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Post by Stingray888 on Aug 11, 2013 2:16:55 GMT
B12 Queen's Harvest Scenario #1 Levels: 1-3 Location of Quest Giver: Kavorquian's Mansion in Renford Dungeon Location: Kavorquian's Mansion Estimated time to complete: 2 hours The wizard Kavorquian is dead but certain items, belonging to his adopted son, were in the wizard's keeping at the time of his demise. Now, someone must venture into the silent vaults of Karvorquian's stronghold and recover the missing property. Scenario #2 Levels: 3+ (actually 5+) Location of Quest Giver: DM provided (when present) or none Adventure Location: Queen’s Keep (Beyond the gate located in the NW corner of the territory containing Sargon's Mage Guild) Lay siege to the keep of the outlaw 'Queen' Ilyana, defeat the keep guards and slay the outlaw for justice. This scenario was originally written as a siege: Where low level PCs fight and kill some portion of the guards, retreat and heal, then return and continue, which would be suitable for lower level PCs around 3rd; HOWEVER, since the guards re-spawn (making attrition not a solution) and there are many archers placed on unassailable towers, only PCs focused in ranged combat and/or higher level should attempt this area.
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ATalsen
Novice Adventurer
Posts: 15
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Post by ATalsen on Jan 4, 2018 17:46:22 GMT
The Queen's Harvest module actually contains 2 scenarios. The first as noted above is the Kavorquian's Mansion quest.
--- The second is:
Queen’s Keep Location of Quest Giver: NA? Dungeon Location: Sargon Hold, NW corner transition to Queen’s Keep Level:Levels 3+ (actually 5+) Lay siege to the Keep of the outlaw "Queen" Ilyana; defeat the keep guards, and slay the outlaw for justice.
This scenario was originally written as a siege: where low level PCs fight and kill some portion of the guards, retreat and heal, then return and continue, which would be suitable for lower level PCs around 3rd; HOWEVER, since the guards re-spawn (making attrition not a solution) and there are many archers placed on unassailable towers, only PCs focused in ranged combat and/or higher level should attempt this area.
(Recommendation to Admins: Stop or vastly delay the re-spawning time of the area - the table top module intended the PCs to be able to hit-and-run the area, fall back for healing, then return. As it is now, there's just not enough time to finish off the defenders before they re-spawn, requiring the PCs to be higher level / more powerful to do this area.)
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Post by Stingray888 on Jan 4, 2018 22:10:41 GMT
Ok this one has me wondering because from what I remember playing it a few times, the creatures didn't re-spawn until the server reset. Am I wrong about this Harkker or did someone make them re-spawn at some point?
Either way, this sounds like something I might be able to change/fix on my own. However, I would need Harkker's approval before doing so.
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