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View Full Version : Expansion: All things Forochellian


DM_Kev
02-08-2007, 11:33
*Iluvatar emerges from his igloo*

Yes, it is me working on the Forochel re-make...well, largely a remake anyway. Some existing areas are in use, but will be pretty unrecognisable when you set foot in them.

The region will be advancing an idea that was stowed away for UTT3 which involves greater levels of intrigue and secrets in regions along with a main plot that links all the regions quests together.

The general idea involves a series of quests with each one linking the other in some way using our token system. The campaign escalates, things get more intense and challenging. A smattering of side quests can be found throughout the plots progression - some are easy to pick up whilst some have to be looked for carefully, rewarding those adventurous players.


Anyway, thats one little disclosure from me. I started this thread to collect little ideas for the region - so do share them. I've spent a month on Forochel already so much of the main "base" is completed. I'm generally looking for fine details to add. But feel free to suggest quests, services, npcs, etc.

Kyle Morgan
17-08-2007, 21:57
Are you thinking of subplots?

Something like the hound pack's tragedy(low level):
After so many hounds being malformed by the Forochel wizard, a couple of surviving hound packs flock together and retreat to the 'safety' of a human settlement.
The constant threat of hunting hounds let the villagers seek for help to drive the hound packs off. Adventurers on this job might be keen enough to expose the reason behind the sudden rise in hound population, seek for other hunting grounds and chase the hound packs there or just kill and spread the hounds around...

SNarfel
18-08-2007, 12:11
Some possible ideas to mull over:

1) Persistant negative effects from the cold climate unless characters have taken action to counter this (eg a decent cloak or camp fire).

2) The server has improved a lot on allowing characters to use soft skills like persuade, bluff etc but more such opportunities would be welcomed. Especialy in some sort of diplomatic scenario.

3) This one is likely not doable but worth saying just in case. In the mountain regions, especialy at altitude, is there any way to do a check when players pass which could have a probability of triggering an avalanche etc which would require strength (and possibly equiped shield) checks to clear or else the players have to use a different route.

DM_Kev
18-08-2007, 12:29
wooooo replies!

Kyle - I like this idea - a nice way to introduce this invented enemy of ours and perhaps present both sides to their characters...something we really attempt to do on a lot of the high-end quests and should really bring to all levels. I will try and find time for this. More detail including a possible backstory for me to adapt are welcome.

Snarfel:

1. I was thinking of running the cold damage script for the cold areas, but this could be counteracted by wearing some kind of forochellian cloak. This can be achieved by utilising area variables or something clever. Some assistance on this would be welcome.

2. Already I've added the use of some skills, particularly in the area of bartering for greater rewards. The quests do contain some pretty nifty lengthy introductions with multiple npcs present - an opportunity here for some skill checks to influence the discussion.

3. I agree thats a tricky one. One problem is the visual representation of an avalanche. Ice storm could do it, but would look over the top, imo. If there's any pro-avalanche inventors here, let me know :)

int19h
18-08-2007, 12:48
I was thinking of running the cold damage script for the cold areas, but this could be counteracted by wearing some kind of forochellian cloak. This can be achieved by utilising area variables or something clever. Some assistance on this would be welcome.
This sort of thing was done in the NWN HotU campaign, in the 3rd part of it. You should be able to open it in the editor and see how they did it.

Guyror
18-08-2007, 14:19
Ideas, off the top of my head.

a) A series of attacks on shipping around the forochel region, by either local pirates or a band of marauding goblins / orcs. When on patrol get attacked (I believe there is a ship zone that could be altered / used for this). Then follow up to the lair / hide out in order to neutralise the leader of this gang.

b) Trying to set up some form of communication between the various clans of the forochel region. Either to cause good or harm, depending upon the alignment of the party. Trust needs to be gained through various relevant tasks.

c) More undead / forgotten tombs that hold great treasures or ancient lore.

Kyle Morgan
19-08-2007, 00:04
i have sent more details - hope you can use it :)

the-small-print
19-08-2007, 00:45
This one is possibly too general for this particular region, but more numerous, respawning traps! I love doing the demi-hound quest with my rogue for the fact that she actually has something to do, with all the locks and traps about, though conversely if someone has already beent here that reset, the quest loses lots of its appeal.

I also love little side areas like that bear's cave, with the lucky dip of goodies that can be found there. Nice little niches and crannies that are not necessarily connected to quests but have a good atmosphere like that has, the little bit in the woody end, the templey bit near the hag's cave etc., and attention to detail, are what makes the server's landscape, in my opinion. More more more!

DM_Kev
19-08-2007, 00:51
Thanks for the emails and input here - very useful.

Guyror's third suggestion is one that on the priority list - The ruins of Angmar are going to be a hotspot for lore based adventures with no big attachment to any quests. Expect a lot of undead and fearsome monsters which we may be sharing with you soon and brutal scavengers who will kill to keep adventurers hands off their share. The intention is to make this set of areas non-linear. Players can adventure as deep as they like - there's no real pressure. But expect the unexpected along with many puzzles and traps.

In our next release of tidbits and images, i'll try and explain more of the environment im trying to portray so quests ideas can be best adapted.

I generally introduce the people of forochel as a series of tribes under threat, primarily from a "recently forged alliance" of hillmen and orcs. An alliance the most trusted friends of the Lossoth will wipe out at one point. The tribe is threatened by enemies blocking essential supplies and food sources, such as fishing holes. They also suffer from the work of evil sorcerors and, as in all societies, deciet and betrayal within the tribes own walls - this rings true in the new episodic series of quests im introducing.

Expect plenty of locks and traps utilising our latest reward systems.

SNarfel
19-08-2007, 11:34
Expect plenty of locks and traps utilising our latest reward systems.

Yay!

Any scope for one or two quests which at some point cannot be progressed at all unless they have a rougish element in them e.g. pickpocket a key to get past a locked door, or stealth past a nasty enemy to go around and open up a door from the "inside" to allow access to a desired area through a less dangerous route etc etc etc.

Dakota Strider
30-08-2007, 16:11
Along with a couple others, I was given the honor of having a sneak peek at the New Forachel and a couple of the new quests. Without giving away any deatails, I must simply say "Wow!". The detail is right up there with any of our current favortite places on the server. The scenery is fantastic. And the quests are well written, with choices of different paths to take, as well as interesting dialogue and plots that are intriguing and make sense. And from what we were told, it is only a small taste of what is to come in the area. Definitely anticipating when this will be implemented.

Jarmov
30-08-2007, 16:18
Along with a couple others, I was given the honor of having a sneak peek at the New Forachel and a couple of the new quests. Without giving away any deatails, I must simply say "Wow!". The detail is right up there with any of our current favortite places on the server. The scenery is fantastic. And the quests are well written, with choices of different paths to take, as well as interesting dialogue and plots that are intriguing and make sense. And from what we were told, it is only a small taste of what is to come in the area. Definitely anticipating when this will be implemented.

My thoughts too, simply awesome! I hope other areas would be like the New Forochel.

Nolėtįro
30-08-2007, 17:48
Forochel = Major Loop Hole In Tolkien Lore.

Barely nothing is known about the region or it's inhabitants. It is, however, a relatively vast region.

I can barely wait to see what you devs cooked up for it. :maul:

InVinoVeritas
02-09-2007, 07:33
Major Loop Hole - There are many place who are loop-holes and not described in detail in the books I'm afraid. But I like the server very much so far XD