An update on my players exploits down in the dungeon...
Damn, Paul, I listened to a few of those. I can't believe it was that long ago. Yeesh.
Wanna hear something sick? I'm actually toying with the idea of updating the WLD to 4e and running it again. I gotta get my head examined.
I hear ya on getting your head examined lol. I am running the WLD as a Gesalt campaign. My players and I are enjoying it, but I think I need my head examined as well.
So anyways, my players have cleared out Region A. The Orc, Kobold, and Trog bases proved to be very difficult for them. They ran away from them and then went back and wiped them out once they hit 3rd level, this was their "Revenge Session". The Dwarf Ranger/Fighter died the first time they fought the Trogs. Her tattoo raised her several hours later and she was naked with neither the Trogs or her party in sight. They found each other again in the water pillar room.
The other difficult encounter in the Region was definatly the Were Rat himself. He was a Wiz7/Sorc7. This was a very close battle for them. They had joined forces with the lizard folk so there was 5 people in the party. You know the BBEG of the region is putting up a good fight when both the partys healers are bleeding on the floor.
They never closed the portal in the room with the Were-Rat. So it is still spitting out creatures.
They took off to the north after gaining 4th level. They ran into the shadows and the shadows made short work of the Dwarven Ranger4/Fighter4 and the Human Sorc4/Cleric of Mystra 4. The Human Fighter4/Thief4 and the Monk4/fighter2/cleric of Azuth 2 made it out alive but the Monk was verry slow because he didn't have much STR left.
The slain party member were replaced by a pair of Shield Dwarves. A Fighter 4 / Cleric of the Dwarven Pantheon 4, and a Barb4/Fighter4. They had stumbled into the dungeon looking for gems to mine and had been trapped for awhile.
They decided to change tactics, they weren't expecting undead when they first ventured to the north. So they went better prepared as far as spells go. They made a decent push but were pushed back by the Shadow King and a few of his minions. No body died, but a couple were close to death.
Now they are thinking that they can't handle shadows so the head east into the Gobbo Empire. They start from the north and get stuck in all kinds of traps. They give up in frustration because rations are low and they don't want to keep getting stuck in rooms for a day. (The Barb/Fighter has been named backup thief, shes good at finding traps cause her character isn't to bright and she's greedy.
They are actualy almost finished with this region as well. The Goblin King is dead. The Hobgoblins that are training the gobbos are Paladins of Bane. I thought this added a nice twist to the area. I used the Paladin Varients from Unearthed Arcana. These are Paladins of Tyrany. The Fighter/Thief died fighting the goblins. He was brought back by hit tattoo after being dragged away by the cleric. Now the Monk is the only character who hasn't used up his tattoo.
Bartleby is dead in a most horrible manner. I won't get into details here because I don't want the post to get deleted. Let's just say the Barb/Fighter caught a nasty disease and turned to CE, the Fighter/Cleric also became CE, and the other 2 members in the party shifted closer to CE themselves. They have no idea that he was working for the Gobbo King for the Artifact. It's a Necklace of Adaptation.
The Corrupted Pallys in the region are Corupted Pallys Of Mystra. They were the last of her Pally/Clerics. They party is working to change their alignment back to what it was before. They are also working for the Rebel Goblins. They are to destroy a statue in the Goblin Temple and rescue a Goblin that hasn't returned from patrol yet. They've already rescued the Goblin and should reach the temple next week. After this I bet they will head to region C to get the key to unlock the doors to the north. They will be in a world of hurt if they keep slipping into evil alignments. They know it is a prison for evil of all kinds .. so it's not like they havn't been warned lol.
Their current levels are: Human Monk5/Fighter2,Cleric of Azuth3; Human Fighter5/Thief5; Shield Dwarf Fighter5/Cleric of the Dwarven Pantheon 5; Shield Dwarf Barbarian5/Fighter5.
So like I mentioned earlier the portal is still spitting out creatures. I had the doors leading up to region E spiked shut from the region A side. This was so the shadows wouldn't come down and kill everything. When the party fled from the shadows they never closed or spiked the doors closed.
Wouldn't the working portal be a nice way for the shadows to make more shells? Would the shells made from say a fiendish stirge be a regular shadow or something else? These are just a few questions I've been mulling over.I bet the Shadow King would love to expand his influence even more. Has anyone done this in their campaigns? Have any advice for it?