The Disciples Against the Undead

Tonight the Disciples of Tharizdun ventured into Delera’s Tomb, a premium adventure pack with 9 adventures and a shared outdoor zone, which as far as I know doesn’t contain any encounters – although I’m told it did earlier in DDO’s history. I found this interesting, since I’ve been thinking about what it’ll take to make the long-promised Druid work in this game, and that list includes more outdoor encounter areas.

The main arc of the adventure pack consists of five quests, of which one is just a placeholder that makes you go talk to the questgiver. We finished all of these and are talking about running them again on Elite next week. The selection of final rewards is very good and the XP gain from the whole thing was excellent – I gained a full two ranks from running them, along with a bunch of favor.

Virtually all of the enemies over the whole sequence are undead, and many of them are incorporeal undead. Basically what this means is that you have a flat 50% chance to miss them using any ordinary weapon, even ordinary magical ones. Only so-called “Ghost Touch” weapons don’t suffer from this. Thankfully, during an off-night run at the Caverns of Korromar last week I picked up a +2 Ghost Touch mace which saw heavy use tonight.

Everything went smoothly except on the last run, where most of the group wiped when we all rushed down a trapped hallway. Traps on Hard hurt, but this was really just sloppy play on our part. The other quests in the sequence we’ll try to get to at some point. One of them is level 11, so that will no doubt wait a little while.

Caverns of Korromar, by the way, was tortuously difficult on Hard, but it was well worth it, firstly because of the end rewards, which are very good, but also because the final boss is a beholder. It was a very cool D&D moment, seeing one in-game for the first time.

5 responses to “The Disciples Against the Undead

  1. Sorry I couldn’t make it tonight. I can find and disable the traps on Hard (DC 24, IIRC, and I have 26 for search and disable) plus I would have brought along my firewall and Halt Undead spells.

    Perhaps next week. Magikaan’s already been through there on Hard after all. . . .

  2. We were alright with all the other traps, but on that Necromancer’s Doom run we were all tired and hurrying to finish, so we all ran in a cluster and set the trap off before the rogue had a chance to warn anyone. Wiped everyone but the rogue, who was almost wiped. I had a spirit cake, so I came back, but the rogue and I were not strong enough to take out the little crowd of arcanes and wights at the top of the steps. Though we did give them a good fight :>

  3. Incidentally, my warforged rogue is going to have to run that series several times. It’s absolutely full of useful loot rewards for a warforged rogue trapmonkey.

  4. And because I can’t think of everything I ought to say before hitting submit…

    Anyone running Delara’s (or a lot of other chains in the game, for that matter) should remember one rule: never abandon a chain quest unless everyone is. You can still enter the other quests and get the XP for them as long as another party member opens, but you can’t get the chain end reward without starting over from the beginning.

    That’s the one nuisance of chain quests. You have to run them from start to finish each time. You can stop partway through and pick up where you left off….but then you have to be able to form a party of people that are also on the stage you are. Or convince a group that hasn’t started yet to be willing to run one man short till they catch up to the chapter you’re on.

    This is complicated further by the fact that some quest chains are linear, with each dungeon opening onto the next dungeon and no chance to enter directly into the dungeon you left off at if you stop partway. Shan-To-Kor is like that. True agony is running STK and similar loot-heavy linear chains without enough inventory space, and trying to decide what to trash from your inventory to grab the really nice item sitting in the chest.