Writ Rewards - Need to find the bad ones!

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Rhavin76
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Re: Writ Rewards - Need to find the bad ones!

Post by Rhavin76 » Fri Nov 15, 2019 5:42 pm

Of the Bendir Writs that i have done there's 2 that i found rather less fun and more annoying to complete.


Shelobs Web: had to do the writ like 3 times to finally get the X number of spiders to complete the objective. This one could do with an extra spawn or two in the caves.

Bug the Bugbears: need to kill X number of various bugbear types in the crystal caves. found that as a low lv the boss and mage types rarely spawn, and as a high lv you nearly trip over them. Had to do the caves like 5 times over and over again to get them all. Better suited would have been kill X number in the area regardless of bugbear type. Later i found a camp with plenty bugbears in another location but this area was not mentioned in the writ (to my knowledge at the time)

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Re: Writ Rewards - Need to find the bad ones!

Post by garrbear758 » Thu Nov 21, 2019 11:19 am

Red pool in UD reward is very low for how long and difficult it is. The dungeon itself is very cool, but it basically is one i'll do once a character at most, which is a shame because it's an awesome dungeon.

It could also use a portal at the end of it.
Edited for grammar, probably

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Re: Writ Rewards - Need to find the bad ones!

Post by Dragonovith » Fri Nov 22, 2019 2:34 am

There's a writ one can take in Brogendenstein and the Grotto called "Quiet the Ice Caves". As the writ says, you have to kill a Half-Dragon of Ice to complete one of the objectives. The problem, though, is that the area where this NPC can be found is constantly dealing Cold damage to the characters in it (like the Manor of Mourn), and sometimes the Half-Dragon boss can be killed by this environmental damage and it doesn't count for your writ completion. In my opinion, this can be easily fixed by making the Half-Dragon completely immune to Cold.

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Re: Writ Rewards - Need to find the bad ones!

Post by Ascheriit » Tue Nov 26, 2019 9:33 am

Would like to bump the idea that the skal mino caves writ could use some adjusting in terms of level, or objectives. The other minotaurs are trivial in comparison to the stupid high damage of ab and damage the warlord can put out (not to mention how much hp he can recover once raging. All of that makes the fight a damage race that the majority of the writs intended level range of 9-15 wouldn't be able to handle). Granted a lot of this can be remedied by being in a party, but is hard to do given the lower player count of skal at certain times, coupled with the system that prevents players from making progress when a party member is too overleveled for the writ.

Also not sure if anyone bothers with the Harbage writ there also, but I don't remember it being too popular in the past.

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Diegovog
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Re: Writ Rewards - Need to find the bad ones!

Post by Diegovog » Fri Nov 29, 2019 3:28 pm

The Dangers of Petrification (10-16)

The only problem is the Underdark Egg Spider because she has:
Touch attack that deals 36 dmg
28AB
Bleeding chance on hit
Called Shot
And a gigantic ACat 40s that makes it nearly impossible at that level range. I see no way a group lvl 10-12 being able to kill it.

And it's a shame because it seems like a perfect progression from the "Eight Legs, Two Arms" writ.

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Re: Writ Rewards - Need to find the bad ones!

Post by Aurian » Fri Nov 29, 2019 5:07 pm

Diegovog wrote:
Fri Nov 29, 2019 3:28 pm
The Dangers of Petrification (10-16)

The only problem is the Underdark Egg Spider because she has:
Touch attack that deals 36 dmg
28AB
Bleeding chance on hit
Called Shot
And a gigantic ACat 40s that makes it nearly impossible at that level range. I see no way a group lvl 10-12 being able to kill it.

And it's a shame because it seems like a perfect progression from the "Eight Legs, Two Arms" writ.
Seconding this. The spider is way, WAY more powerful than any of the other creatures in that area - Not only does it have like 40 AC, it's also resistant to spells a group at that level would rely on, such as hold monster (unless I am just extremely unlucky). Magic missile hits but doesn't do nearly enough damage, because of course the spider also has a **** ton of health.

The first time I did this writ, I could only finish it by running all the way back to the outpost so the NPCs there would help me kill it. The second time I teamed up with a sorcerer who used one of those 10K gold oozes (and knew how to buff its attack as much as possible), and it was STILL a tough fight. Both of us were about level 15 or 16.

A small group of new players with new player equipment, and without a 10K gold ooze, probably wouldn't stand a chance. Not without a level 15-16 summon.

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Re: Writ Rewards - Need to find the bad ones!

Post by Irongron » Sat Nov 30, 2019 11:39 pm

Just wanted to quickly let everyone know I haven't forgotten about this thread and should be adding a whole bunch on new Skal writs in the coming days (and doing something about those Ice Spider frequencies).

Thanks again for all the input!

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Re: Writ Rewards - Need to find the bad ones!

Post by garrbear758 » Tue Dec 03, 2019 1:14 am

Ascheriit wrote:
Tue Nov 26, 2019 9:33 am
Would like to bump the idea that the skal mino caves writ could use some adjusting in terms of level, or objectives. The other minotaurs are trivial in comparison to the stupid high damage of ab and damage the warlord can put out (not to mention how much hp he can recover once raging. All of that makes the fight a damage race that the majority of the writs intended level range of 9-15 wouldn't be able to handle). Granted a lot of this can be remedied by being in a party, but is hard to do given the lower player count of skal at certain times, coupled with the system that prevents players from making progress when a party member is too overleveled for the writ.

Also not sure if anyone bothers with the Harbage writ there also, but I don't remember it being too popular in the past.
I might be in the minority, but I do the Harbage every chance I get once I'm high enough to take the writ.
Edited for grammar, probably

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Re: Writ Rewards - Need to find the bad ones!

Post by Ork » Tue Dec 03, 2019 2:37 am

Irongron wrote:
Sat Nov 30, 2019 11:39 pm
Just wanted to quickly let everyone know I haven't forgotten about this thread and should be adding a whole bunch on new Skal writs in the coming days (and doing something about those Ice Spider frequencies).

Thanks again for all the input!
Yes! Skal 4 lyfe. Also, want to piggyback and let you know that all the new areas (Skaldark) don't provide adventure bonus for discovery.

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Re: Writ Rewards - Need to find the bad ones!

Post by msterswrdsmn » Wed Dec 04, 2019 7:12 am

The Quaggoth Nomads writ is....well, wierd. The difficulty jumps significantly based on your level.

At the lower end, you'll see plainsmen and the elder, typically. The difficulty will jump significantly if you spawn a snapper; immature snappers are noticably stronger than the quaggoths. Caniverous snappers can hit characters with 30 AC with some consistancy (again, this a low level writ; non-tank characters are going to struggle to get their AC that high) and hit for 18 some damage per hit.

Trying to do the writ at the higher level end results in shamans, caniverious snappers, and jagds(?) spawning. The Jagds aren't hard (they also lack imp. unarmed focus) but the shamans will summon creatures, heal and buff. You also may spawn chieftans (I spawned 4 at once), which are of comparable strength to the elder.

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Re: Writ Rewards - Need to find the bad ones!

Post by Aurian » Wed Dec 04, 2019 8:15 am

msterswrdsmn wrote:
Wed Dec 04, 2019 7:12 am
The Quaggoth Nomads writ is....well, wierd. The difficulty jumps significantly based on your level.

At the lower end, you'll see plainsmen and the elder, typically. The difficulty will jump significantly if you spawn a snapper; immature snappers are noticably stronger than the quaggoths. Caniverous snappers can hit characters with 30 AC with some consistancy (again, this a low level writ; non-tank characters are going to struggle to get their AC that high) and hit for 18 some damage per hit.

Trying to do the writ at the higher level end results in shamans, caniverious snappers, and jagds(?) spawning. The Jagds aren't hard (they also lack imp. unarmed focus) but the shamans will summon creatures, heal and buff. You also may spawn chieftans (I spawned 4 at once), which are of comparable strength to the elder.
I had mentioned this one earlier in the thread - glad to know I'm not crazy or simply 'too noob'! :D

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Re: Writ Rewards - Need to find the bad ones!

Post by Aelryn Bloodmoon » Wed Dec 04, 2019 9:03 pm

Aurian wrote:
Fri Nov 29, 2019 5:07 pm
Diegovog wrote:
Fri Nov 29, 2019 3:28 pm
The Dangers of Petrification (10-16)

The only problem is the Underdark Egg Spider because she has:
Touch attack that deals 36 dmg
28AB
Bleeding chance on hit
Called Shot
And a gigantic ACat 40s that makes it nearly impossible at that level range. I see no way a group lvl 10-12 being able to kill it.

And it's a shame because it seems like a perfect progression from the "Eight Legs, Two Arms" writ.
Seconding this. The spider is way, WAY more powerful than any of the other creatures in that area - Not only does it have like 40 AC, it's also resistant to spells a group at that level would rely on, such as hold monster (unless I am just extremely unlucky). Magic missile hits but doesn't do nearly enough damage, because of course the spider also has a **** ton of health.

The first time I did this writ, I could only finish it by running all the way back to the outpost so the NPCs there would help me kill it. The second time I teamed up with a sorcerer who used one of those 10K gold oozes (and knew how to buff its attack as much as possible), and it was STILL a tough fight. Both of us were about level 15 or 16.

A small group of new players with new player equipment, and without a 10K gold ooze, probably wouldn't stand a chance. Not without a level 15-16 summon.
As a helpful bit about the spiders, most spiders are Vermin. Vermin are immune to all mind-effecting effects and spells.

I'm inclined to agree with you that that sounds pretty tough; I'd recommend at minimum a three person party, fighter cleric mage. You said at level 10-12, so have the fighter charge in in improved expertise, have the cleric follow right behind him while being -guarded, cleric has heal prepped, mage has stoneskins on everyone - have the mage start by unloading firebrands into the enemy- it's almost full-screen, so it's pretty easy to hit everything. 30d6 full-screen is a pretty nice chunk at level 10.

The cleric can assist several ways- bless, prayer, aid, and battletide all come to mind (and also divine power and divine favor for themselves so they can get some swings in, of course). His AC won't match the tank's, but that's why he's being guarded.

The mage, of course, is sitting way in the back, probably next to a darkness spell in case the AI exhibits unusual survival skills and breaks for him- he can step inside while the cleric/fighter re-establish aggro. Don't forget to haste your whole party.

The tank is going to get hit some, but having IE by 10 is mandatory on a tank IMO (>.> and honestly, why not by level 3?) Bronze full plate + Bronze Tower shield = 11 ac, +1 dex mod =12, +10 = 22, + 10 base is 32. You can push this further with barkskin potions, mage armor, shield of faith, and even a magic vestment for your tank's armor if you take a few minutes to organize your slots for it, at which point all combined the monster's first attack has less than a 50% chance to hit you. Your cleric heals + healing kits can almost certainly keep up with that, even accommodating crits.

The standard party size is 4 -> I'd add a rogue of some kind, probably a Ftr/WpM/Rog. But for the fight you've described, you won't need it, it's just security.

Edit: Obviously you won't always have the holy class trinity. But similar things can be achieved with two mages and two clerics or a mage and a rogue, as long as you have the plate and towershield tank up front.

PS: Who needs summons? 8-)
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Re: Writ Rewards - Need to find the bad ones!

Post by Diegovog » Thu Dec 05, 2019 5:37 pm

Aelryn Bloodmoon wrote:
Wed Dec 04, 2019 9:03 pm
Aurian wrote:
Fri Nov 29, 2019 5:07 pm
Diegovog wrote:
Fri Nov 29, 2019 3:28 pm
The Dangers of Petrification (10-16)

The only problem is the Underdark Egg Spider because she has:
Touch attack that deals 36 dmg
28AB
Bleeding chance on hit
Called Shot
And a gigantic ACat 40s that makes it nearly impossible at that level range. I see no way a group lvl 10-12 being able to kill it.

And it's a shame because it seems like a perfect progression from the "Eight Legs, Two Arms" writ.
Seconding this. The spider is way, WAY more powerful than any of the other creatures in that area - Not only does it have like 40 AC, it's also resistant to spells a group at that level would rely on, such as hold monster (unless I am just extremely unlucky). Magic missile hits but doesn't do nearly enough damage, because of course the spider also has a **** ton of health.

The first time I did this writ, I could only finish it by running all the way back to the outpost so the NPCs there would help me kill it. The second time I teamed up with a sorcerer who used one of those 10K gold oozes (and knew how to buff its attack as much as possible), and it was STILL a tough fight. Both of us were about level 15 or 16.

A small group of new players with new player equipment, and without a 10K gold ooze, probably wouldn't stand a chance. Not without a level 15-16 summon.
As a helpful bit about the spiders, most spiders are Vermin. Vermin are immune to all mind-effecting effects and spells.

I'm inclined to agree with you that that sounds pretty tough; I'd recommend at minimum a three person party, fighter cleric mage. You said at level 10-12, so have the fighter charge in in improved expertise, have the cleric follow right behind him while being -guarded, cleric has heal prepped, mage has stoneskins on everyone - have the mage start by unloading firebrands into the enemy- it's almost full-screen, so it's pretty easy to hit everything. 30d6 full-screen is a pretty nice chunk at level 10.

The cleric can assist several ways- bless, prayer, aid, and battletide all come to mind (and also divine power and divine favor for themselves so they can get some swings in, of course). His AC won't match the tank's, but that's why he's being guarded.

The mage, of course, is sitting way in the back, probably next to a darkness spell in case the AI exhibits unusual survival skills and breaks for him- he can step inside while the cleric/fighter re-establish aggro. Don't forget to haste your whole party.

The tank is going to get hit some, but having IE by 10 is mandatory on a tank IMO (>.> and honestly, why not by level 3?) Bronze full plate + Bronze Tower shield = 11 ac, +1 dex mod =12, +10 = 22, + 10 base is 32. You can push this further with barkskin potions, mage armor, shield of faith, and even a magic vestment for your tank's armor if you take a few minutes to organize your slots for it, at which point all combined the monster's first attack has less than a 50% chance to hit you. Your cleric heals + healing kits can almost certainly keep up with that, even accommodating crits.

The standard party size is 4 -> I'd add a rogue of some kind, probably a Ftr/WpM/Rog. But for the fight you've described, you won't need it, it's just security.

Edit: Obviously you won't always have the holy class trinity. But similar things can be achieved with two mages and two clerics or a mage and a rogue, as long as you have the plate and towershield tank up front.

PS: Who needs summons? 8-)
I don't think your play-by-play validates how out of scale the spider is whatsoever. It's like saying that Norogh Norr is perfectly fine you just need the right character in your group.
For it to becomes a feasible writ for its level range, the actual population who is going to do it without an ideal group or anyone who has to hit the spider, I'm suggesting a significant drop to the spider's AC and removal of its regeneration.

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Re: Writ Rewards - Need to find the bad ones!

Post by msterswrdsmn » Fri Dec 06, 2019 8:46 pm

I'm not sure if this is a writ or not, but the shipbreaker pirates need a quick look-over.

The regular spawns themselves are fine for lower levels, but the mad priest boss? Its waaaaaay above the regular spawns. The first offensive spell it casts is a holding spell, followed by storm of vengence and a summoned elemental. Even if you get a god save, getting caught in a SoV at low levels means death, as you can't even escape with the god-raise Greater sanctuary up. Elemental summons are also leaps and bounds stronger than any regular spawn you'll see up to that point.

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Re: Writ Rewards - Need to find the bad ones!

Post by RedGiant » Sat Dec 07, 2019 4:02 pm

Mingons.

Haven't been there in ages, and now I remember why. Certain spawn is needed to progress and spawn rarely appears. Seems to be another RNG spawn problem...oddly close to the ice spider hatchling problem.

*Edit: Like the previous Derro Savant problem, one or two of these, strategically placed, might open things up.
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Re: Writ Rewards - Need to find the bad ones!

Post by Dragonovith » Sat Dec 07, 2019 8:29 pm

I think the Cordor writs 'Protect the Trade Road [LvL 6 - 10]' and 'The Blood Moons are Mobilizing [LvL 6 - 10]' should have their level range extended to [LvL 6 - 11] while 'The Goblinoid Fortress [LvL 5 - 11]' and 'The Darrowdeep Barrow [LvL 5 - 11]' have their level range decrease to [LvL 5 - 10]. While not exactly hard, the first two writs are much more challenging than the last two, so it is strange to me the way this has been organized. Maybe the last two don't need to have their level range decreased, but the first two should, in my opinion, definitely be proposed as options for level 11 characters, right before they go out seeking writs in other areas of the server.

--

The Bendir Dale writ 'Bug the Bugbears [LvL 5 - 11]' asks the player to kill five Bugbear Warriors, five Bugbear Archers, three Bugbear Shamans, and one Bugbear Hero. The writ description suggests for the player to seek these Bugbears out in the Crystal Caves and in the Arelith Forest. Now, my problem with this writ is that there are many different kinds of Bugbears in these two places, some even stronger than the specific Bugbears you have to kill to complete the writ, but yet they do not count for the writ's completion. In my opinion, I think this could either be tweaked to "Slay X amount of Bugbears and one Bugbear hero" (what would make more sense in regards to the description of the writ) or allow these different kinds of Bugbears to count for the writ's completion, for example:

Slay five Bugbear Warriors - > Slay five Bugbear Warriors, Grunts, and Pillagers;
Slay five Bugbear Archers - > Slay five Bugbear Archers and Deadeyes;
Slay three Bugbear Shamans -> Slay three Bugbear Shamans and Firestarters.

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Re: Writ Rewards - Need to find the bad ones!

Post by malcolm_mountainslayer » Sun Jan 12, 2020 9:50 pm

Kholingen writs are absolutely terrible.

will wreck most characters under lvl 20, usually needs a party, is way harder than other Sibayad writs that go up to level 20, while only going up to level 17. This is highly deceptive to new players trying to judge writs by level range and makes it a nearly useless writ(s)

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Re: Writ Rewards - Need to find the bad ones!

Post by UilliamNebel » Sun Jan 12, 2020 10:13 pm

Subutai wrote:
Sun Oct 20, 2019 3:25 pm
When it comes to Cordor Crypts, the negative level traps need to go. There are several of them right before the boss, and they're too high DC to disable at the appropriate level. Unless you know OOC what's coming, you probably don't have the scrolls or potions to fix it at that level, so a level 5 or 6 goes into the right as a level 3, then dies to the lich.

Also, Arelith has way too many inches. Liches are supposed to be terrifying ultimate-evil types. On Arelith, they're dime-a-dozen dungeon bosses.
Was an issue I brought up over a year ago. The end of that dungeon is another case of the design being more about slowing, or making a challenge for a specific type of character that would breeze through it, to the point of making it out right not doable for another type. And the only reason it is done that way is to keep the gimmick of the area's design in tact, the narrow walk ways.

Sure cool idea, ultimately ruins the dungeon for some people to get trashed by it, right at the end, after all the work to get there.

Honestly, as they tell writers, 'kill your babies', sorry the areas gimmick isn't great enough to warrant those traps to just slow the same character who run, hack, slash, repeat with their min/max build anyway.

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Re: Writ Rewards - Need to find the bad ones!

Post by ReverentBlade » Mon Jan 13, 2020 9:50 am

I avoid all writs with phylactery bosses. They are too hard to break and never worth the effort.

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Re: Writ Rewards - Need to find the bad ones!

Post by Aren » Thu Mar 26, 2020 3:29 pm

I don't know if this thread is still monitored, but I'd like to suggest looking at the reward vs the risk of doing the "Slime Temple" writ. Currently its classified as a 8-14 level writ, and rewards the player with 1000 experience and 2000 gold. The instance have the incredibly strong slime trolls, the invisible hasted stoneskinned goblins that spam Lesser missile storm + Iron horn, the medium sneak oozes that sneak attack you for 60+ damage, and one boss who casts SoV / Premo / Aura Vs alignment, with another going invis+stoneskin and then spams firebrand. While tactics can certainly overcome this place, it contains ridiculously more potent enemies compared to writs of a "higher level".

Let's compare it to "Beyond the Ziggurat" (level 10-16 for some reason). This writ rewards the player with 5000 gold and 1500 experience. This writ contains monsters no where near the level of power of Slime Temple - and a set of, frankly, laughable bosses. The only slightly challenge this place provides is the priests abundant use of lesser breach and the bad luck of getting critically hit by a champion twice in row. But that's more of an nuisance, than a real challenge.
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Re: Writ Rewards - Need to find the bad ones!

Post by Irongron » Thu Mar 26, 2020 4:10 pm

Aren wrote:
Thu Mar 26, 2020 3:29 pm
I don't know if this thread is still monitored,
Always will be, and I'll take a look soon.

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Re: Writ Rewards - Need to find the bad ones!

Post by Miskol » Thu Mar 26, 2020 4:51 pm

For the courier quests, it's a bit strange that a package delivery from Guldorand to Brogendenstein (barrel delivery) offers 1750 XP but the package delivery from Brogendenstein to Guldorand (blade delivery) only offers 1350 XP.
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Re: Writ Rewards - Need to find the bad ones!

Post by CptJonas » Thu Mar 26, 2020 5:27 pm

Miskol wrote:
Thu Mar 26, 2020 4:51 pm
For the courier quests, it's a bit strange that a package delivery from Guldorand to Brogendenstein (barrel delivery) offers 1750 XP but the package delivery from Brogendenstein to Guldorand (blade delivery) only offers 1350 XP.
Well...you can clearly see that beer is more important then blade... :D

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Re: Writ Rewards - Need to find the bad ones!

Post by ReverentBlade » Thu Apr 16, 2020 12:02 pm

"The Goblin Town" writ is a pretty brutal slog, with hard hitting sneak attack mobs, dispelling mages, accurate snipers in inaccessible places, and a boss with unusually high AC and that summons very powerful mummies that can pummel an ancient elemental. Its also a very long hike to get to and the dungeon itself is expansive.

Both its level bracket, xp, and gold rewards might be looked at.

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Re: Writ Rewards - Need to find the bad ones!

Post by Marisakis » Thu Apr 16, 2020 1:03 pm

On Skal, there are a few dungeons that suffer from bad (instakill) design

First the area with the Xvart queen: This area has a resetting fire trap right after a transition. The transition also leads directly into the fight, with no pause. Summons walking over the trap will trigger it, burning anyone that's unfortunate enough to have crossed with them. And with combat immediately starting, there's no real chance to detect or disarm the trap unless you know it's there already.
I would suggest adding a small corridor to this area that leads up to a door. And only have the fire trap behind there (with the burn mark on the ground that was already there). The burn mark's a great idea, but you just don't have time to see it if it's your first time doing this writ. I suppose the area is sealed off by a transition to prevent leading the queen away from it, so a transition into a short hallway would serve the same purpose.

Minotaurs: I agree that it'd be very nice to have the crystal mechanic shown before you walk up to a boss that can kill characters of an approppriate level in a single round. And here, too, a short hallway before the fight starts would be very nice.

Harbage: this area has a similar transition issue, with characters being in line of sight of archers immediately after transitioning. It's not as bad as the traps or crystals, but still relies on knowing the area before entering it. This requires one to metagame, plan and buff outside the area, because walking in first as a squishy might mean near death, with no cover in sight.

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