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  • XorinaXorina Member Posts: 138
    Hello everyone!

    FRC has been updated with the latest content patch...

    The Anauroch

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    Link to the content update found Here

    Oooh! My other character, the daughter of this one (Xorina Hawksley II) is roleplayed on FRC, though, given her mother was around the time of the spellplague, if FRC is set in a different time period I may have to make some historical adjustments to the Hawksley family.
  • Maleficents_KissMaleficents_Kiss Member Posts: 36
    Xorina wrote: »
    Hello everyone!

    FRC has been updated with the latest content patch...

    The Anauroch

    5ocuZ7b.jpg

    Link to the content update found Here

    Oooh! My other character, the daughter of this one (Xorina Hawksley II) is roleplayed on FRC, though, given her mother was around the time of the spellplague, if FRC is set in a different time period I may have to make some historical adjustments to the Hawksley family.

    Thanks for stopping by and trying out our little corner of the world! :smile:
  • Maleficents_KissMaleficents_Kiss Member Posts: 36
    edited April 2022
    Greengrass events start soon!

    For those who may be looking for a fun social event or entry into Forgotten Realms Cormyr this is a perfect chance(even for brand new characters) to come and experience the festivities! This is our annual event largely put on by the players and supported by the staff. Come pay a visit and join us for some fun! :)

    Details for times and events below!

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    Times listed are PST times(US timezones). Times are approximate.

    FRC Greengrass Forum Thread

  • Flash_1375Flash_1375 Member Posts: 13
    A few photos from the grand opening of a new guild on FRC!

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  • Flash_1375Flash_1375 Member Posts: 13
    Hail Adventurers!

    The FRC Discord is now boosted with Nitro! Come join the fun! https://discord.gg/forgottenrealmscormyr
  • Flash_1375Flash_1375 Member Posts: 13
    Hail Adventurers!

    It was a busy weekend on Forgotten Realms Cormyr! The Royal Corps of Monster Hunters (RCMH) attended a ceremony held at the Royal Gardens in Suzail:

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    The 1st Rule of Fight Club is...shhhh!
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  • Flash_1375Flash_1375 Member Posts: 13
    Contention at the Cormyrean border with the Thayan Enclave!

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  • Flash_1375Flash_1375 Member Posts: 13
    edited July 2022
    Hail Adventurers!

    Midsummer is an annual holiday that customarily occurs between Flamerule 30 and Eleasis 1 on the Calendar of Harptos. It is a time of feasting and music and love. Acquaintances turn into dalliances, courtships turn into betrothals, and the deities themselves take a part by ensuring good weather for feasting and frolicking in the woods. Bad weather on this special night is taken as an omen of extremely ill fortune to come.

    Join the celebrations hosted by the Four Winds Trading Company!

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    Forum Link: https://frc.proboards.com/thread/35908/midsummer-revelry-winds
    Discord Event Link: https://discord.gg/6eAJMG2Q?event=994434630251974757
  • Flash_1375Flash_1375 Member Posts: 13
    edited July 2022
    Hail Adventurers!

    FRC has concluded the singing and dancing of the Midsummer Festival, as well as a previously scheduled Crafter's & Merchant's Fair. Travelers have returned to their regularly scheduled dungeon runs

    The next festival would be Highharvestide on 30th Elient (Sept 30/Oct 1) to celebrate the abundance of food and to get some traveling in before the onset of winter.

    Thank you to those who joined us today; we hope you had fun and we look forward to seeing you again soon!



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  • Maleficents_KissMaleficents_Kiss Member Posts: 36
    edited September 2022
    FRC has been updated with our latest content patch!

    This much anticipated updated includes many changes such as...

    - Player housing
    - New Language System
    - CEP 3.03
    - New Character Background & Plot Hooks

    and much more!

    Details of the full update can be found on our forums at the following link: https://frc.proboards.com/post/373658/thread
  • Flash_1375Flash_1375 Member Posts: 13
    Hail Adventurers!

    The FRC Team is happy to announce the following update:


    Player Housing
    Suzail Market Square Apartments – Vacancies Available!

    Be sure to speak to the landlord Macham about the new real estate in Suzail available in economical, standard, and large dwellings. He has a deal for you!

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    Need extra keys for your friends and partners? The Shiny Skeleton has opened its doors and Micky will be happy to help you out.

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    The player housing area system is entirely built into the module and allows players to decorate their own homes in game or allow other players to help. This opens up roleplay opportunities for interior designers and decorators as character professions.

    Anyone may purchase up to 1 apartment in Suzail for themselves and may furnish it to serve as a dwelling and/or gathering place or home business.

    While Macham's Apartments in Suzail will be our first location for player housing there are plans to expand housing to other locations in the future.

    House interiors can be customized via in-game commands.

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    There are numerous placeable appearances in the creator, so unleash your creativity! Just remember Macham's Apartments are a dwelling in Suzail so designs created are considered vanity & decoration only.

    Functional seating and other furniture items can be purchased from the usual furniture stores for use in dwellings. In the future, crafting stations and more furniture options will be available.


    New Language System

    The language token system is being replaced with a more modern system with support for:

    - Mixed language/translated use (e.g: [font color="#3ee619"][This will be translated][/font] [font color="#e6b919"]while this won't[/font] [font color="#3ee619"][but this will be][/font])
    - Support for other chat channels (whispers/party chat)
    - More free inventory space by removing undroppable items

    Additionally, the system implements a "language proficiency" value. This means that when you decide that your character wants learn a language, you will receive the language "token" immediately.

    This token will start with a proficiency level of 0. When your character speaks, it will be near intelligible to other characters who know the language.
    As DMs observe progression in the language, additional proficiency levels will be granted until the character is finally fluent when reaching a proficiency of 100.
    As experience in the language grows, the translation will have less and less typos and be more easily understood.

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    Instance Timers - Replacing the "7 Day Rule

    FRC is removing the The Seven Day Rule and introducing instance timers for all hostile encounters and loot spawns. Players are no longer limited to visiting an adventure area more than once a week. However, XP and loot gained from return visits will behave differently.

    Unlike the initial design proposed in last years transparency report, our new approach for timer resets is based on two different timers for experience and loot gains from encounter and treasure containers

    Loot is rewarded per party, while experience will be rewarded individually.

    Individual Players returning alone to an adventure areas within 7 days will receive no XP or loot.

    By joining a party, Individual players returning to an adventure area within 7 days will receive loot but not XP. Any member of the party who is visiting the adventure area for the first time within the last 7 days will receive both XP and loot from encounters and treasure containers. Loot will spawn normally for the party and everyone may share.

    An entire Party returning to an adventure area will receive no XP and no loot only if every individual in the party has visited the adventure area previously within the last 7 days.

    Example
    Player A and B decide to complete the goblin camp together. If they return together or individually, they will not receive experience or loot drops when entering the area again that week.

    If player A and B invite Player C for a return visit and this is the first visit for Player C this week, the party will gain loot. XP will only be gained by player C however, as players A and B have already visited the dungeon this week.

    We hope the Instance Timer system relieves some of the pain points around the 7-day rule, particularly the OOC issue presented when forming parties and deciding which dungeon locations are open for the group. We also hope this will better facilitate finding new groups to play with.

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    Hidden Damage Levels

    A new chat command has been added to hide your character's damage level floaty text when desired.

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    Bank Vault Improvements

    We have improved the Bank Vault system to now support direct gold deposits and to significantly increase the item limit for hoarders.

    Accompanying this is a brand new User Interface with buttons to Deposit and Withdraw items and gold.

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    Content Updates: FRC is now using CEP 3.03, which introduces the following content additions among others

    Placeables
    - Txpple's Giant Statue Parts and Golem head
    - Stonehammer's Statues from the November 2021 CCC
    - Project Q Thrones Jet Black and Red Quartz
    - Project Q Swirling Portals
    - Project Q Carpets
    - Stonehammers Placeables from CCC Building Bricks

    Creatures
    - Solar, Planetar, Aasimar (Model by Shemsu-Heru and skins by Shadguy)
    - Various creature reskins for zombies, ogres, skeletons, doomknight and many more.

    Item/Appearance
    - Winternite's Scimitars (Twinkle, Icingdeath, Drow Scimitar and Orcrist)
    - CODI Samurai Robes
    - The Lich King's armor including Frostmourne and Shadowmourne in different variations, Greatsword, Longsword, Bastard sword, and for the axe Greataxe and Dwarven Waraxe. (Armor by Stonehammer, Weapons by Winternite)
    - Green Knight Axe from CCC Arthurian Legend (Shemsu-Heru)
    - Winternite DND Longswords
    - Robes from Project Q & Eurgiga
    - Peasant Armors from Stonehammer
    - Weapons from The Amethyst Dragon, fancymapped by Pstemarie
    - Shields by Pstemarie


    Spell Changes

    Ranger
    - Barkskin is now available as a 2nd level spell.

    Introduction of Player Character CEP Weapon Feats

    The following CEP Weapon Feats are now available. With this change more CEP weapons will become available on FRC in the near future.

    New Feats
    - Weapon Focus (mercurial longsword)
    - Epic Weapon Focus (mercurial longsword)
    - Weapon Specialization (mercurial longsword)
    - Epic Weapon Specialization (mercurial longsword)
    - Improved Critical (mercurial longsword)
    - Overwhelming Critcal (mercurial longsword)
    - Weapon of Choice (mercurial longsword)
    - Weapon Focus (mercurial greatsword)
    - Epic Weapon Focus (mercurial greatsword)
    - Weapon Specialization (mercurial greatsword)
    - Epic Weapon Specialization (mercurial greatsword)
    - Improved Critical (mercurial greatsword)
    - Overwhelming Critcal (mercurial greatsword)
    - Weapon of Choice (mercurial greatsword)
    - Weapon Focus (Wind Fire Wheel)
    - Epic Weapon Focus (Wind Fire Wheel)
    - Weapon Specialization (Wind Fire Wheel)
    - Epic Weapon Specialization (Wind Fire Wheel)
    - Improved Critical (Wind Fire Wheel)
    - Overwhelming Critcal (Wind Fire Wheel)
    - Weapon of Choice (Wind Fire Wheel)
    - Weapon Focus (lance)
    - Epic Weapon Focus (lance)
    - Weapon Specialization (lance)
    - Epic Weapon Specialization (lance)
    - Improved Critical (lance)
    - Overwhelming Critcal (lance)
    - Weapon of Choice (lance)
    - Weapon Focus (heavy pick)
    - Epic Weapon Focus (heavy pick)
    - Weapon Specialization (heavy pick)
    - Epic Weapon Specialization (heavy pick)
    - Improved Critical (heavy pick)
    - Overwhelming Critcal (heavy pick)
    - Weapon of Choice (heavy pick)
    - Weapon Focus (light pick)
    - Epic Weapon Focus (light pick)
    - Weapon Specialization (light pick)
    - Epic Weapon Specialization (light pick)
    - Improved Critical (light pick)
    - Overwhelming Critcal (light pick)
    - Weapon of Choice (light pick)
    - Weapon Focus (sai)
    - Epic Weapon Focus (sai)
    - Weapon Specialization (sai)
    - Epic Weapon Specialization (sai)
    - Improved Critical (sai)
    - Overwhelming Critcal (sai)
    - Weapon of Choice (sai)
    - Weapon Focus (nunchaku)
    - Epic Weapon Focus (nunchaku)
    - Weapon Specialization (nunchaku)
    - Epic Weapon Specialization (nunchaku)
    - Improved Critical (nunchaku)
    - Overwhelming Critcal (nunchaku)
    - Weapon of Choice (nunchaku)
    - Weapon Focus (falchion)
    - Epic Weapon Focus (falchion)
    - Weapon Specialization (falchion)
    - Epic Weapon Specialization (falchion)
    - Improved Critical (falchion)
    - Overwhelming Critcal (falchion)
    - Weapon of Choice (falchion)
    - Weapon Focus (sap)
    - Epic Weapon Focus (sap)
    - Weapon Specialization (sap)
    - Epic Weapon Specialization (sap)
    - Improved Critical (sap)
    - Overwhelming Critcal (sap)
    - Weapon of Choice (sap)
    - Weapon Focus (katar)
    - Epic Weapon Focus (katar)
    - Weapon Specialization (katar)
    - Epic Weapon Specialization (katar)
    - Improved Critical (katar)
    - Overwhelming Critcal (katar)
    - Weapon of Choice (katar)
    - Weapon Focus (heavy mace)
    - Epic Weapon Focus (heavy mace)
    - Weapon Specialization (heavy mace)
    - Epic Weapon Specialization (heavy mace)
    - Improved Critical (heavy mace)
    - Overwhelming Critcal (heavy mace)
    - Weapon of Choice (heavy mace)
    - Weapon Focus (maul)
    - Epic Weapon Focus (maul)
    - Weapon Specialization (maul)
    - Epic Weapon Specialization (maul)
    - Improved Critical (maul)
    - Overwhelming Critcal (maul)
    - Weapon of Choice (maul)
    - Weapon Focus (double scimitar)
    - Epic Weapon Focus (double scimitar)
    - Weapon Specialization (double scimitar)
    - Epic Weapon Specialization (double scimitar)
    - Improved Critical (double scimitar)
    - Overwhelming Critcal (double scimitar)
    - Weapon of Choice (double scimitar)
    - Weapon Focus (goad)
    - Epic Weapon Focus (goad)
    - Weapon Specialization (goad)
    - Epic Weapon Specialization (goad)
    - Improved Critical (goad)
    - Overwhelming Critcal (goad)
    - Weapon of Choice (goad)


    Additional Weapon Feat Changes

    The following items benefit from Shared Weapon Feats:
    Club - Shared with Fashion Accessories, Drinking Mugs, and more
    Dagger - Shared with Assassin Dagger
    Quarterstaff - Shared with Magic Staff and Two Handed Tools
    Spear - Shared with One Handed Spear
    Trident - Shard with One Handed Trident

    The following items now act as Monk Weapons, similar to the Kama:
    Katar
    Nunchaku
    Sai
    Wind Fire Wheel


    Weapon Balance Changes
    As it is now possible to take combat feats for these weapons, we saw some weapons overshadowing their base game counterparts especially in certain builds. Other weapon types have been under performing, and the intention behind these changes is to bring these outliers into more standard damage models for balance.

    Falchion
    - Damage type changed from piercing/slashing to slashing

    Goad
    - Weapon proficiency changed from martial to simple

    Heavy pick
    - Damage die increased from 1d6 to 1d8
    - Critical multiplier reduced from 20 x4 to 20 x3

    Katar
    - Damage die changed to 1d6 x2
    - Piercing Monk Weapon

    Lance
    - Damage die increased to 1d8 x3
    - Martial Weapon

    Light pick
    - Damage die increased from 1d4 to 1d6
    - Critical multiplier reduced from 20 x4 to 20 x3

    Mercurial Longsword
    - Critical multiplier reduced from 20 x4 to 20 x3

    Mercurial Greatsword
    - Critical multiplier reduced from 20 x4 to 20 x3

    Nunchaku
    - Damage die changed to 1d6 x2
    - Bludgeoning Monk Weapon

    Sai
    - Damage die changed to 1d6 x2
    - Piercing Monk Weapon

    Trident, One Handed
    - Damage die changed to 1d6 19 x2

    Wind Fire Wheel
    - Damage die changed to 1d6 x2
    - Slashing Monk Weapon

    Beer Mug
    - Damage type changed from piercing to bludgeoning
    - Damage die reduced from 1d4 to 1d2

    Fashion Accessory
    - Critical multiplier increased from 20 x1 to 20 x2

    Two Handed Tool
    - Damage die increased to 1d6
    - Critical multiplier increased from 20 x1 to 20 x2

    Flowers
    - Damage die reduced from 1d6 to 1d2


    New Character Experience

    The starting character zones have been rebuilt to better introduce new players to the module and give our veteran community members a fresh experience with new characters.

    Welcome to FRC, newbies!

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    The updated character creation flow now introduces an updated window, replacing the former dialog system

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    The new window guides players through finishing touches for their character. The character creation window will also help guide players in the selection of nature deities, languages, and divine patrons favoring character alignment.

    The choices you make during character creation will directly impact where and how you start the game.

    Maybe there is other ways into Cormyr outside of a small border outpost...

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    New Character Background and Plot Hooks

    Two new editable texts have been added, allowing you to share your character story, and plot hooks with DMs:

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    The intent is to make this information more readily available to DMs to help develop stories and weave character plots together, while keeping it secret from other players.

    Spell Descriptions

    Thanks to a lot of hard work from DM Flash (aaah), spell descriptions on the character generation screen and in-game now correctly show the spell balance changes made on FRC:

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    We will be addressing any other inconsistencies over the coming updates.


    FRC would like to thank the CEP 3 team.

    We would also like to offer special thanks to DM Jorteck and DM Sauron for the labor of love producing this update.

    The FRC Team also thanks our fantastic Test Team for their diligent effort and hours of support helping us over the hurdle.


    There are more new things in the pipe that are coming soon - stay tuned!
  • Maleficents_KissMaleficents_Kiss Member Posts: 36
    Flyers are circulated in the taverns of Valkur's Roar, the Western Reach, and Suzail, written in flowery script in orange ink

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    Harken ye, for the Hour of the Soul's Harvest is nearly upon us!

    Come one and all to the Tipsy Imp of Valkur's Roar and be Counted

    On the last day of Marpenoth just past Highsun the imps will begin serving drinks to thirsty souls

    Be sure to come in costume to disguise yourself from the evil spirits what prowl the land...

    Enjoy special drinks and holiday treats, including complimentary Howliday Punch

    Join in the Pumpkin Carving Contest

    Share the most haunting tale that keeps you up at night

    Trinkets and Souvenirs for sale

    There may be a kissing booth operated by the High Inquisitor, High Priestess, & Minister of Interior

    There are contests and prizes to be won! Judges will be selected from the revelers to decide:

    ~Scariest Costume~

    ~Funniest Costume~

    ~Sexiest Costume~

    ~Scariest Ghost Story~

    ~Most Creative Pumpkin Carving~



    Admission is free but tickets will be sold for raffle drawings

    On Site Lodging is available for those too inebriated to journey home after...


    ~~This Revelry is sponsored by Mistress Sophie Miller, Minister of Vineyards, Valkur's Roar~~



    Beneath the script is a depiction of a cute, chubby cherub holding a bushel of grapes in one hand and a bottle of wine in the other



    __________________________________________________________________________________________________________________________________________



    Hail Cormyrians and Happy Halloween! Those who survive the All Hallow's are welcome to celebrate Soul's Harvest in costume at the Tipsy Imp

    This roleplay event is open to everyone

    There will be prizes for costumes, scary stories, and for creative pumpkin carving on site.

    The revelry will begin Monday October 31st starting at 1 PM US Central / 7 PM London and continue through 11 PM US Central / 5 AM London

    Brought to you by the FRC Team


    Original Post/Thread on our forums at: https://frc.proboards.com/thread/36298/happy-souls-harvest-oct-31
  • Flash_1375Flash_1375 Member Posts: 13
    edited March 2023
  • RazgrizFRCRazgrizFRC Member Posts: 3
    Cormyrian Freesails (Screenshot taken by player Tarsiz)

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  • Flash_1375Flash_1375 Member Posts: 13
    edited April 2023
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    2023 Spring Update
    Hail Adventurers! Forgotten Realms Cormyr is happy to announce the Spring 2023 updates!
    View the updates on our Forums: https://frc.proboards.com/post/378926/thread
    Join us on our Discord: https://discord.gg/forgottenrealmscormyr


    Pets and Summons
    Various stores and enclosures around Cormyr have opened their doors to adventurers looking for their new furry friend!

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    Pets are new loyal companions introduced in this update that will follow your PC around, occasionally stopping to *nom* or terrorize the contents of your inventory. There are 80+ pets available to find in game.

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    While they will follow you to every hell-hole in Cormyr, they will hide when things gets scary! Be sure to keep them away from dangers.

    /pet, /associate, /summon
    All associates (Familiars, pets, summons, animal companions and dominated creatures) can now be updated with a new command.

    When having multiple associates (pet + summon + dominated creature), you will be prompted to select the creature.

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    Welcome Room Updates
    No, we didn't change it because the Greatgaunt door gained sentience. I think...
    In this update, we are introducing a brand new welcome room layout!

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    The main difference is the removal of the "hub" doors, instead being replaced by a new main gate.

    This gate replaces the functionality of the older doors, and the guild/player home entrances while also supporting the new house system.

    This system will allow us to add new destinations more easily as we expand the module, without having to update the welcome room layout every time.

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    Clicking on the module entrance will bring up a new teleport screen:

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    In this window you'll find a recommended level range, as well as the number of players in that zone.

    As a part of these changes, we wanted to help guide players in finding new areas to explore for their level range, and making it easier to find other players online on the server.

    Character Creation/Edit Wizard
    - Added a "Character Editor" in the welcome room to edit your character's plot hooks/background.
    - Resized the plot hook/background boxes to work on 8193.34 clients.
    - Added /deitycheck command to DMs to verify if a player can become a follower of a certain deity.
    - The deity selector now shows a tooltip on why a certain deity cannot be selected by your character.

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    Spell Changes
    Don’t worry, my portals are safe.

    Teleport Spells have been added to function as normal spells. Teleport and Mass Teleport can be added to spellbooks and be prepared for use. They can also be cast from scrolls.

    The old Teleport and Mass Teleport spellbooks can be exchanged for new scrolls by request. The FRC Team will provide two scrolls for each of these books exchanged.
    Teleport
    Caster Level(s): Wizard / Sorcerer 5
    Innate Level: 5
    School: Conjuration
    Descriptor(s): Teleportation
    Component(s): Verbal
    Range: Personal
    Area of Effect / Target: Large
    Duration: Instant
    Additional Counter Spells:
    Save: None
    Spell Resistance: No

    This spell instantly transports you or a single party member, their familiar, and their summoned
    creatures to a designated city, town, guild hall, player home, or a few other well-known locations.
    A special Concentration Check is required for accuracy to avoid a shameful mishap.
    The Concentration Check DC is 10 + Spell Level + 5 for each creature being teleported.
    Spell Focus Conjuration Feats decrease the Concentration Difficulty Check by increments of 2.
    Mass Teleport
    Caster Level(s): Wizard / Sorcerer 7
    Innate Level: 7
    School: Conjuration
    Descriptor(s): Teleportation
    Component(s): Verbal
    Range: Personal
    Area of Effect / Target: Large
    Duration: Instant
    Additional Counter Spells:
    Save: None
    Spell Resistance: No

    This spell instantly transports you, your party, party familiars, and party summoned creatures to a
    designated city, town, guild hall, player home, or a few other well-known locations.
    A special Concentration Check is required for accuracy to avoid a shameful mishap.
    The Concentration Check DC is 10 + Spell Level + 5 for each creature being teleported.
    Spell Focus Conjuration Feats decrease the Concentration Difficulty Check by increments of 2.

    Additional Changes
    - Both teleport spells have been integrated as full custom spells. This provides support for metamagic, counterspells, concentration checks, and should act like any other base-game spell.
    - Travel domain clerics receive teleport and mass teleport as level 6 and level 8 domain spells.
    - Travel domain clerics now receive Expeditious Retreat as a level 1 domain spell, replacing Entangle
    - Teleport/Mass Teleport are now available as scrolls.
    - Teleport spells now prompts with a new teleport UI for selecting teleport locations.
    - Mishaps now have a chance to teleport you to a random location in your current area.
    - Added numerous new mishap locations.
    - Mishaps now stun all teleported creatures for n rounds equal to the number of creatures teleported.
    - Mishaps now deal 1d6 Magic Damage per creature being teleported + the fail amount on the concentration check.
      - Concentration DC 20 for basic teleport and teleporter rolls a 1: Damage = 1d6 + 19 Magic Damage.
      - Concentration DC 42 for mass teleport of 5 and teleporter rolls a modified 25: 5d6 + 17 Magic Damage.


    RP Spells

    FRC has added 20 new roleplay spells. These spells are intended to represent the numerous PnP spells that can't be easily implemented mechanically, but may be roleplayed out in character and supported by DM's and EDM's.

    These spells may be learned/chosen like any other spell, and will show a casting/cast animation with visual effects but otherwise do nothing mechanically.

    Some of these spells will have a DM Note in their description. These spells may only be used with agreement from a DM or EDM in advance.

    Arcane Mark
    Caster Level: Wizard / Sorcerer 0
    Innate Level: 0
    School: Universal
    Component(s): Verbal, Somatic
    Range: 0 Meters
    Area of Effect / Target: Caster
    Duration: Permanent
    Save: None
    Spell Resistance: No
    Effect: One personal rune or mark, all of which must fit within 1 sq. ft.

    Note: This spell provides use in roleplay but does not offer mechanical advantages. It may be used normally.

    This spell allows the caster to inscribe their personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables the caster to etch the rune upon any substance without harm to the material upon which it is placed.

    If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, True Seeing, a Gem of Seeing, or a Robe of Eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an Erase spell.
    Gentle Repose
    Caster Level: Cleric 2; Sorcerer / Wizard 3
    Innate Level: 2
    School: Necromancy
    Component(s): Verbal, Somatic, Material / Divine Focus
    Range: Touch
    Area of Effect / Target: One Corpse
    Duration: One day / Level
    Save: Will negates Yes
    Spell Resistance: Yes
    Arcane Component: pinch of salt and a copper for each eye the corpse had.

    Note: This spell provides use in roleplay but does not offer mechanical advantages. It may be used normally.

    The caster preserves the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead. Days spent under the influence of this spell do not count against a raise dead time limit.

    Additionally, this spell makes transporting a fallen comrade more pleasant. The spell also works on severed body parts and the like.
    Know Direction
    Caster Level: Bard 0; Druid 0
    Innate Level: 0
    School: Divination
    Component(s): Verbal, Somatic
    Range: Personal
    Area of Effect / Target: Caster
    Duration: Instantaneous
    Save: None
    Spell Resistance: No

    Note: This spell provides use in roleplay but does not offer mechanical advantages. It may be used normally.

    The caster instantly knows the direction of north from their current position. The spell is effective in any environment in which north exists, but it may not work in an extraplanar setting.

    The caster's knowledge of north is correct at the moment or casting. But the caster can get lost again within moments if they do not find some sort of external reference point to help keep track of the direction.
    Prestidigitation
    Caster Level: Bard 0; Sorcerer / Wizards 0
    Innate Level: 0
    School: Universal
    Component(s): Verbal, Somatic
    Range: 10 Feet
    Area of Effect / Target: One foot cube or one pound per round
    Duration: 1 Hour
    Save: Harmless
    Spell Resistance: No

    Note: This spell provides use in roleplay but does not offer mechanical advantages. It may be used normally.

    Prestidigitations are minor tricks that novice spellcasters use for practice.

    A prestidigitation spell enables the caster to perform simple magical effects. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material.

    Prestidigitation can create small objects but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile and cannot be used as tools, weapons, or spell components.

    It cannot deal damage or affect the concentration of spellcasters. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
    Purify Food and Drink
    Caster Level: Cleric 0, Druid 0
    Innate Level: 0
    School: Transmutation
    Component(s): Verbal, Somatic
    Range: 10 Feet
    Area of Effect / Target: 1 foot cube per level
    Duration: Instantaneous
    Save: Will negates
    Spell Resistance: Yes

    Note: This spell provides use in roleplay but does not offer mechanical advantages. It may be used normally.

    This spell makes spoiled, rotten, poisonous or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage.

    Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
    Read Magic
    Caster Level: Bard 0; Cleric 0; Druid 0; Paladin 1; Ranger 1; Sorcerer / Wizards 0
    Innate Level: 0
    School: Divination
    Component(s): Variable, Somatic, Focus
    Range: Personal
    Area of Effect / Target: Caster
    Duration: 10 minutes per level
    Save: None
    Spell Resistance: None
    Focus: A clear crystal or mineral prism

    Note: This spell provides use in roleplay but does not offer mechanical advantages. It may be used normally.

    By means of read magic, the caster can decipher magical inscriptions on objects such as books, scrolls, weapons, and the like that would otherwise be unintelligible.

    This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll.

    Furthermore, once the spell is cast and the caster has read the magical inscription, they are thereafter able to read that particular writing without recourse to the use of read magic.

    The caster can read at the rate of one page (250 words) per minute. The spell allows the caster to identify a Glyph of Warding with a DC 13 Spellcraft check, a Greater Glyph of warding with a DC 16 Spellcraft check, or any Symbol spell with a Spellcraft check (DC 10 + spell level).
    Augury
    Caster Level: Cleric 2
    Innate Level: 2
    School: Divination
    Component(s): Verbal, Somatic, Material, Focus
    Range: Personal
    Area of Effect / Target: Caster
    Duration: Instantaneous
    Save: None
    Spell Resistance: No
    Material Component: Incense worth 25 gp
    Focus: A set of marked sticks, bones, or similar tokens

    Note: This spell requires DM / EDM Approval in advance to be used.

    This spell enables the caster to ask divine powers whether a specific action will yield good or bad results in the immediate future. An Augury can only see half an hour into the future and cannot predict long term consequences.

    The likelihood of receiving a meaningful reply is 70% + 1% per caster level up to a maximum chance of 90%. The roll is conducted by the DM and the likelihood may be adjusted up or down depending on additional factors.

    A successful Augury provides one of the following answers:
    Weal, if results will probably be good.
    Woe, if results will probably be bad.
    Weal and woe, if results will probably be good and bad.
    Nothing, if results probably won't be good or bad.

    A failed Augury will also provide the Nothing result.

    Subsequent Auguries cast by the same person about the same topic will use the same roll determined during the first casting.
    Commune
    Caster Level: Cleric 5
    Innate Level: 5
    School: Divination
    Component(s): Verbal, Somatic, Material, Divine Focus, XP
    Range: Personal
    Area of Effect / Target: Caster
    Duration: 1 round per level
    Save: None
    Spell Resistance: No
    Material Component: Holy or Unholy Water and incense
    XP Cost: 100 XP

    Note: This spell requires DM / EDM Approval in advance to be used.

    The caster contacts their patron deity or their agents and asks questions that can be answered by a simple yes or no.

    The caster is allowed one such question per caster level.

    Answers given are correct within the scope of knowledge of the entity. Unclear is a legitimate answer as even the gods are not omniscient.

    In cases where one word answers would be misleading or contrary to the interests of the deity, a short phrase of five words or less may be given.

    The spell may aid character decisions but entities contacted answer to further their own purposes.

    If the caster lags, discusses the answers or goes off to do anything else the spell ends.
    Comprehend Languages
    Caster Level: Bard 1; Cleric 1; Sorcerer / Wizard 1
    Innate Level: 1
    School: Divination
    Component(s): Verbal, Somatic, Material, Divine Focus
    Range: Personal
    Area of Effect / Target: Caster
    Duration: 10 minutes per level
    Save: None
    Spell Resistance: No
    Material Component: Pinch of soot and grains of salt
    Divine Focus: Holy Symbol

    Note: This spell requires DM / EDM Approval in advance to be used.

    The caster can understand the spoken words of creatures or read otherwise incomprehensible written messages but cannot speak or write these languages.

    In either case, the caster must touch the creature or the writing.

    Written material can be read at a pace of 1 page (250 words) per minute. Magical writing may not be read though the spell will reveal whether writing is magical.

    The ability to read does not necessarily impart insight into the material and only provides its literal meaning.

    The spell does not decipher codes or reveal messages concealed in otherwise normal text.
    Detect Magic
    Caster Level: Bard 0; Cleric 0; Druid 0; Sorcerer / Wizard 0
    Innate Level: 0
    School: Divination
    Component(s): Verbal, Somatic
    Range: 60 feet
    Area of Effect / Target: Cone-shaped emanation
    Duration: 1 minute per level with concentration
    Save: None
    Spell Resistance: No

    Note: This spell requires DM / EDM Approval in advance to be used.

    This spell allows the caster to detect magical auras.

    The amount of information revealed depends on how long the caster studies a particular area or subject. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

    1st round: presence or absence of magical auras.
    2nd round: Number of different magical auras and the power of the most potent aura.
    3rd round: The strength and location of each aura.

    If the items or creatures bearing the auras are in line of sight, the caster can make spellcraft skill checks to determine the school of magic involved in each, one check per aura DC 15 + spell level or 15 + half caster level for non-spell effects.

    Aura strength: The power of an aura depends on a functioning spell level or the caster level of an item. If an aura falls into more than one category, detect magic indicates the stronger of the two.

    Lingering Aura: A magical aura lingers after its original source spell dissipates or if a magic item was destroyed. Dissipated or destroyed magic indicates an aura strength of dim and lingers for a duration determined by the original magic power.

    Faint 1d6 rounds
    Moderate 1d6 minutes
    Strong 1d6x10 minutes
    Overwhelming 1d6 days

    Outsiders and elementals are not magical in themselves but if they are summoned, the conjuration spell registers.

    Each round, the caster can turn to detect magic in a new direction. The spell can penetrate barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or a 3 feet of wood or dirt.
    Discern Location
    Caster Level: Cleric 8; Sorcerer / Wizard 8
    Innate Level: 8
    School: Divination
    Component(s): Verbal, Somatic, Divine Focus
    Range: Unlimited
    Area of Effect / Target: One creature or object
    Duration: Instantaneous
    Save: None
    Spell Resistance: No
    Divine Focus: Holy Symbol

    Note: This spell requires DM / EDM Approval in advance to be used.

    A discern location spell is among the most powerful means of locating creatures or objects.

    Nothing short of a mindblank spell or direct intervention of a deity keeps the caster from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location.

    The spell reveals the location , community, country, continent, and the plane of existence where the target lies.

    To locate a creature with the spell, the caster must have seen the creature or have some item that once belonged to it. To locate an object, you must have touched it at least once.
    Divination
    Caster Level: Cleric 4
    Innate Level: 4
    School: Divination
    Component(s): Verbal, Somatic, Material
    Range: Personal
    Area of Effect / Target: Caster
    Duration: Instantaneous
    Save: None
    Spell Resistance: No
    Material Component: Incense and tithe to the caster's faith

    Note: This spell requires DM / EDM Approval in advance to be used.

    This spell asks divine powers to reply to a question with useful advice concerning a goal, event, or activity to take place within the next tenday.

    The advice may be in the form of a short phrase or take the form of a cryptic rhyme or omen.

    If the caster does not act on the information the circumstances may change and and the reply may no longer be useful.

    The likelihood of receiving a meaningful reply is 70% + 1% per caster level up to a maximum chance of 90%. The roll is conducted by the DM and the likelihood may be adjusted up or down depending on additional factors.

    A caster becomes aware when a Divination spell fails unless specific magic is working to yield false information.

    Subsequent Divinations cast by the same person about the same topic will use the same roll determined during the first casting.
    Locate Creature
    Caster Level: Bard 4; Sorcerer / Wizard 4
    Innate Level: 4
    School: Divination
    Component(s): Verbal, Somatic, Material
    Range: 400 feet + 40 feet per level
    Area of Effect / Target: Circle surrounding caster
    Duration: 10 minutes per level
    Save: None
    Spell Resistance: No
    Material Component: Fur from a bloodhound

    Note: This spell requires DM / EDM Approval in advance to be used.

    The caster senses the direction of a well-known or clearly visualized creature. It may locate a specific kind of creature or an individual creature if known to the caster. To locate a kind of creature, the caster must have seen one up close at least once.

    If the creature is within range of the spell, the caster will sense when facing its direction. The caster will also become aware if the creature is moving and in which direction.

    This spell can be fooled by polymorphed creatures and spells including Mislead and Nondetection.
    Locate Object
    Caster Level: Bard 2; Cleric 3; Sorceror / Wizard 2
    Innate Level: 2
    School: Divination
    Component(s): Verbal, Somatic, Focus / Divine Focus
    Range: 400 feet + 40 feet per level
    Area of Effect / Target: Circle surrounding caster
    Duration: 1 Minute per level
    Save: None
    Spell Resistance: No
    Arcane Focus: Forked twig
    Divine Focus: Holy Symbol

    Note: This spell requires DM / EDM Approval in advance to be used.

    The caster senses the direction of a well-known or clearly visualized object. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or ladders.

    The caster can search for general items such as a stairway, a sword, or a jewel, in which case the nearest example is located if more than one is within range. Attempting to find a certain item, such as a particular piece of jewelry, requires a specific and accurate mental image. If the image is not close enough to the actual object the spell fails.

    The caster cannot specify a unique item unless they have observed that particular item first hand. The spell is blocked by a thin sheet of lead and can be fooled by Polymorphed objects.
    Scrying
    Caster Level: Bard 3; Cleric 5; Druid 4; Sorcerer / Wizard 4
    Innate Level: 3
    School: Divination
    Component(s): Verbal, Somatic, Material, Divine Focus, Arcane Focus
    Range: Unlimited
    Area of Effect / Target:
    Duration: 1 minute per level
    Save: Will negates
    Spell Resistance: Yes
    Effect: Magical Sensor
    Arcane Material Component: Eye of a hawk, eagle, or roc, plus nitric acid, copper, and zinc
    Cleric Divine Focus: Holy Water Font
    Druid Divine Focus: Natural Pool of Water
    Arcane Focus: Scrying Mirror

    Note: This spell requires DM / EDM Approval in advance to be used.

    The caster can see and hear the target creature which may be at any distance. A successful scrying attempt creates a magical sensor at the target's location. The sensor can see and hear the subject and ten feet in every directon from the target. If the target moves the sensor will follow.

    If the target succeeds the Will save, the scrying attempt simply fails and the caster cannot attempt to scry on the target again for at least 24 hours. The difficulty of the save depends on how well the caster knows the subject and whether they have a physical connection to that creature.

    The target's Will save is adjusted by the following special modifiers:

    Caster has no knowledge of the target +10
    Caster only has second hand knowledge of target +5
    Target is on another plane +5
    Caster has picture or likeness of target -2
    Caster has possesson of a garment of target -4
    Caster has a hair, nail, or body part of target -10

    The scrying sensor has the caster's full perception including magical effects.

    There is a 5% chance per caster level that the spells Detect Magic and Message will operate through the sensor.
    Scrying, Greater
    Caster Level: Bard 6; Cleric 7; Druid 7; Sorcerer / Wizard 7
    Innate Level: 6
    School: Divination
    Component(s): Verbal, Somatic, Material, Divine Focus, Arcane Focus
    Range: Unlimited
    Area of Effect / Target:
    Duration: 1 hour per level
    Save: Will negates
    Spell Resistance: Yes
    Effect: Magical Sensor
    Arcane Material Component: Eye of a hawk, eagle, or roc, plus nitric acid, copper, and zinc
    Cleric Divine Focus: Holy Water Font
    Druid Divine Focus: Natural Pool of Water

    Arcane Focus: Scrying Mirror

    Note: This spell requires DM / EDM Approval in advance to be used.

    The caster can see and hear the target creature which may be at any distance. A successful scrying attempt creates a magical sensor at the target's location. The sensor can see and hear the subject and ten feet in every directon from the target. If the target moves the sensor will follow.

    If the target succeeds the Will save, the scrying attempt simply fails and the caster cannot attempt to scry on the target again for at least 24 hours. The difficulty of the save depends on how well the caster knows the subject and whether they have a physical connection to that creature.

    The target's Will save is adjusted by the following special modifiers, where:
    Caster has no knowledge of the target +10
    Caster only has second hand knowledge of target +5
    Target is on another plane +5
    Caster has picture or likeness of target -2
    Caster has possesson or garment of target -4
    Caster has a hair, nail, or body part of target -10

    The scrying sensor has the caster's full perception including magical effects.

    There is a 5% chance per caster level that the spells Detect Magic, Message, Read Magic, and Tongues will operate through the sensor.
    Sending
    Caster Level: Cleric 4; Sorcerer / Wizard 5
    Innate Level: 4
    School: Evocation
    Component(s): Verbal, Somatic, Material, Divine Focus
    Range: Unlimited
    Area of Effect / Target: One creature
    Duration: 1 round
    Save: None
    Spell Resistance: No
    Material Component: Copper wire
    Divine Focus: Holy symbol

    Note: This spell requires DM / EDM Approval in advance to be used.

    The caster contacts a particular creature with which they are familiar and sends a short message of twenty-five words or less to the subject.

    The subject recognizes the caster if it knows the caster. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the ability of the subject to react is limited as normal by its Intelligence score. Even if the sending is received, the subject is not obligated to respond.

    If the creature in question is not on the same plane of existence as you are, there is at least a 5% chance that the sending does not arrive.
    Speak with Animals
    Caster Level: Bard 3; Druid 1; Ranger 1
    Innate Level: 1
    School: Divination
    Component(s): Verbal, Somatic
    Range: Personal
    Area of Effect / Target: Caster
    Duration: 1 minute per level
    Save: None
    Spell Resistance: No

    Note: This spell requires DM / EDM Approval in advance to be used.

    The caster can comprehend and communicate with animals.

    The caster may ask questions and understand responses but the spell does not make the animal any more friendly or cooperative. Wary and cunning animals may be terse and evasive while more stupid animals might make inane comments.

    If an animal is friendly to the caster, it may be willing to do a favor or service for them.
    Speak with Dead
    Caster Level: Cleric 3
    Innate Level: 3
    School: Necromancy
    Descriptor: Language-Dependent
    Component(s): Verbal, Somatic, Divine Focus
    Range: 10 feet
    Area of Effect / Target: One dead creature
    Duration: 1 minute per level
    Save: Will negates
    Spell Resistance: No
    Divine Focus: Holy Symbol

    Note: This spell requires DM / EDM Approval in advance to be used.

    The caster grants the semblance of life and intellect to a corpse, allowing it to answer several questions. The caster may ask one question per two caster levels. Unasked questions are wasted if the duration expires.

    The knowledge is limited to what the creature knew during life, including any languages it spoke. Answers are usually brief, cryptic, or repetitive.

    If the alignment of the creature was different from yours, the corpse gets a Will save to resist the spell as if it were alive.

    If the corpse has been subject to speak with dead within the past week, the new spell fails.

    The caster may cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all.

    This spell does not let the caster actually speak to the person whose soul has departed. It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information and cannot remember being questioned.

    This spell does not affect a corpse that has been turned into an undead creature.
    Tongues
    Caster Level: Bard 2; Cleric 4; Sorcerer / Wizard 3
    Innate Level: 2
    School: Divination
    Component(s): Verbal, Material, Divine Focus
    Range: Touch
    Area of Effect / Target: Creature Touched
    Duration: 10 minutes per level
    Save: Will negates
    Spell Resistance: No
    Material Component: Clay Ziggurat Model
    Divine Focus

    Note: This spell requires DM / EDM Approval in advance to be used.

    This spell grants the touched creature the ability to understand and speak the language of any intelligent creature.

    The target can speak only one language at a time, though it may be able to understand several languages.

    This spell does not enable the target to speak with creatures that do not speak.

    The target can make itself understood as far as its voice carries.

    The spell does not make target any more friendly or cooperative.


    Discord: Bentin Bot
    A new bot has been added to the discord! Be sure to say hi to Bentin:

    YWHgvEN.png

    Outside of slowly gaining sentience, Bentin can also help you find information about the server with the /server command:

    CPva7Zh.png

    Automated Custom Portrait Syncing
    One of the big motivators for this discord bot was to implement an automated way of allowing players to upload their portraits, and automatically sync it with all players.
    We didn't want this to become another blocking download when you connect to the server, so we have decided to create a new Steam Workshop item, which can be accessed here:

    https://steamcommunity.com/sharedfiles/filedetails/?id=2937486796

    Once you have subscribed to this item, any new portraits that are added to the pack will be automatically added to your game just like any other Steam update.

    Adding new portraits
    If you have found a new portrait for your character, or want to update your existing one, you can now upload it through the /portrait command:

    h5bao9F.png

    You can choose to upload any image as a portrait, and the bot will automatically resize it for you.

    For the best results you will want to upload an image for all of the different portrait sizes, as you can typically crop the image to a upper-body and head shot for the smaller image variants.

    The recommended image sizes are:
    (H)uge: 256x400, seen during character creation
    (L)arge: 128x200, seen on character sheets
    (M)edium: 64x100
    (S)mall: 32x50, seen in the party bar, excluding the player's own character, and in radial menus
    (T)iny: 16x25, seen in the mouse-over name bubbles and chat window.

    Other Changes
    Custom Content
    - Implemented generic interface/system for custom scripted traps in C#
      - (Used by a new set of traps, coming to a dungeon near you!)
    - Implemented generic interface/system for spells in C#
      - (Used by the new teleport spells)
    - Implemented generic interface/system for item activation/acquire effects in C#
      - (Used by the new pet/summon items)
    - Set up framework/interfaces for implementing new feats and classes in C#
      - (Coming soon!)

    We'd like to offer special thanks to @animayhem for all her work supporting the FRC Portrait Pack over the years. The Portrait Pack will continue to be offered and supported by Animayhem for those not using Discord or the Bentin Bot. Animayhem will also help support the Steam Workshop by moderating new portraits and we will work with Animayhem to synchronize the portrait Packs.


    Stealth
    - Opening/Closing a door now applies a -10 penalty to stealth and move silently checks for a short duration.

    New Loot System
    - Implemented a new configurable loot system. This system is based on a drop-table model with various configuration options for drop rates, sub-tables and drop quantities.

    This update adds support for using the new "frc-loot" spreadsheet for loot drops.
    Usage of this system will grow and change over the coming months, as new builds come online and older ones are refreshed.
    In the future, this system will allow us to add scripted loot variants that can spawn pets to follow you, turn into mimics that try to eat you, and various other things that I won't spoil just yet.

    Progression and Experience
    - Exposed various levers and configuration for adjusting XP rewards and progression.
    - Added a new config-based system for adjusting XP rewards for creature kills.

    This is part of a wider set of changes that we are still designing, with the motivation of doing a better job of rewarding RP vs hack'n'slash.

    No progression changes have been made so far. These systems will just let us adjust things in the future efficiently if decisions are made.


    Module Reload
    - Kill XP rewards will now refresh when the module is reloaded.
    - Config objects (Welcome room signs) will now refresh when the module is reloaded.
    - Patch notes (Welcome room, NCEA) will now refresh when the module is reloaded.
    - Module constants will now be refreshed when the module is reloaded.

    Dynamic NPCs
    - Added support for random appearances based on spreadsheet config.
    - Added support for random outfits based on spreadsheet config.
    - Added support for speaking a random emote from a list configured on the creature.
    - Added support for generating random names.

    Misc
    - Added script to allow an encounter to spawn a creature partially damaged.
    - Added /locreset DM command to reset a player's location. This is to help players who are stuck in a crash loop.

    Bugfixes
    - Fixed an issue where XP would be rewarded for a troll kill before they were dead dead.
    - Fixed a memory leak that may have resulted in degraded server performance after being online for a while.
    - Changed player states to use a more reliable way for persistence. This should fix a rare issue where character creation information would be partially lost, or a player would login dead/low HP.
    - Several DM commands (e.g. languages) now correctly check if the connected player is a DM, rather than if their possessed creature is a DM avatar.
    - Fixed a crash during character creation caused by portraits.
    - Fixed an exploit that allowed certain legacy loot containers to be looted before their timer had passed.



    We'd like to offer special thanks to the FRC PetSmart team for their work building the pet stores across the module, to our play testers for their patient and diligent support, and to @entori for writing the initial draft of our Roleplay Spell Descriptions. FRC would also like to thank @animayhem for years of work and continued support of the Portrait Pack for us.


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  • Flash_1375Flash_1375 Member Posts: 13
    Hail Adventurers!

    This weekend on Forgotten Realms Cormyr, join us as we celebrate the Greengrass Festival hosted by The Guardians Guild! This is a special day that exists between the last day of Tarsakh and the first day of Mirtul, and widely accepted as a Day of the Festival for most races and cultures that use the Calendar of Harptos.

    - Opening Ceremony
    - Bard Competition
    - First Raffle
    - Challenge of Strength
    - Dunk Tank
    - Second Raffle
    - Egg Hunt
    - Closing Ceremony

    For full details visit us here:
    - On our Forums
    https://frc.proboards.com/thread/37016/guardians-greengrass-festival
    - On our Discord https://discord.gg/forgottenrealmscormyr?event=1096952099931181156

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  • Flash_1375Flash_1375 Member Posts: 13
    Hail Adventurers!

    FRC has pushed an update to accommodate the new features introduced in 8193.35, as well as some quality-of-life improvements:

    🔰 Implemented 2da changes needed to support spell targeting indicators
    🔰 Ranger's Favored Enemy feats now include Ooze, Driders, Wemics, Plants, Brownies, Duergar, Drow, Svirfneblin, Aasimar and Tieflings

    💠 Text Shortcuts

    It is now possible to assign commands, or just regular messages to shortcuts. Use it to say a common phrase, emote from a creature or familiar, etc. Use the chat command /shortcut in-game for help on how to set and use this new feature!

    You can read more about this update here:

    🖥️ On our Forums: https://frc.proboards.com/post/380634
    [] Visit our Discord: https://"]https://discord.gg/forgottenrealmscormyr
  • Flash_1375Flash_1375 Member Posts: 13
    edited December 2023
    sHYIjTG.png

    Hail Adventurers!

    The Lady of Eveningstar invites one and all to celebrate the Winter Solstice in the style of Simril on the 17th of Nightal.

    Eveningstar's newest citizen, Miss Enn "Clouse" Janson, has traveled from Waterdeep to celebrate the season with her nephew Jan "Skittlethwart" Janson of Alakabooms and wish for you to join them in honor of the late Hanson "Nickleclouse" Janson in Simril celebration.

    Festivities include:

    ❄️ A Simril Gift
    ❄️ Ice Fishing Contest
    ❄️ Ice Dancing Competition
    ❄️ Ice Skating
    ❄️ Live Stage Music & Performances
    ❄️ Sled Racing Competition
    ❄️ Simril Tree Decorating Competition
    ❄️ Snowman Building
    ❄️ Star Gazing - Find your Birth Star

    Sponsored by Lady Tessaril Winter and Alakabooms

    Musicians and performers are asked to contact Miss Enn "Clouse" Janson to schedule performances.

    You can read more about the event here:

    - On our Forums: https://frc.proboards.com/thread/38093/tessarils-winter-solstice-festival-simril
    - On our Discord: https://discord.gg/forgottenrealmscormyr?event=1180255233922834503A


    //This event is open to all player characters and scheduled to take place on Sunday December 17th beginning at Noon US Central / 6 PM London time and having an estimated duration of 6 hours. A detailed schedule will be provided ahead of the event. Please contact EDM Libby if you'd like to perform on stage or participate in hosting the event.
  • Flash_1375Flash_1375 Member Posts: 13
    edited December 2023
    Hail Adventurers!

    To our fellow NWN Community members, in appreciation for contributing and sharing in this hobby together, the FRC Staff and I wish you and your families a very Happy Holidays!

    May all your hits be crits!


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