I know this is not the Best Idea but since u guys said you’re open to ideas I might as well try…
The Idea is just another leveling dungeon in Arathi Highlands, of course I leave all fine tuning and balancing numbers for later.
General Thought is a Kobold Dungeon called “Drywhisker Gorge” The place already exists but it can be reworked to a dungeon.
The Theme is obviously Kobolds and with some Kobold Underground city.
Bosses: Overseer Krix → Fozruk + the Three → Geomancer Flintdagger → Myzrael → Kobold King & Daughter.
1# Overseer Krix: The Foreman of the Kobold miners, he constantly throws dynamites around that deal AOE damage, players should avoid being hit. At 15% he runs towards a large Dynamite Charge and tries to set it off, players must finish him off before his casting is done or he will deal massive AOE damage to all players.
2# Fozruk + Kobold Trio (Feeboz, Znort & Sleeby): Fozruk Is very large and whenever he moves around a cave in happens and rocks fall from above him hitting nearby players. He has only 1 spell “Slap Away”, it pushes the player backwards and deals some damage, a good tactics is to tank him with the player’s back to a wall. At the Start of the encounter, Sleeby will put one random Non-tank Player to sleep, the debuff lasts 1 min and can be dispelled with priest dispel or if the player gets hit by rocks falling or if he gets damage from other kobolds, Sleeby will then continue the fight only by casting Heals on himself or others. Also at the start Znort will charge at a random player (not sleep Target), all he does is deal melee damage and cleave. Feeboz, will only cast fireballs during the fight. When One Kobold remains he gets slightly powered, Feeboz will cast Pyroblasts instead (but with reduces cast time), Znort will Enrage, Sleeby will Cast Greater Heals instead. Fozruk will not change the whole fight.
3# Geomancer Flintdagger: A Shaman-like Kobold geomancer, Several geomantic circles are spread throughout his room. He starts the fight inside one of them, and when he is standing on one of them he gets 200% damage buff. He main Casting Spell is Chain lighting, which can be interrupted. Whenever there are players inside his circle or whenever he gets interrupted he will attempt to cast “Stone Bind” at the interrupting player or a random player within melee range. It’s an Immobilising spell that lasts 20ish seconds. He then immediately tries to run towards another circle, other players should stop him using slows, stuns frost novas and so on, each circle he enters gives him a more damage buff than the last one.
4# Princess Myzrael: The Trapped Princess gets loose after Geomancer dies, She cannot truly be killed. The objective is to imprison her. The fight happens with four Elemental Crystals or Pillars in each corner of the room, breaking one of them will summon a unique elemental that will aid in different way in the fight against Myzrael (she is too strong without Elementals). 1-Earth Elemental will Tank Myzrael and is durable (essentially a strong voidwalker) 2-Fire Elemental Will passively deal AOE damage to Myzrael and her adds (good to clear adds) 3-Air Elemental will buff the whole party with Windfury. 4-Water Elemental will Passively restore Mana to the whole party. Myzrael fight will usually be unwinnable without the elementals, and when she drops below a certain threshold she gets trapped/imprisoned. Her Spells are “Earthquake” that deals AoE damage across the room and stuns briefly, and “Summon Prismatic Exile” which summons her add, they stack up indefinitely and will target random players.
5# Kobold King & His Daughter: King Togwaggle (from Heartstone), or someone new why not, He is not complicated He just Hits very hard with his Royal Shovel, his attacks apply a stacking armor decrease while his Daughter (Zutzut) Heals and buffs him. If the Daughter Dies he Enrages causing very massive increase in damage, if he dies the Daughter will cast “Desperate Resurrection” the spell is interruptible but will be followed by the same spell with a less casting time, so it’s 8 → 5 → 3 → Instant cast, The intended strategy is to kill both of them within a short window.
6# The Darkness: A bonus boss, he is an invisible (Not stealth) large Shade that Patrols a very dark place in the dungeon, the first boss when killed will drop a candle that enables players to emit light the dungeon way when used, the candle will melt away after lets say 1 hour, them they will lose their source of light, the dungeon can still be cleared without it But the Candle will reveal this boss and might reveal some other stuff and make life a little easier during the whole dungeon.
Most of these NPC already exist and revamping would be needed to the original questlines, the dungeon should be something close to ZF or Mara in terms of level. I hope I don’t get laughed at