Changes to the module
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- Fixed some bugs, including the glitch with bardsong
- Added the tying rope to NPC merchants shop, it is now available to everyone (delay for escape attempt was reduced from 10 to 5 minutes)
- The darkness spell should work now
Darkness grants 50% concealment to everyone inside. Additionally PCs inside are blinded and receive the temporary feat Hide In Plain Sight while they are inside the darkness area of effect. NPCs inside suffer from a 50% miss chance, -4 to AB and -2 to AC if they are not immune to blindness (this simulates a blindness effect without completely blowing up their AI).
Note: A blinded creature is subject to sneak attacks, this means you will be able to sneak attack PCs and DMPossessed NPCs in darkness. You'll have to take advantage of HIPS to get sneak attacks on NPCs in darkness.
Please report any bug or glitchy behavior with this spell (the HIPS feat is applied on a hide and I am aware there was some trouble with equiping sometimes, let me know if it still happens).
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Marliir's March: North Gate has seen a change over due to an IG plot. Please tell me of any bugs that are found.
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Added three new subraces.
Githyanki, Kobolds, and Lizardfolk.
Githyanki have +2 DEX, CON; -2 WIS; Darkvision, Daze 1/day, SR 5 + Level (Note: SR is not currently working on the module, I need to look into why). Favored class is fighter.
Kobolds have -4 Strength, +2 Dexterity, -2 Constitution, +1 Natural AC, Darkvision. Their favored class is sorcerer.
Lizardfolk have +2 Strength, +2 Constitution, -2 Intelligence, +5 Natural Armor, +4 to Swim and Jump checks (not currently supported), and can hold their breath ten times as long as a human (not currently supported-right now they get 10 extra rounds).
These subraces are partially linked to current on-going plots. Specifically, the githyanki invasion and the Gromfian settlement.
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Next reset, all Curst NPCs will have the proper Curst properties, no more sneak attacking these undead!
Also, I fixed, I hope, all the bugs on the Bard's Island Quest. There should be no more TMI Errors when the quest begins, the traps will be resetting properly, the various keys should spawn (one on every time through, the optional key spawns randomly-but will actually spawn now).
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With any luck, the Ilmateri Pilgrim quest is now bug free. My fingers are crossed.
Thank you to Voular who submitted a really wonderful remake of the Temple of Ilmater. We don't normally accept player made submissions for areas for a number of reasons, but this one was too good to pass up.
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As of next reset;
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Changes for my last 3 module updates:
- Fixed the glitch with the reward for the Notebook quest.
- Improved the AI of faction NPC when they help faction PCs with arrests.
- Fixed the problem with chitinous armors for druids that could be found on Nada (old armors will still be buged).
- Fixed a glitch with the spell Negative Energy Burst when used to heal undeads.
- Fixed the multiple spawning of the Lost Ring
- Worked on the Pride of Arabel SpawnPoint
- Increased the strength of the spell Ice Storm.
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Mostly updates to the module to reflect recent events, but Celas has new dialog in his conversation to discuss the various districts of the city–several updates to northwest Arabel to reflect the results of some player actions in that area.
It'll show up after the next reset.
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Tried to fix a lot of bugs. Remember, you don't need to report an unfixed bug every day but bumping a thread a month or so is appreciated.
Wyvernwater should now be less deadly.
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More tweaking to some scripted quests including custom loot drops.
Put in a new errand quest.
Added items to the module to give bonuses to pure class monks, fighters, barbarians and rangers. Their locations should not be too hard to find and they should be self-explanatory to use. At the minute the bonuses given are under trial, as below. The bonuses are subject to change at any given moment, items will not need to be replaced.
Ranger - reflex save increased to high progression, tumble and disable traps ranks doubled to simulate class skill. +1 bonus to spot, listen and search increasing to +2 at level 6 and +3 at level 12.
Monk - spell resistance - 7 + monk level
Barbarian - damage resistance 1/- at level 1 increasing to 2/- at level 5, 3/- at level 10. +1 damage bonus increasing to +2 at level 7.
Fighter - +1 discipline and will save increasing to +2 at level 6 and +3 at level 12.
Please report any bugs to the usual places.
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Made a couple of changes to the Porry Hatter quest so that it's a lot easier to get a group together that is able to take it.
Put in a new quest for levels 6-12, intended to be high risk, high reward. The subject matter should make this clear.
Please send any bugs/balance reports to the usual places.
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Sort of fixed search devices at Temon's shop
Crafted wands of summoning will now use the summon theme of their crafter!
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All the githyanki forces should be removed from the areas they had seized. Let me know if there are any stragglers.
Deleted many unused module resources, let me know right away if any NPCs spawn naked or anything seems to be missing all of a sudden that was used afterall!
Redid several CARES tables, adding some new very rare spawns and a few new encounters over all.
Revised the sewers to better reflect their purpose in the module. ie a means of getting around unseen rather than multiple empty areas without encounters or much purpose.
Added a new quest.
Added 4 entirely new areas for players to explore. [Hint, none of them are in the sewers. The new areas in the sewers don't actually count.]
Did one entire redesign of a fifth area (presume the area has always looked like this when you encounter the changes–this is more what I wanted when I originally designed it and just never implemented it as well as it could have been done).Added 10 new monsters for players to encounter and fight.
We've expanded on the system of 'rare items' like White Stag Meat and True King's Tears and added in an item explaining how to design rituals to accomplish major goals players occasionally have (like making unburnable nets or building golems--ie those really 'big' deal things related to player initiated plots and stories now have specific items that are rare, hard to find, but hidden in the module in ways you can get to without needing a DM. This should be a huge boost for player initiated plots and stories that will only need a DM to oversee at the very end.)
Added in a new system of magic items that have minor flaws when you use them. This was tested locally without problems, but let me know again how they work and avoid spoilers.
Over the next week or so, I'll probably be fine tuning some of these changes and tweaking a few things. I've been working on all of this for about three weeks now, but its still not quite perfected.
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Alright, with the next update, I believe and hope all the bugs will be hammered out of the last update.
The new items should be working along with their drawbacks.
The races will be functioning properly.
Disease in the new sewers should not be as frequent.
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Fixed many bugs related to the sewers. Hopefully, I've gotten them all now.
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All elemental protection spells now have a duration of 24 hours. You'll notice this increased Endure and Resist Elements both (they both had been set to turns/level and only Protection was 24 hours).
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Aliyah's Vade Mecum is now open for business, the scripts for the items in the store should be working properly now.
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Familiars will no longer be attacked by the NPC guards who used to do that.
Wand of summon creature 2 cast summon that last longer. Even though the wand indicate it's cast with a spellcaster level of 3, the spellcaster level used to calculate the duration in the script is 5.
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Players now have the possibility to apply for their character (spellcasters only) to be Cursed! (Who wouldn't want that?)
Ways to get rid of the curse can be arranged between the player and DMs or decided solely by the DMs (on a case per case basis, mostly depending on the curse), some curses might also be permanent and never be removed in the entire character's lifespan.
Just thought the playerbase should know, if some of you have longed to play a cursed cleric forever but never applied for it.
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Faction-specific sender should work again after next reset.
Added free sendings for newer factions that didn't have it.
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Made an adjustment to skeletal archers, let me know if anything really bizarre happens with them.
Added several new creatures which are rare spawns. These rare spawns drop certain materials you may find a use for in game.
Made balance adjustments to several quests.
Aeseph's Quest is now on the custom treasure system. You should not be finding empty chests all over at the end now.
Added a new reagent for spells, players can discover what it is in game and how to use it.
Adjusted the Squiggle/Parasites in the module to be a little more useful and a little less harmful.
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Wildshape and Polymorph self now use chat commands to work. You can quickslot lots of different shapes that way.
Bread delivery should now work.
Familiars should no lnoger be attacked by guards.