Moonshaes Improvement Programme

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Cast_No_Shadow
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Moonshaes Improvement Programme

Post by Cast_No_Shadow »

As you may have guessed we're working hard at the moment to push MS's back to where it belongs as a kick-ass server.

Part of that includes working on making the server more interactive. Things included in this are adding some uniqueness to NPC's, conversations and actions. Giving out lore and general tid bits of information. Heroics of past PC's fit in here as well.

We're also looking to revamp the static content. Falling into three broad categories we're wanting to build a chain of quests that server as an introduction to the server show a new player around, take them around the main locals, introduce them to boat travel and perhaps showcase a few NPC's and the main antagonists on the isles.

We're also looking to include some quests that fit the "Group of people with no DM looking for something to do" mould. I'm very keen that they should be repeatable group quests that make sense IC to be so but also don't just become the things high level characters do when they walk around the server solo (no offence to any high level characters) so I think these require the most thought to make them interesting and viable.

Finally we're thinking about bringing factions a bit more to the fore on the Isles. Its undecided which yet but linking it with good interactive content is perhaps the coolest idea I've come across for repeatable quests. We'd be looking to tie in small amounts of content to mutually exclusive factions PC's can join ie. druid PC can't also join the merc guild and the northmen camp and the merchant sailors etc.

The idea being the PC gets a random task drawn from a list that they can work on to aid their faction. Ideally these would be factions that encourage PC's to work together, something that can be reflected in the quests themselves.

What I'm looking for from you guys are ideas, lore and maybe even volunteers. Ideas based on quest mechanics would be good, as well as overall ideas for quests especially ones that reflect the server's lore or history. Lore and canon ideas and past PC exploits that might deserve a mention in the additions are also welcome. Feel free to PM them to me or any other DM if you don't want to make it all public.

We'd also appreciate any body who feels like writing dialogue for unique NPC conversations or other situations where the spreading of lore would be a nice addition to the server.
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Cast_No_Shadow
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Re: Moonshaes Improvement Programme

Post by Cast_No_Shadow »

Additionally, we're also looking for any other idea's you might have about ways we can improve the server for you guys.

It'd also be worth noting we're keen to start working around the most used areas of the server, the main Islands rather than the edges, we'll hopefully work our way out to them.
I-KP
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Re: Moonshaes Improvement Programme

Post by I-KP »

I've been fermenting a few Druidy ideas for linked quests, and talk of making them more faction-based plays into that nicely. I'll type something up soon.
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Re: Moonshaes Improvement Programme

Post by I-KP »

Nature’s Route

Druid and Ranger circles rely on news arriving from distant parts of the land in order to stay abreast of happenings both locally and afar. The only way to ensure that knowledge reaches all necessary Druid Circles, Druids and Rangers carry with them the news of the day -- in spoken form, not written -- when they embark upon their journeys between Moonwells (and other natural sites of note).

This quest would be a mail delivery style quest but instead of it being point-to-point it would carry returns based on the number of different locations visited before hand-in. For example: collect the quest, visit three of the known Druidic locations, collect a token found at each site, hand the quest in and receive nominal reward for each token based on its difficulty to obtain modified by the number of sites visited.

Quest Items: Quest items would be represented by tokens found at each site. Each token should reflect the nature of the site and its most common denizens. Each token could then carry upon it a short extract from the Lore for the relevant deity for that area. Examples might include…

‘An Ear of Wheat’ <a short extract about Chauntea, the Grain Goddess>
‘A Green Acorn’ <a short extract about Silvanus, the Treefather>
‘A White Daisy’ <a short extract about Sheela Peryroyl, the Watchful Mother of Kin>
‘An Iron Splinter’ <a short extract about Thard Harr, the Lord of the Jungle Deeps>
‘A Blooded Claw’ <a short extract about Malar, the Beastlord>

These tokens could be supplied by talking to an NPC at the location or by simply picking it up from a known location. (For tokens located in dangerous areas it might be best to have the token as a pick-up rather than be forced to talk to an NPC that would under normal circumstances seek to eat your skin.)

The Quest itself, and the Quest items, should only be available to class type Druid and Ranger or anyone with Knowledge(Nature):10+. Player faction mechanics may also play a part.

Reward: The reward for each token should reflect how far away it is from the quest giver and how dangerous the area is. The final reward for all tokens collected should be subject to a coefficient determined by the total number of different tokens handed in at that moment. For example, if there are five possible tokens to be collected the final hand-in reward would be subject to the following coefficients: 1 unique token handed in = 0.2; 2 tokens = 0.4; 3 tokens = 0.6; 4 tokens = 0.8; all tokens = 1.0.

To extend the example, if the above Quest Item examples were rated in sequential ‘value’, i.e., 1-2-3-4-5, and only the ‘A Green Acorn’ and ‘A Blooded Claw’ tokens were handed in the final reward ‘value’ would be ‘3’ [(2 + 5)*0.4]; whereas, a grande tour of tokens would net a reward of ‘15’ [(1+2+3+4+5)*1.0].

The coefficient ensures that the quest benefits the player from visiting as many locations as possible before hand-in in order to maximise reward. The coefficients provided are illustrative of the concept and would need to be tailored to suit the final quest setup.
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Re: Moonshaes Improvement Programme

Post by I-KP »

The Horstall Lanterns

(Note: This quest may require the creation of one or more new areas: heavily wooded exterior(s) that can be attached to the Llyrath Forest near Horstall.
Also, some placeables can have Light cast upon them in the game - chairs for example - so if there is some way of tracking that event it would help with making this quest possible.)

The line between civilisation and the wild is not one easily defined, even amongst those blessed with a natural affinity for the land; however, when a force of nature is subject to an uncontrolled and corrupting influence differences are set aside amongst the dutiful and unified action is taken. One such corrupting force is the Black Blooded of Malar, the Lycanthropes. With Druids being Druids the solution to such a problem is often a careful compromise, a delicate balancing of many factors. This situation is to be no different: containment rather than eradication.

The quest involves venturing into Garmos’ Hollow, a little visited dark corner of the Llyrath Forest reported to be the point at which good folk travel no further after sunlight hours lest they be in danger of falling prey to packs of Lycanthropes. The objective is to find and re-light seven enchanted Archeus Lanterns. Whilst lit these lanterns serve as the first line of protection against the sentient carnivores that lurk deeper within the forest, particularly at night. Only those blessed with the touch of nature can re-light the Archeus Lanterns, i.e., the quest is only available to Druids and Rangers or those of the Druid faction, but any folk capable of baring arms may help in this endeavour.

The Questgiver would most probably be someone within the Horstall settlement.

Quest Items: The Archeus Lanterns. Natural prominences summoned up from the ground by followers of Grumbar that once burned with a continual, radiant light. These days the eternal flames aren’t quite so eternal and benefit from a helping hand every once in a while. Casting ‘Light’ on a Lantern during the hours of darkness accomplishes this task.

Quest Map: One or more heavily wooded exteriors with the following characteristics:-
- Eerie, misty and dense with many ambush points, particularly from outcroppings.
- Interwoven with shallow creeks and choking brush.
- An abandoned village, long reclaimed by the forest.
- Seven Archeus Lanterns placed evenly throughout the exteriors.

The whole area would be populated by Lycanthropes during night time hours, initially low in number to allow low powered groups to reach at least the first two or three Lanterns but building up to a serious contingent around the final couple of Lanterns.

Reward: The quest reward is scaled to the number of unique Archeus Lanterns having been lit prior to hand-in: 1 = ‘1’, 2 = ‘3’, 3 = ‘6’, 4 = ‘10’, 5 = ‘15’, 6 = ‘21’, 7 = ‘28’. Combat XP is also available for other party members for Lycanthrope kills.

Seven Archeus Lanterns are required to ensure that usually more than one caster will be required and the Lycanthrope threat should mean that the casters need to bring some extra manpower with them.


If the technical requirements for this quest aren’t feasible I suppose the Archeus Lanterns could be containers that give a unique-to-that-Lantern quest token once reached. If the act of interaction with the Lantern is enough to trigger a Light spell (so it goes out eventually) then all the better.
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Re: Moonshaes Improvement Programme

Post by I-KP »

Fangbar’s Wretched

The hamlet of Horstall is situated on the outskirts of the Llyrath Forest and although the woodlands provide great boon to the growing settlement it also presents great dangers, particularly from the regions of the forest where even sunlight shuns its murky depths. Unfortunately, the nocturnal denizens of this dangerous region sometimes venture out from the cover of the forest and forage in amongst the Human’s domain.

An infamous Lycanthrope, given the name Fangbar by the people of Horstall, had taken to worrying livestock in the hamlet during night time hours. (In all likelihood there is no one, single ‘Fangbar’.) At the time the folk of Horstall accepted these losses, much rather it snatched hogs than folk, but it has become clear that not all of Fangbar’s catches had been taken for eating. Malformed Wereboars have been chasing the woodcutters and hunters from even the more well travelled areas of the Llyrath Forest and the people of Horstall have clubbed together to pay a bounty to outsiders willing to help them.

This is a hunting quest which links in with The Horstall Lanterns. Deep within the Garmos’ Hollow region of the forest Wereboars do roam and a bounty is being paid per tusk. This quest is available only to the Fighter and Rogue classes.

The Questgiver will most likely be a folk representative within Horstall.

Quest Items: ‘Wereboar’ tusks are dropped, D2 per beast felled. The value of each tusk relates directly to the size of the creature felled with the most dangerous ‘Wereboars’ being located in and around the final couple of Archeus Lanterns (see ‘The Horstall Lanterns’ quest). Examples of ‘Wereboar’ types:-
- Small Wereboar. CR1; a small wild boar.
- Large Wereboar. CR3; a larger, more powerful boar.
- Dreadful Wereboar. CR7; a Direboar-like monster.
- ‘The Wretched’. CR??; rare spawn; enough to scare even a high-ish level party.

Quest Map: Uses the same locations as ‘The Horstall Lanterns’ quest.

Reward: Bounty is paid per tusk, as per the following:-
- Small Tusk value: ‘1’
- Large Tusk value: ‘3’
- Dreadful Tusk value: ‘7’
- Wretched Tusk value: ‘28’
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Cast_No_Shadow
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Re: Moonshaes Improvement Programme

Post by Cast_No_Shadow »

Fantastic Ideas I-KP, keep them coming! I assume you don't mind if we alter your quest ideas around a bit if needed?
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Re: Moonshaes Improvement Programme

Post by I-KP »

Cast_No_Shadow wrote:Fantastic Ideas I-KP, keep them coming! I assume you don't mind if we alter your quest ideas around a bit if needed?
I'd be chuffed if any of them make it in! Fiddle to your heart's content. They're mainly high level concepts rather than finely balanced detail.
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CloudDancing
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Re: Moonshaes Improvement Programme

Post by CloudDancing »

i'd like to see the plant gather spawns and our current mushroom spawns get a Quest style dialog pay off of XP and gold like BG. Currently Helga the Herbalist of Calidyrr just buys them for a very low price into her inventory.

Also I love all of IKP's ideas/
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Re: Moonshaes Improvement Programme

Post by danielmn »

Cloud_Dancing wrote:i'd like to see the plant gather spawns and our current mushroom spawns get a Quest style dialog pay off of XP and gold like BG. Currently Helga the Herbalist of Calidyrr just buys them for a very low price into her inventory.

Also I love all of IKP's ideas/
No. Please no. Up the gold if you must....but no.
Swift wrote: Permadeath is only permadeath when the PCs wallet is empty.
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<Castano>: danielnm - can you blame them?
<danielmn>: Yes,
<danielmn>: Easily.

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dergon darkhelm
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Re: Moonshaes Improvement Programme

Post by dergon darkhelm »

Group Quests-

A good way to encourage groups is to make them oriented towards the "PnP balanced party"

Placed traps abnd locked doors that make a rogue a big help. (especially doors that re-lock behind you, cutting off the exit ;) )

A puzzle that has a scripted Knowledge or Int check to learn the magic word to open the portal to the loot chamber.

Some undeads with lots of DR that need a cleric to turn or a big meat to fight through etc.

Well positioned spell slingers would require the attention of multiple players.



Wynna had even built some areas that absolutely required more than 1 PC by putting the opening switch to a door far away for the locked door which only opens for one round.......

____

I know that is labor intensive but some of that would be cool.

___
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed

NWN2: ??

gsid: merado_1
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Re: Moonshaes Improvement Programme

Post by I-KP »

Blighter’s Knell and the Crack Willow

(Note: This quest will require a new eerie riverside and floodplains exterior linked from Cantrev Koart or the east road from Koart.)

There are few living relics of another age that one can lay a finger upon in this day and age but the Crack Willow of Ebora Creek is one of them. The ancient tree is said to be many things with chief among them being that it is a dormant avatar of the Treefather and that every branch that falls into the river from its laden boughs floats downstream and seeds the woodlands with the Treefather’s life preserving blessing. The Druids of various Gwynneth Moonwells believe this to be true and as such great continuing effort is being undertaken to preserve and protect the eerie woodland progenitor.

The course of all rivers change, such is the natural order of things; however, when the natural wanders into contact with the unnatural trouble results. The river that brings water to the roots of the Crack Willow now cuts an upriver course close to the Macsheehan Ruins, and along with it floundering Undead are washed downriver. The threat posed to the Crack Willow was mitigated by the Druids of the land some time ago by means of a near impenetrable Hawthorn barrier that filtered the river of its Undead flotsam and held the creatures at bay from the ancient tree within the natural enclosure. Duty falls to the wardens of the wild to periodically empty the enclosure of its various accumulated horrors and to purify the rootball of the great tree with a rejuvenating brew, although the former presents far greater challenges than the latter.

The Hawthorn barrier forms a large enclosure around the floodplains of Ebora Creek to insulate the Crack Willow from the river’s foetid load. The barrier is gated by a heavy, natural doorway which yields once only to the touch of the blessed (Druid or Ranger – key token consumed upon opening) but passage must be made quickly as the door closes and locks swiftly behind. The Hawthorn door can be opened from within only by ringing what has come to be known as the Blighter’s Knell which is situated on the far side of the Hawthorn enclosure. The effect begin that living souls ring the bell which attracts the Undead away from the Hawthorn door then a short time thereafter the Hawthorn door responds to the chime and yields for only time enough for the fleet of foot to make it across the floodplains before it slams shut once again.

The Rejuvenating Brew is applied to the base of the Crack Willow to purify and protect it from the contaminated river water.

This quest is available to Druids, Clerics and Rangers whereupon two things are given: the ‘Hawthorn Door key’ token and the ‘Rejuvenating Brew’.

Quest Map: An eerie riverside exterior featuring a lone ancient tree, the Crack Willow, overhanging the river. A little way beyond a vast Hawthorn hedge encloses a large floodplain upriver. The Hawthorn hedge also crosses the river and acts as a filter to collect the floundering Undead. The Hawthorn barrier has a single door. On the far side of the Hawthorn enclosure a large, old bell hangs from a petrified tree; this is the ‘Blighter’s Knell’.

Minor Undead spawns roam near the Crack Willow, outside of the enclosure. (The Hawthorn barrier is old and some Undead always seem to find a way through.) Within the enclosure a wide and often worrying diversity of Undead linger within with chance for some serious ‘ring leader’ type nasties.

Quest Items: There are a number of specific quest items:-
- The ‘Crack Willow’ Tree – A container to receive and consume the ‘Rejuvenating Brew’. The tree could also hold a Treefather Lore extract upon inspection.
- The ‘Hawthorn Door’ – Always locked when closed but perhaps a Rogue could have a chance at picking it open (but it will always slam shut afterwards and lock).
- ‘Hawthorn Door Key’ – Given by the quest giver. Used to open the ‘Hawthorn Door’ once (consumed on use).
- ‘Rejuvenating Brew’ – A brew which is poured upon the roots of the Crack Willow.
- ‘Blighter’s Knell’ – A large bell which when sounded opens the Hawthorn door for a short time only (enough time only to run across to it).

Reward: There are several reward points for this quest:-
- Flat nominal reward for rejuvenating the Crack Willow with the brew. (If a hand-in quest token is required then perhaps the Crack Willow container spawns a token in exchange for the Brew quest item.)
- Combat XP for dealing with the Undead within the Hawthorn enclosure.
- Flat, nominal reward per ‘Blighter Zombie Knuckle’ handed in. ‘Blighter Zombies’ should be dotted evenly throughout the enclosure and each drop one knuckle token when slain. Having them evenly dotted around should ensure that every part of the enclosure is visited thus exposing the party to all spawns therein.
Last edited by I-KP on Mon Jul 02, 2012 12:11 pm, edited 2 times in total.
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Re: Moonshaes Improvement Programme

Post by I-KP »

Poachers’ Wood

(Note: This quest will require a new woodland exterior linked from the south tree line at Dynnatt and a small, abandoned woodsman’s lodge interior.)

Life is tough enough out in the cantrevs without thieves and brigands making off with the vital resources that keep rural life sustainable. Poachers have moved into the woods and have started to ensnare the area with crude, nasty and often poisoned animal traps. Aside from the theft of legitimate hunters’ pray these traps are so poorly fashioned that they more often injure the beast, driving it into a rage, than ensnare it. Old Trapper Darwerd is offering a small reward for every Poacher’s trap recovered and handed in.

This quest is available to anyone but Rogues would be at an obvious advantage.

Quest Map: A wooded exterior accessible from the south tree line at Dynnatt featuring a fairly recently abandoned charcoal burner’s lodge (w/ interior). The area should be dotted with random spawns of varying difficulty ranging from wild woodland animals (CR1-3) up to enraged woodland animals driven mad by injury and disease from the crude poachers’ traps (CR5+). Rare spawns would be the Poachers themselves (a group of CR5+).

Quest Items: Nasty traps and snares that have been set at random points throughout the area. Requires Spot Trap (DC14) to locate and Disable Device (DC18) to recover. Triggering the trap is as good as finding it set but the potential injury should be not insignificant (possible disease?).

Reward: Flat, nominal reward per trap handed in. Killed Poachers provide no hand-in reward but they should carry booty befitting a CR5 humanoid mob.
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CloudDancing
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Re: Moonshaes Improvement Programme

Post by CloudDancing »

dergon darkhelm wrote:Group Quests-

A good way to encourage groups is to make them oriented towards the "PnP balanced party"

Placed traps abnd locked doors that make a rogue a big help. (especially doors that re-lock behind you, cutting off the exit ;) )

A puzzle that has a scripted Knowledge or Int check to learn the magic word to open the portal to the loot chamber.

Some undeads with lots of DR that need a cleric to turn or a big meat to fight through etc.

Well positioned spell slingers would require the attention of multiple players.



Wynna had even built some areas that absolutely required more than 1 PC by putting the opening switch to a door far away for the locked door which only opens for one round.......

____

I know that is labor intensive but some of that would be cool.

___
I say ask Paazin for his City Watch quest and Nashkel Amn Post quests. Both feature a great example of a Raid (group) quest format and applicable challenges.
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Re: Moonshaes Improvement Programme

Post by Zelknolf »

Cloud_Dancing wrote:I say ask Paazin for his City Watch quest and Nashkel Amn Post quests. Both feature a great example of a Raid (group) quest format and applicable challenges.
I have to say "eh?" here. These are all very soloable quests, because the challenges are all single typed: "raid" means "go engage these guys in a direct fight where you will have the initiative and a reasonable sense of where and when the fight will happen." Very much the setup of "clerics win (with tanky fighters a close second)."

Of course, I won't complain bitterly about adding new content, but I wouldn't try to ticket it as the thing that will enforce group play and cooperation; it'll just be bringing some combat content to the table.
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