Minor necro to add to the feedback on Blightwood:
On the whole, the Blightwood as far as I know is mostly ninjalooted and very rarely visited as an actual group (when it's not a bunch of high levels doing RP). The dungeon could use some revamping in the variety of challenges it offers, as well, and in general in its interactivity and immersiveness. Mechanically speaking first, right now, one needs to have:
- Poison immunity
- Lesser mind blanks for the entire party
- Negative energy protection for everyone
- And all the other regular wards on top of that
In order to complete the dungeon reliably. I feel like the dungeon could either do with removing the mind-affecting traps or tweaking its themes in another way that lessens the need for such a well-balanced and large party to venture into it, at its intended level range (which is presumably somewhere between 6 and 13).
Alternatively, and this I feel is a better choice, one could add more stops into the dungeon, with perhaps elven NPCs from Degannwy offering key supplies at 'safe zones' inbetween the different hostile areas, such as negative energy protection, restorations to deal with accumulated ability drain and so on, including perhaps some dialogue choices to talk about the dungeon itself and to warn about dangers if need be. This extends to Degannwy itself: I feel like there is a very noticeable and immersion-breaking lack of dialogue and flavour on the Blightwood from Degannwy NPCs currently. The dungeon in general could use more interactivity with Degannwy, as the Blightwood is an existential threat to the grove the elves would be very familiar with. This would necessitate some development work on Degannwy itself to facilitate that, I know.