Quest Redesign



  • Folks, with the shift of starting level from 2 to 6, we now have several quests that just can't be done because they're below that range--or quests that are now 'narrowed' because they were 4-8 so now you can only do them when level 6-8.

    So I'm going to try to redo, or remove and replace, one quest every week or so to put them into the new 6-11 level range.

    Every four weeks though, I'll take one of our existing 7-12 quests and redo it to be a 10-16 quest or an 8-13 level quest. So I wouldn't mind knowing what you'ld like to see done:

    Requests for quests to be redesigned!
    Requests for a quest to finally be retired (for awhile, it may be returned later) and replaced with something new!
    Feel free to suggest a something new.

    Also, you may still want to help join the Builder's Guild so we can get areas rebuilt to do this stuff. Once NWNEE update is complete, I'm hoping to see the new haks go up too, and all that new content will start appearing. Right now though, quest redesigns will avoid the v6 haks and stick to the content we have with v5.



  • Withering Heights (Stormhorns orcs/bandits/cyricists) is long overdue for an overhaul. It's a wide level range quest, and with our new minimum of 6, can probably be better designed. A lot of the map, people never go to. It probably needs at least one pit stop, if not two, or it needs to be made shorter.



  • Monument of Ooze could maybe use a bump up to the higher level ranges. My suggestion is make the second part harder perhaps, you could always throw in a deadly drow assassin.. or two, for the higher levels!



  • Batman should be updated, with the only change being that it's werebats.



  • Slum tower. Plllleeeaaaaase.



  • Bresk Castle (Off With Her Head). More dark and gothic, less scythe crits and easier map layout.

    I've love to make this map, but can't even make a working transition in the toolset.



  • @crystalrl said in Quest Redesign:

    Withering Heights (Stormhorns orcs/bandits/cyricists) is long overdue for an overhaul. It's a wide level range quest, and with our new minimum of 6, can probably be better designed. A lot of the map, people never go to. It probably needs at least one pit stop, if not two, or it needs to be made shorter.

    Agreed on redesign, not sure about the proposal though. Withering heights stands out to me because back when it was new, people weren't autopiloting through it. People DID explore the whole thing, and the quest was very long and arduous. I would suggest redesigning the overall map (better map design, less clunky climbs, more diversity in accessing certain areas, like lore, acrobatics, trap doors, rapids), and randomize where the (correct) entrance to the quest finale appears.

    For instance, don't just make it the temple entrance that can never be anything else. Make it a placeable trap door or something that appears in one of 6 places, each of which is guarded by themes foes (orcs, bandits, ogres, dread wolf pack, zhentarim outpost), and you can still do the rest of the quest mostly the same.





  • Frin's Basement is a 1-3 quest that is likely never to be done again due to the lvl 6 start, either needs updated or just removed perhaps.

    Porry Hatters is also a 1-3 doomed to never be done again, either upgraded to a Cabal of Wererat wizards or removed or something.



  • My favourite quest was always the ruins you found in the stonelands, with the scorpion creatures. Just a really cool environment, I'd love to see that again (unless I've missed it, player counts have been a thorn in trying quests!).


  • Admin [DM]

    @leyoz said in Quest Redesign:

    My favourite quest was always the ruins you found in the stonelands, with the scorpion creatures. Just a really cool environment, I'd love to see that again (unless I've missed it, player counts have been a thorn in trying quests!).

    Funny you should mention that.



  • @leyoz Funny you should mention that. By this weekend, it should be back up and running.



  • @spiffymeister said in Quest Redesign:

    @leyoz said in Quest Redesign:

    My favourite quest was always the ruins you found in the stonelands, with the scorpion creatures. Just a really cool environment, I'd love to see that again (unless I've missed it, player counts have been a thorn in trying quests!).

    Funny you should mention that.

    Dammit Spiffy, you stole my thunder!


  • Admin [DM]

    I live to troll!



  • Good I like this quest too



  • I liked the shorter ones. Kobolds. The assassination quest. Cobbled Demons. Stoned.



  • @khamal said in Quest Redesign:

    Bresk Castle (Off With Her Head). More dark and gothic, less scythe crits and easier map layout.

    I've love to make this map, but can't even make a working transition in the toolset.

    I'm really looking for someone willing to redo the maps while working with me, would need to be a talented/experienced builder who is willing to take careful direction.



  • @crystalrl said in Quest Redesign:

    Withering Heights (Stormhorns orcs/bandits/cyricists) is long overdue for an overhaul. It's a wide level range quest, and with our new minimum of 6, can probably be better designed. A lot of the map, people never go to. It probably needs at least one pit stop, if not two, or it needs to be made shorter.

    Upvoting this, Withering heights is an awesome quest. As long as its original feel sticks.

    It feels like multiple quests in one, because it isn't leniar, you can get to the objective through multiple pathways, (it doesn't feel like you're just going down a tunnel from point A to point B). Fighting multiple types of enemies on the way based on which path you took (or you can try and fight everything on the whole mountain range)

    It gives off the feeling of having one main objective/adventure, and running into a few troubles/sidequests on your way to save the day.

    Also it tackles you with larger groups of enemies that the lower level range players can reasonably fight, rather than only sending a few high powered mobs that only the highbies in your party can handle. There are aspects of the quest that allows every class to shine, but no class/teamcomp is mandatory at the same time.



  • @chips said in Quest Redesign:

    @crystalrl said in Quest Redesign:

    Withering Heights (Stormhorns orcs/bandits/cyricists) is long overdue for an overhaul. It's a wide level range quest, and with our new minimum of 6, can probably be better designed. A lot of the map, people never go to. It probably needs at least one pit stop, if not two, or it needs to be made shorter.

    Upvoting this, Withering heights is an awesome quest. As long as its original feel sticks.

    It feels like multiple quests in one, because it isn't leniar, you can get to the objective through multiple pathways, (it doesn't feel like you're just going down a tunnel from point A to point B). Fighting multiple types of enemies on the way based on which path you took (or you can try and fight everything on the whole mountain range)

    It gives off the feeling of having one main objective/adventure, and running into a few troubles/sidequests on your way to save the day.

    Also it tackles you with larger groups of enemies that the lower level range players can reasonably fight, rather than only sending a few high powered mobs that only the highbies in your party can handle. There are aspects of the quest that allows every class to shine, but no class/teamcomp is mandatory at the same time.

    Yes, its also going to be the HARDEST quest to update because the DM who originally made it never left a single note or detail that we can find explaining how it works. We'd have to go through and entirely deconstruct it to update it. Its honestly the quest I am least looking forward to updating. 😞 But definitely want to since its one of the most unique.



  • @mr-moloch said in Quest Redesign:

    Yes, its also going to be the HARDEST quest to update because the DM who originally made it never left a single note or detail that we can find explaining how it works. We'd have to go through and entirely deconstruct it to update it. Its honestly the quest I am least looking forward to updating. 😞 But definitely want to since its one of the most unique.

    Would it be better to remake that quest from scratch? It's likely going from 3-10 to 6-14, so both the loot and monsters would need a complete revamp, at that point maybe it'd be worth it to just remake the maps/encounters as well.