Fixed all doors to Siverymoon catacombs, fully explorable (at your own risk) with lots of undead and other creepy things.
Created ovr a hundred specific religious items, with the Tempus and Helm armor outstanding, makes you want to become a follower of Tempus!
Fixed the following temples that are now workable:
- Tempus - store and healing
- Ilmater - store and healing
- Red Knight - store and healing
- Tyr (Silverymoon) - store and healing
- Tyr (Rivermoot) store and healing
- Torm - store and healing
- Lathander - store and healing
- Silvanus - store and healing
Fixed Optym's Blade, now working with all saleable weapons mundane and MW
Fixed Ironshields, now working will saleable armor, various pieces mundane, MW, and +1
Fixed Silverymoon Market Vendors, Darak's clothing, leather, and hides salesman selling hide shields, leathers, padded etc, all fixed
Added Rauvinwatch Keep vendor, Outfitters and Militia Surplus, selling mun and MW ranged weapons as well as MW ammunition, fire arrows/bolts, ice arrows/bolts, acid arrows/bolts
Added the Last Chance Inn and Tavern to Rauvinwatch Keep
Added Rauvinwatch Keep Garrison HQ that now works
Added Rauvinwatch Keep barracks and main hall for *future* militia persitant storage and rooms for militia PC's
Reviewed pricing and fixed properties on hundreds of items.
Added more animals that are non-wild to spawn along the roads, deer herds, wild horses, stallions, more birds, bunnies, weasels ...
Added more wild animals to spawn in wilderness areas, wolf packs, bears, boars, wolverines, mountain lions, jacquars
Added fur pelt and skin drops on bears, wolves, jaguars, and mountain lions, each pelt is either poor, good, or excellent and can be sold at Darak's hides and leathers in the Silverymoon open market for a decent price
Added several new quests:
- Argent Legion supply run quests carrying 100lbs of supplies to Rivermoot, Quaeryvar, and High Hold, repeatable
- Catacomb undead collection quest
- Knights in Silver patrol quests to Silverwood and Silverymoon Pass, clear the highways of nasty stuff, wild animals, and whatever blocks the road
Fixed Rivermoot, adding another gate and NPC's: Tyr priest, Sergeant of the Guards, and the marshall now can grant militia badges if the players want them
Added stores to militia posts for PC's that have badges
Added new Silverymoon Pass Area for exploration and road that leads to Felbarr
Fixed numerous flying trees, objects out of place, signs, dialog spelling errors
Started a Mask Temple
Fixed Wendover ruins and added a crypt
Added PC starting point in Silverymoon
Many more small fixes to numerous to remember

Enjoy! Time to start a DM'ing session time schedule!!!