*spoilers* Moaning woods quest *spoilers*

Started by Drakill Tannan, July 29, 2010, 04:19:30 AM

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Drakill Tannan

First off, kudos to whoever did the quest. It's simple, but fun, challenging and, at least the first time i did it, had some unexpected encounters. I think it was exelent. And precicely i will complain that it is exelent, yet too short. It looks like the kind of quests DMs do as a quick idea to compensate for the lack fo quests for certian levels or factions (note, i'm not saying it was done quickly and careless, but it doesn't feel as inspired and worked on as orcs or gnolls). But i think it has great potential, wich is why i am suggesting it is worked on to increse the lenght.

Due to the nature of the quest, the spawns can be very random, and it is always nice to see a an adventure where you can't metagame and where you need to be ready for anything. The encounters could vary from animals like wolves and spiders, to humanoid bandits and were-beasts and the ocacional bog creature in addition to the enemies already there. There we have a huge seleccion already.

Now i can see why a woodcutting outpost can't be long enough to make a quest of the lenght of gnolls or so, why not have tracks that indicate the lumberjacks have been dragged deeper into the woods? This allows for the quest to lenghten beyond the camp.

Also, on my first run there was no loot at all, except for a few medical herbs and spirits.

To summarise, my suggestion is to
-Make the quest singnificantly longer, to match, say, gnolls
-Make the spaws very random, wich makes sence RPwise
-Add loot to it.

DollarPhil

I'd agree, the reward was fairly terrible when I did it. Nothing worthwhile but herbs and a coupe of potions, and it cost more in consumables than the quest reward. I'd suggest +damage vs Elemental axes as drops, Tree Felling weapons that are especially effective vs mutated plants.