Other areas to upgrade

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Myrdyr
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Other areas to upgrade

Post by Myrdyr »

Continuing the topic of other rarely used areas to adventure in that could be made harder:

The Black Marsh maps: There are three maps that are almost entirely unused except to get to the cave.

The Rock Peak Mausoleum: I cant recall the cr of the monsters here vs in the Rock Peak area, but I'm always underwhelmed when I drop in to check.

Badland Crypts (Lost Crypt, Catacombs, etc): I went with my LA cleric and was underwhelmed. I was expecting much harder foes given the bandits, malar, and werebeasts I had to fight to get there.

Ash Mountain Areas: This has been brought up before, but I just wanted to mention that this is an excellent area to make harder.

Haddon Mirk Ogres: They're a nice surprise, but the maps could end with something that gives players a bit more incentive to go there.

The Arachnid Lair: Another nice surprise, but I always expected something more there.

Elagneros
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Re: Other areas to upgrade

Post by Elagneros »

Myrdyr wrote: Badland Crypts (Lost Crypt, Catacombs, etc): I went with my LA cleric and was underwhelmed. I was expecting much harder foes given the bandits, malar, and werebeasts I had to fight to get there.
The entrance to those crypts isn't 1 way though. SL players can enter the upper catacombs and not have to beat down the tough stuff that someone coning the other way has to fight.
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Post by CrazyJ »

The Rock Peak Mausoleum: I cant recall the cr of the monsters here vs in the Rock Peak area, but I'm always underwhelmed when I drop in to check.
Standard ghouls are around CR 8, boss goes up to CR 12. Not too bad if you're fit two of the following conditions: cleric, immune to disease, lots of free time, lots of healing kits.
Haddon Mirk Ogres: They're a nice surprise, but the maps could end with something that gives players a bit more incentive to go there.
Gustav's Tomb, the Shades (Ne'Kut's dagger), and ogres without all the crowding issues. The only problem is the wolves being a bit too frequent on the way into ogres. Well, that and the fact that it's a long trip from anywhere.
Not familiar with this.

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Post by Death Dealer1 »

ash mountains are like lowbie areas for MA. mages that can't handle the formians go to the kobolds instead.

you can do rock peak if you gear right...lvl 5, which gives you 100+xp for a nasy little fight. it will get you to 9 or so before it tops out. faster than mountain on somedays.
if i didn't do it...someone else would have.

Myrdyr
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Post by Myrdyr »

The troll caves on Giant Mountain are much easier than the area immediately outside the cave...

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Post by Myrdyr »

Death Dealer1 wrote:ash mountains are like lowbie areas for MA. mages that can't handle the formians go to the kobolds instead.
I think the discussions have been about the areas on the other side of the moutain, rather than in the mountain.

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Re: Other areas to upgrade

Post by Myrdyr »

Elagneros wrote:
Myrdyr wrote: Badland Crypts (Lost Crypt, Catacombs, etc): I went with my LA cleric and was underwhelmed. I was expecting much harder foes given the bandits, malar, and werebeasts I had to fight to get there.
The entrance to those crypts isn't 1 way though. SL players can enter the upper catacombs and not have to beat down the tough stuff that someone coning the other way has to fight.
Yes, but the areas aren't a straight path: there are side areas that you dont have to go through if just using it as a passage. Also, the cr of the monsters lowers in areas where it should get harder, or at least stay the same.

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Post by P. Fricebottle »

Yes, the Trolls on Giant Mountain have been brought up multiple times. They're near the very top, yet easier than all the Tree Smashers, Chunkers, and Ice Walkers you have to fight to get to them. There are multiple cave entrances at the bottom of the mountain, in Ogre Pass I saw one. We could use those and add an area transition into the Trolls area. Like the mountain complex could look something like this.

Outer = Giant Mountain Trail
Core = Giant Caves
Outer Core = Troll Caves

I kind of imagined the mountain as giants caves in the very middle, taking up the most space. And the Troll Caves outside those in primitive design, not very deep into the mountain.

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Post by kgb »

Problem with the trolls and having them further down the mountain or in either cave entrances on ogre pass is the fear ability of Cave Trolls. With lowbies down there bashing away at ogres some scouting/guard trolls near the cave will cause no end of grief for the low will save lowbies (say that 5 times!)

Better to use the cave entrance off in the Archeologist Ruins just the other side of the Ogre pass entrance (before the gate and near the bottleneck pass) that leads to the camp.
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Post by Celorn »

sheesh.... has nobody found any blue powder or something?! Even if you can't cast invisibilty, anybody can vanish with some blue powder and walk right by a ton of mobs -- ice wolves, giants, ogres, mirk wolves.... ie: I used to invisible past giants and go to the troll caves a long time ago. (I never level on the Mtn. anymore).
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Post by Elagneros »

Myrdyr wrote:The troll caves on Giant Mountain are much easier than the area immediately outside the cave...
Yeah, I know I mentioned that several times before. I think the Troll Pits should probably be moved to that cave on the Ogre Passs screen right before the trail, or maybe down in the SE corner of the Archaeologist Camp.
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Post by MLoki »

Why not have a route through the Troll caves so that it takes you further up the mountain to it's current entrance but starts at ogre pass. This way it will act as a shortcut for higher level parties or allow lower level parties an alternate to giants.

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Post by Celorn »

;]

Well, can always SCRAP the entire mountain as it is now and adopt the same, 'new' maps that NS 3.5 has! After playing around on there with the new mountain, I found I kind of liked it better.. plus there's the whole undermountain thing that could be adopted as well, since it's basically the same as going in the top of the mnt.
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Post by Elagneros »

Bah, 3.5! :P

Though it would be cool to do something like the Undermountain setup over there, have maybe a small dungeon that connects some of the caves there and maybe even goes down to the Underdark (like the Underdark ideas I made the other day). What would be cool about that is that right now, the mountain is a dead end. Having multiple ways in and out makes things more interesting for PvP purposes; instead of people camping an area to kill, they'd actually have to move around a bit.
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Post by Lorkar1 »

Don't all mountains have another way down or up?

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