divine training of the proper type awakens the ability, or that favored souls are simply imbued with their gifts by their gods when they begin the cleric's path. In any case, favored souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues.&amp;quot;'' -- [[Complete Divine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Weapon Proficiency]] (Deity's Favored Weapon)&lt;br /&gt;
| Special3 = [[Weapon Focus]] (Deity's Favored Weapon)&lt;br /&gt;
| Special5 = [[Energy Resistance]] (10/-)&lt;br /&gt;
| Special10 = Energy Resistance (10/-)&lt;br /&gt;
| Special12 = [[Weapon Specialization]] (Deity's Favored Weapon)&lt;br /&gt;
| Special15 = Energy Resistance (10/-)&lt;br /&gt;
| Special20 = [[Damage Reduction]] (10/[[Alchemical Silver]] or 10/[[Cold Iron]])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
: ''See also: [[:Category:Favored Soul Spells | Favored Soul Spells]].''&lt;br /&gt;
A Favored Soul casts divine spells (the same type of spells available to clerics), which are drawn from the cleric spell list. She can cast any spell she knows without preparing it ahead of time the way a cleric must.&lt;br /&gt;
&lt;br /&gt;
To cast a spell, a Favored Soul must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a favored soul's spell is 10 + the spell's level + the favored soul's Wisdom modifier. Like other spellcasters, a favored soul can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table below. In addition, she receives bonus spells for a high Charisma.&lt;br /&gt;
&lt;br /&gt;
A favored soul begins play knowing five 0-level orisons and three 1st-level spells of your choice. At each new favored soul level, she gains one or more new spells. The number of spells known increase at each new favored soul level according to the favored soul spell progression. It is not affected by the character's charisma score. These new spells are drawn from the cleric/favored soul spell list.&lt;br /&gt;
&lt;br /&gt;
Starting at their 6th class level, and every two levels after, favored souls can replace one known spell with a new spell of the same level. The spell that can be replaced must be two spell levels below (or lower) what the favored soul can currently cast (1st level spell at 6, 1st or 2nd level spell at 8, 1st or 2nd or 3rd level spell at 10, and so forth).&lt;br /&gt;
&lt;br /&gt;
A favored soul need not prepare her spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast. Favored souls can also use metamagic feats instantly when choosing spells to cast. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Spell Progression&lt;br /&gt;
| Spell Levels = 10&lt;br /&gt;
| Spells per Day = TRUE&lt;br /&gt;
| Spells Known = TRUE&lt;br /&gt;
| SL0 = [[:Category:0th Level Favored Soul Spells|0]]&lt;br /&gt;
| SL1 = [[:Category:1st Level Favored Soul Spells|1st]]&lt;br /&gt;
| SL2 = [[:Category:2nd Level Favored Soul Spells|2nd]]&lt;br /&gt;
| SL3 = [[:Category:3rd Level Favored Soul Spells|3rd]]&lt;br /&gt;
| SL4 = [[:Category:4th Level Favored Soul Spells|4th]]&lt;br /&gt;
| SL5 = [[:Category:5th Level Favored Soul Spells|5th]]&lt;br /&gt;
| SL6 = [[:Category:6th Level Favored Soul Spells|6th]]&lt;br /&gt;
| SL7 = [[:Category:7th Level Favored Soul Spells|7th]]&lt;br /&gt;
| SL8 = [[:Category:8th Level Favored Soul Spells|8th]]&lt;br /&gt;
| SL9 = [[:Category:9th Level Favored Soul Spells|9th]]&lt;br /&gt;
| Level 1 =  {{Spell Progression Level|  1 | 5 | 3 | - | - | - | - | - | - | - | - | - | 4 | 3 | - | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 2 =  {{Spell Progression Level|  2 | 6 | 4 | - | - | - | - | - | - | - | - | - | 5 | 3 | - | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 3 =  {{Spell Progression Level|  3 | 6 | 5 | - | - | - | - | - | - | - | - | - | 5 | 4 | - | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 4 =  {{Spell Progression Level|  4 | 6 | 6 | 3 | - | - | - | - | - | - | - | - | 6 | 4 | 3 | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 5 =  {{Spell Progression Level|  5 | 6 | 6 | 4 | - | - | - | - | - | - | - | - | 6 | 5 | 3 | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 6 =  {{Spell Progression Level|  6 | 6 | 6 | 5 | 3 | - | - | - | - | - | - | - | 7 | 5 | 4 | 3 | - | - | - | - | - | - }}&lt;br /&gt;
| Level 7 =  {{Spell Progression Level|  7 | 6 | 6 | 6 | 4 | - | - | - | - | - | - | - | 7 | 6 | 4 | 3 | - | - | - | - | - | - }}&lt;br /&gt;
| Level 8 =  {{Spell Progression Level|  8 | 6 | 6 | 6 | 5 | 3 | - | - | - | - | - | - | 8 | 6 | 5 | 4 | 3 | - | - | - | - | - }}&lt;br /&gt;
| Level 9 =  {{Spell Progression Level|  9 | 6 | 6 | 6 | 6 | 4 | - | - | - | - | - | - | 8 | 6 | 5 | 4 | 3 | - | - | - | - | - }}&lt;br /&gt;
| Level 10 = {{Spell Progression Level| 10 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | - | - | 9 | 6 | 6 | 5 | 4 | 3 | - | - | - | - }}&lt;br /&gt;
| Level 11 = {{Spell Progression Level| 11 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | - | - | 9 | 6 | 6 | 5 | 4 | 3 | - | - | - | - }}&lt;br /&gt;
| Level 12 = {{Spell Progression Level| 12 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | - | 9 | 6 | 6 | 6 | 5 | 4 | 3 | - | - | - }}&lt;br /&gt;
| Level 13 = {{Spell Progression Level| 13 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | - | 9 | 6 | 6 | 6 | 5 | 4 | 3 | - | - | - }}&lt;br /&gt;
| Level 14 = {{Spell Progression Level| 14 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | 9 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - | - }}&lt;br /&gt;
| Level 15 = {{Spell Progression Level| 15 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | 9 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - | - }}&lt;br /&gt;
| Level 16 = {{Spell Progression Level| 16 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | 9 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - }}&lt;br /&gt;
| Level 17 = {{Spell Progression Level| 17 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | 9 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - }}&lt;br /&gt;
| Level 18 = {{Spell Progression Level| 18 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | 9 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 }}&lt;br /&gt;
| Level 19 = {{Spell Progression Level| 19 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | 9 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 }}&lt;br /&gt;
| Level 20 = {{Spell Progression Level| 20 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 9 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 }}&lt;br /&gt;
}} &lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Favored_Soul&amp;diff=2961</id>
		<title>Favored Soul</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Favored_Soul&amp;diff=2961"/>
				<updated>2017-10-16T21:05:28Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Base Classes]]&lt;br /&gt;
{{MessageBox&lt;br /&gt;
| Type = Notice&lt;br /&gt;
| Title = [[Exceptional Character]] Class&lt;br /&gt;
| Message = Players must gain [[Head Dungeon Master]] approval prior to creation.&lt;br /&gt;
}}&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:Class_FavoredSoul.jpg|256px|Favored Soul]]&lt;br /&gt;
| Name = Favored Soul&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = [[Simple Weapons]], [[Deity]]'s [[Favored Weapon]], [[Light Armor]], [[Medium Armor]], [[Shield]]&lt;br /&gt;
| ClassSkills = [[Concentration]], [[Craft]], [[Diplomacy]], [[Heal (Skill) | Heal]], [[Jump (Skill) | Jump]], [[Knowledge]] (Arcana), [[Profession]], [[Sense Motive]], [[Spellcraft]]&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
| SourcePage = 6-10&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Favored_Soul}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Invoker}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study; to her, it comes naturally. Scholars wonder if favored souls have traces of outsider blood from unions, holy or unholy, centuries ago and generations removed. Others suggest that divine training of the proper type awakens the ability, or that favored souls are simply imbued with their gifts by their gods when they begin the cleric's path. In any case, favored souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues.&amp;quot;'' -- [[Complete Divine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Weapon Proficiency]] (Deity's Favored Weapon)&lt;br /&gt;
| Special3 = [[Weapon Focus]] (Deity's Favored Weapon)&lt;br /&gt;
| Special5 = [[Energy Resistance]] (10/-)&lt;br /&gt;
| Special10 = Energy Resistance (10/-)&lt;br /&gt;
| Special12 = [[Weapon Specialization]] (Deity's Favored Weapon)&lt;br /&gt;
| Special15 = Energy Resistance (10/-)&lt;br /&gt;
| Special20 = [[Damage Reduction]] (10/[[Alchemical Silver]] or 10/[[Cold Iron]])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
: ''See also: [[:Category:Favored Soul Spells | Favored Soul Spells]].''&lt;br /&gt;
A Favored Soul casts divine spells (the same type of spells available to clerics), which are drawn from the cleric spell list. She can cast any spell she knows without preparing it ahead of time the way a cleric must.&lt;br /&gt;
&lt;br /&gt;
To cast a spell, a Favored Soul must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a favored soul's spell is 10 + the spell's level + the favored soul's Wisdom modifier. Like other spellcasters, a favored soul can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table below. In addition, she receives bonus spells for a high Charisma.&lt;br /&gt;
&lt;br /&gt;
A favored soul begins play knowing five 0-level orisons and three 1st-level spells of your choice. At each new favored soul level, she gains one or more new spells. The number of spells known increase at each new favored soul level according to the favored soul spell progression. It is not affected by the character's charisma score. These new spells are drawn from the cleric/favored soul spell list.&lt;br /&gt;
&lt;br /&gt;
Starting at their 6th class level, and every two levels after, favored souls can replace one known spell with a new spell of the same level. The spell that can be replaced must be two spell levels below (or lower) what the favored soul can currently cast (1st level spell at 6, 1st or 2nd level spell at 8, 1st or 2nd or 3rd level spell at 10, and so forth).&lt;br /&gt;
&lt;br /&gt;
A favored soul need not prepare her spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast. Favored souls can also use metamagic feats instantly when choosing spells to cast. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Spell Progression&lt;br /&gt;
| Spell Levels = 10&lt;br /&gt;
| Spells per Day = TRUE&lt;br /&gt;
| Spells Known = TRUE&lt;br /&gt;
| SL0 = [[:Category:0th Level Favored Soul Spells|0]]&lt;br /&gt;
| SL1 = [[:Category:1st Level Favored Soul Spells|1st]]&lt;br /&gt;
| SL2 = [[:Category:2nd Level Favored Soul Spells|2nd]]&lt;br /&gt;
| SL3 = [[:Category:3rd Level Favored Soul Spells|3rd]]&lt;br /&gt;
| SL4 = [[:Category:4th Level Favored Soul Spells|4th]]&lt;br /&gt;
| SL5 = [[:Category:5th Level Favored Soul Spells|5th]]&lt;br /&gt;
| SL6 = [[:Category:6th Level Favored Soul Spells|6th]]&lt;br /&gt;
| SL7 = [[:Category:7th Level Favored Soul Spells|7th]]&lt;br /&gt;
| SL8 = [[:Category:8th Level Favored Soul Spells|8th]]&lt;br /&gt;
| SL9 = [[:Category:9th Level Favored Soul Spells|9th]]&lt;br /&gt;
| Level 1 =  {{Spell Progression Level|  1 | 5 | 3 | - | - | - | - | - | - | - | - | - | 4 | 3 | - | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 2 =  {{Spell Progression Level|  2 | 6 | 4 | - | - | - | - | - | - | - | - | - | 5 | 3 | - | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 3 =  {{Spell Progression Level|  3 | 6 | 5 | - | - | - | - | - | - | - | - | - | 5 | 4 | - | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 4 =  {{Spell Progression Level|  4 | 6 | 6 | 3 | - | - | - | - | - | - | - | - | 6 | 4 | 3 | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 5 =  {{Spell Progression Level|  5 | 6 | 6 | 4 | - | - | - | - | - | - | - | - | 6 | 5 | 3 | - | - | - | - | - | - | - }}&lt;br /&gt;
| Level 6 =  {{Spell Progression Level|  6 | 6 | 6 | 5 | 3 | - | - | - | - | - | - | - | 7 | 5 | 4 | 3 | - | - | - | - | - | - }}&lt;br /&gt;
| Level 7 =  {{Spell Progression Level|  7 | 6 | 6 | 6 | 4 | - | - | - | - | - | - | - | 7 | 6 | 4 | 3 | - | - | - | - | - | - }}&lt;br /&gt;
| Level 8 =  {{Spell Progression Level|  8 | 6 | 6 | 6 | 5 | 3 | - | - | - | - | - | - | 8 | 6 | 5 | 4 | 3 | - | - | - | - | - }}&lt;br /&gt;
| Level 9 =  {{Spell Progression Level|  9 | 6 | 6 | 6 | 6 | 4 | - | - | - | - | - | - | 8 | 6 | 5 | 4 | 3 | - | - | - | - | - }}&lt;br /&gt;
| Level 10 = {{Spell Progression Level| 10 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | - | - | 9 | 6 | 6 | 5 | 4 | 3 | - | - | - | - }}&lt;br /&gt;
| Level 11 = {{Spell Progression Level| 11 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | - | - | 9 | 6 | 6 | 5 | 4 | 3 | - | - | - | - }}&lt;br /&gt;
| Level 12 = {{Spell Progression Level| 12 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | - | 9 | 6 | 6 | 6 | 5 | 4 | 3 | - | - | - }}&lt;br /&gt;
| Level 13 = {{Spell Progression Level| 13 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | - | 9 | 6 | 6 | 6 | 5 | 4 | 3 | - | - | - }}&lt;br /&gt;
| Level 14 = {{Spell Progression Level| 14 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | 9 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - | - }}&lt;br /&gt;
| Level 15 = {{Spell Progression Level| 15 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | 9 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - | - }}&lt;br /&gt;
| Level 16 = {{Spell Progression Level| 16 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | 9 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - }}&lt;br /&gt;
| Level 17 = {{Spell Progression Level| 17 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | 9 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - }}&lt;br /&gt;
| Level 18 = {{Spell Progression Level| 18 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | 9 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 }}&lt;br /&gt;
| Level 19 = {{Spell Progression Level| 19 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | 9 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 }}&lt;br /&gt;
| Level 20 = {{Spell Progression Level| 20 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | - | 9 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 }}&lt;br /&gt;
}} &lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Technical_Manual&amp;diff=2786</id>
		<title>Technical Manual</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Technical_Manual&amp;diff=2786"/>
				<updated>2015-01-12T22:11:19Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Manuals]]&lt;br /&gt;
This section is intended to help those interested in building, or just wanting to know how things like the core scripts work. Most of this information is NWN2-specific, though we will have some NWN1 technical documents listed here as well in the days to come. In the meantime, much of this information is outdated or at least in need of organization and qualification.&lt;br /&gt;
&lt;br /&gt;
== For Everyone ==&lt;br /&gt;
* [[Reporting Bugs]]&lt;br /&gt;
* [[Crafting Guide]]&lt;br /&gt;
* The [[ALFA Development Environment]] (How to use [https://github.com/ GitHub])&lt;br /&gt;
* [[Alternative Downloads]] for United States and Israel users.&lt;br /&gt;
&lt;br /&gt;
== Hosts and HDMs ==&lt;br /&gt;
* [[Virtual Machine Setup]]&lt;br /&gt;
* [[Basic Host Requirements]] - NWNx4 and nwn2server, basic requirements to host a module.&lt;br /&gt;
* [[Setting Up MySQL Workbench]]&lt;br /&gt;
&lt;br /&gt;
== Builders ==&lt;br /&gt;
* [[ALFA Build Module]]&lt;br /&gt;
* Guide to [[Writing ACR Quests]], as well as an [[Quest Creation Example]].&lt;br /&gt;
* [[ALFA Base Resources]] (ABR) Basics&lt;br /&gt;
* [[Toolset Guide]]&lt;br /&gt;
* [[Using Local Variables]]&lt;br /&gt;
* [[Building Areas]]&lt;br /&gt;
** [[Creating Terrain with L3DT and YATT]]&lt;br /&gt;
* [[Building Doors]]&lt;br /&gt;
* [[Building Items]]&lt;br /&gt;
* [[Building Placeables]]&lt;br /&gt;
* [[Building Creatures]]&lt;br /&gt;
* [[Building Triggers]]&lt;br /&gt;
* [[Building Portals]]&lt;br /&gt;
* [[Writing Conversations &amp;amp; Quests]]&lt;br /&gt;
* [[ACR Spawn]] System: The complete manual&lt;br /&gt;
* [[ACR Encounter]] System&lt;br /&gt;
* [[ACR Rest]]ing &amp;amp; Healing Bonuses&lt;br /&gt;
&lt;br /&gt;
== Scripters ==&lt;br /&gt;
* [[ALFA Core Rules]] (ACR) Basics&lt;br /&gt;
* [[Data Persistence]]&lt;br /&gt;
* [[Rewarding Experience]]&lt;br /&gt;
* [[Spell Scripting]]&lt;br /&gt;
* [[Scripting Items]]&lt;br /&gt;
* [[Scripting Feats]]&lt;br /&gt;
* [[Script Library]] (General)&lt;br /&gt;
* [[Developing for ALFA]]&lt;br /&gt;
* [[Creating CLR Programs]]&lt;br /&gt;
* [[Creating Instanced Areas]]&lt;br /&gt;
* [[Running Scripts Remotely]]&lt;br /&gt;
&lt;br /&gt;
Reference Documents:&lt;br /&gt;
* [[GetEffectInteger]] return values&lt;br /&gt;
&lt;br /&gt;
== Technical Documentation ==&lt;br /&gt;
* [[Core Content Release Process]]&lt;br /&gt;
* [[ACR and Core Content Addition Policies]]&lt;br /&gt;
* [[TLK]] Information&lt;br /&gt;
* [[2DA]] Information&lt;br /&gt;
* [[GUI]] Information&lt;br /&gt;
* [[ACR Configuration Settings]]&lt;br /&gt;
* [[Creating a Content Patch]]&lt;br /&gt;
* [[Release Notes]]&lt;br /&gt;
* [[Server Vault]]&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/More_Challenges&amp;diff=2784</id>
		<title>Writing ACR Quests/More Challenges</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/More_Challenges&amp;diff=2784"/>
				<updated>2015-01-06T22:28:20Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: /* Clearing / Slaughter Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bonus Skill Challenge ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;know&amp;quot; this stuff get away from the extra walking.&lt;br /&gt;
&lt;br /&gt;
So to do this, let's reference back to those steps, as we now have two new steps to be concerned with:&lt;br /&gt;
Step 0: The PC hasn't heard of the job&lt;br /&gt;
Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
Step 4: The PC has found the centipede den&lt;br /&gt;
Step 5: The PC has reported back and been given the next task in the quest&lt;br /&gt;
&lt;br /&gt;
These two.&lt;br /&gt;
&lt;br /&gt;
Then, what we'll do is put a skill check on the PC conversation option:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_4.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
But, also, we need to take an action on that same node:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_5.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_6.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Trigger Challenges (&amp;quot;Scouting&amp;quot; quests) ==&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
Step 0: The PC hasn't heard of the job&lt;br /&gt;
Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
Step 4: The PC has found the centipede den&lt;br /&gt;
Step 5: The PC has reported back and been given the next task in the quest&lt;br /&gt;
&lt;br /&gt;
We provide some standard triggers for the task, so grabbing one of those...&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_1.png]]&lt;br /&gt;
&lt;br /&gt;
And drawing it around the centipede lair...&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_2.png]]&lt;br /&gt;
&lt;br /&gt;
Gets us started. Then, upon checking the properties of that trigger, you can get into its local variables.&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_3.png]]&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;raids&amp;quot; or &amp;quot;assaults&amp;quot; in NPC conversations).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Clearing / Slaughter Challenges ==&lt;br /&gt;
&lt;br /&gt;
If you'll recall a little ways back [[Writing_ACR_Quests/More_Challenges#Bonus Skill Challenge|here]]: &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
This is like starting the arc, which we did [[Writing_ACR_Quests/The_Hook#Nodes|here]]:&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Then, to make this quest work, we need to set on the centipedes that they're appropriate creatures to kill to advance this quest.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_3.png|900px]]&lt;br /&gt;
&lt;br /&gt;
And then on completion and accepting the next step, we need to update both quests again. &lt;br /&gt;
&lt;br /&gt;
It's just like we covered [[Writing_ACR_Quests/The_Hook#Nodes|here]]:&lt;br /&gt;
&lt;br /&gt;
Setting _arc to 6 and _kill to 12.&lt;br /&gt;
&lt;br /&gt;
So our quest looks like so:&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 1: Has Killed 0 of 10 Centipedes&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
&lt;br /&gt;
== Bounty Quests ==&lt;br /&gt;
&lt;br /&gt;
To effectively talk about the quest from here out, I need to spell out where the rest of the quest is going-- it is, in short, a lot of violence and bug guts. The PCs will be quoting Starship Troopers in no time. So all of the remaining steps, and the ones we're focusing on here:&lt;br /&gt;
&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 1: Has Killed 0 of 10 Centipedes&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
*Arc Step 7: PC has tripped a bounty in the centipede lair and slain a slightly-larger centipede&lt;br /&gt;
*Arc Step 8: PC has held the entrance to the den against swarming centipedes&lt;br /&gt;
*Arc Step 9: PC has pushed back into the corridor where the centipedes charged&lt;br /&gt;
*Arc Step 10: PC has taken the pit that the centipedes were crawling out of&lt;br /&gt;
*Arc Step 11: PC has returned to Eldata, and been asked to find and kill the really big one.&lt;br /&gt;
*Arc Step 12: PC has killed one of the kinda big ones between civilization and the really big one.&lt;br /&gt;
*Arc Step 13: PC has killed the really big one.&lt;br /&gt;
*Arc Step 14: PC has returned to Eldata, and somewhere in these 14 steps did enough stuff to justify some good (for a level 1) gear, which they picked from a list.&lt;br /&gt;
&lt;br /&gt;
I'll go over the example of what takes us from 6 to 7, but these steps are all familiar ground once you've done one of them. New trigger; new quest state; (maybe) new resref; new waypoint to spawn at. But same steps, new numbers.&lt;br /&gt;
&lt;br /&gt;
Inside our area, we're going to draw a quest trigger, like we did with scouting:&lt;br /&gt;
&lt;br /&gt;
[[File:bounty_1.png]]&lt;br /&gt;
&lt;br /&gt;
If you can manage it, triggers tend to work well when placed in choke points or obvious paths to walk. If they're squirreled away somewhere counterintuitive (or, more specifically, somewhere that you wouldn't look for the quarry), it tends to result in quests not getting done-- or only getting done by metagaming, which is bad times for newer players.&lt;br /&gt;
&lt;br /&gt;
then, open the trigger's properties...&lt;br /&gt;
&lt;br /&gt;
[[File:bounty_2.png]]&lt;br /&gt;
&lt;br /&gt;
... and this should look familiar, because we used we did it with scouting. But we have a few new ones to draw attention to...&lt;br /&gt;
ACR_QST_SPAWN_CRESREF is the Resource Name of the creature you want to spawn. We know what it is in this case because we made centipedes ourselves back on the first page.&lt;br /&gt;
ACR_QST_SPAWN_WAYPOINT is the Tag of a waypoint that you want the creature to spawn at, so we need to edit the waypoint to also have that tag:&lt;br /&gt;
&lt;br /&gt;
[[File:bounty_3.png]]&lt;br /&gt;
&lt;br /&gt;
Now, it's important to note that there's only one quest state advancement involved here-- even though you might think there'd be two steps (one to trip the trigger and one to kill the thing), but we don't do that in case the PC fails to kill their target. They would never get a second chance if we persistently stored that the creature had spawned, but like this they can retry the next reset.&lt;br /&gt;
&lt;br /&gt;
== Defense Quests ==&lt;br /&gt;
&lt;br /&gt;
Again, quest summary and what we're doing...&lt;br /&gt;
&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 1: Has Killed 0 of 10 Centipedes&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
*Arc Step 7: PC has tripped a bounty in the centipede lair and slain a slightly-larger centipede&lt;br /&gt;
*Arc Step 8: PC has held the entrance to the den against swarming centipedes&lt;br /&gt;
*Arc Step 9: PC has pushed back into the corridor where the centipedes charged&lt;br /&gt;
*Arc Step 10: PC has taken the pit that the centipedes were crawling out of&lt;br /&gt;
*Arc Step 11: PC has returned to Eldata, and been asked to find and kill the really big one.&lt;br /&gt;
*Arc Step 12: PC has killed one of the kinda big ones between civilization and the really big one.&lt;br /&gt;
*Arc Step 13: PC has killed the really big one.&lt;br /&gt;
*Arc Step 14: PC has returned to Eldata, and somewhere in these 14 steps did enough stuff to justify some good (for a level 1) gear, which they picked from a list.&lt;br /&gt;
&lt;br /&gt;
Now, this should be a lot of familiar concepts, thanks to the challenges we've been tooling over the last several posts. The defense quest is also a trigger-based quest, and so it's going to go down into the area with waypoints and a trigger (in this case, two waypoints per trigger-- one waypoint says where the monsters spawn, and one waypoint says where the monsters are trying to go). So the scene looks like this right now:&lt;br /&gt;
&lt;br /&gt;
[[File:defense_1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
And then we have a number of variables to set:&lt;br /&gt;
&lt;br /&gt;
[[File:defense_2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
So, to explain how the creatures are assembled here-- it's not terribly complex to do, but it's a lot of data to enter. Unfortunately, a defense quest is effectively asking the ACR to spawn an invasion, which means we need to gather a lot of information from you.&lt;br /&gt;
&lt;br /&gt;
Mechanically, the logic is pretty simple-- the defense quest will keep spawning creatures you specify (one would hope minor ones) that you specify at specific intervals, and it keeps doing this throughout the quest. In this case, testing suggests that a tiny centipede every 12 seconds is enough to threaten a level 1 without rolling over them. To do this, I set DEF_QST_TRICKLE_DELAY to 12.0 and DEF_QST_TRICKLE_SPAWN_1 to abr_cr_ve_centi_tiny.&lt;br /&gt;
&lt;br /&gt;
While I'm not doing it here (because, level 1 quest), if I wanted to spawn two things every trickle, I could add a DEF_QST_TRICKLE_SPAWN_2 and set it to something to make it go. If I also set it to abr_cr_ve_centi_tiny, then it would spawn a pair of tiny centipedes every 12 seconds.&lt;br /&gt;
&lt;br /&gt;
DEF_QST_WAVE_SPAWN_#_# works similarly, but the first number is used to determine the wave, while the second number is just used to build a group of them inside of that wave.&lt;br /&gt;
&lt;br /&gt;
So, what I did...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_3_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
&lt;br /&gt;
Every wave, we just spawn an extra tiny centipede. but let's say I hated noobs, and just wanted to murder them, I could do this...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_3_1 = abr_cr_ve_centi_medium&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_large&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_huge&lt;br /&gt;
&lt;br /&gt;
Now the first wave is an extra tiny centipede, the second wave is a small one, the third wave is a medium one, the fourth wave is a large one, and the fifth wave is a huge one. Of course, while the trickle continues to spawn.&lt;br /&gt;
&lt;br /&gt;
Now, if we were looking to challenge parties, or wanted swarming hordes, we can make larger waves too. For instance...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_2 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_2 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_3 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_3_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_2 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_3 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_4 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_5 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_6 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_7 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_8 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_9 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_10 = abr_cr_ve_centi_medium&lt;br /&gt;
&lt;br /&gt;
Now wave 1 is two extra tiny centipedes, wave 2 is two tiny centipedes and a small one, waves 3 and 4 are just a tiny centipede, and wave 5 is a rush of seven tiny centipedes, two small centipedes, and one medium centipede.&lt;br /&gt;
&lt;br /&gt;
You can also add more waves if you want by just adding more variables with a higher number in the wave slot, or remove waves by just deleting them. (in theory, the number of waves can go up to Int32.MaxValue, but please don't spawn two billion waves. That's mean). But you can't skip numbers, in waves or groups. The ACR will start counting at 1 and grab things until it doesn't find a number.&lt;br /&gt;
&lt;br /&gt;
So...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
&lt;br /&gt;
This is only two waves. But the builder probably wants four, and could get that by changing waves 4 and 5 to waves 3 and 4.&lt;br /&gt;
&lt;br /&gt;
For builders planning things-- the quest is failed if an enemy creature enters the defense trigger when there are no PCs in that trigger (so you could tool a very harsh defense quest where no one may cross this line by making the trigger a narrow line that PCs can't stand in, and you can make a more-relaxed &amp;quot;stand here and fight!&amp;quot; type of quest by making the trigger large and chunky and occupying a lot of space).&lt;br /&gt;
&lt;br /&gt;
And the quest lasts until it checks for a wave to spawn and doesn't find one. So the total time between tripping the trigger and success, if the point is successfully defended, is (initial delay) + ((number of waves + 1) * (wave delay)).&lt;br /&gt;
&lt;br /&gt;
== Big Fat Bags of Loot ==&lt;br /&gt;
&lt;br /&gt;
Again, quest summary and what we're doing...&lt;br /&gt;
&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
*Arc Step 7: PC has tripped a bounty in the centipede lair and slain a slightly-larger centipede&lt;br /&gt;
*Arc Step 8: PC has held the entrance to the den against swarming centipedes&lt;br /&gt;
*Arc Step 9: PC has pushed back into the corridor where the centipedes charged&lt;br /&gt;
*Arc Step 10: PC has taken the pit that the centipedes were crawling out of&lt;br /&gt;
*Arc Step 11: PC has returned to Eldata, and been asked to find and kill the really big one.&lt;br /&gt;
*Arc Step 12: PC has killed one of the kinda big ones between civilization and the really big one.&lt;br /&gt;
*Arc Step 13: PC has killed the really big one.&lt;br /&gt;
*Arc Step 14: PC has returned to Eldata, and somewhere in these 14 steps did enough stuff to justify some good (for a level 1) gear, which they picked from a list.&lt;br /&gt;
&lt;br /&gt;
Again, previous posts are assumed to be giving you a lot of background here. So the first thing I want to draw attention to is how much XP PCs are likely to get for doing this quest:&lt;br /&gt;
*Skill Check w/ Drunken Mercenary: 0 - 10xp&lt;br /&gt;
*Returning to Eldata with information: 10 xp&lt;br /&gt;
*Finding the Centipede Lair: 15 xp&lt;br /&gt;
*Killing 10 centipedes: 10 xp (combat, no loot)&lt;br /&gt;
*Returning victorious from centipede slaughter: 20 xp&lt;br /&gt;
*Defense Quest and a series of bounties: 70 xp (combat, no loot)&lt;br /&gt;
*Report Back victorious: 25 xp&lt;br /&gt;
*Kill the Boss: 5 xp&lt;br /&gt;
*Final Turnin: 20 xp&lt;br /&gt;
*Total XP for this: ~185xp&lt;br /&gt;
&lt;br /&gt;
So, for level 1s, we usually want to drop about 1.25 * XP in loot to keep them reasonably on track. Which is about 230. You tend to be able to nudge up values a -little- bit if you're dropping items instead of gold (as selling them means that take-home wealth is half the quest reward, so that won't break things). So I'm calling it 250 in gear for payment here-- Eldata wouldn't have a bunch of cash, but she might have just... stuff... that she got while trying to collect tabs. She tends bar in a frontierey place. Perhaps not expected, but it makes a kind of... very D&amp;amp;Dey... sense.&lt;br /&gt;
&lt;br /&gt;
[[File:rewards.png|900px]]&lt;br /&gt;
&lt;br /&gt;
So OE gives us a perfectly-good script to make someone in a conversation give the PC an item-- but for this kind of reward, it's important to -not- act on every party member. If any of these are set to All Party, then the first person in party picks a reward and everyone is stuck with it. But maybe the wizard learned his lesson, and wants that fortitude ring, and the tank says &amp;quot;Man, screw this chain shirt. I'm only wearing it for lack of starting gold and I wanted a longbow-- gimme that banded armor!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So, new action lines-- ga_give_item, and then the Resource Name of the item in the sTemplate field, and 1 (or however many you want to spawn-- if it was arrows, maybe 20 or 50 would be a better number). More than one action line if there's lots to give. Make -sure- that you advance the quest state on the same node as when you give awards. If you give loot on a different conversation node either it's an earlier node (and you're exploitable) or a later node (and you're going to screw players out of their rewards).&lt;br /&gt;
&lt;br /&gt;
== Residual Repeatable ==&lt;br /&gt;
&lt;br /&gt;
Now, if you're thinking about making sure that all of the work you've done gets play, and if you want to encourage people to work in groups if they find people who need to do the quest they just did, what you can do is add a repeatable onto the end that they can pick up and get a little something for their participation.&lt;br /&gt;
&lt;br /&gt;
Now, this is very simple setup-- it's just like the setup we had in step 5, but we want the arc to be on 14 (the post-rewarded quest state) and the _kill quest to be on 12. Then we set the _kill quest back to 1. But to do this, you need to set the override flag on the quest.&lt;br /&gt;
&lt;br /&gt;
[[File:quest_reset.png|900px]]&lt;br /&gt;
&lt;br /&gt;
Because the state was 12, we have to tell the ACR that we know we're setting a quest backward, and that's OK-- which is what that flag is for. And then we just let the existing centipedes carry the quest up to 11. So we have a different conversation node for arc = 14 and kill = 12, where we give some little niblet of reward (like 15 gold and 10 xp).&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/More_Challenges&amp;diff=2783</id>
		<title>Writing ACR Quests/More Challenges</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/More_Challenges&amp;diff=2783"/>
				<updated>2015-01-06T22:26:41Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: /* Clearing / Slaughter Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bonus Skill Challenge ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;know&amp;quot; this stuff get away from the extra walking.&lt;br /&gt;
&lt;br /&gt;
So to do this, let's reference back to those steps, as we now have two new steps to be concerned with:&lt;br /&gt;
Step 0: The PC hasn't heard of the job&lt;br /&gt;
Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
Step 4: The PC has found the centipede den&lt;br /&gt;
Step 5: The PC has reported back and been given the next task in the quest&lt;br /&gt;
&lt;br /&gt;
These two.&lt;br /&gt;
&lt;br /&gt;
Then, what we'll do is put a skill check on the PC conversation option:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_4.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
But, also, we need to take an action on that same node:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_5.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_6.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Trigger Challenges (&amp;quot;Scouting&amp;quot; quests) ==&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
Step 0: The PC hasn't heard of the job&lt;br /&gt;
Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
Step 4: The PC has found the centipede den&lt;br /&gt;
Step 5: The PC has reported back and been given the next task in the quest&lt;br /&gt;
&lt;br /&gt;
We provide some standard triggers for the task, so grabbing one of those...&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_1.png]]&lt;br /&gt;
&lt;br /&gt;
And drawing it around the centipede lair...&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_2.png]]&lt;br /&gt;
&lt;br /&gt;
Gets us started. Then, upon checking the properties of that trigger, you can get into its local variables.&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_3.png]]&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;raids&amp;quot; or &amp;quot;assaults&amp;quot; in NPC conversations).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Clearing / Slaughter Challenges ==&lt;br /&gt;
&lt;br /&gt;
If you'll recall a little ways back [[Writing_ACR_Quests/More_Challenges#Bonus Skill Challenge|here]]: &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
This is like starting the arc, which we did [[Writing_ACR_Quests/The_Hook|here]]:&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Then, to make this quest work, we need to set on the centipedes that they're appropriate creatures to kill to advance this quest.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_3.png|900px]]&lt;br /&gt;
&lt;br /&gt;
And then on completion and accepting the next step, we need to update both quests again. &lt;br /&gt;
&lt;br /&gt;
It's just like we covered here:&lt;br /&gt;
&lt;br /&gt;
viewtopic.php?f=223&amp;amp;t=51054&amp;amp;start=15#p615561&lt;br /&gt;
&lt;br /&gt;
Setting _arc to 6 and _kill to 12.&lt;br /&gt;
&lt;br /&gt;
So our quest looks like so:&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 1: Has Killed 0 of 10 Centipedes&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
&lt;br /&gt;
== Bounty Quests ==&lt;br /&gt;
&lt;br /&gt;
To effectively talk about the quest from here out, I need to spell out where the rest of the quest is going-- it is, in short, a lot of violence and bug guts. The PCs will be quoting Starship Troopers in no time. So all of the remaining steps, and the ones we're focusing on here:&lt;br /&gt;
&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 1: Has Killed 0 of 10 Centipedes&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
*Arc Step 7: PC has tripped a bounty in the centipede lair and slain a slightly-larger centipede&lt;br /&gt;
*Arc Step 8: PC has held the entrance to the den against swarming centipedes&lt;br /&gt;
*Arc Step 9: PC has pushed back into the corridor where the centipedes charged&lt;br /&gt;
*Arc Step 10: PC has taken the pit that the centipedes were crawling out of&lt;br /&gt;
*Arc Step 11: PC has returned to Eldata, and been asked to find and kill the really big one.&lt;br /&gt;
*Arc Step 12: PC has killed one of the kinda big ones between civilization and the really big one.&lt;br /&gt;
*Arc Step 13: PC has killed the really big one.&lt;br /&gt;
*Arc Step 14: PC has returned to Eldata, and somewhere in these 14 steps did enough stuff to justify some good (for a level 1) gear, which they picked from a list.&lt;br /&gt;
&lt;br /&gt;
I'll go over the example of what takes us from 6 to 7, but these steps are all familiar ground once you've done one of them. New trigger; new quest state; (maybe) new resref; new waypoint to spawn at. But same steps, new numbers.&lt;br /&gt;
&lt;br /&gt;
Inside our area, we're going to draw a quest trigger, like we did with scouting:&lt;br /&gt;
&lt;br /&gt;
[[File:bounty_1.png]]&lt;br /&gt;
&lt;br /&gt;
If you can manage it, triggers tend to work well when placed in choke points or obvious paths to walk. If they're squirreled away somewhere counterintuitive (or, more specifically, somewhere that you wouldn't look for the quarry), it tends to result in quests not getting done-- or only getting done by metagaming, which is bad times for newer players.&lt;br /&gt;
&lt;br /&gt;
then, open the trigger's properties...&lt;br /&gt;
&lt;br /&gt;
[[File:bounty_2.png]]&lt;br /&gt;
&lt;br /&gt;
... and this should look familiar, because we used we did it with scouting. But we have a few new ones to draw attention to...&lt;br /&gt;
ACR_QST_SPAWN_CRESREF is the Resource Name of the creature you want to spawn. We know what it is in this case because we made centipedes ourselves back on the first page.&lt;br /&gt;
ACR_QST_SPAWN_WAYPOINT is the Tag of a waypoint that you want the creature to spawn at, so we need to edit the waypoint to also have that tag:&lt;br /&gt;
&lt;br /&gt;
[[File:bounty_3.png]]&lt;br /&gt;
&lt;br /&gt;
Now, it's important to note that there's only one quest state advancement involved here-- even though you might think there'd be two steps (one to trip the trigger and one to kill the thing), but we don't do that in case the PC fails to kill their target. They would never get a second chance if we persistently stored that the creature had spawned, but like this they can retry the next reset.&lt;br /&gt;
&lt;br /&gt;
== Defense Quests ==&lt;br /&gt;
&lt;br /&gt;
Again, quest summary and what we're doing...&lt;br /&gt;
&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 1: Has Killed 0 of 10 Centipedes&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
*Arc Step 7: PC has tripped a bounty in the centipede lair and slain a slightly-larger centipede&lt;br /&gt;
*Arc Step 8: PC has held the entrance to the den against swarming centipedes&lt;br /&gt;
*Arc Step 9: PC has pushed back into the corridor where the centipedes charged&lt;br /&gt;
*Arc Step 10: PC has taken the pit that the centipedes were crawling out of&lt;br /&gt;
*Arc Step 11: PC has returned to Eldata, and been asked to find and kill the really big one.&lt;br /&gt;
*Arc Step 12: PC has killed one of the kinda big ones between civilization and the really big one.&lt;br /&gt;
*Arc Step 13: PC has killed the really big one.&lt;br /&gt;
*Arc Step 14: PC has returned to Eldata, and somewhere in these 14 steps did enough stuff to justify some good (for a level 1) gear, which they picked from a list.&lt;br /&gt;
&lt;br /&gt;
Now, this should be a lot of familiar concepts, thanks to the challenges we've been tooling over the last several posts. The defense quest is also a trigger-based quest, and so it's going to go down into the area with waypoints and a trigger (in this case, two waypoints per trigger-- one waypoint says where the monsters spawn, and one waypoint says where the monsters are trying to go). So the scene looks like this right now:&lt;br /&gt;
&lt;br /&gt;
[[File:defense_1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
And then we have a number of variables to set:&lt;br /&gt;
&lt;br /&gt;
[[File:defense_2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
So, to explain how the creatures are assembled here-- it's not terribly complex to do, but it's a lot of data to enter. Unfortunately, a defense quest is effectively asking the ACR to spawn an invasion, which means we need to gather a lot of information from you.&lt;br /&gt;
&lt;br /&gt;
Mechanically, the logic is pretty simple-- the defense quest will keep spawning creatures you specify (one would hope minor ones) that you specify at specific intervals, and it keeps doing this throughout the quest. In this case, testing suggests that a tiny centipede every 12 seconds is enough to threaten a level 1 without rolling over them. To do this, I set DEF_QST_TRICKLE_DELAY to 12.0 and DEF_QST_TRICKLE_SPAWN_1 to abr_cr_ve_centi_tiny.&lt;br /&gt;
&lt;br /&gt;
While I'm not doing it here (because, level 1 quest), if I wanted to spawn two things every trickle, I could add a DEF_QST_TRICKLE_SPAWN_2 and set it to something to make it go. If I also set it to abr_cr_ve_centi_tiny, then it would spawn a pair of tiny centipedes every 12 seconds.&lt;br /&gt;
&lt;br /&gt;
DEF_QST_WAVE_SPAWN_#_# works similarly, but the first number is used to determine the wave, while the second number is just used to build a group of them inside of that wave.&lt;br /&gt;
&lt;br /&gt;
So, what I did...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_3_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
&lt;br /&gt;
Every wave, we just spawn an extra tiny centipede. but let's say I hated noobs, and just wanted to murder them, I could do this...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_3_1 = abr_cr_ve_centi_medium&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_large&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_huge&lt;br /&gt;
&lt;br /&gt;
Now the first wave is an extra tiny centipede, the second wave is a small one, the third wave is a medium one, the fourth wave is a large one, and the fifth wave is a huge one. Of course, while the trickle continues to spawn.&lt;br /&gt;
&lt;br /&gt;
Now, if we were looking to challenge parties, or wanted swarming hordes, we can make larger waves too. For instance...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_2 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_2 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_3 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_3_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_2 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_3 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_4 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_5 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_6 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_7 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_8 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_9 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_10 = abr_cr_ve_centi_medium&lt;br /&gt;
&lt;br /&gt;
Now wave 1 is two extra tiny centipedes, wave 2 is two tiny centipedes and a small one, waves 3 and 4 are just a tiny centipede, and wave 5 is a rush of seven tiny centipedes, two small centipedes, and one medium centipede.&lt;br /&gt;
&lt;br /&gt;
You can also add more waves if you want by just adding more variables with a higher number in the wave slot, or remove waves by just deleting them. (in theory, the number of waves can go up to Int32.MaxValue, but please don't spawn two billion waves. That's mean). But you can't skip numbers, in waves or groups. The ACR will start counting at 1 and grab things until it doesn't find a number.&lt;br /&gt;
&lt;br /&gt;
So...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
&lt;br /&gt;
This is only two waves. But the builder probably wants four, and could get that by changing waves 4 and 5 to waves 3 and 4.&lt;br /&gt;
&lt;br /&gt;
For builders planning things-- the quest is failed if an enemy creature enters the defense trigger when there are no PCs in that trigger (so you could tool a very harsh defense quest where no one may cross this line by making the trigger a narrow line that PCs can't stand in, and you can make a more-relaxed &amp;quot;stand here and fight!&amp;quot; type of quest by making the trigger large and chunky and occupying a lot of space).&lt;br /&gt;
&lt;br /&gt;
And the quest lasts until it checks for a wave to spawn and doesn't find one. So the total time between tripping the trigger and success, if the point is successfully defended, is (initial delay) + ((number of waves + 1) * (wave delay)).&lt;br /&gt;
&lt;br /&gt;
== Big Fat Bags of Loot ==&lt;br /&gt;
&lt;br /&gt;
Again, quest summary and what we're doing...&lt;br /&gt;
&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
*Arc Step 7: PC has tripped a bounty in the centipede lair and slain a slightly-larger centipede&lt;br /&gt;
*Arc Step 8: PC has held the entrance to the den against swarming centipedes&lt;br /&gt;
*Arc Step 9: PC has pushed back into the corridor where the centipedes charged&lt;br /&gt;
*Arc Step 10: PC has taken the pit that the centipedes were crawling out of&lt;br /&gt;
*Arc Step 11: PC has returned to Eldata, and been asked to find and kill the really big one.&lt;br /&gt;
*Arc Step 12: PC has killed one of the kinda big ones between civilization and the really big one.&lt;br /&gt;
*Arc Step 13: PC has killed the really big one.&lt;br /&gt;
*Arc Step 14: PC has returned to Eldata, and somewhere in these 14 steps did enough stuff to justify some good (for a level 1) gear, which they picked from a list.&lt;br /&gt;
&lt;br /&gt;
Again, previous posts are assumed to be giving you a lot of background here. So the first thing I want to draw attention to is how much XP PCs are likely to get for doing this quest:&lt;br /&gt;
*Skill Check w/ Drunken Mercenary: 0 - 10xp&lt;br /&gt;
*Returning to Eldata with information: 10 xp&lt;br /&gt;
*Finding the Centipede Lair: 15 xp&lt;br /&gt;
*Killing 10 centipedes: 10 xp (combat, no loot)&lt;br /&gt;
*Returning victorious from centipede slaughter: 20 xp&lt;br /&gt;
*Defense Quest and a series of bounties: 70 xp (combat, no loot)&lt;br /&gt;
*Report Back victorious: 25 xp&lt;br /&gt;
*Kill the Boss: 5 xp&lt;br /&gt;
*Final Turnin: 20 xp&lt;br /&gt;
*Total XP for this: ~185xp&lt;br /&gt;
&lt;br /&gt;
So, for level 1s, we usually want to drop about 1.25 * XP in loot to keep them reasonably on track. Which is about 230. You tend to be able to nudge up values a -little- bit if you're dropping items instead of gold (as selling them means that take-home wealth is half the quest reward, so that won't break things). So I'm calling it 250 in gear for payment here-- Eldata wouldn't have a bunch of cash, but she might have just... stuff... that she got while trying to collect tabs. She tends bar in a frontierey place. Perhaps not expected, but it makes a kind of... very D&amp;amp;Dey... sense.&lt;br /&gt;
&lt;br /&gt;
[[File:rewards.png|900px]]&lt;br /&gt;
&lt;br /&gt;
So OE gives us a perfectly-good script to make someone in a conversation give the PC an item-- but for this kind of reward, it's important to -not- act on every party member. If any of these are set to All Party, then the first person in party picks a reward and everyone is stuck with it. But maybe the wizard learned his lesson, and wants that fortitude ring, and the tank says &amp;quot;Man, screw this chain shirt. I'm only wearing it for lack of starting gold and I wanted a longbow-- gimme that banded armor!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So, new action lines-- ga_give_item, and then the Resource Name of the item in the sTemplate field, and 1 (or however many you want to spawn-- if it was arrows, maybe 20 or 50 would be a better number). More than one action line if there's lots to give. Make -sure- that you advance the quest state on the same node as when you give awards. If you give loot on a different conversation node either it's an earlier node (and you're exploitable) or a later node (and you're going to screw players out of their rewards).&lt;br /&gt;
&lt;br /&gt;
== Residual Repeatable ==&lt;br /&gt;
&lt;br /&gt;
Now, if you're thinking about making sure that all of the work you've done gets play, and if you want to encourage people to work in groups if they find people who need to do the quest they just did, what you can do is add a repeatable onto the end that they can pick up and get a little something for their participation.&lt;br /&gt;
&lt;br /&gt;
Now, this is very simple setup-- it's just like the setup we had in step 5, but we want the arc to be on 14 (the post-rewarded quest state) and the _kill quest to be on 12. Then we set the _kill quest back to 1. But to do this, you need to set the override flag on the quest.&lt;br /&gt;
&lt;br /&gt;
[[File:quest_reset.png|900px]]&lt;br /&gt;
&lt;br /&gt;
Because the state was 12, we have to tell the ACR that we know we're setting a quest backward, and that's OK-- which is what that flag is for. And then we just let the existing centipedes carry the quest up to 11. So we have a different conversation node for arc = 14 and kill = 12, where we give some little niblet of reward (like 15 gold and 10 xp).&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Hook&amp;diff=2782</id>
		<title>Writing ACR Quests/The Hook</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Hook&amp;diff=2782"/>
				<updated>2015-01-06T22:25:55Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Technical Manuals]]&lt;br /&gt;
This guide is written by our own [[User:Zelknolf|Zelknolf]], [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=223&amp;amp;t=51054 on the forums].&lt;br /&gt;
&lt;br /&gt;
== Creating the hook ==&lt;br /&gt;
&lt;br /&gt;
Onward to the actual static quest now. It does seem like a lot of buildup to as much, but this is where you start if you were working with a bunch of resources that already existed (e.g. &amp;quot;I have a quest that takes place between Rivermoot and one of the orc caves, having to do with orcs, and how they're green.&amp;quot; -- that project starts here).&lt;br /&gt;
&lt;br /&gt;
So I start by opening up my inn keeper's conversation. On most servers, you can figure out which one it is by just looking at the name (this one is named &amp;quot;Eldata&amp;quot; so the conversation with Eldata in the name is the one I want).&lt;br /&gt;
&lt;br /&gt;
This conversation already has an option to ask about work, and already has the failover option of &amp;quot;I can't hire you, but here's a breadcrumb to help you find statics elsewhere.&amp;quot; -- not every conversation will have that, but you can use the same strategies I'm using to add the quest to this node to add the node to begin with.&lt;br /&gt;
&lt;br /&gt;
[[File:Tooling hook 1.png]]&lt;br /&gt;
&lt;br /&gt;
So, first, I pick the node I want to respond to and click add.&lt;br /&gt;
&lt;br /&gt;
[[File:Tooling hook 2.png]]&lt;br /&gt;
&lt;br /&gt;
This is a pretty fleshed-out conversation, so I have some written voice to mimic. Fortunately, the voice is also pretty archetypal, so it's an easy one to copy.&lt;br /&gt;
&lt;br /&gt;
[[File:Tooling hook 3.png]]&lt;br /&gt;
&lt;br /&gt;
Now that ends up going below the &amp;quot;sod off, I can't hire you&amp;quot; line, which we don't want. When an NPC gets a chance to speak, they will always say the first thing that they're allowed to, so we want to put the default option last on the list, and we want the options for specific circumstances before it.&lt;br /&gt;
&lt;br /&gt;
Now we get into the part that starts to look like code to some people. I promise, it is not. It's the computer asking in a very computerey way &amp;quot;What step of what quest do you want these people to be on?&amp;quot; and &amp;quot;OK, what step are they on now?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
&lt;br /&gt;
So we're going to pick our newly-on-top conversation option, and we're going to add a condition to it.&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_hook_4.png]]&lt;br /&gt;
&lt;br /&gt;
And the ACR already provides us with all of the code we need in that condition. So we're just going to use it-- if there's something broken in it, it gets to be someone else's job to fix it. (also, it means that we can just fix that one thing if something really is broken, instead of mucking through everyone's custom code and fixing each individual case).&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_hook_5.png]]&lt;br /&gt;
&lt;br /&gt;
Once you type in the script's name, hit refresh, and you'll get two boxes.&lt;br /&gt;
&lt;br /&gt;
Now, we need to name our quest. Strictly speaking, you can pick any string that plays nice with WinForms, C++ and SQL. But you don't know either of those things (or why would you be reading this?) -- so, simple rule that will work: use all lower-case letters, numbers, and underscores.&lt;br /&gt;
&lt;br /&gt;
I'm going to call this one 010_sel_centipede_arc&lt;br /&gt;
(this will make it easy for people reviewing logs to figure out what's happening. 010 is Baldur's Gate, &amp;quot;sel&amp;quot; is added to most of the happenings in and around Ruqel, centipede is actually English, and we call this one the &amp;quot;arc&amp;quot; because we're going to be distinguishing it from its spinoff centipede butchery later; if you call your quest something like &amp;quot;derp,&amp;quot; and it breaks, we're going to have a hard time figuring out what or where &amp;quot;derp&amp;quot; is to fix it)&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_hook_6.png]]&lt;br /&gt;
&lt;br /&gt;
The quest's name goes into the box labeled sQuest.&lt;br /&gt;
&lt;br /&gt;
The other box, nState, is again a computery way of asking &amp;quot;What step of this quest does this person need to be on to see this?&amp;quot; -- well, they haven't even started the quest, right? That's why Eldata is trying to give the PC some work. Presumably, she'd otherwise have responded to the topic of work with &amp;quot;Oh yeah, how is that thing coming along? You were supposed to save me from centipede-themed doom, remember?&amp;quot; -- so the PC needs to be on step 0 to start this quest, and we put that in the nState box.&lt;br /&gt;
&lt;br /&gt;
Now that we have the NPC talking about work, we need to give the PC the option to take or reject the offer, and we'll need to update the quest state.&lt;br /&gt;
&lt;br /&gt;
To do that, we select the NPC's offer and add nodes inside of it.&lt;br /&gt;
&lt;br /&gt;
== Nodes ==&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_hook_7.png]]&lt;br /&gt;
&lt;br /&gt;
But this time, our new node gets an action (we have something to do: we have to say &amp;quot;OK, the PC is now on step 1!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_hook_8.png]]&lt;br /&gt;
&lt;br /&gt;
Now, you don't necessarily have to set the same quest that you checked as being updated. If you had a big story arc with a bunch of little quests springing out of it, you'd want to check where the arc is and then start the subquest. But that's not what we're doing here. So, we use the standard ACR script (acr_quest_update) and we tell it to set the PC's 010_sel_centipede_arc to step 1.&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_hook_9.png|900px]]&lt;br /&gt;
&lt;br /&gt;
As a brief mention of the boxes we're leaving as zeros:&lt;br /&gt;
-- bAllPlayers is a dangerous option, and you should be super careful with it. It is meant for use with server-wide quests (e.g. if taking this action prompts some impetus for action onto every player on the server, that's what bAllPlayers is for; but if you're writing such a thing, that's probably a conversation between you and the HDM). So, for here, it's 0. We don't want to make the whole server kill centipedes when one person asks about it.&lt;br /&gt;
-- bAllowOverrideHigher is used if you want this action to let people step backward in the quest. Usually you use this if your quest is repeatable, and you want to let someone go from the finished state to the started state. That's not going to apply here.&lt;br /&gt;
-- nXP is used to give XP for this step of the quest. We're not doing that here because the PC hasn't really done anything.&lt;br /&gt;
&lt;br /&gt;
With that done, we have all of the functional pieces that make the quest work, but it's nice for everyone's experience if we flesh it out a little bit. What does the NPC say if the PC says no? Are they happy, mad, businesslike, unresponsive if they accept? And what do they say if the PC asks about work again?&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_hook_10.png]]&lt;br /&gt;
&lt;br /&gt;
I include an example of that last one, because it's the one that needs a condition on it. I place this one between the &amp;quot;Step 0&amp;quot; conversation and the &amp;quot;default&amp;quot; conversation option, and I put a check on it to see if the PC is on &amp;quot;Step 1&amp;quot; (which is where we just put the PC, if they accepted the work) -- this way, if the PC asks again, they get asked what's up with centipedes.&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/More_Challenges&amp;diff=2781</id>
		<title>Writing ACR Quests/More Challenges</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/More_Challenges&amp;diff=2781"/>
				<updated>2015-01-06T22:11:17Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: /* Clearing / Slaughter Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bonus Skill Challenge ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;know&amp;quot; this stuff get away from the extra walking.&lt;br /&gt;
&lt;br /&gt;
So to do this, let's reference back to those steps, as we now have two new steps to be concerned with:&lt;br /&gt;
Step 0: The PC hasn't heard of the job&lt;br /&gt;
Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
Step 4: The PC has found the centipede den&lt;br /&gt;
Step 5: The PC has reported back and been given the next task in the quest&lt;br /&gt;
&lt;br /&gt;
These two.&lt;br /&gt;
&lt;br /&gt;
Then, what we'll do is put a skill check on the PC conversation option:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_4.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
But, also, we need to take an action on that same node:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_5.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_6.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Trigger Challenges (&amp;quot;Scouting&amp;quot; quests) ==&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
Step 0: The PC hasn't heard of the job&lt;br /&gt;
Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
Step 4: The PC has found the centipede den&lt;br /&gt;
Step 5: The PC has reported back and been given the next task in the quest&lt;br /&gt;
&lt;br /&gt;
We provide some standard triggers for the task, so grabbing one of those...&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_1.png]]&lt;br /&gt;
&lt;br /&gt;
And drawing it around the centipede lair...&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_2.png]]&lt;br /&gt;
&lt;br /&gt;
Gets us started. Then, upon checking the properties of that trigger, you can get into its local variables.&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_3.png]]&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;raids&amp;quot; or &amp;quot;assaults&amp;quot; in NPC conversations).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Clearing / Slaughter Challenges ==&lt;br /&gt;
&lt;br /&gt;
If you'll recall a little ways back [[Writing_ACR_Quests/More_Challenges#Bonus Skill Challenge|here]]: &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
This is like starting the arc, which we did here:&lt;br /&gt;
&lt;br /&gt;
viewtopic.php?f=223&amp;amp;t=51054&amp;amp;start=15#p615561&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Then, to make this quest work, we need to set on the centipedes that they're appropriate creatures to kill to advance this quest.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_3.png|900px]]&lt;br /&gt;
&lt;br /&gt;
And then on completion and accepting the next step, we need to update both quests again. &lt;br /&gt;
&lt;br /&gt;
It's just like we covered here:&lt;br /&gt;
&lt;br /&gt;
viewtopic.php?f=223&amp;amp;t=51054&amp;amp;start=15#p615561&lt;br /&gt;
&lt;br /&gt;
Setting _arc to 6 and _kill to 12.&lt;br /&gt;
&lt;br /&gt;
So our quest looks like so:&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 1: Has Killed 0 of 10 Centipedes&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
&lt;br /&gt;
== Bounty Quests ==&lt;br /&gt;
&lt;br /&gt;
To effectively talk about the quest from here out, I need to spell out where the rest of the quest is going-- it is, in short, a lot of violence and bug guts. The PCs will be quoting Starship Troopers in no time. So all of the remaining steps, and the ones we're focusing on here:&lt;br /&gt;
&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 1: Has Killed 0 of 10 Centipedes&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
*Arc Step 7: PC has tripped a bounty in the centipede lair and slain a slightly-larger centipede&lt;br /&gt;
*Arc Step 8: PC has held the entrance to the den against swarming centipedes&lt;br /&gt;
*Arc Step 9: PC has pushed back into the corridor where the centipedes charged&lt;br /&gt;
*Arc Step 10: PC has taken the pit that the centipedes were crawling out of&lt;br /&gt;
*Arc Step 11: PC has returned to Eldata, and been asked to find and kill the really big one.&lt;br /&gt;
*Arc Step 12: PC has killed one of the kinda big ones between civilization and the really big one.&lt;br /&gt;
*Arc Step 13: PC has killed the really big one.&lt;br /&gt;
*Arc Step 14: PC has returned to Eldata, and somewhere in these 14 steps did enough stuff to justify some good (for a level 1) gear, which they picked from a list.&lt;br /&gt;
&lt;br /&gt;
I'll go over the example of what takes us from 6 to 7, but these steps are all familiar ground once you've done one of them. New trigger; new quest state; (maybe) new resref; new waypoint to spawn at. But same steps, new numbers.&lt;br /&gt;
&lt;br /&gt;
Inside our area, we're going to draw a quest trigger, like we did with scouting:&lt;br /&gt;
&lt;br /&gt;
[[File:bounty_1.png]]&lt;br /&gt;
&lt;br /&gt;
If you can manage it, triggers tend to work well when placed in choke points or obvious paths to walk. If they're squirreled away somewhere counterintuitive (or, more specifically, somewhere that you wouldn't look for the quarry), it tends to result in quests not getting done-- or only getting done by metagaming, which is bad times for newer players.&lt;br /&gt;
&lt;br /&gt;
then, open the trigger's properties...&lt;br /&gt;
&lt;br /&gt;
[[File:bounty_2.png]]&lt;br /&gt;
&lt;br /&gt;
... and this should look familiar, because we used we did it with scouting. But we have a few new ones to draw attention to...&lt;br /&gt;
ACR_QST_SPAWN_CRESREF is the Resource Name of the creature you want to spawn. We know what it is in this case because we made centipedes ourselves back on the first page.&lt;br /&gt;
ACR_QST_SPAWN_WAYPOINT is the Tag of a waypoint that you want the creature to spawn at, so we need to edit the waypoint to also have that tag:&lt;br /&gt;
&lt;br /&gt;
[[File:bounty_3.png]]&lt;br /&gt;
&lt;br /&gt;
Now, it's important to note that there's only one quest state advancement involved here-- even though you might think there'd be two steps (one to trip the trigger and one to kill the thing), but we don't do that in case the PC fails to kill their target. They would never get a second chance if we persistently stored that the creature had spawned, but like this they can retry the next reset.&lt;br /&gt;
&lt;br /&gt;
== Defense Quests ==&lt;br /&gt;
&lt;br /&gt;
Again, quest summary and what we're doing...&lt;br /&gt;
&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 1: Has Killed 0 of 10 Centipedes&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
*Arc Step 7: PC has tripped a bounty in the centipede lair and slain a slightly-larger centipede&lt;br /&gt;
*Arc Step 8: PC has held the entrance to the den against swarming centipedes&lt;br /&gt;
*Arc Step 9: PC has pushed back into the corridor where the centipedes charged&lt;br /&gt;
*Arc Step 10: PC has taken the pit that the centipedes were crawling out of&lt;br /&gt;
*Arc Step 11: PC has returned to Eldata, and been asked to find and kill the really big one.&lt;br /&gt;
*Arc Step 12: PC has killed one of the kinda big ones between civilization and the really big one.&lt;br /&gt;
*Arc Step 13: PC has killed the really big one.&lt;br /&gt;
*Arc Step 14: PC has returned to Eldata, and somewhere in these 14 steps did enough stuff to justify some good (for a level 1) gear, which they picked from a list.&lt;br /&gt;
&lt;br /&gt;
Now, this should be a lot of familiar concepts, thanks to the challenges we've been tooling over the last several posts. The defense quest is also a trigger-based quest, and so it's going to go down into the area with waypoints and a trigger (in this case, two waypoints per trigger-- one waypoint says where the monsters spawn, and one waypoint says where the monsters are trying to go). So the scene looks like this right now:&lt;br /&gt;
&lt;br /&gt;
[[File:defense_1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
And then we have a number of variables to set:&lt;br /&gt;
&lt;br /&gt;
[[File:defense_2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
So, to explain how the creatures are assembled here-- it's not terribly complex to do, but it's a lot of data to enter. Unfortunately, a defense quest is effectively asking the ACR to spawn an invasion, which means we need to gather a lot of information from you.&lt;br /&gt;
&lt;br /&gt;
Mechanically, the logic is pretty simple-- the defense quest will keep spawning creatures you specify (one would hope minor ones) that you specify at specific intervals, and it keeps doing this throughout the quest. In this case, testing suggests that a tiny centipede every 12 seconds is enough to threaten a level 1 without rolling over them. To do this, I set DEF_QST_TRICKLE_DELAY to 12.0 and DEF_QST_TRICKLE_SPAWN_1 to abr_cr_ve_centi_tiny.&lt;br /&gt;
&lt;br /&gt;
While I'm not doing it here (because, level 1 quest), if I wanted to spawn two things every trickle, I could add a DEF_QST_TRICKLE_SPAWN_2 and set it to something to make it go. If I also set it to abr_cr_ve_centi_tiny, then it would spawn a pair of tiny centipedes every 12 seconds.&lt;br /&gt;
&lt;br /&gt;
DEF_QST_WAVE_SPAWN_#_# works similarly, but the first number is used to determine the wave, while the second number is just used to build a group of them inside of that wave.&lt;br /&gt;
&lt;br /&gt;
So, what I did...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_3_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
&lt;br /&gt;
Every wave, we just spawn an extra tiny centipede. but let's say I hated noobs, and just wanted to murder them, I could do this...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_3_1 = abr_cr_ve_centi_medium&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_large&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_huge&lt;br /&gt;
&lt;br /&gt;
Now the first wave is an extra tiny centipede, the second wave is a small one, the third wave is a medium one, the fourth wave is a large one, and the fifth wave is a huge one. Of course, while the trickle continues to spawn.&lt;br /&gt;
&lt;br /&gt;
Now, if we were looking to challenge parties, or wanted swarming hordes, we can make larger waves too. For instance...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_2 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_2 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_3 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_3_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_2 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_3 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_4 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_5 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_6 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_7 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_8 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_9 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_10 = abr_cr_ve_centi_medium&lt;br /&gt;
&lt;br /&gt;
Now wave 1 is two extra tiny centipedes, wave 2 is two tiny centipedes and a small one, waves 3 and 4 are just a tiny centipede, and wave 5 is a rush of seven tiny centipedes, two small centipedes, and one medium centipede.&lt;br /&gt;
&lt;br /&gt;
You can also add more waves if you want by just adding more variables with a higher number in the wave slot, or remove waves by just deleting them. (in theory, the number of waves can go up to Int32.MaxValue, but please don't spawn two billion waves. That's mean). But you can't skip numbers, in waves or groups. The ACR will start counting at 1 and grab things until it doesn't find a number.&lt;br /&gt;
&lt;br /&gt;
So...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
&lt;br /&gt;
This is only two waves. But the builder probably wants four, and could get that by changing waves 4 and 5 to waves 3 and 4.&lt;br /&gt;
&lt;br /&gt;
For builders planning things-- the quest is failed if an enemy creature enters the defense trigger when there are no PCs in that trigger (so you could tool a very harsh defense quest where no one may cross this line by making the trigger a narrow line that PCs can't stand in, and you can make a more-relaxed &amp;quot;stand here and fight!&amp;quot; type of quest by making the trigger large and chunky and occupying a lot of space).&lt;br /&gt;
&lt;br /&gt;
And the quest lasts until it checks for a wave to spawn and doesn't find one. So the total time between tripping the trigger and success, if the point is successfully defended, is (initial delay) + ((number of waves + 1) * (wave delay)).&lt;br /&gt;
&lt;br /&gt;
== Big Fat Bags of Loot ==&lt;br /&gt;
&lt;br /&gt;
Again, quest summary and what we're doing...&lt;br /&gt;
&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
*Arc Step 7: PC has tripped a bounty in the centipede lair and slain a slightly-larger centipede&lt;br /&gt;
*Arc Step 8: PC has held the entrance to the den against swarming centipedes&lt;br /&gt;
*Arc Step 9: PC has pushed back into the corridor where the centipedes charged&lt;br /&gt;
*Arc Step 10: PC has taken the pit that the centipedes were crawling out of&lt;br /&gt;
*Arc Step 11: PC has returned to Eldata, and been asked to find and kill the really big one.&lt;br /&gt;
*Arc Step 12: PC has killed one of the kinda big ones between civilization and the really big one.&lt;br /&gt;
*Arc Step 13: PC has killed the really big one.&lt;br /&gt;
*Arc Step 14: PC has returned to Eldata, and somewhere in these 14 steps did enough stuff to justify some good (for a level 1) gear, which they picked from a list.&lt;br /&gt;
&lt;br /&gt;
Again, previous posts are assumed to be giving you a lot of background here. So the first thing I want to draw attention to is how much XP PCs are likely to get for doing this quest:&lt;br /&gt;
*Skill Check w/ Drunken Mercenary: 0 - 10xp&lt;br /&gt;
*Returning to Eldata with information: 10 xp&lt;br /&gt;
*Finding the Centipede Lair: 15 xp&lt;br /&gt;
*Killing 10 centipedes: 10 xp (combat, no loot)&lt;br /&gt;
*Returning victorious from centipede slaughter: 20 xp&lt;br /&gt;
*Defense Quest and a series of bounties: 70 xp (combat, no loot)&lt;br /&gt;
*Report Back victorious: 25 xp&lt;br /&gt;
*Kill the Boss: 5 xp&lt;br /&gt;
*Final Turnin: 20 xp&lt;br /&gt;
*Total XP for this: ~185xp&lt;br /&gt;
&lt;br /&gt;
So, for level 1s, we usually want to drop about 1.25 * XP in loot to keep them reasonably on track. Which is about 230. You tend to be able to nudge up values a -little- bit if you're dropping items instead of gold (as selling them means that take-home wealth is half the quest reward, so that won't break things). So I'm calling it 250 in gear for payment here-- Eldata wouldn't have a bunch of cash, but she might have just... stuff... that she got while trying to collect tabs. She tends bar in a frontierey place. Perhaps not expected, but it makes a kind of... very D&amp;amp;Dey... sense.&lt;br /&gt;
&lt;br /&gt;
[[File:rewards.png|900px]]&lt;br /&gt;
&lt;br /&gt;
So OE gives us a perfectly-good script to make someone in a conversation give the PC an item-- but for this kind of reward, it's important to -not- act on every party member. If any of these are set to All Party, then the first person in party picks a reward and everyone is stuck with it. But maybe the wizard learned his lesson, and wants that fortitude ring, and the tank says &amp;quot;Man, screw this chain shirt. I'm only wearing it for lack of starting gold and I wanted a longbow-- gimme that banded armor!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So, new action lines-- ga_give_item, and then the Resource Name of the item in the sTemplate field, and 1 (or however many you want to spawn-- if it was arrows, maybe 20 or 50 would be a better number). More than one action line if there's lots to give. Make -sure- that you advance the quest state on the same node as when you give awards. If you give loot on a different conversation node either it's an earlier node (and you're exploitable) or a later node (and you're going to screw players out of their rewards).&lt;br /&gt;
&lt;br /&gt;
== Residual Repeatable ==&lt;br /&gt;
&lt;br /&gt;
Now, if you're thinking about making sure that all of the work you've done gets play, and if you want to encourage people to work in groups if they find people who need to do the quest they just did, what you can do is add a repeatable onto the end that they can pick up and get a little something for their participation.&lt;br /&gt;
&lt;br /&gt;
Now, this is very simple setup-- it's just like the setup we had in step 5, but we want the arc to be on 14 (the post-rewarded quest state) and the _kill quest to be on 12. Then we set the _kill quest back to 1. But to do this, you need to set the override flag on the quest.&lt;br /&gt;
&lt;br /&gt;
[[File:quest_reset.png|900px]]&lt;br /&gt;
&lt;br /&gt;
Because the state was 12, we have to tell the ACR that we know we're setting a quest backward, and that's OK-- which is what that flag is for. And then we just let the existing centipedes carry the quest up to 11. So we have a different conversation node for arc = 14 and kill = 12, where we give some little niblet of reward (like 15 gold and 10 xp).&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Challenge&amp;diff=2780</id>
		<title>Writing ACR Quests/The Challenge</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Challenge&amp;diff=2780"/>
				<updated>2015-01-06T22:04:43Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Technical Manuals]]&lt;br /&gt;
This guide is written by our own [[User:Zelknolf|Zelknolf]], [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=223&amp;amp;t=51054 on the forums].&lt;br /&gt;
&lt;br /&gt;
Firstly, let's remember [[Quest_Creation_Example#Tooling_Antagonists|tooling creatures]]:&lt;br /&gt;
&lt;br /&gt;
The drunk mercenary that we want the PCs to talk to is a creature, though we don't expect him to fight, so we can be less concerned with the exact precision of all of his stats. As long as he could plausibly be some drunk dude behind an inn (e.g. doesn't cast hellball), we're in good territory. I do want to call out something that doesn't usually matter on drooling bitey monsters, though-- a quest NPC is going to need a conversation on it.&lt;br /&gt;
&lt;br /&gt;
So copy an existing one (this will spare you fussing over stuff like &amp;quot;is this conversation a cutscene?&amp;quot; &amp;quot;do I want to annoy my entire party with that cutscene?&amp;quot; &amp;quot;should I make it a cutscene anyway?&amp;quot; and &amp;quot;should my NPC rapidly blink while narrating?&amp;quot;) and rename it to something useful. Then it goes onto the NPC here:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_1.png]]&lt;br /&gt;
&lt;br /&gt;
Secondly, I want to reference back to [[Writing_ACR_Quests/The_Hook#Conditions|conditions]]:&lt;br /&gt;
&lt;br /&gt;
I'm going to assume that you know how to do those from here, so if it's rusty or you didn't quite get the hook to work, head back there, refresh your memory, and send some questions at me if necessary.&lt;br /&gt;
&lt;br /&gt;
That said, let's look back at what we wanted to roll:&lt;br /&gt;
◦Knowledge: Nature (DC 11) -- Identify the creature (a 0.25 HD vermin) by its description.&lt;br /&gt;
◦Heal (DC 15) -- Identify the wound, determining that it's a monstrous centipede.&lt;br /&gt;
◦Survival (DC 15) -- Identify likely candidates based on the tale and the surroundings.&lt;br /&gt;
◦Search (DC 15) -- Find a bit of chitin left behind from the scuffle&lt;br /&gt;
&lt;br /&gt;
So we have four skill checks, each one more-or-less prompted by the mercenary's retelling. That being the case, we're going to put our conversation together like this:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_2.png]]&lt;br /&gt;
&lt;br /&gt;
In red&lt;br /&gt;
This is a condition that is almost exactly like the one we set up earlier, but now, we're on quest step 1. We set it to quest step 1 during the conversation with the inn keeper, so we want to set nState on this conversation's acr_quest_progress to 1, so that the PC can only do it after having talked to the inn keeper.&lt;br /&gt;
&lt;br /&gt;
In green&lt;br /&gt;
These are the nodes where we're going to place the skill checks. Note that they are NPC responses to an action. We want them here, because if they appear on a PC line, then all of the skill checks are rolled before the PC attempts anything, and the player knows what will work before trying.&lt;br /&gt;
&lt;br /&gt;
In blue&lt;br /&gt;
The action scripts are going on the same nodes as the skill checks. That is telling the system, &amp;quot;If this is what the NPC ends up saying, I want you to do this.&amp;quot; -- in this case, set the quest to step 2 (and, if you're doing it because they passed a skill check, give them a little XP cookie).&lt;br /&gt;
&lt;br /&gt;
The new bits of script look like so:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_3.png|900px]]&lt;br /&gt;
&lt;br /&gt;
I went and did a naughty thing there, referencing a resource that I didn't introduce to you-- skills.2da is part of the haks, which isn't usually something a builder has to look at. Unfortunately, nSkill has to be an integer, so you have to look up which skill you're going to use here:&lt;br /&gt;
&lt;br /&gt;
Github Skill link: [https://github.com/ALandFarAway/ALFA-Base-Resources/blob/master/alfa2_2da.hak/skills.2DA]&lt;br /&gt;
&lt;br /&gt;
The lines marked with &amp;quot;DEL_&amp;quot; are either skills that OE deleted in the NWN1 to NWN2 transition (like discipline) or skills that ALFA deleted because we split it into its subskills (like perform or lore). The other ones are fair game for you to use, and the number for the skill is right next to the name of the skill on that table. Unfortunately, they are on that list in the order they were added, instead of anything like alphabetical-- but, Ctrl+F is &amp;quot;find&amp;quot; in almost every browser, so you can quickly find the skill you're looking for. -- not to sound too teachery, but probably in your best interest to try to identify which skill check is being rolled in the screenshot.&lt;br /&gt;
&lt;br /&gt;
Also, calling out a second time that I put a number which is not 0 into the nXP of the quest update line. So, in this particular search check, if the PC makes it, they get 10 xp (minus dimrets, of course; if a level 20 comes up to beat up some centipedes, they'll get something more like 1 xp).&lt;br /&gt;
&lt;br /&gt;
Once that's done, we have a quest NPC who we just made and made integral to the quest, so he needs a spawn point just like the centipedes did. Anywhere is fine, but I just put him in a heap behind the inn. Presumably smelling like whatever he was trying to drink a couple hours ago (also, smelling of what he successfully drank).&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Challenge&amp;diff=2779</id>
		<title>Writing ACR Quests/The Challenge</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Challenge&amp;diff=2779"/>
				<updated>2015-01-06T22:03:53Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Technical Manuals]]&lt;br /&gt;
This guide is written by our own [[User:Zelknolf|Zelknolf]], [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=223&amp;amp;t=51054 on the forums].&lt;br /&gt;
&lt;br /&gt;
Firstly, let's remember [[Quest_Creation_Example#Tooling_Antagonists|tooling creatures]]:&lt;br /&gt;
&lt;br /&gt;
The drunk mercenary that we want the PCs to talk to is a creature, though we don't expect him to fight, so we can be less concerned with the exact precision of all of his stats. As long as he could plausibly be some drunk dude behind an inn (e.g. doesn't cast hellball), we're in good territory. I do want to call out something that doesn't usually matter on drooling bitey monsters, though-- a quest NPC is going to need a conversation on it.&lt;br /&gt;
&lt;br /&gt;
So copy an existing one (this will spare you fussing over stuff like &amp;quot;is this conversation a cutscene?&amp;quot; &amp;quot;do I want to annoy my entire party with that cutscene?&amp;quot; &amp;quot;should I make it a cutscene anyway?&amp;quot; and &amp;quot;should my NPC rapidly blink while narrating?&amp;quot;) and rename it to something useful. Then it goes onto the NPC here:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_1.png]]&lt;br /&gt;
&lt;br /&gt;
Secondly, I want to reference back to [[Writing_ACR_Quests/The_Hook#Conditions|conditions]]:&lt;br /&gt;
&lt;br /&gt;
I'm going to assume that you know how to do those from here, so if it's rusty or you didn't quite get the hook to work, head back there, refresh your memory, and send some questions at me if necessary.&lt;br /&gt;
&lt;br /&gt;
That said, let's look back at what we wanted to roll:&lt;br /&gt;
◦Knowledge: Nature (DC 11) -- Identify the creature (a 0.25 HD vermin) by its description.&lt;br /&gt;
◦Heal (DC 15) -- Identify the wound, determining that it's a monstrous centipede.&lt;br /&gt;
◦Survival (DC 15) -- Identify likely candidates based on the tale and the surroundings.&lt;br /&gt;
◦Search (DC 15) -- Find a bit of chitin left behind from the scuffle&lt;br /&gt;
&lt;br /&gt;
So we have four skill checks, each one more-or-less prompted by the mercenary's retelling. That being the case, we're going to put our conversation together like this:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_2.png]]&lt;br /&gt;
&lt;br /&gt;
In red&lt;br /&gt;
This is a condition that is almost exactly like the one we set up earlier, but now, we're on quest step 1. We set it to quest step 1 during the conversation with the inn keeper, so we want to set nState on this conversation's acr_quest_progress to 1, so that the PC can only do it after having talked to the inn keeper.&lt;br /&gt;
&lt;br /&gt;
In green&lt;br /&gt;
These are the nodes where we're going to place the skill checks. Note that they are NPC responses to an action. We want them here, because if they appear on a PC line, then all of the skill checks are rolled before the PC attempts anything, and the player knows what will work before trying.&lt;br /&gt;
&lt;br /&gt;
In blue&lt;br /&gt;
The action scripts are going on the same nodes as the skill checks. That is telling the system, &amp;quot;If this is what the NPC ends up saying, I want you to do this.&amp;quot; -- in this case, set the quest to step 2 (and, if you're doing it because they passed a skill check, give them a little XP cookie).&lt;br /&gt;
&lt;br /&gt;
The new bits of script look like so:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_3.png|900px]]&lt;br /&gt;
&lt;br /&gt;
I went and did a naughty thing there, referencing a resource that I didn't introduce to you-- skills.2da is part of the haks, which isn't usually something a builder has to look at. Unfortunately, nSkill has to be an integer, so you have to look up which skill you're going to use here [https://github.com/ALandFarAway/ALFA-Base-Resources/blob/master/alfa2_2da.hak/skills.2DA]:&lt;br /&gt;
&lt;br /&gt;
The lines marked with &amp;quot;DEL_&amp;quot; are either skills that OE deleted in the NWN1 to NWN2 transition (like discipline) or skills that ALFA deleted because we split it into its subskills (like perform or lore). The other ones are fair game for you to use, and the number for the skill is right next to the name of the skill on that table. Unfortunately, they are on that list in the order they were added, instead of anything like alphabetical-- but, Ctrl+F is &amp;quot;find&amp;quot; in almost every browser, so you can quickly find the skill you're looking for. -- not to sound too teachery, but probably in your best interest to try to identify which skill check is being rolled in the screenshot.&lt;br /&gt;
&lt;br /&gt;
Also, calling out a second time that I put a number which is not 0 into the nXP of the quest update line. So, in this particular search check, if the PC makes it, they get 10 xp (minus dimrets, of course; if a level 20 comes up to beat up some centipedes, they'll get something more like 1 xp).&lt;br /&gt;
&lt;br /&gt;
Once that's done, we have a quest NPC who we just made and made integral to the quest, so he needs a spawn point just like the centipedes did. Anywhere is fine, but I just put him in a heap behind the inn. Presumably smelling like whatever he was trying to drink a couple hours ago (also, smelling of what he successfully drank).&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Challenge&amp;diff=2778</id>
		<title>Writing ACR Quests/The Challenge</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Challenge&amp;diff=2778"/>
				<updated>2015-01-06T22:03:05Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Technical Manuals]]&lt;br /&gt;
This guide is written by our own [[User:Zelknolf|Zelknolf]], [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=223&amp;amp;t=51054 on the forums].&lt;br /&gt;
&lt;br /&gt;
Firstly, let's remember [[Quest_Creation_Example#Tooling_Antagonists|tooling creatures]]:&lt;br /&gt;
&lt;br /&gt;
The drunk mercenary that we want the PCs to talk to is a creature, though we don't expect him to fight, so we can be less concerned with the exact precision of all of his stats. As long as he could plausibly be some drunk dude behind an inn (e.g. doesn't cast hellball), we're in good territory. I do want to call out something that doesn't usually matter on drooling bitey monsters, though-- a quest NPC is going to need a conversation on it.&lt;br /&gt;
&lt;br /&gt;
So copy an existing one (this will spare you fussing over stuff like &amp;quot;is this conversation a cutscene?&amp;quot; &amp;quot;do I want to annoy my entire party with that cutscene?&amp;quot; &amp;quot;should I make it a cutscene anyway?&amp;quot; and &amp;quot;should my NPC rapidly blink while narrating?&amp;quot;) and rename it to something useful. Then it goes onto the NPC here:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_1.png]]&lt;br /&gt;
&lt;br /&gt;
Secondly, I want to reference back to [[Writing_ACR_Quests/The_Hook#Conditions|conditions]]:&lt;br /&gt;
&lt;br /&gt;
I'm going to assume that you know how to do those from here, so if it's rusty or you didn't quite get the hook to work, head back there, refresh your memory, and send some questions at me if necessary.&lt;br /&gt;
&lt;br /&gt;
That said, let's look back at what we wanted to roll:&lt;br /&gt;
◦Knowledge: Nature (DC 11) -- Identify the creature (a 0.25 HD vermin) by its description.&lt;br /&gt;
◦Heal (DC 15) -- Identify the wound, determining that it's a monstrous centipede.&lt;br /&gt;
◦Survival (DC 15) -- Identify likely candidates based on the tale and the surroundings.&lt;br /&gt;
◦Search (DC 15) -- Find a bit of chitin left behind from the scuffle&lt;br /&gt;
&lt;br /&gt;
So we have four skill checks, each one more-or-less prompted by the mercenary's retelling. That being the case, we're going to put our conversation together like this:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_2.png]]&lt;br /&gt;
&lt;br /&gt;
In red&lt;br /&gt;
This is a condition that is almost exactly like the one we set up earlier, but now, we're on quest step 1. We set it to quest step 1 during the conversation with the inn keeper, so we want to set nState on this conversation's acr_quest_progress to 1, so that the PC can only do it after having talked to the inn keeper.&lt;br /&gt;
&lt;br /&gt;
In green&lt;br /&gt;
These are the nodes where we're going to place the skill checks. Note that they are NPC responses to an action. We want them here, because if they appear on a PC line, then all of the skill checks are rolled before the PC attempts anything, and the player knows what will work before trying.&lt;br /&gt;
&lt;br /&gt;
In blue&lt;br /&gt;
The action scripts are going on the same nodes as the skill checks. That is telling the system, &amp;quot;If this is what the NPC ends up saying, I want you to do this.&amp;quot; -- in this case, set the quest to step 2 (and, if you're doing it because they passed a skill check, give them a little XP cookie).&lt;br /&gt;
&lt;br /&gt;
The new bits of script look like so:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_3.png|900px]]&lt;br /&gt;
&lt;br /&gt;
I went and did a naughty thing there, referencing a resource that I didn't introduce to you-- skills.2da is part of the haks, which isn't usually something a builder has to look at. Unfortunately, nSkill has to be an integer, so you have to look up which skill you're going to use here:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/ALandFarAway/ALFA-Base-Resources/blob/master/alfa2_2da.hak/skills.2DA|Skills]&lt;br /&gt;
&lt;br /&gt;
The lines marked with &amp;quot;DEL_&amp;quot; are either skills that OE deleted in the NWN1 to NWN2 transition (like discipline) or skills that ALFA deleted because we split it into its subskills (like perform or lore). The other ones are fair game for you to use, and the number for the skill is right next to the name of the skill on that table. Unfortunately, they are on that list in the order they were added, instead of anything like alphabetical-- but, Ctrl+F is &amp;quot;find&amp;quot; in almost every browser, so you can quickly find the skill you're looking for. -- not to sound too teachery, but probably in your best interest to try to identify which skill check is being rolled in the screenshot.&lt;br /&gt;
&lt;br /&gt;
Also, calling out a second time that I put a number which is not 0 into the nXP of the quest update line. So, in this particular search check, if the PC makes it, they get 10 xp (minus dimrets, of course; if a level 20 comes up to beat up some centipedes, they'll get something more like 1 xp).&lt;br /&gt;
&lt;br /&gt;
Once that's done, we have a quest NPC who we just made and made integral to the quest, so he needs a spawn point just like the centipedes did. Anywhere is fine, but I just put him in a heap behind the inn. Presumably smelling like whatever he was trying to drink a couple hours ago (also, smelling of what he successfully drank).&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Challenge&amp;diff=2777</id>
		<title>Writing ACR Quests/The Challenge</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Challenge&amp;diff=2777"/>
				<updated>2015-01-06T22:02:16Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Technical Manuals]]&lt;br /&gt;
This guide is written by our own [[User:Zelknolf|Zelknolf]], [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=223&amp;amp;t=51054 on the forums].&lt;br /&gt;
&lt;br /&gt;
Firstly, let's remember [[Quest_Creation_Example#Tooling_Antagonists|tooling creatures]]:&lt;br /&gt;
&lt;br /&gt;
The drunk mercenary that we want the PCs to talk to is a creature, though we don't expect him to fight, so we can be less concerned with the exact precision of all of his stats. As long as he could plausibly be some drunk dude behind an inn (e.g. doesn't cast hellball), we're in good territory. I do want to call out something that doesn't usually matter on drooling bitey monsters, though-- a quest NPC is going to need a conversation on it.&lt;br /&gt;
&lt;br /&gt;
So copy an existing one (this will spare you fussing over stuff like &amp;quot;is this conversation a cutscene?&amp;quot; &amp;quot;do I want to annoy my entire party with that cutscene?&amp;quot; &amp;quot;should I make it a cutscene anyway?&amp;quot; and &amp;quot;should my NPC rapidly blink while narrating?&amp;quot;) and rename it to something useful. Then it goes onto the NPC here:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_1.png]]&lt;br /&gt;
&lt;br /&gt;
Secondly, I want to reference back to [[Writing_ACR_Quests/The_Hook#Conditions|conditions]]:&lt;br /&gt;
&lt;br /&gt;
I'm going to assume that you know how to do those from here, so if it's rusty or you didn't quite get the hook to work, head back there, refresh your memory, and send some questions at me if necessary.&lt;br /&gt;
&lt;br /&gt;
That said, let's look back at what we wanted to roll:&lt;br /&gt;
◦Knowledge: Nature (DC 11) -- Identify the creature (a 0.25 HD vermin) by its description.&lt;br /&gt;
◦Heal (DC 15) -- Identify the wound, determining that it's a monstrous centipede.&lt;br /&gt;
◦Survival (DC 15) -- Identify likely candidates based on the tale and the surroundings.&lt;br /&gt;
◦Search (DC 15) -- Find a bit of chitin left behind from the scuffle&lt;br /&gt;
&lt;br /&gt;
So we have four skill checks, each one more-or-less prompted by the mercenary's retelling. That being the case, we're going to put our conversation together like this:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_2.png]]&lt;br /&gt;
&lt;br /&gt;
In red&lt;br /&gt;
This is a condition that is almost exactly like the one we set up earlier, but now, we're on quest step 1. We set it to quest step 1 during the conversation with the inn keeper, so we want to set nState on this conversation's acr_quest_progress to 1, so that the PC can only do it after having talked to the inn keeper.&lt;br /&gt;
&lt;br /&gt;
In green&lt;br /&gt;
These are the nodes where we're going to place the skill checks. Note that they are NPC responses to an action. We want them here, because if they appear on a PC line, then all of the skill checks are rolled before the PC attempts anything, and the player knows what will work before trying.&lt;br /&gt;
&lt;br /&gt;
In blue&lt;br /&gt;
The action scripts are going on the same nodes as the skill checks. That is telling the system, &amp;quot;If this is what the NPC ends up saying, I want you to do this.&amp;quot; -- in this case, set the quest to step 2 (and, if you're doing it because they passed a skill check, give them a little XP cookie).&lt;br /&gt;
&lt;br /&gt;
The new bits of script look like so:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_3.png|900px]]&lt;br /&gt;
&lt;br /&gt;
I went and did a naughty thing there, referencing a resource that I didn't introduce to you-- skills.2da is part of the haks, which isn't usually something a builder has to look at. Unfortunately, nSkill has to be an integer, so you have to look up which skill you're going to use here:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/ALandFarAway/ALFA-Base-Resources/blob/master/alfa2_2da.hak/skills.2DA]&lt;br /&gt;
&lt;br /&gt;
The lines marked with &amp;quot;DEL_&amp;quot; are either skills that OE deleted in the NWN1 to NWN2 transition (like discipline) or skills that ALFA deleted because we split it into its subskills (like perform or lore). The other ones are fair game for you to use, and the number for the skill is right next to the name of the skill on that table. Unfortunately, they are on that list in the order they were added, instead of anything like alphabetical-- but, Ctrl+F is &amp;quot;find&amp;quot; in almost every browser, so you can quickly find the skill you're looking for. -- not to sound too teachery, but probably in your best interest to try to identify which skill check is being rolled in the screenshot.&lt;br /&gt;
&lt;br /&gt;
Also, calling out a second time that I put a number which is not 0 into the nXP of the quest update line. So, in this particular search check, if the PC makes it, they get 10 xp (minus dimrets, of course; if a level 20 comes up to beat up some centipedes, they'll get something more like 1 xp).&lt;br /&gt;
&lt;br /&gt;
Once that's done, we have a quest NPC who we just made and made integral to the quest, so he needs a spawn point just like the centipedes did. Anywhere is fine, but I just put him in a heap behind the inn. Presumably smelling like whatever he was trying to drink a couple hours ago (also, smelling of what he successfully drank).&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Hook&amp;diff=2776</id>
		<title>Writing ACR Quests/The Hook</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Hook&amp;diff=2776"/>
				<updated>2015-01-06T22:00:56Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Technical Manuals]]&lt;br /&gt;
This guide is written by our own [[User:Zelknolf|Zelknolf]], [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=223&amp;amp;t=51054 on the forums].&lt;br /&gt;
&lt;br /&gt;
== Creating the hook ==&lt;br /&gt;
&lt;br /&gt;
Onward to the actual static quest now. It does seem like a lot of buildup to as much, but this is where you start if you were working with a bunch of resources that already existed (e.g. &amp;quot;I have a quest that takes place between Rivermoot and one of the orc caves, having to do with orcs, and how they're green.&amp;quot; -- that project starts here).&lt;br /&gt;
&lt;br /&gt;
So I start by opening up my inn keeper's conversation. On most servers, you can figure out which one it is by just looking at the name (this one is named &amp;quot;Eldata&amp;quot; so the conversation with Eldata in the name is the one I want).&lt;br /&gt;
&lt;br /&gt;
This conversation already has an option to ask about work, and already has the failover option of &amp;quot;I can't hire you, but here's a breadcrumb to help you find statics elsewhere.&amp;quot; -- not every conversation will have that, but you can use the same strategies I'm using to add the quest to this node to add the node to begin with.&lt;br /&gt;
&lt;br /&gt;
[[File:Tooling hook 1.png]]&lt;br /&gt;
&lt;br /&gt;
So, first, I pick the node I want to respond to and click add.&lt;br /&gt;
&lt;br /&gt;
[[File:Tooling hook 2.png]]&lt;br /&gt;
&lt;br /&gt;
This is a pretty fleshed-out conversation, so I have some written voice to mimic. Fortunately, the voice is also pretty archetypal, so it's an easy one to copy.&lt;br /&gt;
&lt;br /&gt;
[[File:Tooling hook 3.png]]&lt;br /&gt;
&lt;br /&gt;
Now that ends up going below the &amp;quot;sod off, I can't hire you&amp;quot; line, which we don't want. When an NPC gets a chance to speak, they will always say the first thing that they're allowed to, so we want to put the default option last on the list, and we want the options for specific circumstances before it.&lt;br /&gt;
&lt;br /&gt;
Now we get into the part that starts to look like code to some people. I promise, it is not. It's the computer asking in a very computerey way &amp;quot;What step of what quest do you want these people to be on?&amp;quot; and &amp;quot;OK, what step are they on now?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
&lt;br /&gt;
So we're going to pick our newly-on-top conversation option, and we're going to add a condition to it.&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_hook_4.png]]&lt;br /&gt;
&lt;br /&gt;
And the ACR already provides us with all of the code we need in that condition. So we're just going to use it-- if there's something broken in it, it gets to be someone else's job to fix it. (also, it means that we can just fix that one thing if something really is broken, instead of mucking through everyone's custom code and fixing each individual case).&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_hook_5.png]]&lt;br /&gt;
&lt;br /&gt;
Once you type in the script's name, hit refresh, and you'll get two boxes.&lt;br /&gt;
&lt;br /&gt;
Now, we need to name our quest. Strictly speaking, you can pick any string that plays nice with WinForms, C++ and SQL. But you don't know either of those things (or why would you be reading this?) -- so, simple rule that will work: use all lower-case letters, numbers, and underscores.&lt;br /&gt;
&lt;br /&gt;
I'm going to call this one 010_sel_centipede_arc&lt;br /&gt;
(this will make it easy for people reviewing logs to figure out what's happening. 010 is Baldur's Gate, &amp;quot;sel&amp;quot; is added to most of the happenings in and around Ruqel, centipede is actually English, and we call this one the &amp;quot;arc&amp;quot; because we're going to be distinguishing it from its spinoff centipede butchery later; if you call your quest something like &amp;quot;derp,&amp;quot; and it breaks, we're going to have a hard time figuring out what or where &amp;quot;derp&amp;quot; is to fix it)&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_hook_6.png]]&lt;br /&gt;
&lt;br /&gt;
The quest's name goes into the box labeled sQuest.&lt;br /&gt;
&lt;br /&gt;
The other box, nState, is again a computery way of asking &amp;quot;What step of this quest does this person need to be on to see this?&amp;quot; -- well, they haven't even started the quest, right? That's why Eldata is trying to give the PC some work. Presumably, she'd otherwise have responded to the topic of work with &amp;quot;Oh yeah, how is that thing coming along? You were supposed to save me from centipede-themed doom, remember?&amp;quot; -- so the PC needs to be on step 0 to start this quest, and we put that in the nState box.&lt;br /&gt;
&lt;br /&gt;
Now that we have the NPC talking about work, we need to give the PC the option to take or reject the offer, and we'll need to update the quest state.&lt;br /&gt;
&lt;br /&gt;
To do that, we select the NPC's offer and add nodes inside of it.&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_hook_7.png]]&lt;br /&gt;
&lt;br /&gt;
But this time, our new node gets an action (we have something to do: we have to say &amp;quot;OK, the PC is now on step 1!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_hook_8.png]]&lt;br /&gt;
&lt;br /&gt;
Now, you don't necessarily have to set the same quest that you checked as being updated. If you had a big story arc with a bunch of little quests springing out of it, you'd want to check where the arc is and then start the subquest. But that's not what we're doing here. So, we use the standard ACR script (acr_quest_update) and we tell it to set the PC's 010_sel_centipede_arc to step 1.&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_hook_9.png|900px]]&lt;br /&gt;
&lt;br /&gt;
As a brief mention of the boxes we're leaving as zeros:&lt;br /&gt;
-- bAllPlayers is a dangerous option, and you should be super careful with it. It is meant for use with server-wide quests (e.g. if taking this action prompts some impetus for action onto every player on the server, that's what bAllPlayers is for; but if you're writing such a thing, that's probably a conversation between you and the HDM). So, for here, it's 0. We don't want to make the whole server kill centipedes when one person asks about it.&lt;br /&gt;
-- bAllowOverrideHigher is used if you want this action to let people step backward in the quest. Usually you use this if your quest is repeatable, and you want to let someone go from the finished state to the started state. That's not going to apply here.&lt;br /&gt;
-- nXP is used to give XP for this step of the quest. We're not doing that here because the PC hasn't really done anything.&lt;br /&gt;
&lt;br /&gt;
With that done, we have all of the functional pieces that make the quest work, but it's nice for everyone's experience if we flesh it out a little bit. What does the NPC say if the PC says no? Are they happy, mad, businesslike, unresponsive if they accept? And what do they say if the PC asks about work again?&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_hook_10.png]]&lt;br /&gt;
&lt;br /&gt;
I include an example of that last one, because it's the one that needs a condition on it. I place this one between the &amp;quot;Step 0&amp;quot; conversation and the &amp;quot;default&amp;quot; conversation option, and I put a check on it to see if the PC is on &amp;quot;Step 1&amp;quot; (which is where we just put the PC, if they accepted the work) -- this way, if the PC asks again, they get asked what's up with centipedes.&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Challenge&amp;diff=2775</id>
		<title>Writing ACR Quests/The Challenge</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Challenge&amp;diff=2775"/>
				<updated>2015-01-06T21:56:10Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Technical Manuals]]&lt;br /&gt;
This guide is written by our own [[User:Zelknolf|Zelknolf]], [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=223&amp;amp;t=51054 on the forums].&lt;br /&gt;
&lt;br /&gt;
Firstly, let's remember [[Quest_Creation_Example#Tooling_Antagonists|tooling creatures]]:&lt;br /&gt;
&lt;br /&gt;
The drunk mercenary that we want the PCs to talk to is a creature, though we don't expect him to fight, so we can be less concerned with the exact precision of all of his stats. As long as he could plausibly be some drunk dude behind an inn (e.g. doesn't cast hellball), we're in good territory. I do want to call out something that doesn't usually matter on drooling bitey monsters, though-- a quest NPC is going to need a conversation on it.&lt;br /&gt;
&lt;br /&gt;
So copy an existing one (this will spare you fussing over stuff like &amp;quot;is this conversation a cutscene?&amp;quot; &amp;quot;do I want to annoy my entire party with that cutscene?&amp;quot; &amp;quot;should I make it a cutscene anyway?&amp;quot; and &amp;quot;should my NPC rapidly blink while narrating?&amp;quot;) and rename it to something useful. Then it goes onto the NPC here:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_1.png]]&lt;br /&gt;
&lt;br /&gt;
Secondly, I want to reference back to conditions:&lt;br /&gt;
&lt;br /&gt;
[http://www.alandfaraway.org/wiki/Writing_ACR_Quests/The_Hook]&lt;br /&gt;
&lt;br /&gt;
I'm going to assume that you know how to do those from here, so if it's rusty or you didn't quite get the hook to work, head back there, refresh your memory, and send some questions at me if necessary.&lt;br /&gt;
&lt;br /&gt;
That said, let's look back at what we wanted to roll:&lt;br /&gt;
◦Knowledge: Nature (DC 11) -- Identify the creature (a 0.25 HD vermin) by its description.&lt;br /&gt;
◦Heal (DC 15) -- Identify the wound, determining that it's a monstrous centipede.&lt;br /&gt;
◦Survival (DC 15) -- Identify likely candidates based on the tale and the surroundings.&lt;br /&gt;
◦Search (DC 15) -- Find a bit of chitin left behind from the scuffle&lt;br /&gt;
&lt;br /&gt;
So we have four skill checks, each one more-or-less prompted by the mercenary's retelling. That being the case, we're going to put our conversation together like this:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_2.png]]&lt;br /&gt;
&lt;br /&gt;
In red&lt;br /&gt;
This is a condition that is almost exactly like the one we set up earlier, but now, we're on quest step 1. We set it to quest step 1 during the conversation with the inn keeper, so we want to set nState on this conversation's acr_quest_progress to 1, so that the PC can only do it after having talked to the inn keeper.&lt;br /&gt;
&lt;br /&gt;
In green&lt;br /&gt;
These are the nodes where we're going to place the skill checks. Note that they are NPC responses to an action. We want them here, because if they appear on a PC line, then all of the skill checks are rolled before the PC attempts anything, and the player knows what will work before trying.&lt;br /&gt;
&lt;br /&gt;
In blue&lt;br /&gt;
The action scripts are going on the same nodes as the skill checks. That is telling the system, &amp;quot;If this is what the NPC ends up saying, I want you to do this.&amp;quot; -- in this case, set the quest to step 2 (and, if you're doing it because they passed a skill check, give them a little XP cookie).&lt;br /&gt;
&lt;br /&gt;
The new bits of script look like so:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_3.png|900px]]&lt;br /&gt;
&lt;br /&gt;
I went and did a naughty thing there, referencing a resource that I didn't introduce to you-- skills.2da is part of the haks, which isn't usually something a builder has to look at. Unfortunately, nSkill has to be an integer, so you have to look up which skill you're going to use here:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/ALandFarAway/ALFA-Base-Resources/blob/master/alfa2_2da.hak/skills.2DA]&lt;br /&gt;
&lt;br /&gt;
The lines marked with &amp;quot;DEL_&amp;quot; are either skills that OE deleted in the NWN1 to NWN2 transition (like discipline) or skills that ALFA deleted because we split it into its subskills (like perform or lore). The other ones are fair game for you to use, and the number for the skill is right next to the name of the skill on that table. Unfortunately, they are on that list in the order they were added, instead of anything like alphabetical-- but, Ctrl+F is &amp;quot;find&amp;quot; in almost every browser, so you can quickly find the skill you're looking for. -- not to sound too teachery, but probably in your best interest to try to identify which skill check is being rolled in the screenshot.&lt;br /&gt;
&lt;br /&gt;
Also, calling out a second time that I put a number which is not 0 into the nXP of the quest update line. So, in this particular search check, if the PC makes it, they get 10 xp (minus dimrets, of course; if a level 20 comes up to beat up some centipedes, they'll get something more like 1 xp).&lt;br /&gt;
&lt;br /&gt;
Once that's done, we have a quest NPC who we just made and made integral to the quest, so he needs a spawn point just like the centipedes did. Anywhere is fine, but I just put him in a heap behind the inn. Presumably smelling like whatever he was trying to drink a couple hours ago (also, smelling of what he successfully drank).&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/More_Challenges&amp;diff=2774</id>
		<title>Writing ACR Quests/More Challenges</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/More_Challenges&amp;diff=2774"/>
				<updated>2015-01-06T21:50:57Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bonus Skill Challenge ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;know&amp;quot; this stuff get away from the extra walking.&lt;br /&gt;
&lt;br /&gt;
So to do this, let's reference back to those steps, as we now have two new steps to be concerned with:&lt;br /&gt;
Step 0: The PC hasn't heard of the job&lt;br /&gt;
Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
Step 4: The PC has found the centipede den&lt;br /&gt;
Step 5: The PC has reported back and been given the next task in the quest&lt;br /&gt;
&lt;br /&gt;
These two.&lt;br /&gt;
&lt;br /&gt;
Then, what we'll do is put a skill check on the PC conversation option:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_4.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
But, also, we need to take an action on that same node:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_5.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_6.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Trigger Challenges (&amp;quot;Scouting&amp;quot; quests) ==&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
Step 0: The PC hasn't heard of the job&lt;br /&gt;
Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
Step 4: The PC has found the centipede den&lt;br /&gt;
Step 5: The PC has reported back and been given the next task in the quest&lt;br /&gt;
&lt;br /&gt;
We provide some standard triggers for the task, so grabbing one of those...&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_1.png]]&lt;br /&gt;
&lt;br /&gt;
And drawing it around the centipede lair...&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_2.png]]&lt;br /&gt;
&lt;br /&gt;
Gets us started. Then, upon checking the properties of that trigger, you can get into its local variables.&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_3.png]]&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;raids&amp;quot; or &amp;quot;assaults&amp;quot; in NPC conversations).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Clearing / Slaughter Challenges ==&lt;br /&gt;
&lt;br /&gt;
If you'll recall a little ways back here: &lt;br /&gt;
&lt;br /&gt;
viewtopic.php?f=223&amp;amp;t=51054&amp;amp;start=15#p615704&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
This is like starting the arc, which we did here:&lt;br /&gt;
&lt;br /&gt;
viewtopic.php?f=223&amp;amp;t=51054&amp;amp;start=15#p615561&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Then, to make this quest work, we need to set on the centipedes that they're appropriate creatures to kill to advance this quest.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_3.png|900px]]&lt;br /&gt;
&lt;br /&gt;
And then on completion and accepting the next step, we need to update both quests again. &lt;br /&gt;
&lt;br /&gt;
It's just like we covered here:&lt;br /&gt;
&lt;br /&gt;
viewtopic.php?f=223&amp;amp;t=51054&amp;amp;start=15#p615561&lt;br /&gt;
&lt;br /&gt;
Setting _arc to 6 and _kill to 12.&lt;br /&gt;
&lt;br /&gt;
So our quest looks like so:&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 1: Has Killed 0 of 10 Centipedes&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
&lt;br /&gt;
== Bounty Quests ==&lt;br /&gt;
&lt;br /&gt;
To effectively talk about the quest from here out, I need to spell out where the rest of the quest is going-- it is, in short, a lot of violence and bug guts. The PCs will be quoting Starship Troopers in no time. So all of the remaining steps, and the ones we're focusing on here:&lt;br /&gt;
&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 1: Has Killed 0 of 10 Centipedes&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
*Arc Step 7: PC has tripped a bounty in the centipede lair and slain a slightly-larger centipede&lt;br /&gt;
*Arc Step 8: PC has held the entrance to the den against swarming centipedes&lt;br /&gt;
*Arc Step 9: PC has pushed back into the corridor where the centipedes charged&lt;br /&gt;
*Arc Step 10: PC has taken the pit that the centipedes were crawling out of&lt;br /&gt;
*Arc Step 11: PC has returned to Eldata, and been asked to find and kill the really big one.&lt;br /&gt;
*Arc Step 12: PC has killed one of the kinda big ones between civilization and the really big one.&lt;br /&gt;
*Arc Step 13: PC has killed the really big one.&lt;br /&gt;
*Arc Step 14: PC has returned to Eldata, and somewhere in these 14 steps did enough stuff to justify some good (for a level 1) gear, which they picked from a list.&lt;br /&gt;
&lt;br /&gt;
I'll go over the example of what takes us from 6 to 7, but these steps are all familiar ground once you've done one of them. New trigger; new quest state; (maybe) new resref; new waypoint to spawn at. But same steps, new numbers.&lt;br /&gt;
&lt;br /&gt;
Inside our area, we're going to draw a quest trigger, like we did with scouting:&lt;br /&gt;
&lt;br /&gt;
[[File:bounty_1.png]]&lt;br /&gt;
&lt;br /&gt;
If you can manage it, triggers tend to work well when placed in choke points or obvious paths to walk. If they're squirreled away somewhere counterintuitive (or, more specifically, somewhere that you wouldn't look for the quarry), it tends to result in quests not getting done-- or only getting done by metagaming, which is bad times for newer players.&lt;br /&gt;
&lt;br /&gt;
then, open the trigger's properties...&lt;br /&gt;
&lt;br /&gt;
[[File:bounty_2.png]]&lt;br /&gt;
&lt;br /&gt;
... and this should look familiar, because we used we did it with scouting. But we have a few new ones to draw attention to...&lt;br /&gt;
ACR_QST_SPAWN_CRESREF is the Resource Name of the creature you want to spawn. We know what it is in this case because we made centipedes ourselves back on the first page.&lt;br /&gt;
ACR_QST_SPAWN_WAYPOINT is the Tag of a waypoint that you want the creature to spawn at, so we need to edit the waypoint to also have that tag:&lt;br /&gt;
&lt;br /&gt;
[[File:bounty_3.png]]&lt;br /&gt;
&lt;br /&gt;
Now, it's important to note that there's only one quest state advancement involved here-- even though you might think there'd be two steps (one to trip the trigger and one to kill the thing), but we don't do that in case the PC fails to kill their target. They would never get a second chance if we persistently stored that the creature had spawned, but like this they can retry the next reset.&lt;br /&gt;
&lt;br /&gt;
== Defense Quests ==&lt;br /&gt;
&lt;br /&gt;
Again, quest summary and what we're doing...&lt;br /&gt;
&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 1: Has Killed 0 of 10 Centipedes&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
*Arc Step 7: PC has tripped a bounty in the centipede lair and slain a slightly-larger centipede&lt;br /&gt;
*Arc Step 8: PC has held the entrance to the den against swarming centipedes&lt;br /&gt;
*Arc Step 9: PC has pushed back into the corridor where the centipedes charged&lt;br /&gt;
*Arc Step 10: PC has taken the pit that the centipedes were crawling out of&lt;br /&gt;
*Arc Step 11: PC has returned to Eldata, and been asked to find and kill the really big one.&lt;br /&gt;
*Arc Step 12: PC has killed one of the kinda big ones between civilization and the really big one.&lt;br /&gt;
*Arc Step 13: PC has killed the really big one.&lt;br /&gt;
*Arc Step 14: PC has returned to Eldata, and somewhere in these 14 steps did enough stuff to justify some good (for a level 1) gear, which they picked from a list.&lt;br /&gt;
&lt;br /&gt;
Now, this should be a lot of familiar concepts, thanks to the challenges we've been tooling over the last several posts. The defense quest is also a trigger-based quest, and so it's going to go down into the area with waypoints and a trigger (in this case, two waypoints per trigger-- one waypoint says where the monsters spawn, and one waypoint says where the monsters are trying to go). So the scene looks like this right now:&lt;br /&gt;
&lt;br /&gt;
[[File:defense_1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
And then we have a number of variables to set:&lt;br /&gt;
&lt;br /&gt;
[[File:defense_2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
So, to explain how the creatures are assembled here-- it's not terribly complex to do, but it's a lot of data to enter. Unfortunately, a defense quest is effectively asking the ACR to spawn an invasion, which means we need to gather a lot of information from you.&lt;br /&gt;
&lt;br /&gt;
Mechanically, the logic is pretty simple-- the defense quest will keep spawning creatures you specify (one would hope minor ones) that you specify at specific intervals, and it keeps doing this throughout the quest. In this case, testing suggests that a tiny centipede every 12 seconds is enough to threaten a level 1 without rolling over them. To do this, I set DEF_QST_TRICKLE_DELAY to 12.0 and DEF_QST_TRICKLE_SPAWN_1 to abr_cr_ve_centi_tiny.&lt;br /&gt;
&lt;br /&gt;
While I'm not doing it here (because, level 1 quest), if I wanted to spawn two things every trickle, I could add a DEF_QST_TRICKLE_SPAWN_2 and set it to something to make it go. If I also set it to abr_cr_ve_centi_tiny, then it would spawn a pair of tiny centipedes every 12 seconds.&lt;br /&gt;
&lt;br /&gt;
DEF_QST_WAVE_SPAWN_#_# works similarly, but the first number is used to determine the wave, while the second number is just used to build a group of them inside of that wave.&lt;br /&gt;
&lt;br /&gt;
So, what I did...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_3_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
&lt;br /&gt;
Every wave, we just spawn an extra tiny centipede. but let's say I hated noobs, and just wanted to murder them, I could do this...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_3_1 = abr_cr_ve_centi_medium&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_large&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_huge&lt;br /&gt;
&lt;br /&gt;
Now the first wave is an extra tiny centipede, the second wave is a small one, the third wave is a medium one, the fourth wave is a large one, and the fifth wave is a huge one. Of course, while the trickle continues to spawn.&lt;br /&gt;
&lt;br /&gt;
Now, if we were looking to challenge parties, or wanted swarming hordes, we can make larger waves too. For instance...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_2 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_2 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_3 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_3_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_2 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_3 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_4 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_5 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_6 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_7 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_8 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_9 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_10 = abr_cr_ve_centi_medium&lt;br /&gt;
&lt;br /&gt;
Now wave 1 is two extra tiny centipedes, wave 2 is two tiny centipedes and a small one, waves 3 and 4 are just a tiny centipede, and wave 5 is a rush of seven tiny centipedes, two small centipedes, and one medium centipede.&lt;br /&gt;
&lt;br /&gt;
You can also add more waves if you want by just adding more variables with a higher number in the wave slot, or remove waves by just deleting them. (in theory, the number of waves can go up to Int32.MaxValue, but please don't spawn two billion waves. That's mean). But you can't skip numbers, in waves or groups. The ACR will start counting at 1 and grab things until it doesn't find a number.&lt;br /&gt;
&lt;br /&gt;
So...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
&lt;br /&gt;
This is only two waves. But the builder probably wants four, and could get that by changing waves 4 and 5 to waves 3 and 4.&lt;br /&gt;
&lt;br /&gt;
For builders planning things-- the quest is failed if an enemy creature enters the defense trigger when there are no PCs in that trigger (so you could tool a very harsh defense quest where no one may cross this line by making the trigger a narrow line that PCs can't stand in, and you can make a more-relaxed &amp;quot;stand here and fight!&amp;quot; type of quest by making the trigger large and chunky and occupying a lot of space).&lt;br /&gt;
&lt;br /&gt;
And the quest lasts until it checks for a wave to spawn and doesn't find one. So the total time between tripping the trigger and success, if the point is successfully defended, is (initial delay) + ((number of waves + 1) * (wave delay)).&lt;br /&gt;
&lt;br /&gt;
== Big Fat Bags of Loot ==&lt;br /&gt;
&lt;br /&gt;
Again, quest summary and what we're doing...&lt;br /&gt;
&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
*Arc Step 7: PC has tripped a bounty in the centipede lair and slain a slightly-larger centipede&lt;br /&gt;
*Arc Step 8: PC has held the entrance to the den against swarming centipedes&lt;br /&gt;
*Arc Step 9: PC has pushed back into the corridor where the centipedes charged&lt;br /&gt;
*Arc Step 10: PC has taken the pit that the centipedes were crawling out of&lt;br /&gt;
*Arc Step 11: PC has returned to Eldata, and been asked to find and kill the really big one.&lt;br /&gt;
*Arc Step 12: PC has killed one of the kinda big ones between civilization and the really big one.&lt;br /&gt;
*Arc Step 13: PC has killed the really big one.&lt;br /&gt;
*Arc Step 14: PC has returned to Eldata, and somewhere in these 14 steps did enough stuff to justify some good (for a level 1) gear, which they picked from a list.&lt;br /&gt;
&lt;br /&gt;
Again, previous posts are assumed to be giving you a lot of background here. So the first thing I want to draw attention to is how much XP PCs are likely to get for doing this quest:&lt;br /&gt;
*Skill Check w/ Drunken Mercenary: 0 - 10xp&lt;br /&gt;
*Returning to Eldata with information: 10 xp&lt;br /&gt;
*Finding the Centipede Lair: 15 xp&lt;br /&gt;
*Killing 10 centipedes: 10 xp (combat, no loot)&lt;br /&gt;
*Returning victorious from centipede slaughter: 20 xp&lt;br /&gt;
*Defense Quest and a series of bounties: 70 xp (combat, no loot)&lt;br /&gt;
*Report Back victorious: 25 xp&lt;br /&gt;
*Kill the Boss: 5 xp&lt;br /&gt;
*Final Turnin: 20 xp&lt;br /&gt;
*Total XP for this: ~185xp&lt;br /&gt;
&lt;br /&gt;
So, for level 1s, we usually want to drop about 1.25 * XP in loot to keep them reasonably on track. Which is about 230. You tend to be able to nudge up values a -little- bit if you're dropping items instead of gold (as selling them means that take-home wealth is half the quest reward, so that won't break things). So I'm calling it 250 in gear for payment here-- Eldata wouldn't have a bunch of cash, but she might have just... stuff... that she got while trying to collect tabs. She tends bar in a frontierey place. Perhaps not expected, but it makes a kind of... very D&amp;amp;Dey... sense.&lt;br /&gt;
&lt;br /&gt;
[[File:rewards.png|900px]]&lt;br /&gt;
&lt;br /&gt;
So OE gives us a perfectly-good script to make someone in a conversation give the PC an item-- but for this kind of reward, it's important to -not- act on every party member. If any of these are set to All Party, then the first person in party picks a reward and everyone is stuck with it. But maybe the wizard learned his lesson, and wants that fortitude ring, and the tank says &amp;quot;Man, screw this chain shirt. I'm only wearing it for lack of starting gold and I wanted a longbow-- gimme that banded armor!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So, new action lines-- ga_give_item, and then the Resource Name of the item in the sTemplate field, and 1 (or however many you want to spawn-- if it was arrows, maybe 20 or 50 would be a better number). More than one action line if there's lots to give. Make -sure- that you advance the quest state on the same node as when you give awards. If you give loot on a different conversation node either it's an earlier node (and you're exploitable) or a later node (and you're going to screw players out of their rewards).&lt;br /&gt;
&lt;br /&gt;
== Residual Repeatable ==&lt;br /&gt;
&lt;br /&gt;
Now, if you're thinking about making sure that all of the work you've done gets play, and if you want to encourage people to work in groups if they find people who need to do the quest they just did, what you can do is add a repeatable onto the end that they can pick up and get a little something for their participation.&lt;br /&gt;
&lt;br /&gt;
Now, this is very simple setup-- it's just like the setup we had in step 5, but we want the arc to be on 14 (the post-rewarded quest state) and the _kill quest to be on 12. Then we set the _kill quest back to 1. But to do this, you need to set the override flag on the quest.&lt;br /&gt;
&lt;br /&gt;
[[File:quest_reset.png|900px]]&lt;br /&gt;
&lt;br /&gt;
Because the state was 12, we have to tell the ACR that we know we're setting a quest backward, and that's OK-- which is what that flag is for. And then we just let the existing centipedes carry the quest up to 11. So we have a different conversation node for arc = 14 and kill = 12, where we give some little niblet of reward (like 15 gold and 10 xp).&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Rewards.png&amp;diff=2773</id>
		<title>File:Rewards.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Rewards.png&amp;diff=2773"/>
				<updated>2015-01-06T21:49:32Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Quest_reset.png&amp;diff=2772</id>
		<title>File:Quest reset.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Quest_reset.png&amp;diff=2772"/>
				<updated>2015-01-06T21:49:09Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Defense_2.png&amp;diff=2771</id>
		<title>File:Defense 2.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Defense_2.png&amp;diff=2771"/>
				<updated>2015-01-06T21:48:53Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Defense_1.png&amp;diff=2770</id>
		<title>File:Defense 1.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Defense_1.png&amp;diff=2770"/>
				<updated>2015-01-06T21:48:39Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Bounty_3.png&amp;diff=2769</id>
		<title>File:Bounty 3.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Bounty_3.png&amp;diff=2769"/>
				<updated>2015-01-06T21:48:21Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Bounty_2.png&amp;diff=2768</id>
		<title>File:Bounty 2.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Bounty_2.png&amp;diff=2768"/>
				<updated>2015-01-06T21:48:10Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Bounty_1.png&amp;diff=2767</id>
		<title>File:Bounty 1.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Bounty_1.png&amp;diff=2767"/>
				<updated>2015-01-06T21:47:58Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/More_Challenges&amp;diff=2766</id>
		<title>Writing ACR Quests/More Challenges</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/More_Challenges&amp;diff=2766"/>
				<updated>2015-01-06T21:46:57Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bonus Skill Challenge ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;know&amp;quot; this stuff get away from the extra walking.&lt;br /&gt;
&lt;br /&gt;
So to do this, let's reference back to those steps, as we now have two new steps to be concerned with:&lt;br /&gt;
Step 0: The PC hasn't heard of the job&lt;br /&gt;
Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
Step 4: The PC has found the centipede den&lt;br /&gt;
Step 5: The PC has reported back and been given the next task in the quest&lt;br /&gt;
&lt;br /&gt;
These two.&lt;br /&gt;
&lt;br /&gt;
Then, what we'll do is put a skill check on the PC conversation option:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_4.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
But, also, we need to take an action on that same node:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_5.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_6.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Trigger Challenges (&amp;quot;Scouting&amp;quot; quests) ==&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
Step 0: The PC hasn't heard of the job&lt;br /&gt;
Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
Step 4: The PC has found the centipede den&lt;br /&gt;
Step 5: The PC has reported back and been given the next task in the quest&lt;br /&gt;
&lt;br /&gt;
We provide some standard triggers for the task, so grabbing one of those...&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_1.png]]&lt;br /&gt;
&lt;br /&gt;
And drawing it around the centipede lair...&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_2.png]]&lt;br /&gt;
&lt;br /&gt;
Gets us started. Then, upon checking the properties of that trigger, you can get into its local variables.&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_3.png]]&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;raids&amp;quot; or &amp;quot;assaults&amp;quot; in NPC conversations).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Clearing / Slaughter Challenges ==&lt;br /&gt;
&lt;br /&gt;
If you'll recall a little ways back here: &lt;br /&gt;
&lt;br /&gt;
viewtopic.php?f=223&amp;amp;t=51054&amp;amp;start=15#p615704&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
This is like starting the arc, which we did here:&lt;br /&gt;
&lt;br /&gt;
viewtopic.php?f=223&amp;amp;t=51054&amp;amp;start=15#p615561&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Then, to make this quest work, we need to set on the centipedes that they're appropriate creatures to kill to advance this quest.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_3.png|900px]]&lt;br /&gt;
&lt;br /&gt;
And then on completion and accepting the next step, we need to update both quests again. &lt;br /&gt;
&lt;br /&gt;
It's just like we covered here:&lt;br /&gt;
&lt;br /&gt;
viewtopic.php?f=223&amp;amp;t=51054&amp;amp;start=15#p615561&lt;br /&gt;
&lt;br /&gt;
Setting _arc to 6 and _kill to 12.&lt;br /&gt;
&lt;br /&gt;
So our quest looks like so:&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 1: Has Killed 0 of 10 Centipedes&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
&lt;br /&gt;
== Bounty Quests ==&lt;br /&gt;
&lt;br /&gt;
To effectively talk about the quest from here out, I need to spell out where the rest of the quest is going-- it is, in short, a lot of violence and bug guts. The PCs will be quoting Starship Troopers in no time. So all of the remaining steps, and the ones we're focusing on here:&lt;br /&gt;
&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 1: Has Killed 0 of 10 Centipedes&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
*Arc Step 7: PC has tripped a bounty in the centipede lair and slain a slightly-larger centipede&lt;br /&gt;
*Arc Step 8: PC has held the entrance to the den against swarming centipedes&lt;br /&gt;
*Arc Step 9: PC has pushed back into the corridor where the centipedes charged&lt;br /&gt;
*Arc Step 10: PC has taken the pit that the centipedes were crawling out of&lt;br /&gt;
*Arc Step 11: PC has returned to Eldata, and been asked to find and kill the really big one.&lt;br /&gt;
*Arc Step 12: PC has killed one of the kinda big ones between civilization and the really big one.&lt;br /&gt;
*Arc Step 13: PC has killed the really big one.&lt;br /&gt;
*Arc Step 14: PC has returned to Eldata, and somewhere in these 14 steps did enough stuff to justify some good (for a level 1) gear, which they picked from a list.&lt;br /&gt;
&lt;br /&gt;
I'll go over the example of what takes us from 6 to 7, but these steps are all familiar ground once you've done one of them. New trigger; new quest state; (maybe) new resref; new waypoint to spawn at. But same steps, new numbers.&lt;br /&gt;
&lt;br /&gt;
Inside our area, we're going to draw a quest trigger, like we did with scouting:&lt;br /&gt;
&lt;br /&gt;
[[File:bounty_1.png]]&lt;br /&gt;
&lt;br /&gt;
If you can manage it, triggers tend to work well when placed in choke points or obvious paths to walk. If they're squirreled away somewhere counterintuitive (or, more specifically, somewhere that you wouldn't look for the quarry), it tends to result in quests not getting done-- or only getting done by metagaming, which is bad times for newer players.&lt;br /&gt;
&lt;br /&gt;
then, open the trigger's properties...&lt;br /&gt;
&lt;br /&gt;
[[File:bounty_2.png]]&lt;br /&gt;
&lt;br /&gt;
... and this should look familiar, because we used we did it with scouting. But we have a few new ones to draw attention to...&lt;br /&gt;
ACR_QST_SPAWN_CRESREF is the Resource Name of the creature you want to spawn. We know what it is in this case because we made centipedes ourselves back on the first page.&lt;br /&gt;
ACR_QST_SPAWN_WAYPOINT is the Tag of a waypoint that you want the creature to spawn at, so we need to edit the waypoint to also have that tag:&lt;br /&gt;
&lt;br /&gt;
[[File:bounty_3.png]]&lt;br /&gt;
&lt;br /&gt;
Now, it's important to note that there's only one quest state advancement involved here-- even though you might think there'd be two steps (one to trip the trigger and one to kill the thing), but we don't do that in case the PC fails to kill their target. They would never get a second chance if we persistently stored that the creature had spawned, but like this they can retry the next reset.&lt;br /&gt;
&lt;br /&gt;
== Defense Quests ==&lt;br /&gt;
&lt;br /&gt;
Again, quest summary and what we're doing...&lt;br /&gt;
&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 1: Has Killed 0 of 10 Centipedes&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
*Arc Step 7: PC has tripped a bounty in the centipede lair and slain a slightly-larger centipede&lt;br /&gt;
*Arc Step 8: PC has held the entrance to the den against swarming centipedes&lt;br /&gt;
*Arc Step 9: PC has pushed back into the corridor where the centipedes charged&lt;br /&gt;
*Arc Step 10: PC has taken the pit that the centipedes were crawling out of&lt;br /&gt;
*Arc Step 11: PC has returned to Eldata, and been asked to find and kill the really big one.&lt;br /&gt;
*Arc Step 12: PC has killed one of the kinda big ones between civilization and the really big one.&lt;br /&gt;
*Arc Step 13: PC has killed the really big one.&lt;br /&gt;
*Arc Step 14: PC has returned to Eldata, and somewhere in these 14 steps did enough stuff to justify some good (for a level 1) gear, which they picked from a list.&lt;br /&gt;
&lt;br /&gt;
Now, this should be a lot of familiar concepts, thanks to the challenges we've been tooling over the last several posts. The defense quest is also a trigger-based quest, and so it's going to go down into the area with waypoints and a trigger (in this case, two waypoints per trigger-- one waypoint says where the monsters spawn, and one waypoint says where the monsters are trying to go). So the scene looks like this right now:&lt;br /&gt;
&lt;br /&gt;
[[File:defense_1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
And then we have a number of variables to set:&lt;br /&gt;
&lt;br /&gt;
[[File:defense_2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
So, to explain how the creatures are assembled here-- it's not terribly complex to do, but it's a lot of data to enter. Unfortunately, a defense quest is effectively asking the ACR to spawn an invasion, which means we need to gather a lot of information from you.&lt;br /&gt;
&lt;br /&gt;
Mechanically, the logic is pretty simple-- the defense quest will keep spawning creatures you specify (one would hope minor ones) that you specify at specific intervals, and it keeps doing this throughout the quest. In this case, testing suggests that a tiny centipede every 12 seconds is enough to threaten a level 1 without rolling over them. To do this, I set DEF_QST_TRICKLE_DELAY to 12.0 and DEF_QST_TRICKLE_SPAWN_1 to abr_cr_ve_centi_tiny.&lt;br /&gt;
&lt;br /&gt;
While I'm not doing it here (because, level 1 quest), if I wanted to spawn two things every trickle, I could add a DEF_QST_TRICKLE_SPAWN_2 and set it to something to make it go. If I also set it to abr_cr_ve_centi_tiny, then it would spawn a pair of tiny centipedes every 12 seconds.&lt;br /&gt;
&lt;br /&gt;
DEF_QST_WAVE_SPAWN_#_# works similarly, but the first number is used to determine the wave, while the second number is just used to build a group of them inside of that wave.&lt;br /&gt;
&lt;br /&gt;
So, what I did...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_3_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
&lt;br /&gt;
Every wave, we just spawn an extra tiny centipede. but let's say I hated noobs, and just wanted to murder them, I could do this...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_3_1 = abr_cr_ve_centi_medium&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_large&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_huge&lt;br /&gt;
&lt;br /&gt;
Now the first wave is an extra tiny centipede, the second wave is a small one, the third wave is a medium one, the fourth wave is a large one, and the fifth wave is a huge one. Of course, while the trickle continues to spawn.&lt;br /&gt;
&lt;br /&gt;
Now, if we were looking to challenge parties, or wanted swarming hordes, we can make larger waves too. For instance...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_2 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_2 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_3 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_3_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_2 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_3 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_4 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_5 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_6 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_7 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_8 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_9 = abr_cr_ve_centi_small&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_10 = abr_cr_ve_centi_medium&lt;br /&gt;
&lt;br /&gt;
Now wave 1 is two extra tiny centipedes, wave 2 is two tiny centipedes and a small one, waves 3 and 4 are just a tiny centipede, and wave 5 is a rush of seven tiny centipedes, two small centipedes, and one medium centipede.&lt;br /&gt;
&lt;br /&gt;
You can also add more waves if you want by just adding more variables with a higher number in the wave slot, or remove waves by just deleting them. (in theory, the number of waves can go up to Int32.MaxValue, but please don't spawn two billion waves. That's mean). But you can't skip numbers, in waves or groups. The ACR will start counting at 1 and grab things until it doesn't find a number.&lt;br /&gt;
&lt;br /&gt;
So...&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_1_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_2_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_4_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
*DEF_QST_WAVE_SPAWN_5_1 = abr_cr_ve_centi_tiny&lt;br /&gt;
&lt;br /&gt;
This is only two waves. But the builder probably wants four, and could get that by changing waves 4 and 5 to waves 3 and 4.&lt;br /&gt;
&lt;br /&gt;
For builders planning things-- the quest is failed if an enemy creature enters the defense trigger when there are no PCs in that trigger (so you could tool a very harsh defense quest where no one may cross this line by making the trigger a narrow line that PCs can't stand in, and you can make a more-relaxed &amp;quot;stand here and fight!&amp;quot; type of quest by making the trigger large and chunky and occupying a lot of space).&lt;br /&gt;
&lt;br /&gt;
And the quest lasts until it checks for a wave to spawn and doesn't find one. So the total time between tripping the trigger and success, if the point is successfully defended, is (initial delay) + ((number of waves + 1) * (wave delay)).&lt;br /&gt;
&lt;br /&gt;
== Big Fat Bags of Loot ==&lt;br /&gt;
&lt;br /&gt;
Again, quest summary and what we're doing...&lt;br /&gt;
&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;br /&gt;
*Arc Step 7: PC has tripped a bounty in the centipede lair and slain a slightly-larger centipede&lt;br /&gt;
*Arc Step 8: PC has held the entrance to the den against swarming centipedes&lt;br /&gt;
*Arc Step 9: PC has pushed back into the corridor where the centipedes charged&lt;br /&gt;
*Arc Step 10: PC has taken the pit that the centipedes were crawling out of&lt;br /&gt;
*Arc Step 11: PC has returned to Eldata, and been asked to find and kill the really big one.&lt;br /&gt;
*Arc Step 12: PC has killed one of the kinda big ones between civilization and the really big one.&lt;br /&gt;
*Arc Step 13: PC has killed the really big one.&lt;br /&gt;
*Arc Step 14: PC has returned to Eldata, and somewhere in these 14 steps did enough stuff to justify some good (for a level 1) gear, which they picked from a list.&lt;br /&gt;
&lt;br /&gt;
Again, previous posts are assumed to be giving you a lot of background here. So the first thing I want to draw attention to is how much XP PCs are likely to get for doing this quest:&lt;br /&gt;
*Skill Check w/ Drunken Mercenary: 0 - 10xp&lt;br /&gt;
*Returning to Eldata with information: 10 xp&lt;br /&gt;
*Finding the Centipede Lair: 15 xp&lt;br /&gt;
*Killing 10 centipedes: 10 xp (combat, no loot)&lt;br /&gt;
*Returning victorious from centipede slaughter: 20 xp&lt;br /&gt;
*Defense Quest and a series of bounties: 70 xp (combat, no loot)&lt;br /&gt;
*Report Back victorious: 25 xp&lt;br /&gt;
*Kill the Boss: 5 xp&lt;br /&gt;
*Final Turnin: 20 xp&lt;br /&gt;
*Total XP for this: ~185xp&lt;br /&gt;
&lt;br /&gt;
So, for level 1s, we usually want to drop about 1.25 * XP in loot to keep them reasonably on track. Which is about 230. You tend to be able to nudge up values a -little- bit if you're dropping items instead of gold (as selling them means that take-home wealth is half the quest reward, so that won't break things). So I'm calling it 250 in gear for payment here-- Eldata wouldn't have a bunch of cash, but she might have just... stuff... that she got while trying to collect tabs. She tends bar in a frontierey place. Perhaps not expected, but it makes a kind of... very D&amp;amp;Dey... sense.&lt;br /&gt;
&lt;br /&gt;
[[File:rewards.png]]&lt;br /&gt;
&lt;br /&gt;
So OE gives us a perfectly-good script to make someone in a conversation give the PC an item-- but for this kind of reward, it's important to -not- act on every party member. If any of these are set to All Party, then the first person in party picks a reward and everyone is stuck with it. But maybe the wizard learned his lesson, and wants that fortitude ring, and the tank says &amp;quot;Man, screw this chain shirt. I'm only wearing it for lack of starting gold and I wanted a longbow-- gimme that banded armor!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So, new action lines-- ga_give_item, and then the Resource Name of the item in the sTemplate field, and 1 (or however many you want to spawn-- if it was arrows, maybe 20 or 50 would be a better number). More than one action line if there's lots to give. Make -sure- that you advance the quest state on the same node as when you give awards. If you give loot on a different conversation node either it's an earlier node (and you're exploitable) or a later node (and you're going to screw players out of their rewards).&lt;br /&gt;
&lt;br /&gt;
== Residual Repeatable ==&lt;br /&gt;
&lt;br /&gt;
Now, if you're thinking about making sure that all of the work you've done gets play, and if you want to encourage people to work in groups if they find people who need to do the quest they just did, what you can do is add a repeatable onto the end that they can pick up and get a little something for their participation.&lt;br /&gt;
&lt;br /&gt;
Now, this is very simple setup-- it's just like the setup we had in step 5, but we want the arc to be on 14 (the post-rewarded quest state) and the _kill quest to be on 12. Then we set the _kill quest back to 1. But to do this, you need to set the override flag on the quest.&lt;br /&gt;
&lt;br /&gt;
[[File:quest_reset.png]]&lt;br /&gt;
&lt;br /&gt;
Because the state was 12, we have to tell the ACR that we know we're setting a quest backward, and that's OK-- which is what that flag is for. And then we just let the existing centipedes carry the quest up to 11. So we have a different conversation node for arc = 14 and kill = 12, where we give some little niblet of reward (like 15 gold and 10 xp).&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/More_Challenges&amp;diff=2765</id>
		<title>Writing ACR Quests/More Challenges</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/More_Challenges&amp;diff=2765"/>
				<updated>2015-01-06T21:35:40Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: /* Bonus Skill Challenge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bonus Skill Challenge ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;know&amp;quot; this stuff get away from the extra walking.&lt;br /&gt;
&lt;br /&gt;
So to do this, let's reference back to those steps, as we now have two new steps to be concerned with:&lt;br /&gt;
Step 0: The PC hasn't heard of the job&lt;br /&gt;
Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
Step 4: The PC has found the centipede den&lt;br /&gt;
Step 5: The PC has reported back and been given the next task in the quest&lt;br /&gt;
&lt;br /&gt;
These two.&lt;br /&gt;
&lt;br /&gt;
Then, what we'll do is put a skill check on the PC conversation option:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_4.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
But, also, we need to take an action on that same node:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_5.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_6.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Trigger Challenges (&amp;quot;Scouting&amp;quot; quests) ==&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
Step 0: The PC hasn't heard of the job&lt;br /&gt;
Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
Step 4: The PC has found the centipede den&lt;br /&gt;
Step 5: The PC has reported back and been given the next task in the quest&lt;br /&gt;
&lt;br /&gt;
We provide some standard triggers for the task, so grabbing one of those...&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_1.png]]&lt;br /&gt;
&lt;br /&gt;
And drawing it around the centipede lair...&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_2.png]]&lt;br /&gt;
&lt;br /&gt;
Gets us started. Then, upon checking the properties of that trigger, you can get into its local variables.&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_3.png]]&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;raids&amp;quot; or &amp;quot;assaults&amp;quot; in NPC conversations).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Clearing / Slaughter Challenges ==&lt;br /&gt;
&lt;br /&gt;
If you'll recall a little ways back here: &lt;br /&gt;
&lt;br /&gt;
viewtopic.php?f=223&amp;amp;t=51054&amp;amp;start=15#p615704&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
This is like starting the arc, which we did here:&lt;br /&gt;
&lt;br /&gt;
viewtopic.php?f=223&amp;amp;t=51054&amp;amp;start=15#p615561&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Then, to make this quest work, we need to set on the centipedes that they're appropriate creatures to kill to advance this quest.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_3.png|900px]]&lt;br /&gt;
&lt;br /&gt;
And then on completion and accepting the next step, we need to update both quests again. &lt;br /&gt;
&lt;br /&gt;
It's just like we covered here:&lt;br /&gt;
&lt;br /&gt;
viewtopic.php?f=223&amp;amp;t=51054&amp;amp;start=15#p615561&lt;br /&gt;
&lt;br /&gt;
Setting _arc to 6 and _kill to 12.&lt;br /&gt;
&lt;br /&gt;
So our quest looks like so:&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 1: Has Killed 0 of 10 Centipedes&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Challenge&amp;diff=2764</id>
		<title>Writing ACR Quests/The Challenge</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Challenge&amp;diff=2764"/>
				<updated>2015-01-06T21:34:53Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Technical Manuals]]&lt;br /&gt;
This guide is written by our own [[User:Zelknolf|Zelknolf]], [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=223&amp;amp;t=51054 on the forums].&lt;br /&gt;
&lt;br /&gt;
Firstly, let's remember tooling creatures:&lt;br /&gt;
[http://www.alandfaraway.org/wiki/Quest_Creation_Example]&lt;br /&gt;
&lt;br /&gt;
The drunk mercenary that we want the PCs to talk to is a creature, though we don't expect him to fight, so we can be less concerned with the exact precision of all of his stats. As long as he could plausibly be some drunk dude behind an inn (e.g. doesn't cast hellball), we're in good territory. I do want to call out something that doesn't usually matter on drooling bitey monsters, though-- a quest NPC is going to need a conversation on it.&lt;br /&gt;
&lt;br /&gt;
So copy an existing one (this will spare you fussing over stuff like &amp;quot;is this conversation a cutscene?&amp;quot; &amp;quot;do I want to annoy my entire party with that cutscene?&amp;quot; &amp;quot;should I make it a cutscene anyway?&amp;quot; and &amp;quot;should my NPC rapidly blink while narrating?&amp;quot;) and rename it to something useful. Then it goes onto the NPC here:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_1.png]]&lt;br /&gt;
&lt;br /&gt;
Secondly, I want to reference back to conditions:&lt;br /&gt;
&lt;br /&gt;
[http://www.alandfaraway.org/wiki/Writing_ACR_Quests/The_Hook]&lt;br /&gt;
&lt;br /&gt;
I'm going to assume that you know how to do those from here, so if it's rusty or you didn't quite get the hook to work, head back there, refresh your memory, and send some questions at me if necessary.&lt;br /&gt;
&lt;br /&gt;
That said, let's look back at what we wanted to roll:&lt;br /&gt;
◦Knowledge: Nature (DC 11) -- Identify the creature (a 0.25 HD vermin) by its description.&lt;br /&gt;
◦Heal (DC 15) -- Identify the wound, determining that it's a monstrous centipede.&lt;br /&gt;
◦Survival (DC 15) -- Identify likely candidates based on the tale and the surroundings.&lt;br /&gt;
◦Search (DC 15) -- Find a bit of chitin left behind from the scuffle&lt;br /&gt;
&lt;br /&gt;
So we have four skill checks, each one more-or-less prompted by the mercenary's retelling. That being the case, we're going to put our conversation together like this:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_2.png]]&lt;br /&gt;
&lt;br /&gt;
In red&lt;br /&gt;
This is a condition that is almost exactly like the one we set up earlier, but now, we're on quest step 1. We set it to quest step 1 during the conversation with the inn keeper, so we want to set nState on this conversation's acr_quest_progress to 1, so that the PC can only do it after having talked to the inn keeper.&lt;br /&gt;
&lt;br /&gt;
In green&lt;br /&gt;
These are the nodes where we're going to place the skill checks. Note that they are NPC responses to an action. We want them here, because if they appear on a PC line, then all of the skill checks are rolled before the PC attempts anything, and the player knows what will work before trying.&lt;br /&gt;
&lt;br /&gt;
In blue&lt;br /&gt;
The action scripts are going on the same nodes as the skill checks. That is telling the system, &amp;quot;If this is what the NPC ends up saying, I want you to do this.&amp;quot; -- in this case, set the quest to step 2 (and, if you're doing it because they passed a skill check, give them a little XP cookie).&lt;br /&gt;
&lt;br /&gt;
The new bits of script look like so:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_3.png|900px]]&lt;br /&gt;
&lt;br /&gt;
I went and did a naughty thing there, referencing a resource that I didn't introduce to you-- skills.2da is part of the haks, which isn't usually something a builder has to look at. Unfortunately, nSkill has to be an integer, so you have to look up which skill you're going to use here:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/ALandFarAway/ALFA-Base-Resources/blob/master/alfa2_2da.hak/skills.2DA]&lt;br /&gt;
&lt;br /&gt;
The lines marked with &amp;quot;DEL_&amp;quot; are either skills that OE deleted in the NWN1 to NWN2 transition (like discipline) or skills that ALFA deleted because we split it into its subskills (like perform or lore). The other ones are fair game for you to use, and the number for the skill is right next to the name of the skill on that table. Unfortunately, they are on that list in the order they were added, instead of anything like alphabetical-- but, Ctrl+F is &amp;quot;find&amp;quot; in almost every browser, so you can quickly find the skill you're looking for. -- not to sound too teachery, but probably in your best interest to try to identify which skill check is being rolled in the screenshot.&lt;br /&gt;
&lt;br /&gt;
Also, calling out a second time that I put a number which is not 0 into the nXP of the quest update line. So, in this particular search check, if the PC makes it, they get 10 xp (minus dimrets, of course; if a level 20 comes up to beat up some centipedes, they'll get something more like 1 xp).&lt;br /&gt;
&lt;br /&gt;
Once that's done, we have a quest NPC who we just made and made integral to the quest, so he needs a spawn point just like the centipedes did. Anywhere is fine, but I just put him in a heap behind the inn. Presumably smelling like whatever he was trying to drink a couple hours ago (also, smelling of what he successfully drank).&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Conversation_bools_6.png&amp;diff=2763</id>
		<title>File:Conversation bools 6.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Conversation_bools_6.png&amp;diff=2763"/>
				<updated>2015-01-06T21:33:53Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Conversation_bools_5.png&amp;diff=2762</id>
		<title>File:Conversation bools 5.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Conversation_bools_5.png&amp;diff=2762"/>
				<updated>2015-01-06T21:33:39Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Conversation_bools_4.png&amp;diff=2761</id>
		<title>File:Conversation bools 4.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Conversation_bools_4.png&amp;diff=2761"/>
				<updated>2015-01-06T21:33:25Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/More_Challenges&amp;diff=2760</id>
		<title>Writing ACR Quests/More Challenges</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/More_Challenges&amp;diff=2760"/>
				<updated>2015-01-06T21:32:59Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: Created page with &amp;quot;== 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...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bonus Skill Challenge ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;know&amp;quot; this stuff get away from the extra walking.&lt;br /&gt;
&lt;br /&gt;
So to do this, let's reference back to those steps, as we now have two new steps to be concerned with:&lt;br /&gt;
Step 0: The PC hasn't heard of the job&lt;br /&gt;
Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
Step 4: The PC has found the centipede den&lt;br /&gt;
Step 5: The PC has reported back and been given the next task in the quest&lt;br /&gt;
&lt;br /&gt;
These two.&lt;br /&gt;
&lt;br /&gt;
Then, what we'll do is put a skill check on the PC conversation option:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_4.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
But, also, we need to take an action on that same node:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_5.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_6.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Trigger Challenges (&amp;quot;Scouting&amp;quot; quests) ==&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
Step 0: The PC hasn't heard of the job&lt;br /&gt;
Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
Step 4: The PC has found the centipede den&lt;br /&gt;
Step 5: The PC has reported back and been given the next task in the quest&lt;br /&gt;
&lt;br /&gt;
We provide some standard triggers for the task, so grabbing one of those...&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_1.png]]&lt;br /&gt;
&lt;br /&gt;
And drawing it around the centipede lair...&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_2.png]]&lt;br /&gt;
&lt;br /&gt;
Gets us started. Then, upon checking the properties of that trigger, you can get into its local variables.&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_3.png]]&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;raids&amp;quot; or &amp;quot;assaults&amp;quot; in NPC conversations).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Clearing / Slaughter Challenges ==&lt;br /&gt;
&lt;br /&gt;
If you'll recall a little ways back here: &lt;br /&gt;
&lt;br /&gt;
viewtopic.php?f=223&amp;amp;t=51054&amp;amp;start=15#p615704&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
This is like starting the arc, which we did here:&lt;br /&gt;
&lt;br /&gt;
viewtopic.php?f=223&amp;amp;t=51054&amp;amp;start=15#p615561&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Then, to make this quest work, we need to set on the centipedes that they're appropriate creatures to kill to advance this quest.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_3.png|900px]]&lt;br /&gt;
&lt;br /&gt;
And then on completion and accepting the next step, we need to update both quests again. &lt;br /&gt;
&lt;br /&gt;
It's just like we covered here:&lt;br /&gt;
&lt;br /&gt;
viewtopic.php?f=223&amp;amp;t=51054&amp;amp;start=15#p615561&lt;br /&gt;
&lt;br /&gt;
Setting _arc to 6 and _kill to 12.&lt;br /&gt;
&lt;br /&gt;
So our quest looks like so:&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 1: Has Killed 0 of 10 Centipedes&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Turnin&amp;diff=2759</id>
		<title>Writing ACR Quests/The Turnin</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Turnin&amp;diff=2759"/>
				<updated>2015-01-06T21:32:51Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Turnin ==&lt;br /&gt;
&lt;br /&gt;
Fortunately, here, we're in relatively-simple territory. The thing we're going to do here is going to look almost exactly like a quest turn-in. First thing is going to be to get the NPC prompting about the task that has been given to the PC.&lt;br /&gt;
&lt;br /&gt;
But! Something important here, there are two states in which the NPC will ask the same thing.&lt;br /&gt;
&lt;br /&gt;
That is:&lt;br /&gt;
*Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
&lt;br /&gt;
In the red steps, the NPC would ask &amp;quot;Hey, did you learn anything from the mercenary?&amp;quot; (after all, she doesn't know if you've had any luck; that's why she hired you!)&lt;br /&gt;
&lt;br /&gt;
So to do that, we're going to add two lines to our condition tab for the NPC's introduction:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
And then, inside of that node, the PC's response to talk about what they've learned only has one line (for step 2; the one where they have something to report -- we don't have to account for any other step, because we've filtered everything down to PCs on steps 1 or 2 at this point).&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
Now, if this was a simpler quest; a one-step skill challenge, we also set an action to set quest state to 3 when reporting in, fork over a little gold and XP, and call it done. But we've got much more in mind here, so we're going to keep going. The NPC offers more work, and gives the PCs an opportunity to accept or decline. So, if the PC accepts, we need to advance to step 3&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_3.png|900px]]&lt;br /&gt;
&lt;br /&gt;
And from there, we're writing a scouting quest for our next challenge.&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests&amp;diff=2758</id>
		<title>Writing ACR Quests</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests&amp;diff=2758"/>
				<updated>2015-01-06T21:32:19Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Technical Manuals]]&lt;br /&gt;
Static quests are a common strategy to provide less-complex and less-rewarding entertainment for players while there are no DMs online. Ideally, these quests should facilitate role playing by presenting players with a goal that they can pursue for some period of time.&lt;br /&gt;
&lt;br /&gt;
This tutorial will try not to assume and pre-existing knowledge, but will also attempt to link away to other pages to provide definitions that more-proficient users are likely to find cumbersome or extraneous, with this page providing the broadest outline, and links which can be used to view greater detail on the individual parts.&lt;br /&gt;
&lt;br /&gt;
== Quest Basics ==&lt;br /&gt;
Writing a quest generally begins by defining your task. Take a moment to write, as a paragraph or so, what you want characters to have to do in this quest. It can be vague or open-ended, but projects are vulnerable to scope creep if they don't have a goal when they begin.&lt;br /&gt;
&lt;br /&gt;
Once this is done, it comes time to divide your quest into its requisite parts:&lt;br /&gt;
*  '''The Hook''': represents the introduction of the quest to the players involved; something is done to inform the PCs that they have a task to accomplish.&lt;br /&gt;
* '''The Challenge''': represents the actions that the players have to take to consider the quest done.&lt;br /&gt;
* '''The Turnin''': represents how the players are rewarded for completing the chosen task.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
Take, as the simplest example, a courier quest:&lt;br /&gt;
* [[Writing ACR Quests/The Hook | The Hook]]: When the players present to whoever is offering courier work.&lt;br /&gt;
* [[Writing ACR Quests/The Challenge | The Challenge]]: The travel to and from the recipient of the package.&lt;br /&gt;
* [[Writing ACR Quests/The Turnin | The Turnin]]: Speaking to the employer for payment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, these quests can be infinitely recursive. Take, for example, a quest to catch a bothersome and powerful criminal entrenched in a city:&lt;br /&gt;
* Players seek work for the city, and are provided with a series of lower-risk tasks, which uncover something far bigger and more siniser afoot:&lt;br /&gt;
** Primary Hook: Evidence speaks of bad guys who need busting up.&lt;br /&gt;
*** Players recover low value contraband from the bad neighborhood&lt;br /&gt;
**** Hook: Present to Commanding Officer&lt;br /&gt;
**** Challenge: Fight or intimidate street thugs to give up the goods&lt;br /&gt;
**** Turnin: Bring the contraband back to the C.O.&lt;br /&gt;
*** Players carry a message to a guardsman on duty&lt;br /&gt;
**** Hook: Present to C.O.&lt;br /&gt;
**** Challenge: Find guardsman and present message&lt;br /&gt;
***** Hook: Guard has gone missing! Bloody hell!&lt;br /&gt;
***** Challenge: Skulk through the sewers to follow the guardsman's still-warm trail&lt;br /&gt;
***** Turnin: Find unconscious guardsman and revive. Present message&lt;br /&gt;
**** Turnin: Return to C.O.&lt;br /&gt;
*** Players Seek Investigation&lt;br /&gt;
**** Hook: Present to C.O.&lt;br /&gt;
**** Challenge: Return to the missing guardsman's trail to investigate circumstances. Find evidence of organization&lt;br /&gt;
**** Turnin: Bring evidence back to C.O.&lt;br /&gt;
** Primary Challenge: Bust up some Bad Guys&lt;br /&gt;
*** Players find guardsmen who may have seen activity&lt;br /&gt;
**** Hook: Talk to three guardsman to be directed to the most-troubled parts&lt;br /&gt;
**** Challenge: Speak to all of the guards in the troubled area to get hints into the sorts of criminal activities done.&lt;br /&gt;
**** Turnin: Return to C.O.&lt;br /&gt;
*** Players bust up three operations:&lt;br /&gt;
**** Operaton 1: Street dealer&lt;br /&gt;
***** Challenge: find out where a dealer of whatever bad stuff (above) is working. Track and capture him.&lt;br /&gt;
***** Turnin: Bad guy -&amp;gt; Jail&lt;br /&gt;
**** Operation 2: Ships&lt;br /&gt;
***** Challenge: correctly identify and search a ship full of whatever the bad stuff is.&lt;br /&gt;
***** Turnin: Bad stuff -&amp;gt; C.O.&lt;br /&gt;
**** Operation 3: Storage&lt;br /&gt;
***** Challenge: find the avenues being used to move the bad stuff around the city.&lt;br /&gt;
***** Turnin: Bring information back to C.O.&lt;br /&gt;
*** Information gained from three operations directs to a likely location for a center of bad stuff in the city. Players bust in and bust things up, probably dealing with heavy resistance and hazardous settings.&lt;br /&gt;
** Primary Turnin: Return to the C.O. and get money or a promotion or something.&lt;br /&gt;
&lt;br /&gt;
== Recap ==&lt;br /&gt;
And there is demonstration there that you can have quests within quests within quests: using one's quest's completion as prerequisite to the advancement of another arc-like quest, or how you can have sequences of checks or actions (potentially unrelated actions) be required to progress the quest to its next step: and those quests can themselves be complex, if the circumstances require. Ultimately, though, it does need to be boiled down into nests or sequences of simple things before it can be built.&lt;br /&gt;
&lt;br /&gt;
== Advanced skill challenges ==&lt;br /&gt;
But why stop there Zelknolf goes on to show us how to create even more dynamic quests.&lt;br /&gt;
&lt;br /&gt;
[[Writing ACR Quests/More Challenges | Advanced Challenges]]&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Turnin&amp;diff=2757</id>
		<title>Writing ACR Quests/The Turnin</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Turnin&amp;diff=2757"/>
				<updated>2015-01-06T21:26:00Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Turnin ==&lt;br /&gt;
&lt;br /&gt;
Fortunately, here, we're in relatively-simple territory. The thing we're going to do here is going to look almost exactly like a quest turn-in. First thing is going to be to get the NPC prompting about the task that has been given to the PC.&lt;br /&gt;
&lt;br /&gt;
But! Something important here, there are two states in which the NPC will ask the same thing.&lt;br /&gt;
&lt;br /&gt;
That is:&lt;br /&gt;
*Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
&lt;br /&gt;
In the red steps, the NPC would ask &amp;quot;Hey, did you learn anything from the mercenary?&amp;quot; (after all, she doesn't know if you've had any luck; that's why she hired you!)&lt;br /&gt;
&lt;br /&gt;
So to do that, we're going to add two lines to our condition tab for the NPC's introduction:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
And then, inside of that node, the PC's response to talk about what they've learned only has one line (for step 2; the one where they have something to report -- we don't have to account for any other step, because we've filtered everything down to PCs on steps 1 or 2 at this point).&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
Now, if this was a simpler quest; a one-step skill challenge, we also set an action to set quest state to 3 when reporting in, fork over a little gold and XP, and call it done. But we've got much more in mind here, so we're going to keep going. The NPC offers more work, and gives the PCs an opportunity to accept or decline. So, if the PC accepts, we need to advance to step 3&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_3.png|900px]]&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Turnin&amp;diff=2756</id>
		<title>Writing ACR Quests/The Turnin</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Turnin&amp;diff=2756"/>
				<updated>2015-01-06T21:25:25Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: Created page with &amp;quot;== The Turnin ==  Fortunately, here, we're in relatively-simple territory. The thing we're going to do here is going to look almost exactly like a quest turn-in. First thing i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Turnin ==&lt;br /&gt;
&lt;br /&gt;
Fortunately, here, we're in relatively-simple territory. The thing we're going to do here is going to look almost exactly like a quest turn-in. First thing is going to be to get the NPC prompting about the task that has been given to the PC.&lt;br /&gt;
&lt;br /&gt;
But! Something important here, there are two states in which the NPC will ask the same thing.&lt;br /&gt;
&lt;br /&gt;
That is:&lt;br /&gt;
*Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
&lt;br /&gt;
In the red steps, the NPC would ask &amp;quot;Hey, did you learn anything from the mercenary?&amp;quot; (after all, she doesn't know if you've had any luck; that's why she hired you!)&lt;br /&gt;
&lt;br /&gt;
So to do that, we're going to add two lines to our condition tab for the NPC's introduction:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_1.png]]&lt;br /&gt;
&lt;br /&gt;
And then, inside of that node, the PC's response to talk about what they've learned only has one line (for step 2; the one where they have something to report -- we don't have to account for any other step, because we've filtered everything down to PCs on steps 1 or 2 at this point).&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_2.png]]&lt;br /&gt;
&lt;br /&gt;
Now, if this was a simpler quest; a one-step skill challenge, we also set an action to set quest state to 3 when reporting in, fork over a little gold and XP, and call it done. But we've got much more in mind here, so we're going to keep going. The NPC offers more work, and gives the PCs an opportunity to accept or decline. So, if the PC accepts, we need to advance to step 3&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_3.png]]&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Conversation_bools_3.png&amp;diff=2755</id>
		<title>File:Conversation bools 3.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Conversation_bools_3.png&amp;diff=2755"/>
				<updated>2015-01-06T21:22:28Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: Rumple c uploaded a new version of &amp;amp;quot;File:Conversation bools 3.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Conversation_bools_2.png&amp;diff=2754</id>
		<title>File:Conversation bools 2.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Conversation_bools_2.png&amp;diff=2754"/>
				<updated>2015-01-06T21:22:12Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: Rumple c uploaded a new version of &amp;amp;quot;File:Conversation bools 2.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Challenge&amp;diff=2753</id>
		<title>Writing ACR Quests/The Challenge</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Challenge&amp;diff=2753"/>
				<updated>2015-01-06T21:16:47Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Technical Manuals]]&lt;br /&gt;
This guide is written by our own [[User:Zelknolf|Zelknolf]], [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=223&amp;amp;t=51054 on the forums].&lt;br /&gt;
&lt;br /&gt;
Firstly, let's remember tooling creatures:&lt;br /&gt;
[http://www.alandfaraway.org/wiki/Quest_Creation_Example]&lt;br /&gt;
&lt;br /&gt;
The drunk mercenary that we want the PCs to talk to is a creature, though we don't expect him to fight, so we can be less concerned with the exact precision of all of his stats. As long as he could plausibly be some drunk dude behind an inn (e.g. doesn't cast hellball), we're in good territory. I do want to call out something that doesn't usually matter on drooling bitey monsters, though-- a quest NPC is going to need a conversation on it.&lt;br /&gt;
&lt;br /&gt;
So copy an existing one (this will spare you fussing over stuff like &amp;quot;is this conversation a cutscene?&amp;quot; &amp;quot;do I want to annoy my entire party with that cutscene?&amp;quot; &amp;quot;should I make it a cutscene anyway?&amp;quot; and &amp;quot;should my NPC rapidly blink while narrating?&amp;quot;) and rename it to something useful. Then it goes onto the NPC here:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_1.png]]&lt;br /&gt;
&lt;br /&gt;
Secondly, I want to reference back to conditions:&lt;br /&gt;
&lt;br /&gt;
[http://www.alandfaraway.org/wiki/Writing_ACR_Quests/The_Hook]&lt;br /&gt;
&lt;br /&gt;
I'm going to assume that you know how to do those from here, so if it's rusty or you didn't quite get the hook to work, head back there, refresh your memory, and send some questions at me if necessary.&lt;br /&gt;
&lt;br /&gt;
That said, let's look back at what we wanted to roll:&lt;br /&gt;
◦Knowledge: Nature (DC 11) -- Identify the creature (a 0.25 HD vermin) by its description.&lt;br /&gt;
◦Heal (DC 15) -- Identify the wound, determining that it's a monstrous centipede.&lt;br /&gt;
◦Survival (DC 15) -- Identify likely candidates based on the tale and the surroundings.&lt;br /&gt;
◦Search (DC 15) -- Find a bit of chitin left behind from the scuffle&lt;br /&gt;
&lt;br /&gt;
So we have four skill checks, each one more-or-less prompted by the mercenary's retelling. That being the case, we're going to put our conversation together like this:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_2.png]]&lt;br /&gt;
&lt;br /&gt;
In red&lt;br /&gt;
This is a condition that is almost exactly like the one we set up earlier, but now, we're on quest step 1. We set it to quest step 1 during the conversation with the inn keeper, so we want to set nState on this conversation's acr_quest_progress to 1, so that the PC can only do it after having talked to the inn keeper.&lt;br /&gt;
&lt;br /&gt;
In green&lt;br /&gt;
These are the nodes where we're going to place the skill checks. Note that they are NPC responses to an action. We want them here, because if they appear on a PC line, then all of the skill checks are rolled before the PC attempts anything, and the player knows what will work before trying.&lt;br /&gt;
&lt;br /&gt;
In blue&lt;br /&gt;
The action scripts are going on the same nodes as the skill checks. That is telling the system, &amp;quot;If this is what the NPC ends up saying, I want you to do this.&amp;quot; -- in this case, set the quest to step 2 (and, if you're doing it because they passed a skill check, give them a little XP cookie).&lt;br /&gt;
&lt;br /&gt;
The new bits of script look like so:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_3.png|900px]]&lt;br /&gt;
&lt;br /&gt;
I went and did a naughty thing there, referencing a resource that I didn't introduce to you-- skills.2da is part of the haks, which isn't usually something a builder has to look at. Unfortunately, nSkill has to be an integer, so you have to look up which skill you're going to use here:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/ALandFarAway/ALFA-Base-Resources/blob/master/alfa2_2da.hak/skills.2DA]&lt;br /&gt;
&lt;br /&gt;
The lines marked with &amp;quot;DEL_&amp;quot; are either skills that OE deleted in the NWN1 to NWN2 transition (like discipline) or skills that ALFA deleted because we split it into its subskills (like perform or lore). The other ones are fair game for you to use, and the number for the skill is right next to the name of the skill on that table. Unfortunately, they are on that list in the order they were added, instead of anything like alphabetical-- but, Ctrl+F is &amp;quot;find&amp;quot; in almost every browser, so you can quickly find the skill you're looking for. -- not to sound too teachery, but probably in your best interest to try to identify which skill check is being rolled in the screenshot.&lt;br /&gt;
&lt;br /&gt;
Also, calling out a second time that I put a number which is not 0 into the nXP of the quest update line. So, in this particular search check, if the PC makes it, they get 10 xp (minus dimrets, of course; if a level 20 comes up to beat up some centipedes, they'll get something more like 1 xp).&lt;br /&gt;
&lt;br /&gt;
Once that's done, we have a quest NPC who we just made and made integral to the quest, so he needs a spawn point just like the centipedes did. Anywhere is fine, but I just put him in a heap behind the inn. Presumably smelling like whatever he was trying to drink a couple hours ago (also, smelling of what he successfully drank).&lt;br /&gt;
&lt;br /&gt;
== Bonus Skill Challenge ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;know&amp;quot; this stuff get away from the extra walking.&lt;br /&gt;
&lt;br /&gt;
So to do this, let's reference back to those steps, as we now have two new steps to be concerned with:&lt;br /&gt;
Step 0: The PC hasn't heard of the job&lt;br /&gt;
Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
Step 4: The PC has found the centipede den&lt;br /&gt;
Step 5: The PC has reported back and been given the next task in the quest&lt;br /&gt;
&lt;br /&gt;
These two.&lt;br /&gt;
&lt;br /&gt;
Then, what we'll do is put a skill check on the PC conversation option:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_4.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
But, also, we need to take an action on that same node:&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_5.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:conversation_bools_6.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Trigger Challenges (&amp;quot;Scouting&amp;quot; quests) ==&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
Step 0: The PC hasn't heard of the job&lt;br /&gt;
Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
Step 4: The PC has found the centipede den&lt;br /&gt;
Step 5: The PC has reported back and been given the next task in the quest&lt;br /&gt;
&lt;br /&gt;
We provide some standard triggers for the task, so grabbing one of those...&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_1.png]]&lt;br /&gt;
&lt;br /&gt;
And drawing it around the centipede lair...&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_2.png]]&lt;br /&gt;
&lt;br /&gt;
Gets us started. Then, upon checking the properties of that trigger, you can get into its local variables.&lt;br /&gt;
&lt;br /&gt;
[[File:quest_trigger_3.png]]&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;raids&amp;quot; or &amp;quot;assaults&amp;quot; in NPC conversations).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Clearing / Slaughter Challenges ==&lt;br /&gt;
&lt;br /&gt;
If you'll recall a little ways back here: &lt;br /&gt;
&lt;br /&gt;
viewtopic.php?f=223&amp;amp;t=51054&amp;amp;start=15#p615704&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
This is like starting the arc, which we did here:&lt;br /&gt;
&lt;br /&gt;
viewtopic.php?f=223&amp;amp;t=51054&amp;amp;start=15#p615561&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Then, to make this quest work, we need to set on the centipedes that they're appropriate creatures to kill to advance this quest.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:slaughter_3.png|900px]]&lt;br /&gt;
&lt;br /&gt;
And then on completion and accepting the next step, we need to update both quests again. &lt;br /&gt;
&lt;br /&gt;
It's just like we covered here:&lt;br /&gt;
&lt;br /&gt;
viewtopic.php?f=223&amp;amp;t=51054&amp;amp;start=15#p615561&lt;br /&gt;
&lt;br /&gt;
Setting _arc to 6 and _kill to 12.&lt;br /&gt;
&lt;br /&gt;
So our quest looks like so:&lt;br /&gt;
*Arc Step 0: The PC hasn't heard of the job&lt;br /&gt;
*Arc Step 1: The PC has been told to talk to the mercenary&lt;br /&gt;
*Arc Step 2: The PC has talked to the mercenary, and has information to report&lt;br /&gt;
*Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.&lt;br /&gt;
*Arc Step 4: The PC has found the centipede den&lt;br /&gt;
*Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat&lt;br /&gt;
*Kill Step 1: Has Killed 0 of 10 Centipedes&lt;br /&gt;
*Kill Step 2: Has Killed 1 of 10 Centipedes&lt;br /&gt;
*Kill Step 3: Has Killed 2 of 10 Centipedes&lt;br /&gt;
*Kill Step 4: Has Killed 3 of 10 Centipedes&lt;br /&gt;
*Kill Step 5: Has Killed 4 of 10 Centipedes&lt;br /&gt;
*Kill Step 6: Has Killed 5 of 10 Centipedes&lt;br /&gt;
*Kill Step 7: Has Killed 6 of 10 Centipedes&lt;br /&gt;
*Kill Step 8: Has Killed 7 of 10 Centipedes&lt;br /&gt;
*Kill Step 9: Has Killed 8 of 10 Centipedes&lt;br /&gt;
*Kill Step 10: Has Killed 9 of 10 Centipedes&lt;br /&gt;
*Kill Step 11: Has Killed 10 of 10 Centipedes&lt;br /&gt;
*Kill Step 12: Has turned in the centipede murder&lt;br /&gt;
*Arc Step 6: Eldata tells the PCs that the killing of a few centipedes made everything worse, and asks them to contain the threat.&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Conversation_bools_3.png&amp;diff=2752</id>
		<title>File:Conversation bools 3.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Conversation_bools_3.png&amp;diff=2752"/>
				<updated>2015-01-06T21:14:48Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: Rumple c uploaded a new version of &amp;amp;quot;File:Conversation bools 3.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Conversation_bools_2.png&amp;diff=2751</id>
		<title>File:Conversation bools 2.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Conversation_bools_2.png&amp;diff=2751"/>
				<updated>2015-01-06T21:14:33Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: Rumple c uploaded a new version of &amp;amp;quot;File:Conversation bools 2.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Conversation_bools_1.png&amp;diff=2750</id>
		<title>File:Conversation bools 1.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Conversation_bools_1.png&amp;diff=2750"/>
				<updated>2015-01-06T21:14:19Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: Rumple c uploaded a new version of &amp;amp;quot;File:Conversation bools 1.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Quest_trigger_3.png&amp;diff=2749</id>
		<title>File:Quest trigger 3.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Quest_trigger_3.png&amp;diff=2749"/>
				<updated>2015-01-06T21:12:46Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Quest_trigger_2.png&amp;diff=2748</id>
		<title>File:Quest trigger 2.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Quest_trigger_2.png&amp;diff=2748"/>
				<updated>2015-01-06T21:12:31Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Quest_trigger_1.png&amp;diff=2747</id>
		<title>File:Quest trigger 1.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Quest_trigger_1.png&amp;diff=2747"/>
				<updated>2015-01-06T21:12:14Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Slaughter_3.png&amp;diff=2746</id>
		<title>File:Slaughter 3.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Slaughter_3.png&amp;diff=2746"/>
				<updated>2015-01-06T21:10:44Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Slaughter_2.png&amp;diff=2745</id>
		<title>File:Slaughter 2.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Slaughter_2.png&amp;diff=2745"/>
				<updated>2015-01-06T21:10:29Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Slaughter_1.png&amp;diff=2744</id>
		<title>File:Slaughter 1.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Slaughter_1.png&amp;diff=2744"/>
				<updated>2015-01-06T21:10:10Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Challenge&amp;diff=2743</id>
		<title>Writing ACR Quests/The Challenge</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_ACR_Quests/The_Challenge&amp;diff=2743"/>
				<updated>2015-01-06T20:50:47Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: Created page with &amp;quot;Category:Technical Manuals This guide is written by our own Zelknolf, [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=223&amp;amp;t=51054 on the forums].  Fi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Technical Manuals]]&lt;br /&gt;
This guide is written by our own [[User:Zelknolf|Zelknolf]], [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=223&amp;amp;t=51054 on the forums].&lt;br /&gt;
&lt;br /&gt;
Firstly, let's remember tooling creatures:&lt;br /&gt;
[http://www.alandfaraway.org/wiki/Quest_Creation_Example]&lt;br /&gt;
&lt;br /&gt;
The drunk mercenary that we want the PCs to talk to is a creature, though we don't expect him to fight, so we can be less concerned with the exact precision of all of his stats. As long as he could plausibly be some drunk dude behind an inn (e.g. doesn't cast hellball), we're in good territory. I do want to call out something that doesn't usually matter on drooling bitey monsters, though-- a quest NPC is going to need a conversation on it.&lt;br /&gt;
&lt;br /&gt;
So copy an existing one (this will spare you fussing over stuff like &amp;quot;is this conversation a cutscene?&amp;quot; &amp;quot;do I want to annoy my entire party with that cutscene?&amp;quot; &amp;quot;should I make it a cutscene anyway?&amp;quot; and &amp;quot;should my NPC rapidly blink while narrating?&amp;quot;) and rename it to something useful. Then it goes onto the NPC here:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_1.png]]&lt;br /&gt;
&lt;br /&gt;
Secondly, I want to reference back to conditions:&lt;br /&gt;
&lt;br /&gt;
[http://www.alandfaraway.org/wiki/Writing_ACR_Quests/The_Hook]&lt;br /&gt;
&lt;br /&gt;
I'm going to assume that you know how to do those from here, so if it's rusty or you didn't quite get the hook to work, head back there, refresh your memory, and send some questions at me if necessary.&lt;br /&gt;
&lt;br /&gt;
That said, let's look back at what we wanted to roll:&lt;br /&gt;
◦Knowledge: Nature (DC 11) -- Identify the creature (a 0.25 HD vermin) by its description.&lt;br /&gt;
◦Heal (DC 15) -- Identify the wound, determining that it's a monstrous centipede.&lt;br /&gt;
◦Survival (DC 15) -- Identify likely candidates based on the tale and the surroundings.&lt;br /&gt;
◦Search (DC 15) -- Find a bit of chitin left behind from the scuffle&lt;br /&gt;
&lt;br /&gt;
So we have four skill checks, each one more-or-less prompted by the mercenary's retelling. That being the case, we're going to put our conversation together like this:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_2.png]]&lt;br /&gt;
&lt;br /&gt;
In red&lt;br /&gt;
This is a condition that is almost exactly like the one we set up earlier, but now, we're on quest step 1. We set it to quest step 1 during the conversation with the inn keeper, so we want to set nState on this conversation's acr_quest_progress to 1, so that the PC can only do it after having talked to the inn keeper.&lt;br /&gt;
&lt;br /&gt;
In green&lt;br /&gt;
These are the nodes where we're going to place the skill checks. Note that they are NPC responses to an action. We want them here, because if they appear on a PC line, then all of the skill checks are rolled before the PC attempts anything, and the player knows what will work before trying.&lt;br /&gt;
&lt;br /&gt;
In blue&lt;br /&gt;
The action scripts are going on the same nodes as the skill checks. That is telling the system, &amp;quot;If this is what the NPC ends up saying, I want you to do this.&amp;quot; -- in this case, set the quest to step 2 (and, if you're doing it because they passed a skill check, give them a little XP cookie).&lt;br /&gt;
&lt;br /&gt;
The new bits of script look like so:&lt;br /&gt;
&lt;br /&gt;
[[File:tooling_skillcheck_3.png|900px]]&lt;br /&gt;
&lt;br /&gt;
I went and did a naughty thing there, referencing a resource that I didn't introduce to you-- skills.2da is part of the haks, which isn't usually something a builder has to look at. Unfortunately, nSkill has to be an integer, so you have to look up which skill you're going to use here:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/ALandFarAway/ALFA-Base-Resources/blob/master/alfa2_2da.hak/skills.2DA]&lt;br /&gt;
&lt;br /&gt;
The lines marked with &amp;quot;DEL_&amp;quot; are either skills that OE deleted in the NWN1 to NWN2 transition (like discipline) or skills that ALFA deleted because we split it into its subskills (like perform or lore). The other ones are fair game for you to use, and the number for the skill is right next to the name of the skill on that table. Unfortunately, they are on that list in the order they were added, instead of anything like alphabetical-- but, Ctrl+F is &amp;quot;find&amp;quot; in almost every browser, so you can quickly find the skill you're looking for. -- not to sound too teachery, but probably in your best interest to try to identify which skill check is being rolled in the screenshot.&lt;br /&gt;
&lt;br /&gt;
Also, calling out a second time that I put a number which is not 0 into the nXP of the quest update line. So, in this particular search check, if the PC makes it, they get 10 xp (minus dimrets, of course; if a level 20 comes up to beat up some centipedes, they'll get something more like 1 xp).&lt;br /&gt;
&lt;br /&gt;
Once that's done, we have a quest NPC who we just made and made integral to the quest, so he needs a spawn point just like the centipedes did. Anywhere is fine, but I just put him in a heap behind the inn. Presumably smelling like whatever he was trying to drink a couple hours ago (also, smelling of what he successfully drank).&lt;/div&gt;</summary>
		<author><name>Rumple c</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Tooling_skillcheck_3.png&amp;diff=2742</id>
		<title>File:Tooling skillcheck 3.png</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Tooling_skillcheck_3.png&amp;diff=2742"/>
				<updated>2015-01-06T20:49:26Z</updated>
		
		<summary type="html">&lt;p&gt;Rumple c: &lt;/p&gt;
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		<author><name>Rumple c</name></author>	</entry>

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