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[LPF] The Forbidden Isle of Ancient Secrets
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<blockquote data-quote="Satin Knights" data-source="post: 6067824" data-attributes="member: 6666968"><p>[sblock=ooc]They are permanent transformations until you can find a way to make them unpermanent. So, I think that would put them as Inherent modifiers. Remove Curse, Remove Disease, Dispel Magic and Restoration are not going to work. High majiks or module mcguffin will fix the problem near the end. If you abandoned the mission an went back to the mainland now, you would be an ugly lot and shunned. Well, anywhere outside that little inbred village.</p><p></p><p>Now that you are awake with a new day, which way? Upstairs is two mysteries. The northwest has the unexplored, regal building. There are a bunch of people to the north, over the cliff. The spiders at the great machine has had equal time to lick their wounds. The inverted pyramid hasn't been explored. The shimmery dome also hasn't revealed it's secrets. The broken tower, and then finally, there is the building you passed up when the door was locked.</p><p></p><p>Lots of choices. You are about a quarter of the way through the module. TXP has grown you past the module's expectations, so I will be bumping the critters up in power a bit. In less than three weeks, Iosef and Ardra level as well, leaving 9 9 8 7 7 for levels when this was for APL 6. But some, like the guard patrols, are just nuisance encounters at this point. As for pace, this is looking like another full year at least if you hit all the places to go. Some can be skipped, but many are chained where the sequence has to be completed.[/sblock]</p></blockquote><p></p>
[QUOTE="Satin Knights, post: 6067824, member: 6666968"] [sblock=ooc]They are permanent transformations until you can find a way to make them unpermanent. So, I think that would put them as Inherent modifiers. Remove Curse, Remove Disease, Dispel Magic and Restoration are not going to work. High majiks or module mcguffin will fix the problem near the end. If you abandoned the mission an went back to the mainland now, you would be an ugly lot and shunned. Well, anywhere outside that little inbred village. Now that you are awake with a new day, which way? Upstairs is two mysteries. The northwest has the unexplored, regal building. There are a bunch of people to the north, over the cliff. The spiders at the great machine has had equal time to lick their wounds. The inverted pyramid hasn't been explored. The shimmery dome also hasn't revealed it's secrets. The broken tower, and then finally, there is the building you passed up when the door was locked. Lots of choices. You are about a quarter of the way through the module. TXP has grown you past the module's expectations, so I will be bumping the critters up in power a bit. In less than three weeks, Iosef and Ardra level as well, leaving 9 9 8 7 7 for levels when this was for APL 6. But some, like the guard patrols, are just nuisance encounters at this point. As for pace, this is looking like another full year at least if you hit all the places to go. Some can be skipped, but many are chained where the sequence has to be completed.[/sblock] [/QUOTE]
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