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Author Topic: Primal Elmental in Skull crusher cave  (Read 448 times)

Frendh

Primal Elmental in Skull crusher cave
« on: August 11, 2005, 11:06:00 AM »
Maybe give him +1 in regen? He's often in the
in the same state we left him after returning
two or three RL days later.

And I don't want to ruin all the fun for other
explorers who get there after we've been at it,
by making it easy with a near death elemental  ^^
 

Talan Va'lash

RE: Primal Elmental in Skull crusher cave
« Reply #1 on: August 11, 2005, 02:43:00 PM »
+1 regen isnt really a good solution since he would regain 1 hp a round.. and since the length of battles with him is often rather long it could have a big impact on the battle.

It would be better if he would rest every 4 hours or something as long as theres no PCs in his area at the time.
 

Frendh

RE: Primal Elmental in Skull crusher cave
« Reply #2 on: August 11, 2005, 03:06:00 PM »
well, if you can't beat him without resting,
it's only fair he gets to heal himself too
while the PCs do the same.

Don't know how long a fight with him generally
lasts, but a ten minute fight would give him
about 100hps. So just make sure not to drag
out on it ^^
 

EdTheKet

RE: Primal Elmental in Skull crusher cave
« Reply #3 on: August 11, 2005, 11:23:00 PM »
Quote
Frendh - 8/12/2005 12:06 AM well, if you can't beat him without resting, it's only fair he gets to heal himself too while the PCs do the same.

  Exactly. While you're resting, he'll be like absorbing rock from the surroundings or something. After all, it is a primal elemental :)
 

Talan Va'lash

RE: Primal Elmental in Skull crusher cave
« Reply #4 on: August 12, 2005, 02:19:00 AM »
my objection was to changing the creature to compensate for the way he spawns.

If he gets regen his CR should probably be upped, hes already harder than his CR.
 

Pankoki

RE: Primal Elmental in Skull crusher cave
« Reply #5 on: August 12, 2005, 05:15:00 AM »
Frankly the problem with this issue is not the primal, but the resource its guarding. Its too close to the surface and too close to a dock city. If the CNR thats in it was in like, level 7 of a dungeon that was about 17 transitions down Xantril then you wouldn't even need the primal simply because you'd have 7 levels of stuff to fight.
  L, end the headaches and simply move it. Thats my advice.
 

D Blaze

RE: Primal Elmental in Skull crusher cave
« Reply #6 on: August 12, 2005, 08:57:00 AM »
I've never tried to go after that particular resource there before, but I think Pankoki has a good idea in that it's too close to the surface. With all the troubles, why not add one or two more lvls down into the cave to signify their digging deeper for more of the mineral if adventurers are mining it all away, and with all the dust and such it's kicking up to do the dig, make it a no-resting zone, and leave the Primal as it is right by it. The giants, with their tough constitutions, won't be bothered all that much by the dust, but it'll be too much for a lesser race to rest comfortably.

Mapping up and attaching a new area might take a while, but it's an idea all the same.

Edit: Oh, another Idea. Cuz of all the dust, people moving around, even invis, would be easily spotted, so make it a prohibited spell on the last two levels or something, forcing players to test their abilities, rather than just sneaking in, make the strike, and sneak back out.
 

Frendh

RE: Primal Elmental in Skull crusher cave
« Reply #7 on: August 12, 2005, 10:55:00 AM »
And about the dust, you think the dust there will
disrupt invisibility more than the Deserts on
Mistone and Dregar or the swamps? I can't even recall
it looking like a dusty area. It might as well be a damp
eerie cave. May be irrelevant though, if the only
purpose is to make it harder.

Something along the lines of what Pan said seems
like a good idea. But aside from the short trip
, the HP thing on the primal and the thing about
the Primal often getting stuck, it's not an easy
task getting what you want down there.
 

Leanthar

RE: Primal Elmental in Skull crusher cave
« Reply #8 on: August 19, 2005, 02:51:00 PM »
Fixed in next update.
 

 

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