River's Rest/saved posts
Due to complaints by certain shady individuals that the more prominent residents of River's Rest were not willing to lower themselves to being crammed, squished, and thoroughly humiliated in barrels used for nefarious purposes, the barrel makers of Elanthia have slashed prices to generate more business!
In other words...those citizens of River's Rest seeking to travel by less than legal means by less than comfortable means to River's Rest will find the price for such services cut in half. :)
Thanks to GameMaster Varulv for being the muscle to convince the barrel folks to make the change!
Courtesy of the extremely shy monks of the River's Rest monastery, the meditation and memorial garden of the monastery has been opened for all wandering members of the Order of Voln. Those who seek out the quiet place will find themselves able to check on their progress towards earning enough favor to advance on the Path of Enlightenment, as well as check to make sure their own favor does not draw short.
In addition, for those with a talent for singing well, they may learn more of the history of the monastery of River's Rest.
Hunting Expansion 2008
The town of River's Rest cannot escape its past as new threats and dangers arise in the small backwater of the County of Torre. Intrepid investigators from the Hall of Mages, the premier center of magic discovery and education in the Turamzzyrian Empire, with the assistance of knowledgeable natives, have pulled back a curtain from the darker elements of the town's history in search of ancient lore. What has been revealed cannot again be hidden. What has been unearthed must be confronted. In the marshes and bogs to the northeast of the town stands a keep inhabited by the monstrous and the unnatural. In an ancient fortress, long left to the accumulation of dust, new guardians roam accompanied by the last creations of magical desperation. Like two towers of old, they cast their shadow over the town, adding to its isolation and loneliness, to the nightmares that plague the children of the Warren, while beckoning the town's bravest defenders. It is now left to the most daring or foolhardy adventurers to go forward into the marsh or to cross the ravine to challenge the old evils that have risen from the past.
The Marsh Keep and the Citadel have been opened as new hunting expansions for the town of River's Rest. The Marsh Keep can be found deep in the bog outside the town across Maelstrom Bay and covers levels 44-54 consistenting primarily of undead foes. The Citadel has been expanded and repopulated (its old residents moved and removed) with undead foes covering levels 54-62.
Well, the River's Rest hunting expansion is finally done since work began in October of last year (and initial inklings well before that)! To date, this is the single largest project either Scribes or myself have completed, and we're glad it's finally finished and released. Many people helped with the construction and we'd like to take a minute to just recognize those folks. Thanks to everyone who helped us along the way and to all the players who kept nudging us to finish it. Much <3.
Room building and painting: Scribes
Marsh Keep Room QC: Andraste, Xayle
Citadel Room QC: Xayle
Loresong/puzzles/etc writing: Scribes
Loresong/puzzles/etc coding: Oscuro
Loresong/puzzles/etc QC: Varulv, Aiza, Ildran
Creature design: Oscuro, Scribes, Warden
Creature messaging: Scribes, Oscuro
Creature coding: Oscuro
Creature QC: Mestys
Release event -
>>have all the critters in the citadel been removed and replaced with big baddies or are the high level critters only in an expanded area?
>>Have/will the tasks for spinners, ghost wolves and grey orcs been/be updated with Alanna? Hate to get one sending me in there and have to wait another 15 minutes to get another.
Yes, the Adventurer's Guild has been updated. You'll no longer get ghost wolf or grey orc tasks and new brown spinner tasks will be properly recognized as being in their new range.
>>Hopefully onsite will be as fast with updating the Bestiary.
Since the bestiary will take a while to be updated, here are the base levels for the creatures in the Marsh Keep and Citadel.
>>Running through the swampy terrain, you notice a wet patch in the bog and succumb to the treacherous mire as your feet are sucked in!
Roundtime: 54 sec.
>>Are you KIDDING?
No. You must have fumbled your maneuver roll. I've gone ahead and capped the amount of RT possible at 20 seconds, though, since 54 is a little excessive.
>>I could definitely be wrong, but I don't think water walking plays any role at all with the mud/bog. Likewise, I do think survival does.
You are wrong. The Water Walking (112) spell will (or at least is supposed to - let me know if it isn't) allow one to circumvent the swampy terrain mechanic entirely. Survival training also aids in its avoidance. The swampy terrain mechanic uses a standard maneuver roll, so all appropriate factors apply here as well (such as encumbrance, and other skill training).