Xellous said:
Well everyone relpies have been helpful. I only have a few more questions. 1. Are there any RPish opportunities besides what a person creates? I have a player who thinks this will just be a dule dungeon crawl and Im not real sure if there will be much for this avid Roleplayer to roleplay. 2. How well can a DM pick up a section and delve into in. Are there plot hooks and what not that a DM can pick up on and and send his group into? Again Im not sure that everyone will enjoy lots of hack and slash and I may end up sending the group out then bringing them back in after skipping an area.
There are built in RP opportunities. Many of the denizens of the different regions interact with their neighbors, and the PCs get chances to wind up in the middle. There is also one region that is not run by hostile creatures, if memory serves.
For your second question, the sections are pretty well set up to allow you to run them without a whole lot of prep (as others have said). Once you're in, there are at least a couple of place where you can get out, and you can certainly juggle the layout and tweak the dungeon's backstory to let your PCs leave the dungeon at different times.
That said, the initial plot hooks are very, very weak -- or at least, not very serious ("Because it's there" is actually on the list). The rest of the regions after the first one are pretty much set up as if you were coming into them from within the dungeon.
(As an aside, I'll add my comment to the others noting that Region A is
really boring as written. I understand the design philosophy -- lots of spots for PCs to rest -- but even a room with no active threats needs things for the party to interact with, and many of the rooms in A are just plain dull. This is too bad, because at least for me it killed my interest in running the dungeon at all -- I chose the WLD because I thought I could get away without needing a lot of prep, and after a session in Region A and some reading ahead to B, I realized that wasn't going to be the case.)