First, let me say that it's gratifying to be able to run Throne of Idris again, even if it's only as a one-time quest like the Clockwork Tomb. It fills a MAJOR plot hole that has been there since Mod 6 (April 11, 2015 to be precise). That's a long time, but thanks for addressing it.
Now, I have one gripe (though I think I understand your reasoning), and a suggestion. I noticed that you closed off the alternate route through the spider area. I'm guessing here that you want new players (as this is a leveling quest) to have a consistent experience. That makes sense. However, I would handle the spider area a little differently. Here's what I think you should do.
Players running this quest are roughly midway in the leveling process. This is a good time to introduce them to exploration beyond the strict confines of the quest. Open up the rear entrance to the spider area. This way, the path to Idris is still consistent, but players have the option of exploring a side passage. You can even have a hover appear saying that you don't think it leads to Idris. Exploration should be encouraged and rewarded. The reward is relatively minor as it's loaded with enemies, but there are (still) three skill nodes there and this bit of lore:
As it stands, only a Whisperknife can get in (as they are wont to do), and this is a shame. An inherent part of D&D is exploration. This is a good opportunity to let new players get their feet wet with it.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel:
https://www.youtube.com/user/Ruskaga/featured
Comments
Otherwise, why just ToI? Why not undo all the blockages of all the dungeons?
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<div align="center">AKA Draconis of Luskan</div>
Take a backseat boy. Cause now I'm driving. ~ Give it up - Elizabeth Gilies ft. Ariana Grande
RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
1. Is Idris ever going to come back to the dungeon queue, in its complete form?
2. Why not unblock the passages in the dungeon queue versions of Cragmire Crypts, Temple of the Spider, and Gray Wolf Den? In the case of Gray Wolf Den, "unblocking" also requires restoring a lever that opens a door into the small room with chests, saw traps, and an ogre who blasts out of a boarded-up door.
From what I've seen when investigating, to properly unblock each of the dungeons would require a small amount of work involving restoring some enemies.
1. Cragmire Crypts: one room needs to have some undead restored (one says something like, "Blackdagger bandits are never more dangerous than when we're dead!") Another passage needs a couple groups of spiderlings restored.
2. Temple of the Spider: while the lore scroll is still on the ground, the area is now devoid of enemies. The first area should have duergar and the second area should be loaded with undead. The second area also should have two gelatinous cubes, one that appears immediately and another that appears behind you when you reach the room with the sarcophagi.
3. Gray Wolf Den: some of the side rooms need to have enemies restored. The surprise ogre room might also need its saw traps restored.
Of course, if you have backups of these dungeons stored, you can check them to see what elements are missing.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
I mean, the whole point was to get closer to D&D. So, they went to a 20-level system (good) and then removed all choice from the game (bad).
If you're playing a game of D&D that is as railroaded as Neverwinter is now, then you have a TERRIBLE Dungeon Master.
When I started (November 2020, I'm still pretty new), Neverwinter had a great sense of exploration. Run into trouble in Helm's Hold? Go to Ebon Downs! Run into trouble in Skyhold? Hop over to Icespire Peak!
ALL those options have gone the way of race- and class-based quests.
There is only one way through Neverwinter.
And now, due to Milestone-leveling, there is no purpose in exploration. You won't find any surprising gear or lore (unless you bump into the guy in a robe who will give you "lore quests," but after you find him you're done). You won't get any growth for your character. And the only thing you WILL find is random mobs of the same monsters that you've fought since you arrived in that adventure zone.
I enjoy the new leveling campaign, I really do. But every time I play it, I look down the passages that no longer hold meaning and think, "I remember when exploration was a part of this game. I miss feeling like it was worth my time to actually go down that passage."
Moral of the story: 20 levels doesn't mean D&D. Milestone leveling might be mainstream, but it only works when done properly. If you remove exploration and relegate the game to killing boss monsters, you really don't have D&D anymore...and you're not doing milestone leveling properly.
For decades I've groaned every time someone told me I was "doing D&D wrong," but Dear Lord, this doesn't feel right at all.
There was a similar quest in Pirates' Skyhold where you could come upon the lair of a giant spider called The Predator. There is a feeling of wonder in discovering something entirely upon your own instead of being led there by the nose.
"But most people won't find it," I can hear a Cryptic designer saying. That's okay, indeed that's the point. There's nothing wondrous in finding an off-grid quest that everyone knows about. Quests like that reward exploration and induce players to explore more. One of the entire points of D&D is that it's a world limited only by imagination. You can find just about anything in D&D. Exploration is expected and rewarded. Play any D&D module and that point is obvious.
Whoever originally designed those maps really got it. That person understood the drive to explore and the wonder in discovery. As long as off-grid quests aren't critical to player advancement, not only is there no harm in them, the game's richness benefits from them. Some lore, some gold, a cool transmute, a short quest chain: it's enough for quests like those. There should be many such off-grid quests and many off-grid areas to explore, both in maps and in dungeons. Chris used to talk about "building worlds" but this is anything but. it's a one-dimensional, formulaic experience. Someone is way too enamored with the notion of "everyone gets the same experience" and has completely lost touch with his inner child.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured