World's Largest Dungeon in actual play [Spoilers!]

neuronphaser said:
Anyway, this board seems to be slowing up a lot. Any ideas on how we can liven things up around here?

Anyone? Anyone?

Bueller?

Jim Pinto's presence on this thread gets it more attention.

And since he has not been around for a bit, and the thread (and module) is more than a year old, the existance other forums (like AEG's and RPGMP3's), and the attention span of gamers isn't exactly measurable in large increments...well a slowing down of the thread isn't that much of a surprise.

But so long as people come here to ask questions and/or to let us know that their group is starting in the WLD, this thread won't die.
 

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yeah it would be possible simply by advancement

you would simply take the best route, but you have to look at how regions relate to the book

Like E to H would not be a good idea as the storyline for region e Require region I to be there.
 

DaveMage said:
Well, since the thread has been going for over a year, I think a slowdown is a little expected. ;)

What I'd love to see is a version of the WLD that, instead of allowing different paths through the dungeon, would provide only one path that took characters well into epic levels.

It's one thing to get through the thing, but another to get through all 15 regions.

I wonder if this could be done simply by advancing the monsters that are in each section to higher hit dice/CRs. (Although even this "simple" solution would be massive amounts of work.)

Well, to get to epic levels, I think the easiest solution would be to award xp exactly by the book. You'd be epic after three or four regions. Might be fun to go that way. Struggle your way for half the module then go to Gawd mode and kick some tail. :)
 

DAVE MAGE SAID

"What I'd love to see is a version of the WLD that, instead of allowing different paths through the dungeon, would provide only one path that took characters well into epic levels.

It's one thing to get through the thing, but another to get through all 15 regions.

I wonder if this could be done simply by advancing the monsters that are in each section to higher hit dice/CRs. (Although even this "simple" solution would be massive amounts of work.)"


this sounds like a cool project and I would love to do some work on it here is my proposal.


THE SAGA WLD ADVENTURE PATH 1ST -45TH LEVEL

Laid out in a path these sections would remain unchanged
A E I M J N O

Laid out the remaining order would require an increase to all encounter levels
D, H, K, L, G, F, B, C

Region D level 21-23
Region H level 24-26
Region K level 27-29
Region L level 30-33
Region G level 34-36
Region F level 37-39
Region B level 40-42
Region C level 43-45


These changes count on efficiency (Region N covers the larges part of the maps) and storytelling (E must be linked with I, J must be linked with N etc.)

I have also started with Region D because if the project goes no further than it’s first region it will still be modular enough for those who do not follow the path to be able to use the region when characters do pass beyond level 21.

I propose starting with region D, going section-by-section room-by-room with each submission taking up a singled #room one at a time until complete. A place to post what room your working on would need to be selected (ala AEG’s website or some such,) so as not to choke this thread with updates posted the main thread. (such as a compilation pdf etc…) This project would demand full compliance with the OGL so that you still have to own the WLD to use these updated states.

Example: Region D by this method would require all Encounter Levels increase 3-4 levels

Region D; Section D1-D6; Room D1

Increases-Spot DC for the scorch marks increased to DC 30. The derro clean the area from time to time.
-Caster level of all Tower Spells increased too 15th level,
-DC’s of the tower spells are all increased by +2, because the savants have become more powerful.
-All the spells on the tower are Empowered (+50%).

Advanced Wailing Stone Golem
Huge Construct
Hit Dice: 24d10+40 (172 hp)
Initiative: -2 (-2 Dex)
Speed: 20 ft. (4 squares) (can't run)
Armor Class: 27 (-2 size, -2 Dex, +21 natural), touch 6, flat-footed 27
Base Attack/Grapple: +18/+39
Attack: Slam +29 melee (4d8 +13)
Full Attack: 2 Slams +29 melee (4d8 +13)
Space/Reach: 15 ft./15 ft.
Special Attacks: Slow, spell like abilities
Special Qualities: Construct traits, Damage reduction 20/-, darkvision 60ft., low-light vision, magic immunity
Saves: Fort +8, Ref +6, Will +8
Abilities: Str 37, Dex 7, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any land
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 25-48 HD (Huge); 49-72 HD (Gargantuan)
Level Adjustment: -
Slow (Su): A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 22 Will save to negate. The save DC is Constitution-based.
Spell-like abilities-at will feather fall, caster level 15th.
Wail (Su): Whenever the golem engages in melee combat, it lets out a tremendous wail lasting until the melee ends. Like a shrieker, the sound attracts nearby creatures disposed to investigating it.
Immunity to Magic (Ex): A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.



I propose to do d2 next.
 

neuronphaser said:
Just a quickie: I told the PCs that I wouldn't be handing out experience in the usual fashion, just tailoring it a bit more to the dungeon, and the overwhelming response was:

"You won't be handing out experience!???!"

My WLD DM is doing the exact same thing. We players get visions from our patro diety and in character have to decide which class we are taking.

Update: We have finished defeating the darkmantles, and orc in region A, were betrayed by the kobolds (damn you Boykit...he survived but sans spell book) and are currently looking for longtail

Party--
Human HumPar1/Monk3 -- Monk.
Human HumPar1/Rog3 --Dagger specialist
Human HumPar3/Clr1(3) <ME> almost to Prestige Pally :D
Human HumPar3/Clr1(3) almost Prestige Ranger
Gnome GnoPar3/Sor1(3) DM allowed Paragon level to count for Sorc levels
NPC Ork War3 -- Survivor of the orc clan

We found a cache of arms...some of which we could actually use....we still have no one who has martial weapon prof. (my char can use a long sword via war domain). Our little gnome sorc finally got a combat spell (sleep).

Magic items
magic battle axe <from Orc chief>
magic cloak, bracers <from Boykit>
magic ring <from stirge room>
feather token?
Poisonous dagger

funnest campaign ever....
 

You know, I'd love to get my players to Epic levels at some point too...we've gone through 2 3.X campaigns and both of them have fallen apart or come to a hiatus around level 11-ish. My problem is that I'm more story-oriented, and my (some of my) players more rules-oriented, and high levels just become a real pain to write for. I either don't challenge them at all or obliterate them, and finding the middle ground is something I haven't been able to do yet.

For one, I"m hoping WLD will help me with that, being pregenerated and all. For another, are epic levels really difficult to handle? Anyone use them yet and have a blast with them?

I'm hesitant to run anything where players have 5 attacks around and have a boatload of spells to sift through in order to pick the right one to cast at any given time. I've still got players who have to reference the books for every single move they make (their newbies, not really their fault), so going epic just sounds like an exercise in boredom. But please, tell of your experiences (especially if they relate to WLD) and prove me wrong!
 

neuronphaser said:
For another, are epic levels really difficult to handle? Anyone use them yet and have a blast with them?

I'm hesitant to run anything where players have 5 attacks around and have a boatload of spells to sift through in order to pick the right one to cast at any given time. I've still got players who have to reference the books for every single move they make (their newbies, not really their fault), so going epic just sounds like an exercise in boredom. But please, tell of your experiences (especially if they relate to WLD) and prove me wrong!

I'm playing in an epic campaign right now and having a blast. (Though it's not a WLD campaign.) It's nice to actually be able to use all of the spells in the player's handbook. It's hard to DM, as the challenges take some effort to put together, but it's also pretty cool doing 24d6 damage with a polar ray. :)

Qwillion: Wow! That's what I call taking an idea and running. :) I wish I had more time to help with the effort, since this is exactly what I'd love to see.
 

While this is aside from the Epic idea, I just thought I'd toss this in for anyone who's going through region B. Some goodies for the Holy Goblin Empire, drawn from Dragon.

Goblin Piker Fighter 1: CR 1: Small humanoid (goblinoid): HD 1d10+1: hp 6: Init +1: Spd 30 ft: AC 15, touch 12, Flat Footed 14: Base Att +1: Grp -2: Atk +4 Melee (1d6+1 (x3)Awl Pike) or +3 Melee (1d4+1 19-20x2 Shortsword): SA - :SQ Darkvision 60 Feet: AL NE: Fort +3 Ref +1 Will +0: S 12 D 13 C 12 I 10 W 10 C 6.

Skills and Feats: Hide +5, Listen +1 Move silently +5 Ride +4, Spot +1, Exotic Weapon Proficiency: Awl Pike, Weapon Focus: Awl Pike

Awl Pike Two handed Exotic polearm. Cost: 10 gp Dam: (s)1d6 (m) 1d8 Critical: x3 Weight: 10 pounds Type: Piercign

Built similar to a longspear, the awl pike is almost 15 feet long. You can strike opponents 15 feet away with it, but you can't use it against foes closer than that. If you use a ready action to set an awl pike against a charge, you deal double damage against a charging character.

Goblin Grenadier Fighter 1: CR 1: Small humanoid (goblinoid): HD 1d10+1: hp 6: Init +1: Spd 30 ft: AC 15, touch 12, Flat Footed 14: Base Att +1: Grp -2: Atk +3 Melee (1d4+1 19-20x2 Shortsword) or +2 Sling (1d3+1d4 Fire) or +4 sling (1d3) or +3 Ranged Touch Alchemists fire (1d6 fire) : SA - :SQ Darkvision 60 Feet: AL NE: Fort +3 Ref +1 Will +0: S 12 D 13 C 12 I 10 W 10 C 6.

Skills and Feats: Hide +5, Listen +1 Move silently +5 Ride +4, Spot +1, Point Blank Shot, Precise Shot

Equipment: Sling, 6 Alchemist's Fire Bullets, 1 Alchemist Fire, 3 Tanglefoot Bags.

Alchemists fire Bullet This small glass sphere contains alchemist's fire and can be used as a sling missile. When striking a target, the sphere bursts, dealing an additional d4 fire damage as well as sling bullet damage. The target takes an additional d4 damage on the next round unless the fire is extinguished. These bullets are larger than normal, imposing a -2 penalty on attack rolls made using them.

Standard tactics for goblin patrols and units is to have 2/3's of troops armed as Pikemen and 1/3 grenadiers. Pike units line up in two ranks with the grenadiers as a third rank. After engaging opponents, the front rank drops its pikes and draws its shortswords. The second rank falls back and continues to attack with their pikes, ensuring that any who break through the front rank are subject to AOO's. The grenadiers typically start with a volley of Alchemist's Fire Bullets, followed by a volley of tanglefoot bags, then either Alchemist's Fire or Bullets depending on the strength of the opponent. Note, Grenadiers will not use Alchemists Fire if the splash will likely harm goblins.

Units will stay in formation as long as possible. If the front rank is killed, the second rank will typically withdraw with the grenadiers to a chokepoint where their pikes can be used together against a single target. A common tactic is to flee out a door, with half the goblins heading left and the other half right. Pikemen attack any who come out the door, while Grenadiers alternate between Alchemist Fire Bullets and Tanglefoot bags to make the choke point unpassable.

Any hobgoblins with goblin units will typically remain in the back to direct actions, using ranged weapons to target spellcasters.

Note, any obvious spellcaster becomes automatically targetted by Grenadiers after a spell has been cast. Grenadiers will not hesitate to pile alchemists fire on top of a spellcaster to ensure that he or she cannot cast spells.

Add the following to rooms B70, B74, 10 feet south of the southernmost of the 3 four way intersections south of the Crypts (facing north) and just outside the door, in the hallway, outside B77 (facing north).

Goblin Fire Siphon

You see three goblins climbing over a small wagon. On the wagon is a sort of pot with a nozzle pointed outwards. Two of the goblins are behind the wagon, positioning it, while the third operates a pump in the back.

The pump goblin heaves downward on the lever and a blast of flame engulfs you.

Goblin Fire Siphon Team Warrior 1: CR 1/3: Small humanoid (goblinoid): HD 1d8+1: hp 5: Init +1: Spd 30 ft: AC 15, touch 12, Flat Footed 14: Base Att +1: Grp -2: Atk +3 Melee (1d4+1 19-20x2 Shortsword): SA - :SQ Darkvision 60 Feet: AL NE: Fort +3 Ref +1 Will +0: S 12 D 13 C 12 I 10 W 10 C 6.

Skills and Feats: Hide +5, Listen +1 Move silently +5 Ride +4, Spot +1, Alertness

Small Fire Siphon Cost: 1000 gp: Weight: 200 lbs

This smaller, more portable weapon relies on a syringe device mounted atop a cart with a plunger at the rear.

Alchemists fire may be projected in either a 40 foot line or 20 foot cone depending upon a setting near the nozzle. Chnage the setting is a full round action. Any creature within the cone or line takes 2d6 fire damage (Reflex DC 15 for 1/2) and a d6 fire damage the following round unless the fire is extinguished (DC 15 Ref save). A full tube contains enough liquid for three uses. Refueling the weapon is a full round action.

The small siphon projector is not as vulnerable to fire damage as the large projector. A fire attack might destroy the siphon tube, but it results only in a small explosion, dealing 2d6 fire damage to all within a 10 foot burst (Ref DC 13 for 1/2).

A small siphon projector takes up a space 5*5 feet and is usually stationary. It takes 5 rounds to reset a moved fire siphon.

Note, the goblins have been well trained and can move the projector to face a new direction as a full round action. However, moving the projector still takes 5 rounds of setup after moving.

Typically, the setting will be a line, pointed down corridors or obvious features. The goblins have decent fire discipline and will not fire on their own troops normally, although, if desperate enough, they might. Each emplacement has three barrels of siphon fire (enough for 9 reloads)

Worg Riders

Note: There is an error in the text. The text states that the worg riders are hobgoblins. Unfortunately, hobgobs are medium creatures and cannot ride worgs. All worg riders are now changed to the following:

Worg Rider Fighter 2: CR 2: Small humanoid (goblinoid): HD 2d10+2: hp 12: Init +1: Spd 30 ft/50 ft: AC 15, touch 12, Flat Footed 14: Base Att +2: Grp -1: Atk Lance +4 (1d6+1) : SA - :SQ Darkvision 60 Feet: AL NE: Fort +4 Ref +1 Will +0: S 12 D 13 C 12 I 10 W 10 C 6.

Skills and Feats: Hide +5, Listen +1 Move silently +5 Ride +4, Spot +1, Mounted Combat, Ride by Attack, Spirited charge

Worg: As per the Text.

Worg riders try to engage opponents in the longest corridors if possible. Because of the limited space, ride by attack is perhaps less useful, but, a spirited charge is devastating. Typically, riders will charge, make their attack and then gain a possible attack of opportunity as the opponent closes, resulting in a possible 4d6+4 points of damage. The next round is typically spent withdrawing and a second rider will charge. They will keep up this rotation, making a spirited charge every round, until the foe dies. Note, because of their great speed, it is quite possible for one rider to engage while the other swings around to attack from the rear or the flank. The long wide corridors are almost tailor made for this approach.
 

Oh I don't know I could have advanced them to 40 th level so that it would be an epic encounter :), I really don't expect to get that far unless a lot of people helped but my game will be running for the next two years at least so I will still be putting out rooms I image we shall see, though I don't think I could use these as they are from Dragon so they would violate my 100 OGC rule.

Davemage: oh come now I think you could find time for one room in Region D :)

CHALLENGE!
I here by challange all Ye who post to this board. Do one room in region D (though you may want to say your working on it ahead of time so as not to duplicate any work.)

Requested as follows, Advance the Encoutner level by 3 to 4, remeber to increase DCs and Encounter conditions by this level as well. DO NOT CHANGE THE ENCOUNTER.

Here follows rooms d2 and d2


Region D; Section D1-D6; Room D2

Encounter Conditions: Fear increases to DC 20
Wailing stone golem see room D1

Region D; Section D1-D6; Room D3

Increase search DC to find a hollow stone to DC 30
Encounter Conditions: Fear increases to DC 20

10 DERRO GUARDS
Small Monstrous Humanoid, 4th level warrior
Hit Dice: 7d8+14 (45 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 19 [ (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 13, flat-footed 17
**27 (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 21, flat-footed 25
Base Attack/Grapple: +7/+3
Attack: Short sword +8 melee (1d4/19-20) or repeating light crossbow +12 ranged (1d6/19-20 plus poison)
Full Attack: Short sword +8/+3 melee (1d4/19-20) or repeating light crossbow +12/+7 ranged (1d6/19-20 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison use, spell-like abilities, sneak attack +1d6
Special Qualities: ** Improved evasion, madness, spell resistance 19 vulnerability to sunlight,
Saves: Fort +7, Ref +6 (**+14), Will +7
Abilities: Str 11, Dex 14, Con 14, Int 10, Wis 5*, Cha 16*
Skills: Bluff +5, Hide +14 (**+24), Listen +1, Move Silently +8,
Feats: Weapon Focus (repeating light crossbow), Improved Initiative, point Blank Shot,
Challenge Rating: 6
Alignment: Usually chaotic evil
COMBAT
Madness (Ex): Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell.
*The racial madness of the derro provides a +6 bonus to their Charisma scores and a -6 penalty to their Wisdom scores. A derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex): Focused black adder venom Injury DC 13 initial 1d6 con secondary 1d6 con, . Derro are not at risk of poisoning themselves when handling poison.
Sneak Attack (Ex): Any time a derro’s opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations.
Spell-Like Abilities: At will-darkness, ghost sound; 1/day- daze (DC 13), sound burst (DC 15). Caster level 7th. The save DCs are Charisma-based.
Vulnerability to Sunlight (Ex): A derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.
** Improved Cover (Ex): as long as the derro are within able to take advantage of the towers defenses they gain the benefits of Improved cover.

Skills: Derro have a +4 racial bonus on Hide and Move Silently
Equipment: 20 Masterwork bolts

I will be working on D4-6 next
 
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JamesL85 said:
I just posted a new map by Peter Ramos on the WLD page. It's a player's map of Region A that has all of the secret rooms added in, for those that use some type of "fog of war" when revealing the map.

Just thought I'd share.....

James

P.S.
Suppose I ought to put in the link.

These are perfect for using in Fantasy Grounds. Thanks!

rv
 

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