River's Rest hunting expansion (saved post): Difference between revisions

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#redirect [[River's Rest/saved posts#Hunting Expansion 2008]]
{{saved-post
| category = Hunting and Combat
| topic = River's Rest Hunting Areas
| messagenum = 364
| author = GS4-SCRIBES
| date = 9/9/2008 10:55:05 PM
| subject = River's Rest Hunting Expansion!
}}
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.

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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 [[level]]s 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.

Happy hunting!

[[GameMaster|GM]] Scribes

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{{saved-post
| category = Hunting and Combat
| topic = River's Rest Hunting Areas
| messagenum = 365
| author = GS4-OSCURO
| date = 9/9/2008 10:56:51 PM
| subject = River's Rest Hunting Expansion Credits
}}
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.

<br>
Room building and painting: Scribes<br>
Marsh Keep Room QC: Andraste, Xayle<br>
Citadel Room QC: Xayle<br>
<br>
Loresong/puzzles/etc writing: Scribes<br>
Loresong/puzzles/etc coding: Oscuro<br>
Loresong/puzzles/etc QC: Varulv, Aiza, Ildran<br>
<br>
Creature design: Oscuro, Scribes, Warden<br>
Creature messaging: Scribes, Oscuro<br>
Creature coding: Oscuro<br>
Creature QC: Mestys<br>
<br>
Release event -<br>
Storyline: Scribes<br>
Pondrick: Scribes<br>
Husark: Oscuro<br>
Orcs: Scribes<br>
<br>
<nowiki>= - GM Oscuro - =</nowiki>

Cleric/Empath Team

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{{saved-post
| category = Towns
| topic = River's Rest
| messagenum = 15812
| author = GS4-OSCURO
| date = 9/10/2008 6:10:46 AM
| subject = Re: Nasty Death
}}
<i>>>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?</i>

Just the Citadel proper. [[Brown spinner]]s have been moved outside and now have the exact range as [[blood eagle]]s. [[Grey orc]]s and [[Ghost wolf|ghost wolves]] can no longer be found in River's Rest.

<i>>>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.</i>

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.

<nowiki>= - GM Oscuro - =</nowiki>

Cleric/Empath Team

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{{saved-post
| category = Towns
| topic = River's Rest
| messagenum = 15815
| author = GS4-OSCURO
| date = 9/10/2008 7:37:48 AM
| subject = Re: Nasty Death
}}
<i>>>Hopefully onsite will be as fast with updating the Bestiary.</i>

Since the bestiary will take a while to be updated, here are the base [[level]]s for the creatures in the Marsh Keep and Citadel.


[[gaunt spectral servant]]: 44<br>
[[rotting chimera]]: 46<br>
[[necrotic snake]]: 48<br>
[[flesh golem]]: 50<br>
[[tomb troll]]: 52<br>
[[tomb troll necromancer]]: 54


[[ethereal mage apprentice]]: 54<br>
[[decaying Citadel guardsman]]: 56<br>
[[rotting Citadel arbalester]]: 58<br>
[[putrified Citadel herald]]: 60<br>
[[phantasmal bestial swordsman]]: 62


<nowiki>= - GM Oscuro - =</nowiki>

Cleric/Empath Team
[[Category: River's Rest]]

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{{saved-post
| category = Hunting and Combat
| topic = River's Rest Hunting Areas
| messagenum = 512
| author = GS4-OSCURO
| date = 11/29/2008 7:39:51 PM
| subject = Re: Sucking Mud!
}}
<i>>>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!<br>
Roundtime: 54 sec.

>>Are you KIDDING?</i>

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>>>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.</i>

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).

= - GM Oscuro - =

Cleric/Empath Team

[[Category:River's Rest]]
[[Category:River's Rest Hunting Grounds]]

Latest revision as of 21:19, 12 April 2017