Newbie quest arc ideas, lore and pk combination.
Newbie quest arc ideas, lore and pk combination.
The other day I was recalling I once did an explorer quest. Someone would start the quest and be told to look for a hill overlooking a village in Andor. Then once they got to just east of 4k, they could say a thing in the room and that room was ticked off and they got a hint for the next one. I was considering doing something like that as a holiday event, but that thought was quickly followed by the idea of a newbie arc. One that incorporates the journey of book 1, with some lore and pk knowledge.
So, imagine the starting point being Tam al'Thor's farm, going to EF and then to Watch Hill, Taren Ferry, Baerlon, east to Caemlyn. There we have to deviate from the books, seeing as we don't have a waygate. Instead, I'm thinking of moving the players to Tar Valon, then up Fal Dara Road to Dog Gate.
From there, up Winding, Gap, down to the Green Man's Hand and down to Cairhien, into book 2, so to speak.
Re: pk, it could send players to 2n, 2n 2e and 4e, then commy, winding choke, split, bush and explain the significance.
2n Malk's spiel could be: "This was once the border with the nation of Malkier, which fell to the Shadow several decades ago and has since been overrun by the advancing corruption of the Great Blight. It is a good point for DS to block humans from getting back to the safety of the city of Fal Dara, because two flees lead away from safety and only one towards the city."
The goal would be to get new players familiar with some important pk related rooms in the core of the map and then towards the north. People could pick up and leave the quest whenever it suits them. If they aren't comfortable going north of FD yet, they can pause etc.
I think alternating between giving exact spams and small searches would be best. E.g. "go 2n" from Malk. Then from neon "there's a watchtower with a Shienaran patrol just north-east of here, find it".
However, this begs the question:
On the route from Tam al'Thor's farm to Baerlon, from Baerlon to Caem, from Caem to TV, from TV to FD and from FD to Cairhien, which rooms would you include and why? Should it go via TV waygate, apple etc. or not.
So, imagine the starting point being Tam al'Thor's farm, going to EF and then to Watch Hill, Taren Ferry, Baerlon, east to Caemlyn. There we have to deviate from the books, seeing as we don't have a waygate. Instead, I'm thinking of moving the players to Tar Valon, then up Fal Dara Road to Dog Gate.
From there, up Winding, Gap, down to the Green Man's Hand and down to Cairhien, into book 2, so to speak.
Re: pk, it could send players to 2n, 2n 2e and 4e, then commy, winding choke, split, bush and explain the significance.
2n Malk's spiel could be: "This was once the border with the nation of Malkier, which fell to the Shadow several decades ago and has since been overrun by the advancing corruption of the Great Blight. It is a good point for DS to block humans from getting back to the safety of the city of Fal Dara, because two flees lead away from safety and only one towards the city."
The goal would be to get new players familiar with some important pk related rooms in the core of the map and then towards the north. People could pick up and leave the quest whenever it suits them. If they aren't comfortable going north of FD yet, they can pause etc.
I think alternating between giving exact spams and small searches would be best. E.g. "go 2n" from Malk. Then from neon "there's a watchtower with a Shienaran patrol just north-east of here, find it".
However, this begs the question:
On the route from Tam al'Thor's farm to Baerlon, from Baerlon to Caem, from Caem to TV, from TV to FD and from FD to Cairhien, which rooms would you include and why? Should it go via TV waygate, apple etc. or not.
Re: Newbie quest arc ideas, lore and pk combination.
Any "call outs" would likely be good to include. Stationary patrols, doors that connect zones. Example, patrol n of caemlyn and the door 2s? of it bushes or whatever it is called.
Unsure if there are a whole lot of interesting places from ef-baerlon, but the few that come to mind would be kaf, sentinel at tf, haulers at tf, intersection at Baerlon. Don't know if you want to include horseloads as well or if that gets too much.
From Baerlon to WB, most important would likely be fissure/brush doors with the horseload. Possibly the bridge/choke west of WB(all w 1n?) as well. Could include some of Tarendelle as well here I guess and WB fade possibly. Maybe the entrances to Blodfest as well by Baerlon.
From WB-Caemlyn, assuming we aren't going through caralain and we're sticking to the road, the places I'd highlight would be pebble, wellgate, shrubbery, junc, roland ent. Possibly include the patrol, even though it isn't stationary.
From Caemlyn-TV, the door that connects to rolands zone, bushes, the patrol a couple north of it. Then briars further up the road that leads to cgrass/waygate. Then margin and the ctf/build a patrol around there, possibly include the door w s w s of junction as well, I forget the name. Junction, and wbgs.
TV-FD: Include ebgs, then possibly ignore the rest up until cut ent. BR fade, blodfest entrances, 4 trees, connection to malf zone, junction, stout, FD fade, fridge and dog. Could include some of dhounds/granlin, but might be too much again and it is better to stick to the roads.
FD-Bush: I'd include all the important call outs.
Bush-Cairhien: Jimmy, possibly the horseload by jimmy, debris, living forest and maybe ent to the aiel waste, belroi, I imagine including Kinslayer would be nice for a new player also.
This could likely be more or less in depth depending on what you want to introduce them to and how you want to do it. Might be a bit much if they have to go through every single call out.
Unsure if there are a whole lot of interesting places from ef-baerlon, but the few that come to mind would be kaf, sentinel at tf, haulers at tf, intersection at Baerlon. Don't know if you want to include horseloads as well or if that gets too much.
From Baerlon to WB, most important would likely be fissure/brush doors with the horseload. Possibly the bridge/choke west of WB(all w 1n?) as well. Could include some of Tarendelle as well here I guess and WB fade possibly. Maybe the entrances to Blodfest as well by Baerlon.
From WB-Caemlyn, assuming we aren't going through caralain and we're sticking to the road, the places I'd highlight would be pebble, wellgate, shrubbery, junc, roland ent. Possibly include the patrol, even though it isn't stationary.
From Caemlyn-TV, the door that connects to rolands zone, bushes, the patrol a couple north of it. Then briars further up the road that leads to cgrass/waygate. Then margin and the ctf/build a patrol around there, possibly include the door w s w s of junction as well, I forget the name. Junction, and wbgs.
TV-FD: Include ebgs, then possibly ignore the rest up until cut ent. BR fade, blodfest entrances, 4 trees, connection to malf zone, junction, stout, FD fade, fridge and dog. Could include some of dhounds/granlin, but might be too much again and it is better to stick to the roads.
FD-Bush: I'd include all the important call outs.
Bush-Cairhien: Jimmy, possibly the horseload by jimmy, debris, living forest and maybe ent to the aiel waste, belroi, I imagine including Kinslayer would be nice for a new player also.
This could likely be more or less in depth depending on what you want to introduce them to and how you want to do it. Might be a bit much if they have to go through every single call out.
Re: Newbie quest arc ideas, lore and pk combination.
Great idea!
Starting out at the Al'thor farm will also introduce them to the Grizzled Adventurer quests, i'm not sure if they're considered redundant, but you could retool them to be the quest npcs?
Swinging up to Baerlon they can be taught about capturable cities and it has two horse spawns near it, You can also swing them by the scarecrows to explain how some enemies can't be damaged with conventional weapons. I think between Baerlon and WB there is also a CTF point, that can be explained.
White Bridge of course has the no-chan room to the north, and Selaana for wilder pracs. You could tell them about the gold farm near the half-trolloc, and the dangers of mob-mobols.
the little farm between WB and 4k has the beef spawn, and some searchable doors that can be explained the significance of and how search can be helpful.
4k of course has the personnel trainer for scalps, and maybe a brief explanation on the importance of the lugard market to the south.
I'd definitely stop them by the waygate near TV.
There is a lot more i'm missing, but i'm still pretty new myself.
Starting out at the Al'thor farm will also introduce them to the Grizzled Adventurer quests, i'm not sure if they're considered redundant, but you could retool them to be the quest npcs?
Swinging up to Baerlon they can be taught about capturable cities and it has two horse spawns near it, You can also swing them by the scarecrows to explain how some enemies can't be damaged with conventional weapons. I think between Baerlon and WB there is also a CTF point, that can be explained.
White Bridge of course has the no-chan room to the north, and Selaana for wilder pracs. You could tell them about the gold farm near the half-trolloc, and the dangers of mob-mobols.
the little farm between WB and 4k has the beef spawn, and some searchable doors that can be explained the significance of and how search can be helpful.
4k of course has the personnel trainer for scalps, and maybe a brief explanation on the importance of the lugard market to the south.
I'd definitely stop them by the waygate near TV.
There is a lot more i'm missing, but i'm still pretty new myself.
Re: Newbie quest arc ideas, lore and pk combination.
Those are great ideas to incorporate explaining CTF cities and mobs that you can't hit without a honed weapon, since honing/hardening is very important!Wyllt wrote: ↑Sat Dec 04, 2021 9:31 amGreat idea!
Starting out at the Al'thor farm will also introduce them to the Grizzled Adventurer quests, i'm not sure if they're considered redundant, but you could retool them to be the quest npcs?
Swinging up to Baerlon they can be taught about capturable cities and it has two horse spawns near it, You can also swing them by the scarecrows to explain how some enemies can't be damaged with conventional weapons. I think between Baerlon and WB there is also a CTF point, that can be explained.
White Bridge of course has the no-chan room to the north, and Selaana for wilder pracs. You could tell them about the gold farm near the half-trolloc, and the dangers of mob-mobols.
the little farm between WB and 4k has the beef spawn, and some searchable doors that can be explained the significance of and how search can be helpful.
4k of course has the personnel trainer for scalps, and maybe a brief explanation on the importance of the lugard market to the south.
I'd definitely stop them by the waygate near TV.
There is a lot more i'm missing, but i'm still pretty new myself.
Re: Newbie quest arc ideas, lore and pk combination.
Aside from important rooms, and chokes, what else could I include?
look with notice on
diag h.dark? to keep from getting stabbed
not running to the nearest choke if you don't know zones very well
maybe mention double lining at some point?
look with notice on
diag h.dark? to keep from getting stabbed
not running to the nearest choke if you don't know zones very well
maybe mention double lining at some point?
Re: Newbie quest arc ideas, lore and pk combination.
That sounds pretty good, could also recommend them seeking out a member of one of the northern clans for additional training if they wish to serve the Light in the fight up north. Am sure many of the sal cav/lancers wouldn't mind teaching some new folks the basics, could possibly add Gaidin as well.
Re: Newbie quest arc ideas, lore and pk combination.
what does diag h.dark do to stop you from being stabbed? I've had Dlining explained a little bit, and have a basic understanding so that would be cool.
Definitely the significance of patrols, after i learned i could sit on them for protection my survivability increased substantially
Re: Newbie quest arc ideas, lore and pk combination.
Diag h.dark allows you to spam it without losing moves.
Kill h.dark costs moves, but increases your chances of hitting someone hidden in your room (if they're dark, obviously, in this case).
When you see that someone is hiding in your room through diag h.dark, you can spam kill h.dark a few times. Or walk out.
Kill h.dark costs moves, but increases your chances of hitting someone hidden in your room (if they're dark, obviously, in this case).
When you see that someone is hiding in your room through diag h.dark, you can spam kill h.dark a few times. Or walk out.
Re: Newbie quest arc ideas, lore and pk combination.
I'm sure stab thread is full of these people.Elysia wrote: ↑Sat Dec 04, 2021 9:19 pmDiag h.dark allows you to spam it without losing moves.
Kill h.dark costs moves, but increases your chances of hitting someone hidden in your room (if they're dark, obviously, in this case).
When you see that someone is hiding in your room through diag h.dark, you can spam kill h.dark a few times. Or walk out.
Prac 98 notice and spam kill dark without losing any moves. 1000% recommend for new players or lazy old players.
Re: Newbie quest arc ideas, lore and pk combination.
My suggestion: A stop in Taren Ferry to learn about hidden doors and possibly keys. There is a hidden door 1n all e of the river that mirrors a place where they stopped in the books (and one of the recent shows roughly I believe). Practicing search and using it to find hidden doors could be very useful.
There is also a DF I believe will attack you if you sleep in his room? He loads a key to some tunnels which iirc are 100% without use...maybe this where you kill the darkfriend and use his key to learn something on your quest
There is also a DF I believe will attack you if you sleep in his room? He loads a key to some tunnels which iirc are 100% without use...maybe this where you kill the darkfriend and use his key to learn something on your quest