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World's Largest Dungeon order of traversal?

jkint

First Post
The World's Largest Dungeon is divided up into 16 regions, though multiple regions are for the same levels (Region B and Region E are both designed for levels 4-6). Though it doesn't state anything that I saw explicitly, what do you do to prevent a group just finished with a higher level region from proceeding into a lower level region and easily wiping it out? Do you just close off that region or do you scale up the region? I didn't see AEG's recommendations on this in the introduction. Just looking for some advice.
 

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DaveMage

Slumbering in Tsar
I'd say it depends on how you are introducing them to the dungeon. If you are starting at a higher level, just remove the passages to the lower levels (don't have them exist).

Alternatively (although it's a bit cheesey), when they go down one of the corridors to the lower level area, just have them teleported to the opposite side of the map that leads to a more difficult area.

You may also want to check out this thread: http://www.enworld.org/forums/showthread.php?t=100030 for more hints on running the dungeon, although be advised that this is a very long thread.

(Oh, and welcome to the boards, by the way. :) )
 
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spacecrime.com

First Post
The only place where that's gotten sticky for me is Region F. The party had a tough time there, and what little they knew of Region G scared the bejeezus out of them. They were all for heading into Section E and an easier challenge.

What most of them didn't realize was, of course, was that with the party around 9th level it was going to be much too easy. I didn't want to get heavy-handed about steering them away, but I was sweating. I did explain the layout of the dungeon to them, and one of the players correctly deduced that Region E was roughly equivalent to Region B, and pointed out to the other players that they'd get bored. They ultimately went for Region G, and are currently going through absolute hell. :)

While looking at my options, I did decide the Region E was manageable. The "border" encounters are close enough in challenge rating to be at least interesting, which is a nice feature throughout the dungeon. The map layout also made it likely that I could subtly steer them up into Region I, which would be a reasonable (and creepy) challenge for them. Finally, you've got the "how to upgrade" listings in every encounter, which I would have used if they'd been hell-bent on going deep into Region E. Overall, not that big a problem, and yet another reason I Like This Dungeon.

(For what it's worth, the party's path so far has been: A, brief trip to E followed by fleeing in terror, B, C, back through B up to a nose-bloodying war with the two tribes in F, now off to G where the ladies are giving the PCs what-for.)

cheers,
 
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