Recommended party mix for World's Largest Dungeon

Legildur

First Post
Okay, I know that there is a thread here talking about the 'World's Largest Dungeon' and some of the issues about it. And I know that my DM has just bought the module.

What I want to know is what would your recommended party be to tackle this module?

I don't want to accidently read any spoilers in the other thread, otherwise I'd happily delve into that myself.

We have 6 players and often a 7th. Most of the WoTC splatbooks are available (Complete Adventure/Warrior/Arcane/Divine and Races of Stone, and could get Races of Destiny if required).

What standard races will work? What favoured enemies for Rangers? What weapons should be utilised (possible spoilers here I guess ;-)? Should the Cleric be able to turn effectively? Would a Druid be useful, if so, with what focus? Would a sneak-attacked focused melee combatant fare well?

Let me know your thoughts. And please, no spoilers.
 

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Legildur said:
Okay, I know that there is a thread here talking about the 'World's Largest Dungeon' and some of the issues about it. And I know that my DM has just bought the module.

What I want to know is what would your recommended party be to tackle this module?

I don't want to accidently read any spoilers in the other thread, otherwise I'd happily delve into that myself.

We have 6 players and often a 7th. Most of the WoTC splatbooks are available (Complete Adventure/Warrior/Arcane/Divine and Races of Stone, and could get Races of Destiny if required).

What standard races will work? What favoured enemies for Rangers? What weapons should be utilised (possible spoilers here I guess ;-)? Should the Cleric be able to turn effectively? Would a Druid be useful, if so, with what focus? Would a sneak-attacked focused melee combatant fare well?

Let me know your thoughts. And please, no spoilers.


I haven't played the module but I would build a party of six to be as self reliant as possible

#1 Hammer Guy -- Barbarian/Fighter Mix

#2 Sorcerer -- not a wizard but a Sorcerer -- Mr Blast spell -- the Wizard is nice but he may not get enough spells in his book. Optionally a Psion will do just fine

#3 Forward Scout -- Rogue with a few other (Ranger, Barbarian or Fighter up to you) Levels focused on Mobility and trap detection. Optionally a Scout (complete Adventurer) Monk or a Soul Knife. This guy can get Tracking to help out and he is an ersatz Ranger

#4 Cleric -- make him an archer type

#5 Bard -- This is Mr Party Buff and the pick up man

#6 Warlock -- This is even more firepower and he can fill in for the Wizard and make and use ANY magic item

as for #7 -- get a Druid or a Fighter

Mpst important skill -- Knowledge Monsters and Knowledge/Dungeoneering
 

Lots of rogues and lots of clerics.

Since the WLD goes through every monster in the SRD (and our DM is adding the few from the MM that's aren't), any favored enemy will eventually be useful. You might want to pick a generic type that will show up in a lot of different places, like Magical Beast--there are all sorts of magical beasts in the world. Ooze, on the other hand, might not be so useful.

Turning is always good if you encounter undead, and since the WLD goes through every monster in the SRD, you will eventually want good turning.

But some of those things can be few & far between. Given the scope of the product, a ranger whose favored enemy is Giant will not have a lot of giants all the time. Your cleric of Pelor with the Sun domain will not be turning stuff in every encounter.

In WLD, any sort of specialization is apt to go through "lulls" in excitement.

I'm just a player in WLD, I have not read it. But I would never play a druid in that setting (and I believe that the book itself suggests that druids not be played).

Lots and lots of melee, so sneak attacking is also good. But so are finding & disabling traps.

Good luck. I'm sure you'll have a lot of fun in WLD! Don't forget to add to the WORLD'S LARGEST GRAVEYARD when PCs die. ;)
 

Legildur said:
<grin> And I thought I had worded the title carefully enough to avoid that!!
Well, I read the title, and it sprang to mind. Not being one to ignore the obvious punchline......
 

The book actually recommends a few classes to avoid. Ask your DM for the specific ones - but I remember it directly states that Wizards will get screwed and it also nerfs some spells. As your DM has undoubtedly read the whole book :D I think s/he should give you some guidance here.
 

A lot of different parties might work well in the WLD, so for the most part, you're free to play whatever you might like. I have read through it, and I can offer a few suggestions. First of all, someone good with traps will be really, really helpful. A high Search skill and a high Disable Device are both needed. The book actually suggests not allowing rogues to take 10 or take 20 on searching for or disarming traps, so be prepared to get your nose caught in a few traps here and there, especially early on. Secondly, don't neglect to have a character with some social skills (bluff, dipolomacy, etc.). There are actually quite a few factions and groups you can ally with, and several tough fights than you can actually talk your way out of (the Dungeon has more than just mindless monsters in it, after all). Finally, try and build your group so that your characters can work for quite a while before needing to rest--there are very few safe places in the Dungeon.

I'd say that the druid might have a hard time of things, unless your DM alters the Dungeon a little. As is, you can't summon creatures in the Dungeon, and you'd have a really hard time replacing your animal companion if it died. Plus, many of the druid's best spells are useless in most of the Dungeon. There are few spellbooks and scrolls in the Dungeon, so a Wizard might have a hard time of things as well, unless your DM gives you an alternate way to get spells (in which case, a Wizard might become quite helpful). Ranger is probably not a first-tier good choice either, I'm afraid.

With all that in mind, here's my class/race suggestions for a group that has a lot of options and quite a bit of stamina:

1. Dwarven rogue: the extra hit points will help you survive the traps you can't disarm and since most of the Dungeon is made of stone the Stonecunning ability will really come in handy with Search checks. And they can fight, too, although they should always be working with another party member to flank opponents.

2. Human Warlock: Warlock are as good as gold in the WLD, because they don't need to rest to regain their magic. In fact, Warlocks are so good, your DM may not allow them. Do keep them out of the front lines, though. The Human's extra feat will help you get Precise Shot as early as possible (Warlocks need Precise Shot).

3. Elan Psychic Warrior: A psy-warrior can deal some good damage, and has quite a bit of versitility in terms of powers and abilities. Elans are not only naturally psionic, they can go without food or water for long periods of time (thus conserving the party's resources), and they can spend power points to reduce damage taken. A flexible mix of offense and defense. (the main weakness of this build is they you're always going to want more power points--pick your feats accordingly).

4. Whisper Gnome Ninja: The best possible scout, and a decent melee character, in a pinch.

5. Human Favored Soul: I'd go with Favored Soul instead of cleric because of the slightly higher spells per day. This will be your healer and your diplomat--spend your extra skill points on Diplomacy and make sure to pick up Augment Healing (every little bit counts).

6. Illumian Fighter/Cleric: Take the 'Krau' symbol and the Practiced Spellcaster feat so your caster level stays high. Get the War domain, if you can, for Weapon Focus. You'll make an excellent backup healer and tank. If you take the 'Aesh' symbol at second level, you don't have to worry about having a high Wisdom.
 

Legildur said:
What I want to know is what would your recommended party be to tackle this module?

...snip...

We have 6 players and often a 7th. Most of the WoTC splatbooks are available (Complete Adventure/Warrior/Arcane/Divine and Races of Stone, and could get Races of Destiny if required).

What standard races will work? What favoured enemies for Rangers? What weapons should be utilised (possible spoilers here I guess ;-)? Should the Cleric be able to turn effectively? Would a Druid be useful, if so, with what focus? Would a sneak-attacked focused melee combatant fare well?

Cover your basics first:
- You absolutely must have either a trapfinder/remover or a trapspringer. A trapfinder is a high dex rogue with maxed out search & disable device skills and the player must be your best die-roller. A trapspringer is simply someone with good saves and lots of hp who walks in front of the party and opens all the doors.
- You also must have a walking band-aid with really good turn abilities.
- Your standard dish-it-&-take-it tank.
- Your standard nuker. Take sorcerer before wizard if there's an option.
- Paladin covers 3 of the above, and the Detect Evil ability can be a total life-saver (not to mention frustrating to the DM).
- All your remaining classes should be duplicates of the above, or those who can temporarily fill in a hole if one the above falls.

General notes:
- Don't worry much about skills & feats that deal with city life.
- With every monster in there, prep for that. Don't have your sorc just have fire spells.
- Don't duplicate weapon uses throughout the party. If everyone likes longswords, then expect to fight alot over who gets what in the treasure.
- Everything else is common sense for dungeon delving.
 

I'm running a group through it right now. I can't stongly recommend the presence of multiple clerics and rogues. If you want the party to have a chance to survive, turn undead is vital. I also recommend a good balance of melee and ranged combat capabilities with the rest of the party makeup.
 

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