Module Changes
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Dwarf Rescue Quest is available again, it is now in Stormlands Widdershins.
Subraces and low charisma PCs will no longer that special penalties on Appraise Checks. The DM team does not feel this is necessary any longer since subraces are application approved and appraise already is a charisma based skill leading to higher costs.
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Did some updates to the Sunken Ship quest in Immersea. It was a 7-10 quest but wasn't hard - in fact - it was very easy. So I've made some tweaks to the challenge of the enemies, but also removed their dispel spamming. This should still feel like a typical average-level quest that requires a party. It is now 6-10th level in keeping with that as well.
The quest also now has a hard optional part to it. You'll get an OOC message from a placeable to start it, and that placeable has a red name so it stands out.
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v8744
There should now be prestige chests for the Sentinels and Black Wheel faction; both located in the Old Gate Inn. (Please report anything odd about them, its the first time I've set this up for a group before).
The Sunken Ship and Immersea Lizardfolk quests are both now 6-10 level quests; this was based on their difficulty supported by number of player deaths, how long it takes people to complete them, and a review of the CR of creatures appearing on them combined with a decision to make a few more quests available to 6-10 groups.
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v 8747
Maps should now automatically be explored if you own the map.
You still need to use the map in an area to "show it to your party" so it is explored for them as well, but for you personally, areas you have maps for will be mapped already.Historic and Noble district, as well as Bospir, Immersea, and Eveningstar, will all be auto mapped for everyone.
Discount for historic district potion store is based on black wheel having more prestige than Justiciars.
Discount for magic shop in Noble district is based on Justiciars having more prestige than Black Wheel. -
8748v
Please help us out, Summoning Theme Books should not be working for sorcerers anymore; wizards, clerics with certain domains, and bards should still be able to use them. That said, I think I over-complicated this, and should go back and revise it.
https://forums.cityofarabel.com/topic/68515/summoning-theme-books
There are now three new quests on Wyvernwater Isles Stormbreak Isle. The Quest List is up-dated. You can get to the island from the ship-captain in Immersea who hires boats for you. These quests pay 50 more than their counter-parts to help make up for the cost of sailing to the island (which means, you come out ahead if you do all three quests). The quests are done, but I may add a few features/challenges/etc that play-testers suggested.
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v8752
Taught NPCs how to use the new Edevars Eviction and Oberians Ousting spells.
They didn't really know they existed even if they had them prepared/available.
Now they do, so will cast them if they feel the need.
Tweaked AI priorities little as some appeared to be doing silly things like casting stuff over and over or getting stuck without something to do.
Tweaked/fixed the auto stealth for creartures with stealth skills.
Some may pop out of stealth and attack you now, portentially, if it works, and such creatures exist.Fixed the AoE size of Edevars eviction (it was wrong) and changed the VFX for edevars, and Oberians, so that they match more closely their actual effect radius.
Put a new AI flag into testing where NPCs can contact allies more effectively if they are under threat.
Added the Edevars and Oberians spells to a few more NPCs (some quest bosses, some quest mobs a couple of exploration based mobs) it's not much but there are a few more (some already existed, but could not cast the spells)
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v8756
Stormland areas should now have the proper number and kinds of spawns appearing to represent the danger of these areas - specifically Stormland Deosil and Widdershins.
Major problems with the Sorcerer Shadow Theme summons, these were fixed to put their power back in alignment with other summons.
Updated Stormhorns: Wailing Slopes to -
Add missing treasure map location.
Add missing hidden nooks.
Add Castle Kilgrave Quest back to the module.
Add CRN resources to the area and gardening area. -
8762v
Making adjustments to the new quests that went in last week. I'm being very upfront with these changes since the original versions, while tested several times, proved much too powerful. Data showed too many player deaths for these quests, I've provided DM raises to most affected and will be replacing lost XP for other players (DM me please if I don't find you first, there are two people left on the list).
The Rotting Carcass Quest:
Gormeels had Prismatic Dragon Breath, but the script had a death effect and flat damage that made them too dangerous. This had not been an issue in testing with players during Beta but was still not appropriate to our power level.Gormeels still fire the same effect, but the damage is now randomized and instead of death, there's a possibility of a 6 second knockdown effect. Damage scales on the Hit Dice of the Gormeel, so weaker ones do much less damage than higher level ones now; this is how most breath/bolt attacks work in the module.
The Ancient Temple Quest:
Certain creatures on this quest summoned other creatures, but these creatures were hardcoded in NWN. I have changed them to use our custom summons instead, this allows us to make encounters here more adjustable for balance issues moving forward and reduces the power of the creatures they spawn.
Additionally, a specific creature on here spawned in large numbers with a Dispel Effect, this was proving very powerful against small groups of players in non-optimized teams. This Dispel was replaced with a Lesser Spell Breach.
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Lots of Updates:
1). We've added a new base class, the Divine Soul.
2). All the quests formerly in the Stormhorns that became unavailable when those areas were lost to the Storm in-game are now returned to the module.
3). A new 7-10th level quest has been put in the module, Minotaurs, Cultists, and Pirates, Oh My!
The quest list is updated.
The mysterious Ice Spire in the Stormlands is now an exploration area for players; repeat visits will yield more and more of the secrets hidden there, and puzzles and plot hooks to boot.
Wizards casting cantrips will see they are more effective.
Ice Dagger damage now continues to scale 2 points of damage per level over 5th.
Be wary, more and more creatures that have Blindsight in canon D&D are going to start having it (it seems this was missed when a lot of monsters were made.)
Clerics should be able to use Summoning Books as is appropriate (fix for rangers is coming - sorry rangers).
Most importantly: Gnomes are now considered small creatures for the purpose of using Small Holes. That's right, everyone go make a gnome.
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Major Change: Potion prices are now back to standard D&D/NWN prices for potions. This is an immediate change that lays the foundation for a bigger change coming down the line, specifically, we'll be adjusting pay outs on quests moving forward for higher consistency than we've had so far.
Many of our orc spawns have had minor adjustments to their stats and abilities. Some more varied spawns will appear on the Calantar Road Orc quest - challenge shouldn't change much, but a few enemies will have usually a 5% better chance to hit.
Be aware - more enemies that should have Blindsight (ex. Oozes) will have it now. This was an oversight I believe in the past.
Various Boars in the game use to have a number of rages they would use one after another, standing their raging instead of fighting. They should no longer do this.
Additional creatures will be appearing in random encounters created by the CARES system - the goal here isn't to make anything more challenging or dangerous, more just to give you all more variety in what you find when out exploring.
Quest Type XP Pay Gold Pay 4-6 Introduction Quests 150 150 4-10 Solo Quests 250 250 6-10 Medium Quests 350 350 7-10 Hard Quests 400 450 Please let us know if you find quests that are outside these ranges or values (too high or too low) except quests on the Wyvernwater Islands (they will all pay 50 gold more than typical). Eventually, quests in very difficult to reach locations, or that take a very long time to complete [ex. Gnolls at 60 minutes on average] will also get additional payouts in XP and/or gold. It will take some time to implement this though.
The DM Team is open to feedback on these changes; we think it will benefit the community.
Some spell changes:
Name School Bar Cle Dru Pal Ran S/W Components Target/Radius Range Spell description Monstrous Regeneration Conjuration - 5 5 - - - V,S Single Target Touch The target creature regenerates 5 HP per caster level. Clairvoyance/Clairaudience Divination 3 3 Knowledge 3 - - 3 V,S Personal Self You gain +10 spot and +10 listen for 1 minute per level. Spell Focus Divination and Greater Spell Focus Divination increases the duration by one-minute each. Find Traps Divination - 3 2 - - 3 V,S 30 meters Personal Reveals all traps within 30 meters to the caster. With Spell Focus Divination, traps are revealed to your allies. With Greater Spell Focus, traps with a Disarm DC less than 10 + your base Knowledge Lore are disarmed. Lesser Premonition Divination - - 4 - - 4 V,S Single Touch Grants the caster 10/+1 damage reduction, 5/+2 damage reduction and 20% concealment for one turn per caster level; Spell Focus Divination increases concealment by 5%; Greater Spell Focus increases that concealment by 10% above base.