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#1
Updates and Roadmap / Re: CD Hak Changelog
Last post by SpacePope - May 15, 2024, 12:34 PM
CD4 Hak Update v4.02b3
.2da
- Magic Staff reduced in size. Can now be dual-wielded by small races.
- Changes to feats.2da and cls_feat_shadow.2da to account for the changes to Shadowdancers abilities.
- Changes to cls_feat_monk.2da to account for the changes to feats.
- Saps are now finesse weapons.

Classes .2da
A new base attack bonus progression table has been created, between 3/4 and full BAB progression. In effect, a level 20 character using this attack table will end up at 17 BAB versus the 15 offered by the 3/4 progression. Compared to the 3/4 table, a character gains 1 AB at level 1, and 1 more AB from level 7 to 8.

The following classes will now use this new attack progression table:
- Rogue
- Monk
- Dragon Disciple
- Shifter (this one is a -small- nerf)
- Divine Trickster
- Arcane Trickster

.tlk
- Updated description for Ethereal Visage.
- Added description for Tongue of the Sun and Moon.
#2
Updates and Roadmap / Re: CD Module Changelog v2
Last post by SpacePope - May 15, 2024, 12:34 PM
CD Module v4.11e2
Module palette change
- Creature palette updated with new dungeon additions
- Solifigids in the Aqueducts dungeon have had their scale fixed. No more lil' baby monsters.

Areas
- Wyvern Caverns last chest is now correctly locked (Thanks Misty!).
- New T5 dungeon in testing has been updated according to feedback (Thanks Misty!).
- More tweaks to an upcoming UD dungeon (Thanks Rykka!).
- Removed duplicate Blue Draykn Inn in Yulash.
- Two new Underdark dungeon implemented for testing. Not yet accessible to players. (Thanks Rykka!)


Player Areas
- (Pretzel) Removed stray keys on the lawn and slight area update.
- (Pretzel) Updated description of placeable in player home.
- (Ray) Updated an Orb of Doom's name in a Drow shop

Spells
Ravaging Storm
- Now has the CL boost.
- Now works with Shape Mastery.
- VFX frequency lessened.

Ethereal Visage
- Duration is now Turns/level
- DR now becomes 20/+4 at 18 and 20/+5 at 25

Shadow Double
- Fixed a rare bug that could give the Double spells it shouldn't have.

Deafening Clang
- Can now be cast on gauntlets. Deafening fists!

Abilities
Knight Errant
- Inspire Courage refresh timer increased to 30 min. 100% uptime was an oversight.
- Final Stand duration fixed (it was missing the *2 from KE levels)

Shadow Dancer
Summon Shadow:
- Now Instant Use.
- 20 minutes refresh timer.
- Now summons a clone of the caster, similar to the Shadow Double spell, but the clone cannot cast spells. It can use certain SLAs.
- The clone is Death/Mind immune, as it is a shadow.
Duration:
- SD level 3: SD level round duration
- SD level 6: SD level * 2 rounds duration
- SD level 9: SD HD * 2 rounds duration
- Epic shadowlord Feat: 1 hour per HD duration. Premonition effect on spawn. +12 all phys stat.

Shadow Evade:
- Now Instant use.
- Fixed a script error that gave more AC than expected.

Shadow Daze:
- Now uses HD for SR piercing calculation.

Feats
Epic shadowlord:
- Now granted for free at Shadow Dancer level 12. Characters who are currently at or above shadowdancer level 12 may submit a relevel request.

Monk AC Bonus:
- Now granted at level 1.

Uncanny Dodge I:
- Now granted at level 3 to Monks. No relevels are needed (script magic!).

Tongue of Sun and Moon:
- New feat added to Monks at level 17. As implemented: the monk can understand all spoken non-secret languages. No relevels are needed (script magic!).

Scripts
- Fixed popup text description script not working on triggers or encounters.
- Potential fix to the disappearing feats bug.
- Added Sap to the weapon finesse list.
- Trolls can now be killed with Hellfire damage.
- Fixed an error in AC calculation when using wildshape and wearing one of the custom base armors (Adamantine/mithral/etc).
- Fixed an error in the book writing script.
#3
Ask the Staff Anything / Re: 3 questions about fey'ri P...
Last post by Plot Lost - May 10, 2024, 02:29 PM
Oh well, a new player here, who has no idea whatsoever of anything at all. But I cannot best my nature here, and so I will speculate in hopes that I might be later corrected, and thus arrive at a better understanding of the inner machinations of this server.

And yes, you are correct that in PnP Fey'ri do indeed get +2 to dexterity and +2 to intelligence. Therefore, the entry on the wiki could be just a typo. But if it is not, well, it does feel like a change I could and would have actually argued for somewhere else, a far far away, and a long time ago.

First of all, the server already has races available such as the Drow and Tieflings who receive the aforementioned +2 to dexterity and +2 to intelligence. Thus if Fey'ri offered the exact same, in the game-play sense, it would just offer more of the exact same. So why not just play a regular Tiefling, or a Drow? Therefore, the +4 intelligence offers something different that no other variant of elves offer. Not to mention that if we keep the PnP ability scores in mind, in addition to the fact that the Fey'ri live in a self-sustaining society, the player character Fey'ri is something that would actually stick out like a sore thumb. In simple terms, the player character would be more clumsy than the other Fey'ri, and we should not forget how clumsy people could be  considered to be stupid by others and by reason no different than the sheer virtue of having failed to meet the expected standard. All the other Fey'ri children could have performed the "Stabby-stabby-dance" on the captured Orc to perfection, but the player character simply failed by tripping on his or her own legs during the performance, and so the other children jeer and mock, the adults roll their eyes, and our player character knows deep down that he or she is not stupid. Therefore, it presents a crack in the social cohesion of the Fey'ri society, and then presents the avenue for the player character to actually venture out on their own in order to master their own fate, or by sheer willingness to volunteer for some mission as the excuse the just get away. And in a way, the ability to make such a distinction in the player application for the race, kind of suggests that the player likely knows what he or she is getting him or herself into.

And then we have the mechanical aspects to consider. The Fey'ri are a +2 ECL race, and as a result the highest level they can reach is 28. If we assume the use of Weapon Finesse or ranged Weapons, the PnP racial bonus of +2 dexterity would actually mean that the Fey'ri character could actually negate the loss of the one point of Epic BAB progression compared to a Sun Elf character of the exact same character build. But at the same time, the Fey'ri character would be short of either one or two Epic Feats, and in exchange of what exactly, a bunch of innate abilities that could be all replaced by adventuring gear gathered by something like level 10? And then you add in the role-play requirements, the need to be hiding your true nature at all costs or you would get gutted by other elves on sight, and your whole life made very difficult everywhere else as well. One might conclude that it would be so much more easier for you to just play a regular evil Sun Elf that has turned his back to the Elven way. Therefore, if we then consider the +4 intelligence that is listed on the wiki... Well, that could be +5% chance for your DC spells to succeed above a Sun Elf of equal build. Not to mention that increase in intelligence ability modifier would also manifest a sum total of either +2 or +3 spell slots at varying spell levels. Therefore, if you are going for an Fey'ri Arcanist, the access to these additional spell slots will make the leveling experience feel a little easier for you. Not to mention that if you choose the "Damage Reduction 10/+1", "Fire Resistance 10", "Dimension Door 1/day", and whatever else, you can to a degree ignore your squishy hit point pool, the breath of certain oversized rats, and have a convenient tool for reaching otherwise difficult to get to areas for either low level loot or quest completion experience. Therefore, there is actually some mechanical point to actually playing a Fey'ri character instead of just rolling an evil Sun Elf, which you would actually end up pretending to be when playing a Fey'ri.

And yes, Fey'ri are able to fly in PnP. Fey'ri can have wings, and even those that would not, should by sheer virtue of their "Alter Self" ability. But that said, Fey'ri could also have those additional limbs such as arms and tails... I think there is a robe or pelvis clothing appearance for a tail if you really want to have one. But, the fact is that as a Fey'ri, you really should try to keep the fact as much of a secret as humanly possible... And the moment people see a Sun Elf with huge bat wings, someone will snap a screenshot of it, and then what might follow is a mob with those pitchforks and torches, and upset players. Thus, the lack of wings actually helps our Fey'ri to remain secret.
#4
Ask the Staff Anything / 3 questions about fey'ri PC me...
Last post by nether - May 09, 2024, 02:09 PM
As the title says, I have three questions about fey'ri PCs on CD that are different from PnP, as far as I am aware, and I am mostly curious if they were made on purpose or were oversights.

1. Ability adjustments

Fey'ri PCs on CD currently receive an ability adjustment of +4 INT, -2 CON. This is different from PnP, unless I am wholly mistaken, where they would get +2 DEX, +2 INT and -2 CON. "Faces of Elves" also acknowledges this:

"Statistical Adjustments: For fey'ri, they have elven traits but ability adjustments replaced with +2 Dexterity, +2 Intelligence, and -2 Constitution. They are quick and intelligent due to the mixed blessing of their fiendish blood, but their inbreeding over time has withered their constitution. Fey'ri are natural shapeshifters who can change their form to any humanoid close to their size. Individual fey'ri adopt abilities dependent on their bloodline. Races of Faerûn has a full list of the traits one can pick. Our system has all fey'ri as the +3 ECL ones in abilities, but with an adjusted ECL of +2, for balancing purposes." (Faces of Elves, page 114)


2. Elven Blood

In PnP, fey'ri would get an ability called "Elven Blood", that would make them be treated as Elves for all abilites, items and PrCs that check for race, despite being native outsiders. "Faces of Elves", once again, confirms this, saying:

"For the purpose of being read by elvish wards, fey'ri and other planetouched elves also still read as elves, making the threat the Daemonfey pose all the more dangerous." (Faces of Elves, page 113)

I understand it is likely impossible to program this into NWN but a simple mention of this under "RP abilities" on their wiki article would do the trick of informing players and DMs that this ability exists. If it is wanted and not omitted on purpose.


3. Wings

Fey'ri are often depicted with wings and do gain flying movement in PnP. Faces of Elves also depicts a winged fey'ri as an example of their kind (Faces of Elves, page 110). Yet their write up on the wiki, formerly the forums, does not grant them the Wing widget.
#5
Updates and Roadmap / Re: CD Module Changelog v2
Last post by SpacePope - May 07, 2024, 11:43 AM
CD Module v4.11e1
Module palete change
- Fixed some tags on the wildshape skins.

Areas
- Maerimydra's Fire Giant stopped being so angry.
- Fixed a typo in the items sold by the Tressym Meow.
- Fixed a typo in the Ants Warehouse quest dialogue - Eyes and Ears of Arabel.
- New dungeon added for testing. Not yet connected to the maps.
- Blue Draykn Inn updated again. (Thanks Nok!)
- Updated Underdark - Sschindylryn - Central Markets for player business entrance (Ray)
- Finalized aqueducts dungeon in the Underdark. (Thanks Rykka!)
- Updated trophies in the Violet Flame
- Wyvern Caverns dungeon rework. (Thanks Misty!)
- Two new UD dungeon added for testing. Not yet connected to the maps. (Thanks Rykka & Edge!)

Player Areas
- (Diestormlie) Added Qu'za Zhaunil to Underdark - Sschindylryn - Central Markets (Ray)
- (Lanira) Updated Coin Toss and Vespillio player home (Ray)
- (Pretzel) Added player home and transferred another (Ray)

Creature/item palette
- Summoned Huge and Greater elementals now use a weapon so that they can be buffed with Elemental Weapon.
- Cursebound Bandits Ogre boss is now evil.

Spells
Iceberry and Flameberry
- Don't stack together anymore.
Summon Creature VII to IX:
- Players can now choose the type of elemental summoned using the /elementsum command. Example: /elementsum earth
Kali's Kamikaze Kobolds:
- Now works as described.
Energy Buffer:
- Can now be cast on others.
Earthquake:
- Cap of 20d6. Prone for 2 rounds on a failed save.
Energy Drain:
- Drain 4d8 levels.
Bombardment:
- Cap of 25d8.

Abilities
- Rallying Cry and Final Stand now truly have a 25 min refresh.
- Barbarian Rage refresh timer fixed.
- Divine Wrath now gives the correct AB/Saves/Damage bonus at HD25+
- Fixed wildshape forms abilities being unusable if your first level wasn't Druid.
- DC of shifter's medusa shape petrification gaze lowered.
- DC of shifter's spectre energy drain lowered. Drain effect enhanced.
- Wildshape's Dragon breath damage slightly lowered.
- Shifter forms abilities CL fixed for Harpy Cry, Mindblast, Imp. Invisibility.

Feats
Spell Focus: Conjuration
- Non-undead creatures summoned by summon spells now have +4 to all physical stats. (This counts towards the +12 cap)
Greater Spell Focus: Conjuration
- Non-undead creatures summoned by summon spells now have +8 to all physical stats. (This counts towards the +12 cap)
Epic Spell Focus: Conjuration
- Non-undead creatures summoned by summon spells now have +12 to all physical stats. (This counts towards the +12 cap)

Spell Focus: Necromancy
- Undead creatures summoned by summon spells now have +4 to all physical stats. (This counts towards the +12 cap)
Greater Spell Focus: Necromancy
- Undead creatures summoned by summon spells now have +8 to all physical stats. (This counts towards the +12 cap)
Epic Spell Focus: Necromancy
- Undead creatures summoned by summon spells now have +12 to all physical stats. (This counts towards the +12 cap)


Scripts
- Fixed Ranger AC checking for the wrong armor type.
- Potential fix to the Ranger debuff bug. Please test it and report!
- Fixed Swordmage keeping its AC bonus when using a 2 handed weapon or ranged weapon.
- Optimised a script that checked for PCs epic spells.
- Potential fix to the server-wide chat bug.
- Fixed a bug that led to skin properties stacking back onto the player skin when using wildshape. Affected players need to get in touch with a DM ingame to get a new skin.
- Fixed an issue where the builder module sent messages about deprecated scripts repeatedly (Ray)

Utility
- Added new DM commands to let DMs add and remove Epic Spell Feats to and from player characters.
- Added a new NPC DMs can spawn to let players archive their characters. (Thanks to Fox who had it fully coded already!)
- Added a new NPC DMs can spawn to let players rename their characters. (Thanks to Fox who had it fully coded already!)
- Added a new variable for DMs and dungeon builders to use. Enemies might be learning some player tricks...
- Modified the DM Export tool to allow DMs to backup their quest areas on the Event server to mitigate losses from server crashes (Ray)
#6
Updates and Roadmap / Re: CD Hak Changelog
Last post by SpacePope - May 07, 2024, 11:42 AM
CD4 Hak Update v4.02b2
.2da
- Arcane Fire and Blast Infidel now truly infinite.
- Fixed up wrong AC values for druid wildshapes.
- Fixed up wrong appearance value for female non-epic spider wildshape.
- Slight adjustment to some wildshape stats (mainly lowering some).
- Lizardfolk form found its missing tail.

.tlk
- Summon creature VII to IX updated with information on how to use the new /elementsum command.
- Energy Buffer description updated.
- Earthquake description updated.
- Bombardment description updated.
- Energy Drain description updated.
- Mass Haste description updated (spell school was wrong).
- Spell Focus feats description updated for Conjuration and Necromancy.
#7
Player Announcements / Blackheart Update - 2024
Last post by Blackheart - May 04, 2024, 11:34 AM


Blackheart Update - 2024

Hey everyone!

I've been asked quite a few questions privately over the last few months - and each of them have been fantastic. So fantastic, in fact, that I wish to share some of the public-relevant ones and offer an explanation of what my CD plans are for 2024.

It's been a bit of a rough patch for me over the last 2ish months or so. The world got a bit crazy (which meant my work and sleep schedule got torched), I had to rewrite my novel, and I cancelled my last plot (ARTA) due to technical issues.

Understandably, this led a lot of people to ask: Am I quitting CD? Will I quit DMing?

Answer: No! Quitting CD has never even crossed my mind, nor has quitting DMing. The technical issue was simply too much of an issue to continue a plot. When I run plots with multiple groups and varied schedules, timing is so important. One group being delayed begets every other group being delayed. Things go out of order. Schedules change. Delay delay delay. People forget things. I forget things. Setups get ruined. I cut setups short. Plot quality suffers. Still crash anyway. Despair.

So, then, I've been asked: "Are you going to run plots again? Is TOAFK still on the table? If so, when?"

Answer: Yes, and yes! I will start running plots again when I'm comfortable in the technical integrity of the server. Which, I hear, has made substantial discoveries and progress thanks to the efforts of the staff members who have been working on it. TOAFK is still, at present, planned to start signups in the Fall, and then start events in Winter.

People have reached out and excited about TOAFK, which is fantastic (and for more information on this, you can find it here)! I'm always happy to receive questions and comments about it. Aside from "when and where can I sign up," I've been asked: "is there anything I can do to get ready for the plot? Is there something my character can be involved in to effect the way the plot will start?"

Answer: Yes, and yes!... but not yet. I need the server to be stable before that can happen, because just like with DoM, I'll be running prequel plots for a few groups.

In more heartwarming news, I've been asked a few times: "Do you want help running the plot?"

Answer: Unlike with DoM, yes! This time, I will be accepting the help of fellow staff members who would like to volunteer to run plots/groups. And, as per usual, I will also be enlisting the help of builders who would be willing to craft areas for plot use. I'll be putting out a signup for such efforts in Summer.

So, thank you to everyone who has reached out and been kind and supportive - and sorry to those who were negatively impacted by my cancellation of ARTA. I'll be doing my best to get back to fun plotting and excitement in the near future.

... And speaking of un plotting and excitement in the near future...

Consider this an announcement/confirmation that the Wandering Storyteller will be returning to Cormyr this Summer!

We'll be slashing swords and slinging spells amidst the greatest battles Faerun has ever seen! Learn the history of the Forgotten Realms; face off against the greatest villains (or heroes) in the multiverse; and, most importantly of all... get some sweet, sweet DM items!

I look forward to running some more fun for everyone soon! :D

- Blackheart
#8
General Discussion / Re: Forlorn Elves Question
Last post by morena - Apr 29, 2024, 08:02 AM
My main character started out as a forlorn elf. Or at least a forlorn-ish elf, with some knowledge of Elven culture, but very little connection to it.

There are no hard rules on how to stop being forlorn."Forlorn" is not a mechanical status, or a tag, or a flag, or anyting like that. There are no apps required to recognise the change, and there is no quest requirement. It all depends on how you want to roleplay it, which I personally think is the perfect way for handling it rules-wise. Becoming part of the elven community is a long-term RP goal that can be realised in quests, but it is also a very viable goal for RP outside of quests.

There are some things you MIGHT want to do. For example, learning Elven as a language if the character doesn't know it already (with an IC tutor). Or learning more about the Elven community through RP with other players. Or using RP to source more information on the Elven pantheon, possibly having the character convert eventually (depending on what the character's classes are, this particular thing might require a DM quest/approval). Or becoming more active in the local community (such as participating in elf-centric events like the Aelous or elf-centric plotlines).

Quests, are, of course, a possible and uniquely valuable avenue for character development, but are not strictly needed to progress elf-ification :)
#9
General Discussion / Re: Forlorn Elves Question
Last post by Plot Lost - Apr 28, 2024, 10:45 PM
I have not been on this server long enough to answer your question... But I have encountered this question here and there, and around and around.

When it comes to Forlorn elves, and I presume you mean elves not raised by elves here, I suppose it all depends on several factors such as... How old is your own character, and how welcoming the local community of elves are. For example, if your elf has already lived a century or more with the shorter lived races, watched several generations of his friends and family grow old and die, it is easy to imagine how such a character would be rather morose indeed. That is, someone who could be described as either sullenly melancholy; gloomy, or of a sour temper; sullen and austere; ill-humored; severe. Such a person would, understandably be hard to approach, and perhaps would not even desire to associate with other elves who are just prancing around without a seeming worry in the world. Thus in such a case, I would imagine such a character would need to encounter an elf who really wishes to save a fellow elf who knows not of who he his, an elf who does not understand his own heritage. With such a character, I would probably make a Leto request for the removal of the racial language: Elven, so that it can be learned if such an individual can be found on the server.

If your character is of younger age, if your character has set out into the world at a younger age to search for his own kind, well, then ultimately I think it would be just a matter of joining some local elven player faction, or retiring early to live in one of the elven towns found on the server.

And if your elf is a drow or half-drow... I think the lore-appropriate difficulty ramps up quite a bit. After all, I think I have read some lore than killing a half-drow on encounter is actually a sign of mercy, and full-blooded drow would just kill a lone drow unless that forlorn drow can be used as some form of a barbarian slave... 
#10
General Discussion / Forlorn Elves Question
Last post by aalnyar - Apr 28, 2024, 02:03 PM
If an Elf is a forlorn elf from what I have read it's an elf that has no connection to their Elven heritage; how does one go from forlorn status to knowing your heritage? is there like a quest that needs to be requested? what is CD stance on such an elf and how do they get brought back into the fold so to speak.

Thanks