Changes to the module
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New scripted quest put in for levels 3-7. Please report any bugs or balance issues with it if you find it. Difficulty is intended to be on the low side of moderate.
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Another new scripted quest for levels 6 - 12. Please report any feedback if you do it. Difficulty is intended to be moderate to high.
The chess quest has been overhauled and is now for for levels 3-7.
Also linked back up another old quest that has had changes to the storyline because of IG events, if you do it please report any throwbacks to the old story line.
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Chess quest should be working a lot better after the next reset following initial play-testing.
Contrary to popular belief, the DMs did not put in the scripted quests as some kind of tax on player levels, they are all intended to be balanced so that a moderately balanced party can manage them without too much bother provided they take a bit of care about it and come out with a decent profit. If any quests seem truly overpowered or difficult please provide feedback in the suggestions forums but please give us some information to go on. 'Orc camp suxx, I suggest you fix it' doesn't give us much to work with. We can't promise that we'll make it easier, but we will try to look at it.
All quest givers should now have a single description on them listing the levels and party sizes for the quest, if any have two or none please post in the bug reports forum.
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Should be effective next reset:
- Removed all faction level caps
- Signaling device are now available to characters, somewhere IG
- Extended arrest delay on uTools to 8 seconds to match the guard wand
- Characters log in beetdown mode
- No more flashy animations for guard search, it can now be considered an IC action.
- Oemor and Julie's quest was slightely tweaked. Let me know if there is still any problem with the ability check.
- Fixed web and glyph of warding (find trap also take out active glyph in the area now)
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Huge changes that you will not see for the most part…
-a lot- of scripts were tweaked or completely replaced, mostly in conversations. Let us know asap if you find new bugs, problems, exploits in conversations since many scripts that check the amount of gold you have and take a portion of it for a service or an item were replaced.
If all work, you won't see this change.
The lady's challenge exploit was also fixed. Thanks to StuffyDoll and those with whom he tested it for reporting it.
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Made a bunch of changes according to the feedback received regarding quests, thanks for everyone who contributed, please keep sending it in. In particular the exploit reported may hopefully be fixed now, the people who reported it please check if you do the quest again after the next reset.
One thing that has disappointed me is that some quests have apparently long ago earned reputations as 'death traps' and many people will not go on them to the point of sending ooc tells warning others not to go on them either when they try to gather a party, but they do not report to the DMs. We can't investigate and make sure things are fair if no-one tells us something is wrong. We have zero interest in any of our quests being so skewed in risk/ratio that no-one will ever do them, it will inevitably be the case that some are slightly harder than others, but we want them all to be within reason of each other.
Also remember the more details that can be reported regarding any bugs/oddities the better, it helps us check things no end. Screenies also help greatly.
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More changes to scripted quests, please keep the feedback coming. I've put in intermediate monsters to some quests that used to have low level monsters and then a bit of a gap to some nasty high end spawns, I'm particularly interested to hear if they are spawning and how they do. Without providing spoilers they should be fairly obvious to people who have done the quests in question before.
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Major overhaul to Something Underfoot
Defense of Durmoth should be accessible to take now
A lot of tweaking to House Fezznick to the Rescue and Slumming It in particular
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New quest for levels 1-5, What Lies Beneath.
Tweaking to the revised Something Underfoot.
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All the old raising system was taken out and the new one was implemented on every NPC clerics that granted raises.
Price changed. Report any bug or exploit you find out with the new system although I'm confident I built it solid and tested it enough to ensure it works as intended.
The bard instrument script was changed. Let me know if some music is mixed up.
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Another new quest for levels 4+, Withering Heights
The quest is very open-ended, please think carefully before posting bug reports.
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Added resting in wilderness to barbarian just like rangers have.
Most importantly, I modified pretty much every beds of the module and the resting scripts. Hopefuly all will work as they used to or better and those that were bugged will not be anymore.
Let me know if you stumble on any problem with resting.
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The 3 bard instruments were pimped.
All soundtrack should now be available on them and the name should not be messed up anymore. I still need one last update to rename a few songs though.
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There is a new Treasure system implemented into some scripted quests.
So far, the system has been done for those quests:
Nada
Tymoran Crypt
Frin's Basement
FroidocNote to players: Please report odd glitches or stuff that you find unusual. The level of reward is intended to be a little higher than precedent treasure spawns, so that's normal.
However, things such as these wouldn't be normal:
– Faction loot being given by standard chests
-- Lots lots of stuff being found in the chests (like, 5+ items from a single chest)
-- Duplicated things
-- Weird, bugged items.
-- Really rare or powerful objects. -
Treasure System been added to:
Fey Quest
Maysen's House -
Added a new area to the Haunted Halls.
Added Tressym to Eveningstar and module. These are winged cats of good alignment favored as familiars by gentle wizards.
Made a few minor changes to the Haunted Halls: Hall of the Lost King to reduce the power of monsters and provide a few more treasure rewards.
Updated spawn tables for the Helmlands to reflect the strange warped nature of magic there.
Added almost a dozen new creatures to the module.
Adjusted custom spawn AI, some foes may soon begin acting more intelligently.
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Fixed treasures in Haunted Halls: Ruined Laboratory which were giving out too much treasure.
Minor edits to Arabel, Southeast near arena.
Tressym should no longer by killed by NPC guards in Eveningstar.
Commoners in the slums now discuss current events.
Beholders now patrol the slums.
Descriptions fire when you enter these areas to explain the darkness and the mood.
Druegar Mercenaries have a conversation now explaining why they are there.
Added many new caves and places to explore that link up to several areas.
Added a new underwater CARES theme.
Minor updates to Haunted Halls and World Serpent Inn.
Minor adjustment to foe on the Tymoran Challenge.
Two new monsters added to the module as part of the Underwater CARES Theme.
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Added some bones and bloodstains to central Arabel near Bhaliir's gate due to the recent conflict over the blockade.
Central now displays an enter message indicating the deteriorating nature of the neighborhood.
Moved a few NPCs around to reflect their new habits with the trouble in Arabel.
Minor adjustment to the Lost Ring Quest, cosmetic mostly.
Renamed Border Forest areas to have the prefix "Hullack Forest: Border Forest so that it is more obvious where they are to players.
Minor adjustments to Calantar's Way, mostly cosmetic right now.
Added a new quest in that will need testing before it goes live, hopefully next week.
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–Luckbringer Matthew will now correctly offer healing for 15gp to those that have finished the quest.
--Stuff you don't need to know about
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Additional settlements added to the Underdark for players to visit and learn more about what's happening under the city of Arabel and its surroundings. The Bloodied Axe has been relocated, for practical purposes–asume it has always been where it is now. A duergar settlement did not suddenly pop up around it.
Fixed a bug with the faction store for Fivestar Merchants. (I hope).
Updated Merciful Sword Building to reflect the damage from the battle there and its after affects.
Doreta sells MW cloaks of Helm now.
Adjusted the spawns at the fey ring, its not actually suppose to be the same fey every time--and was suppose to be random fey every time.