Quest Updates
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Howdy folks! After the next reset you will see:
There was a recent update to the Dwarven Brewery Quest, which follows up on the Infested House (old Froidoc/fairy quest). There's now a clearer storyline running between these.
There's also going to be an update to the Barrenstone quest in the Redwoods. This was meant to add more variety, and a couple fun secrets for people and further clarify this trilogy of quests and how they tie together and the history of the area before the fairies came in.
Let me know if anything with them seems amiss, can be improved, or you have more suggestions for this or any of our quests as we add some more sparkle and shine to them. :)
These will be getting tested for a few days/week before they're added to the official module, so if you notice something off, I can fix it quite quickly. Let me know where you'ld like to see an update next; lots of stuff coming soon.
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Additional Quest Updates
As an extra bonus!
The Angry Bone Tribe Goblin Quest has been updated; trying to complete the original vision of its creator in terms of challenge, fixed some secret doors, (hopefully fixed some encounters), adjusted treasure variety, NPC variety and challenge (including a tough optional fight for an extra reward). The DM team also removed some of the phallic-humor here, though, if you know Latin we didn't give it up entirely.
Some great cosmetic changes, looking forward to screenshots of people on the throne.
Revisions to the Clean Up Crew sewer goblin quest, explained a little of Fahruz the Animator's backstory(I know you were dying for this and you can complete his story on the Angry Bone Tribe quest - now called Osiratum Tribe) And adjusted spawns so you get a lot more variety and some of the more challenging spawns will now show up in the level-range of the quest.
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Ogre quest got an update; mostly minor adjustments to NPCs (let me know if anything is suddenly way off; guys should hit a little armor but also not be running around with 9 natural AC anymore and crazy high HP; so it should be a wash on balance, I wasn't trying to make it harder).
Testing a new feature for the quest that will replace the random disease triggers ( but still testing, players will automatically delete the feature when they go to take the quest - so I just want to grab someone after a reset to test it out first).
Updated Goldfeather (Haunted Ruin) quest NPCs; quest story should be more clear now, along with why these particular NPCs are attacking you despite their nature. This did alter an NPC on Tessaril's Tower quest (which will get an update later so this is all fine for now). Lots of new loot on this quest. Quest should be a bit more strategic, it'd been edited quite a bit from super dangerous immobile NPCs you were suppose to kill from a distance originally, to slow moving NPCs you were still suppose to kill from a distance) to now being a variety of NPCs that do different things for you to figure out in game how to battle. Hopefully, making this more intersting.